Logic & Puzzles
74 apps to play — grouped by age.
🐣 Ages 3–5 · Pre-K & K
WantsPals
Ages 3–5 · Gr K–K Level 1
Two puppet friends talk about a toy. Glossy is trying to make you WANT it. Plain just tells you what it is. Hear them both out loud and tap the friend who is just telling — the first, gentlest step in seeing an ad for what it is. No real brands, no timer, no score. Made to do with a grown-up, out loud. On-device; no account. Ages 3–5.
Play WantsPals →
BecauseTots
Ages 3–5 · Gr K–K Level 1
The first 'a good because' game, for ages 3–5: Bruno the little elephant asks 'But why?' and two friends each answer with a because. One tells you something NEW — 'because it has big wings!' — the other just says the same thing back — 'because it's a bird'. Tap the friend whose because tells you something new, and Bruno lights up! No reading needed (tap to hear it), no score, no losing — just the happy discovery that a good reason tells you something you didn't know.
Play BecauseTots →
FerryTots
Ages 3–5 · Gr K–K Level 1
The first board game a three-year-old can play. Lay lily pads across the pond to join the two banks — then Lily the frog hops across and everyone wins! The wind lays a reed now and then, and one warm sun-button dries a reed away. Tap-to-play, read out loud, nothing to get wrong. No reading, no accounts, no ads.
Play FerryTots →
SawTots
Ages 3–5 · Gr K–K Level 1
The very first 'how do you know?' game, for ages 3–5: Willa the owl hides something in a box, and two friends say how they know what's inside. One really peeked, felt, heard, smelled or tasted it — the other just guessed. Tap the friend who really checked, and out it comes! No reading needed (tap to hear it), no score, no losing — just the happy discovery that a good reason means you really looked.
Play SawTots →
🎈 Ages 6–8 · Grades 1–3
HidePals
Ages 6–8 · Gr 1–3 Level 2
Hide-and-seek for ages 6–8: hide a little figure (and three sneaky decoys!) in a room, then follow the warm/cold heat trail to find it — 🔥 hot means close, 🧊 freezing means far. Play by yourself or take turns on one device. On-device; nothing leaves your device.
Play HidePals →
PitchPals
Ages 6–8 · Gr 1–3 Level 1
For ages 6–8: hear a made-up ad and tap which trick it is doing to make you WANT it — "everybody has one", "hurry, only 3 left!", a "free" gift. Two big picture choices, read aloud, no reading needed. Then hear the ad said again in plain, honest words. No real brands, no timer, no score to chase — just you, learning to spot the pitch. On-device; no account.
Play PitchPals →
CornersForge
Ages 6–8 · Gr 1–3 Level 1
A device-free review game: the grown-up reads a question, the four answers live at the four corners of the room, and everyone answers with their feet. Reveal the corner, earn a class brick — no timer, no scores, just playing together.
Play CornersForge →
FoxPals
Ages 6–8 · Gr 1–3 Level 1
Trap the fox! You are the geese — move together and box the fox in so it cannot move. A gentle thinking game of the hunt for the youngest players, with read-it-to-me help. On-device.
Play FoxPals →
PawnPals
Ages 6–8 · Gr 1–3 Level 1
Learn how the six chess friends move — Poppy the pawn, Rooky the tower, the bishop twins Bo & Bay, Hoppy the hopping pony, Queen Quill, and gentle King Cozy. Warm, audio-first movement games on a real board, with a “say it out loud” rhyme for every piece. No reading needed, nothing to get wrong.
Play PawnPals →
TrickPals
Ages 6–8 · Gr 1–3 Level 1
A play-together card game for ages 6–8: help Otto the otter deliver the moonlit mail before the Storm rolls in. Lead a card, Pip the owl follows — the higher card of the led suit wins the trick (a night 🌙 card beats any suit). Win the tricks that carry your parcels ⭐ to deliver them. Pip flies at night to fight the Storm but never grabs your parcels — you win together. No chat, no losing to a friend. On-device; nothing leaves your device.
Play TrickPals →
GlyphPals
Ages 6–8 · Gr 1–3 Level 2
Codes and secret writing for ages 6–8: a message lands on the table written in a real code — Braille, Morse, or Maya numbers — and you decode it, sign by sign, with its key. Every code is real, with a real story. On-device; nothing leaves your device.
Play GlyphPals →
IslePals
Ages 6–8 · Gr 1–3 Level 2
A first trade-and-build game for ages 6–8: build cottages on little Gullwick, roll two dice for wood, stone, and grain, and make a FAIR SWAP for what you're missing — first to 5 cottages wins. Play with two friendly island pals or pass the tablet. On-device, no accounts, no robber (the Commons shares instead of stealing).
Play IslePals →
PostPals
Ages 6–7 · Gr 1–2 Level 2
Play a game across the room or across the country — one turn at a time! Take your turn, then pass the tablet or send a link that carries the whole game. Big buttons, read-aloud, for grades 1–2. On-device; nothing leaves your device.
Play PostPals →
SecondLookForge
Ages 6–8 · Gr 1–3 Level 2
A look-again reflex trainer for ages 6–8: a maze you’d given up on, a second way to make ten, a king that looks trapped — each one LOOKS impossible, but there’s always a way. Find the second look before you say "no way out." Calm, anti-shame, on-device.
Play SecondLookForge →
🎒 Ages 9–14 · Grades 4–8
RiddleRealm
Ages 9–11 · Gr 4–6 Level 1
Open dungeon chambers by solving riddles, crack situation puzzles with clever yes/no questions, and sharpen wordplay, logic, and lateral thinking across 16 kits.
Play RiddleRealm →
WitQuest
Ages 9–11 · Gr 4–6 Level 1
A comedy puzzle adventure — defeat villains with your wits, solve riddle gates, and sharpen logic & wordplay across 16 kits.
Play WitQuest →
PuzzleForge
Ages 9–12 · Gr 4–7 Level 3
Solve the great mechanical puzzles — Tower of Hanoi, sliding tiles, water jugs, and river crossings — and learn the computational-thinking ideas (recursion, optimality, state-space search, parity, constraints) that crack them all.
Play PuzzleForge →
LatticeForge
Ages 9–13 · Gr 4–8 Level 3
Every grid hides one rule — find it, and the cells fall into place. Sudoku + a number-logic puzzle guild.
Play LatticeForge →
JigsawForge
Ages 9–13 · Gr 4–8 Level 3
The mystery none of you can solve alone, for ages 9–14. Four detectives each hold a different kind of evidence — the map, the ledger, the witness notes, the timeline — and the case cracks only when you POOL your clues on a shared board. Talk in clues, not chat (no typing). Play solo (all four roles) or pass-and-play with 2–4 friends. Cooperative deduction where teamwork is the whole point.
Play JigsawForge →
ReckonQuest
Ages 10–13 · Gr 5–8 Level 3
Crack word-problem puzzles the way real solvers do — name the unknown, draw the diagram, guess-and-check, work backwards, and always check it makes sense. Structure over key-word tricks.
Play ReckonQuest →
CubeSensei
Ages 10–13 · Gr 5–8 Level 3
Turn an unfolded Rubik's Cube with real notation buttons — or drag it in 3-D — build the inverse of a sequence to undo it, and practice cube notation, anatomy, and solving methods across 16 kits. No camera, no 3-D required; every sticker is colour-labelled.
Play CubeSensei →
EscapeForge
Ages 10–12 · Gr 5–7 Level 2
Escape a torch-lit chamber: search for clues, chain them together, and crack the lock on the door. Drill seven puzzle types — ciphers with a decoder wheel you can turn, sequences, unscrambles, connections, pattern memory, logic, and number puzzles — and reason your way through 16 kits. On-device; works with the sound off.
Play EscapeForge →
CipherForge
Ages 9–12 · Gr 4–7 Level 2
Run a spy agency — build and break secret codes on a cipher workbench, crack Caesar ciphers with frequency analysis, identify mystery ciphers, and learn cryptography across 16 kits.
Play CipherForge →
GambitTales
Ages 9–12 · Gr 4–7 Level 2
Learn the six chess tactics — the pin, fork, skewer, discovered attack, double attack, and x-ray — on a real board: name the pattern, play the winning move, race the clock in Tactics Rush, and solve a fresh puzzle every day.
Play GambitTales →
CrownTales
Ages 9–13 · Gr 4–8 Level 3
Full-depth draughts (checkers) — play a real board against a graded AI in American 8×8 and International 10×10, hunt the forced-capture "shot", and learn the endgame. Every piece is one row away from a crown.
Play CrownTales →
ShelfForge
Ages 9–13 · Gr 4–8 Level 3
Remember the chess tactics you’ve learned. A calm study shelf quizzes you on real positions — look, decide your move in your head, then reveal the strongest move and grade yourself. Spaced practice brings the hard ones back until they stick. On-device; nothing leaves this device; no account.
Play ShelfForge →
CannonTales
Ages 9–12 · Gr 4–7 Level 3
Learn Xiangqi — Chinese chess — through its pieces: the cannon that leaps a screen, the elephant that can’t cross the river, the horse you can hobble. Solve tactics on a real board, drill the winning move, and study sixteen concept kits.
Play CannonTales →
PageForge Chess
Ages 9–13 · Gr 4–8 Level 3
Make your own chess study pages. Set up a position on the board, write the idea in your own words, and save it to your study book — start from a worked example and remix it. Building and explaining a page is how it sticks. On-device; nothing leaves this device; no account.
Play PageForge Chess →
ScanForge
Ages 9–13 · Gr 4–8 Level 3
Snap or paste a chess board — from a screenshot, a book, or a diagram — and ScanForge reads it into a position you can study and keep. Check what it read (whose move, right way up, every piece), then play it out and save it to your scans. On-device; the picture never leaves this device; no account.
Play ScanForge →
StoneSong
Ages 9–12 · Gr 4–7 Level 3
Learn Go — the ancient surrounding game — through its life-and-death shapes: two eyes to live, the ladder that chases to the edge, the net that traps, the snapback. Solve tsumego on a real goban, read shapes, predict a ladder before it plays out, and study sixteen concept kits.
Play StoneSong →
GridForge
Ages 9–12 · Gr 4–7 Level 2
Four ideas, five games, one grid — play Connect-4, Gomoku, Reversi, Dots-&-Boxes, and Hex against a graded AI, and learn the shared primitives (connect, fork, flip, parity) that win them all.
Play GridForge →
PipQuest
Ages 9–12 · Gr 4–7 Level 3
Learn backgammon the way it’s really won — not by hoping for good dice, but by reading the board. Count the pip race, spot the hit, and predict how many of the 36 rolls hit a blot before you roll. Sixteen concept kits, a real board, and a predict-the-odds lab.
Play PipQuest →
DealTales
Ages 9–13 · Gr 4–8 Level 3
Learn contract bridge as a conversation — bid, play the cards, and predict the trick, plus 16 kits.
Play DealTales →
TableForge
Ages 9–12 · Gr 4–7 Level 2
Design your own board game and prove it is fair. Assemble a race game — pick a die or spinner, a board, and a rule — then run a thousands-of-games playtest in the Design Lab and read a live fairness report (who really wins, and why). Predict a design’s odds before the math reveals them in the Probability Lab, and practice probability, strategy, and game design across 16 kits. On-device, no accounts, no ads.
Play TableForge →
MillSong
Ages 9–13 · Gr 4–8 Level 4
Nine Men’s Morris (mill / morabaraba) — play the real 24-point board against a graded computer or a friend. Place your nine men, line up three to form a MILL and capture, then swing your mills to grind the board down. A classic played across the world.
Play MillSong →
StrategyForge
Ages 10–13 · Gr 5–8 Level 3
Find the winning move on a tactics board, race the clock in Tactics Rush, clear a Capture Cascade lookahead puzzle, learn the seven ideas that win any board game, and practice strategy & game theory across 16 kits.
Play StrategyForge →
SeedSong
Ages 9–13 · Gr 4–8 Level 3
Oware (mancala / awari) — play the real 2×6-pit board against a graded computer or a friend. Sow your seeds counterclockwise, count where the last one lands, and capture when it makes an enemy pit 2 or 3. A count-and-capture classic from the West-African sowing-game tradition — every move is counting.
Play SeedSong →
DropTale
Ages 10–13 · Gr 5–8 Level 5
Shogi (Japanese chess) — play the real 9×9 board against a graded computer or a friend. Learn every piece, promote in the last three ranks, and master shogi’s soul: the DROP — a piece you capture switches sides and re-enters the game in your hand. Pieces show as clear English letters, not kanji.
Play DropTale →
CodeRealm
Ages 10–13 · Gr 5–8 Level 2
Program Bit the robot with drag-together command blocks — sequencing, loops, and conditionals — then watch your code run. Plus 16 CS-concept kits.
Play CodeRealm →
LeapTale
Ages 7–13 · Gr 2–8 Level 3
Chinese Checkers (Sternhalma) — race your ten pegs across the six-point star to the far point, hopping over any peg in long jump-chains. Play the real 121-hole board against a graded computer or a friend. Plan the ladder, and leap.
Play LeapTale →
DiscreteQuest
Ages 12–13 · Gr 7–8 Level 4
Trace the Seven Bridges of Königsberg in the Graph Explorer, work out permutations and the pigeonhole principle in the Counting Lab, and practice discrete math across 16 kits.
Play DiscreteQuest →
CasterQuest
Ages 9–13 · Gr 4–8 Level 3
Be the game-night commentator, for ages 9–14. Watch a real Connect-4 moment, then “call it” — is that a winning move, a great block, a sneaky double threat, or a risky blunder? A deterministic engine grades your call and a pro commentator explains why. Learn to SEE the game like a caster. On-device; nothing leaves your device.
Play CasterQuest →
ClaimCraft
Ages 11–13 · Gr 6–8 Level 3
Build claim-evidence-reasoning arguments with a live strength meter, hunt logical fallacies, and practice critical thinking across 16 kits.
Play ClaimCraft →
LogicQuest
Ages 11–13 · Gr 6–8 Level 4
Crack cases in Fallacy Detective, build truth tables in the Logic Lab, judge syllogisms with Venn diagrams, map an argument into claim, premises and objections, and deduce a classic single-solution Logic Grid — plus 16 kits of critical thinking. Inspector Logos coaches, never tells.
Play LogicQuest →
BiasForge
Ages 9–13 · Gr 4–8 Level 3
Run the famous experiments about how your brain fools itself — on YOURSELF. Guess the anchored number, fall for the bat-and-ball, meet the Linda problem, watch a “90% sure” range be way too narrow. Each one reveals the trap by name (anchoring, framing, base-rates, the peak-end rule…), tells you how sure scientists actually are, and shows the slow move that catches it. Once you can name a trick, you can beat it. No timer, no score to chase; on-device, no account.
Play BiasForge →
DebateForge
Ages 10–12 · Gr 5–7 Level 4
Build a case with claim, evidence, and reasoning and watch its strength meter climb, steelman the other side and pick the strongest rebuttal, and practice argumentation across 16 kits.
Play DebateForge →
PitchForge
Ages 9–13 · Gr 4–8 Level 2
Read an ad — a real, made-up one — and spot the trick it is using to get you to buy. PitchForge shows you the ten moves every ad plays ("everybody has one", "only 3 left!", "9 out of 10 experts…") and how to catch each one, then says the ad again in plain, honest words. No real brands, no timer, no score to chase — just you, learning to see the pitch. On-device; no account.
Play PitchForge →
ResearchQuest
Ages 10–12 · Gr 5–7 Level 3
Be a junior researcher: ask sharp questions, weigh sources with the CRAAP test, group your notes, and synthesize evidence — 16 information-literacy kits plus two hands-on labs, every source made-up.
Play ResearchQuest →
TruthQuest
Ages 10–13 · Gr 5–8 Level 3
Be a junior journalist: investigate viral claims with lateral reading, spot misinformation tactics, and practice 16 media-literacy kits — every example made-up, nothing partisan.
Play TruthQuest →
NewsForge
Ages 11–13 · Gr 6–8 Level 4
Run the newsroom: verify a claim with the SIFT method, catch the slant hiding in a story, and practice 16 journalism & media-literacy kits — every example made-up, nothing partisan.
Play NewsForge →
FeedForge
Ages 9–13 · Gr 4–8 Level 3
Design a feed, then watch a made-up reader named Scroll read it — and see the trade-off no feed shows you: the more it chases new things, the less you keep, even as it eats more of your minutes. Turn three dials (new things, reward-finishing, a session limit) and watch what Scroll actually remembers. A feed with a visible bottom isn’t missing a feature — it’s a design that respects the reader. No real brands, no timer, no streak. On-device; no account. Ages 9–14.
Play FeedForge →
EthosForge
Ages 10–13 · Gr 5–8 Level 4
Reason through ethical dilemmas, build strong arguments, and see every question through five moral lenses — across 16 kits. No "right" answer is handed to you; the skill is the thinking.
Play EthosForge →
QuizQuest
Ages 9–13 · Gr 4–8 Level 2
Lights, camera — only YOU hold the answers. Host a quiz show across 16 rounds of cross-curricular recall: science, geography, history, words, numbers, and the arts. Announce the answer, catch the confident-wrong contestant.
Play QuizQuest →
MemoryForge
Ages 9–17 · Gr 4–12 Level 4
Learn the memory techniques that let people recall a shuffled deck — the method of loci, the Major number system, card images. Guess how many you’ll remember, study, then recall; the app shows the gap and the trick that closes it. On-device, no clock, nothing leaves your device.
Play MemoryForge →
CountCraft
Ages 9–14 · Gr 4–9 Level 4
Prove it with tiles. Count the same shape two different ways and watch a maths fact become obvious — no algebra needed to see it is true. Build the staircase, grow the square, cut the square. On-device, nothing leaves your phone.
Play CountCraft →
TourneyForge
Ages 9–17 · Gr 4–12 Level 5
A tournament director in your pocket — run round-robin and knockout events over any game, on any device, with no accounts and no server. It pairs, scores and keeps the wall-chart; everything stays on your device.
Play TourneyForge →
VerdictForge
Ages 10–13 · Gr 5–8 Level 3
A bike goes missing and someone stands accused — but before anyone argues, one question decides everything: who has to prove it? A trial is a machine for deciding how much evidence is enough, and its moves are rules you can reason to. Who carries the burden? Is “my neighbour told me” allowed, or is it hearsay? Do three ordinary clues add up to a reasonable doubt? Predict the ruling, then weigh a case yourself. Real, tiny, deterministic reasoning — no internet. Ages 9–14.
Play VerdictForge →
CornerstoneQuest
Ages 10–13 · Gr 5–8 Level 2
A 3-minute daily puzzle for ages 9–14: on a fresh island, find the best corner for your first cottage — the one decision that shapes the whole game. Rank the spot by its pips, its mix of goods, and its room to grow, then compare with the surveyor. On-device; no clock, no pressure.
Play CornerstoneQuest →
IsleForge
Ages 10–13 · Gr 5–8 Level 4
The trade-and-build flagship for ages 9–14: settle the island of Gullwick, roll for goods, and TRADE for what you need — the deal is the lesson. Play three island characters or pass-and-play with friends; first to rebuild the most wins. On-device, no accounts, no robber (the Commons shares instead of stealing).
Play IsleForge →
HuntForge
Ages 9–13 · Gr 4–8 Level 5
Build a puzzle hunt for your family or friends. Chain secret codes and riddles into a hunt around the house — HuntForge checks that every clue can actually be solved, then you print the cards and time the solver. Building the hunt is the real puzzle. On-device, nothing uploaded.
Play HuntForge →
DeduceQuest
Ages 9–12 · Gr 4–7 Level 3
Deduction & code-breaking — crack a hidden colour code, solve nonograms and logic grids, and guess the hidden rule, all framed as predict-observe-explain. A wrong guess isn’t a miss, it’s a clue.
Play DeduceQuest →
SleuthLab
Ages 10–12 · Gr 5–7 Level 2
Solve forensic cases: search the scene for clues, match each one to a suspect in the lab, then make your accusation — plus a fingerprint-matching drill and 16 kits of forensic reasoning. Every case has one right answer, and the evidence proves it.
Play SleuthLab →
🎓 Ages 15–18 · Grades 9–12
OverrideForge
Ages 15–18 · Gr 9–12 Level 5
A confident AI assistant is right most of the time — and sometimes fluently, plausibly wrong. Solve a reasoning task, lock in YOUR answer first, then Glib gives its very-sure suggestion. Accept it, Verify it, or Override it — and see your reliance profile: where you leaned well, where you surrendered your own correct answer to a wrong one, where you distrusted a tool that was right. Calibrated reliance — knowing when to trust and when to check — is the skill nobody teaches yet. No timer, no score to chase; on-device, no account.
Play OverrideForge →
ClassicsForge
Ages 15–18 · Gr 9–12 Level 4
Read the immortal games of chess for free — step through the Opera Game, the Immortal, the Evergreen, and Légal’s Mate move by move on a real board, tap any move to jump, let them auto-play, and follow a calm first-party commentary that shows WHY each classic still teaches. On-device; nothing leaves this device; no account.
Play ClassicsForge →
SeminarQuest
Ages 15–18 · Gr 9–12 Level 4
Run a real Socratic seminar with 2–4 people and one device: a text, an opening question, rotating roles (Opener · Tracker · Steel-manner · Closer), a talk-balance bar and a text-evidence tally. The device moderates the table — it never teaches, never grades, and there is no AI. End with each person’s one changed mind and a printable record. Built for homeschool co-ops, book clubs, and classrooms.
Play SeminarQuest →
AgoraQuest
Ages 15–18 · Gr 9–12 Level 5
Judge a source, steelman the other side, deliberate a values question — where there’s a better answer you find it, where there isn’t you own your reasoning. For teens.
Play AgoraQuest →
CauseForge
Ages 15–18 · Gr 9–12 Level 5
Correlation is not cause — so train the moves that tell them apart. Each day, take a real observation and pick the soundest reasoning move: find the mechanism, run the counterfactual, name what would falsify it, or spot the hidden confound. Then weigh every shape the pattern could really be. No score, no streak — just sharper thinking. On-device; nothing leaves your device.
Play CauseForge →
CubeForge
Ages 15–18 · Gr 9–12 Level 5
A speedcuber's browser workshop — time your solves with inspection and Ao5/Ao12/PB stats, study OLL/PLL algorithms on a real 3-D cube, sharpen notation and method across 16 kits, and think through real speedcubing calls with the coach. On-device; works signed-out.
Play CubeForge →
DamaDojo
Ages 15–18 · Gr 9–12 Level 5
An International-draughts study hall for ages 15–18: play the 10×10 game — men that capture both ways and flying kings that slide the length of a diagonal — against a graded study bot or a friend, then review any position while the engine ranks every legal move and shows why one is stronger. Reason through real board decisions (the forced jump, the capture chain, the promotion race, the flying king, endgame tempo) with a text-forward coach. On-device; nothing leaves your device.
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NashForge
Ages 15–18 · Gr 9–12 Level 5
Think one move ahead — read a real strategic game, predict what game theory says, then see the reasoning. For teens.
Play NashForge →
PipDojo
Ages 15–18 · Gr 9–12 Level 5
A backgammon study hall for ages 15–18 — play full matches against a graded bot, keep a personal reviewable archive of every game, drill hit-spotting in a calm rated ladder, and reason through real board decisions (the pip race, the doubling cube, bearing off, the back game) with a text-forward coach. On-device; works signed-out; optional sign-in syncs your games and rating across your own devices.
Play PipDojo →
RookDojo
Ages 15–18 · Gr 9–12 Level 5
A chess study hall for ages 15–18 — play full games against a graded bot, keep a personal reviewable archive of every game, drill tactics in a calm rated ladder, and reason through real board decisions (the fork, the pin, the skewer, the discovered attack, the back rank, zugzwang, the opposition, prophylaxis) with a text-forward coach. On-device; works signed-out; optional sign-in syncs your games and rating across your own devices.
Play RookDojo →
ShogiDojo
Ages 15–18 · Gr 9–12 Level 5
A shogi (Japanese chess) study hall for ages 15–18: play the full 9×9 game — with shogi’s soul, the DROP (a piece you capture switches sides and re-enters from your hand) and promotion in the far ranks — against a graded study bot or a friend, then review positions while the engine ranks every legal reply. Reason through real decisions (the drop, promotion, the drop rules, the castle, sacrifice for tempo) with a text-forward coach. Pieces show as clear English letters. On-device; nothing leaves your device.
Play ShogiDojo →
StoneDojo
Ages 15–18 · Gr 9–12 Level 5
A Go study hall for ages 15–18 — play full 9×9 games against a graded bot, then keep a personal, reviewable archive of every game and replay it move by move. Sign in (optional) to carry your games across your own devices. On-device; works signed-out.
Play StoneDojo →