Tonight at the club
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No. 305
Daily Worduel
WordBot has hidden a five-letter word today, the same one for everyone. Hide yours, then trade guesses. Each guess tells you how many letters it shares with the hidden word.
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Words
19 games
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House pick
Rungs
Change one letter at a time and climb from the start word to the end. Every rung must be a word. -
Worduel
Choose a secret and take turns guessing your rival’s word. Daily and practice duels with WordBot, or play another person. -
Ghost
Build a fragment, avoid finishing a word, and challenge a bluff. Three ways to play. -
Wordweave
Place letters across the loom and build connected words. -
Medallion
Form words from eight tiles. The brass letter is required. Daily puzzle, ranks to Einstein, and timed duels. -
Rackrace
Seven tiles. Find one word of every length from three to seven before time runs out, or before your rival does. -
Lattice
A grid of letters. Chain neighbouring tiles, diagonals included, into as many words as you can before time is called. -
Tangle
Four scrambled words, then the circled letters spell a punchline. Unknot the lot. -
Ink Mini
A five-by-five word square: every row and every column is a word. No black squares, original clues. -
Ink Midi
A nine-by-nine with a little more chew. Same constructor, same original clues. -
Ink
A full Sunday-size 21×21 themed crossword, every day. The starred entries share one trick. Finish today's and there is always another. -
Headings
One letter, a dozen headings. Name something under each that starts with the letter. Duplicates with your rival score nothing. -
Kindred
Twelve plaques hide four sets of three. Find every set. Three wrong guesses and the gallery closes. -
Motif
A 6×6 grid of letters hiding a set of themed words. Trace each one through neighbouring letters, then read the leftovers for the wall label. -
Perimeter
Sixteen letters, four to a side. Each letter of a word must come from a different side than the one before. Use every letter. -
Cipher
A trivia clue in a simple substitution cipher. Crack the mapping, read the clue. -
Finder
A themed word search. Circle every listed word; they run in eight directions. -
Ziggurat
A word pyramid. Each course keeps the one above it and adds a letter, rearranged. Top and base are given; build the middle. -
Wordstrike
Race to 25 points from a shared rack. Find a word your rival is hiding and it is yours.
Puzzle
13 games
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House pick
Emerald Sweep
Read the counts, flag the faults and clear the same seam before your rival does. -
Nonet
Nine rows, nine columns, nine boxes, and one to nine in each. A fresh grid every day, with pencil marks for the hard ones. -
Sampler
Stitch the hidden picture from its numbers. Each row and column tells you the runs of filled squares, in order. -
Stillwell
A cooper's duel: drop wooden staves into the cask, hoop full rows, and send the offcuts to your rival as scrap. Four rows with one stave is a full cask. -
Glyphrite
A letterpress duel: set type in pairs, lift four sorts of one sigil, and let each press run send wooden quoins into your rival's case. Bigger lifts send more quoins. -
Orbarrage
Bank gachapon capsules into clusters of three before the ceiling descends. Capsules cut loose count double against your rival. -
Wallwright
Draw walls across the floor and fence the roamers into a corner. -
Thermal Gate
Work the gate: fast motes to the right chamber, slow motes to the left. -
Circuit Crawl
Take every chip, find the key and enter the socket. Race your rival through the same three floors. -
Flowworks
Lay pipe ahead of the flood and keep the ooze running as long as you can. -
Mouse Siege
Shove the blocks, box the cats in, and take the cheese while they sulk. -
Marquetry
Seat every tile so the numbers that touch agree. -
Strongbox
Shoulder the crates aside and walk the strongbox out the door.
Boards
15 games
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House pick
Tideflip
Close a line around rival stones. The corners can never be flipped back. -
Gelt Together
Spin with Herschel the teddy bear. Chocolate gelt, latkes, and very big Gimmels await. -
Orbit Checkers
Hop a six-piece crew across the board and into the rival's dock. Fill it before they fill yours. -
Marshals
Arrange a hidden army, then read the enemy line and take its banner. A rank 2 beats the 9, but only when the 2 attacks. -
Archipelago
Grow out from your harbor, ride the tide, and send a storm over your rival's best ground. -
Railbound
Collect coloured route cards, race for the links your secret tickets need, and cut your rival off. -
Scrolltown
Plan your route round the block with three step cards in hand. Open shops, finish a street to double its rent, and step right over your rival's storefronts. -
Homestretch
Run three pawns round the loop and home. A 6 opens the gate, a landing sends a rival back, and two pawns make a wall. -
Seedfall
Sow seeds pit to pit and steal from the pit across the board. End a sowing in your own store and you sow again. -
Millstone
Drop nine pieces, then grind them along the rings. Line up three and pluck one of theirs off the board. -
Bearoff
Race fifteen checkers home and off the board. Hit a lone blot to send it back, build a wall of points, and turn the doubling cube when you are ahead. -
Salvo
Hide five ships, then fire a volley each turn: one shot for every ship you still have afloat. Lose ships and you lose fire. -
Boneyard
Match numbers end to end with a double-six set. Can't play? Draw from the boneyard. Go out first and pocket the pips left in your rival's hand. -
Boxcars
Five dice, three rolls, thirteen boxes. Hold what you like, chase a long run or five alike, and decide when a small score is the smart one. -
Dropline
Drop brass against oxblood and take four in a line. First to two games wins.
Cards
21 games
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House pick
Midnight Hold’em
Poker. Heads-up limit hold’em for 40 chips over eight hands. With only two at the table, one pair often wins, so bet it. -
Sunset Pineapple
Poker. Shed one of three hole cards each hand, then play limit hold’em for the chip lead. Pair or flush draw: you rarely get to keep both. -
Omaha After Dark
Poker. Four cards in hand, exactly two at showdown, limit betting over eight hands. One heart in hand never makes a flush, however many hearts the board shows. -
Omaha High Tide
Poker. Limit Omaha where the high hand and an eight-or-better low split each pot. An ace and a two in hand play for both halves. -
Five-Card Draw Showdown
Poker. Bet, trade up to three cards, bet again. How many your rival drew is the only tell you get. -
Five-Card Stud
Poker. One card down, four exposed, limit betting over eight hands. You see four of their five cards; bet against what is showing. -
Gin Deadwood Sprint
Rummy. Build melds and shed deadwood over quick hands. First to 40 points takes the sprint. -
War of Bids
Bidding. Bid a card face down for the prize on the table. Your king wins exactly once, so spend it well. -
Terminal Micro-Solitaire
Solo. Build the four foundations up by suit. The stock turns over as often as you like, so a stall is a missed move, not a dead deal. -
Moon Market
Original. Corner a suit before its price falls. Buying lifts a price; selling crashes it. -
Signal Fire
Original. Feed your fire toward 31, or throw a card on your rival’s and burn them out. Best of three. -
Moonlight Eights
Shedding. Match the rank or suit, drop a wild eight to name the suit, stack twos on your rival and skip them with jacks. First to empty their hand wins. -
Vingt-Un
Twenty-One. Heads-up twenty-one with a card face down. Build toward 21, read what your rival is hiding, and double when you have them. First to five hands. -
Sixty-Six
Trick-taking. A 24-card trick game with a trump. Win tricks, show a king-and-queen marriage, and close the stock to race for 66. -
After-Hours Hearts
Trick-taking. Four at the table, two of them the house. Duck every heart, dodge the queen of spades, or take the lot and shoot the moon. -
Spades Till Dawn
Trick-taking. You and a house partner against your rival and theirs. Bid your tricks, make them exactly, and mind the bags. -
Lamplight Euchre
Trick-taking. Twenty-four cards, two jacks that outrank the ace. Order up trump with your house partner, or go alone for four. -
Emerald Lounge
Chance games and Power Pair tables. Emeralds have no cash value. -
Triad Tactics
One card a turn across three fronts. Every card has its own ability and every front its own terrain rule. Hold more front points than your rival when the last card lands. -
Cold Deck
Twelve piles, four aces, and a redeal that never shuffles. -
Stepdown
One open card, seven columns, and a rank either side of it.
Party & trivia
7 games
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House pick
Trivia
Four answers to every clue; pick the right one to bank its value. Solo practice, WordBot showdowns, or duels with friends. -
Draw & Guess
A room at one canvas: take turns drawing while everyone races to type the word. -
Werewolf
Wolves hide in the village. Hunt by night, argue in the chat and vote by day, with people or a village of bots. -
Pinpoint
Read a street somewhere in the world -- its road lines, signs and sun -- and pin the map. -
Bumper Balls
Knock your rival off a shrinking floating disc. Two players, first to two rounds. -
Bomb Pass
Touch your rival to pass the ticking bomb before it explodes. Two players and one fuse. -
Flag Frenzy
Red up, white down: follow the same calls as your rival. Three lives each, and the calls get faster.
Action
15 games
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House pick
Crossfire Club
Deathmatch a human rival while computer players fill the other seats. First to fifteen kills, or the leader when eight minutes run out. Bomb defuse and king of the hill are on the host's setup screen; the rated result is between the two humans. -
Lanternbright
Throw paper lanterns to catch glow-worms and moths, then run into a lantern to pop it for orchard fruit. Clear five orchards on five lives before dusk sends the lantern-spirit after you. -
Skywing Squadron
You and your rival each fly the same eight missions from the same seed. The higher final score wins. -
Burrow Barrage
Two to six players online, each with a team of critters, plus any CPU teams the host adds. Last team standing wins. -
Vault Runner
Pocket the gold across five vaults of ladders, hand bars and brick, and dig a trap under a pursuing guard. Every cleared vault quickens the chase. -
Orbit Salvage
Guide a tug between rock towers, lift stranded cargo and bring it to the depot. A loaded ship needs more room to brake. -
Borto Run
Bortochi, a striped baby boar, charges down the Chestnut Trail. Seven stages of rolls, vines and burr staircases, ending in Chef Bonvivant's kitchen. -
Borto Run 2
Chef Bonvivant has fished Bortochi's eight uribo siblings down a sinkhole to sniff out the Golden Truffle. Jump in after them: mushroom marshes, a capybara hot spring, a mole-run subway, an upside-down bat office and the chef's secret restaurant. -
BLOCKATRICE: Big in Dullsbury
A three-metre toy figure with C-shaped hands is loose in a suburb that never ends. Touch anything smaller than half your height and it sticks to you; grow big enough and the houses are snacks, while the town turns robotic, dystopian, cyberpunk and stranger. -
QWITTENS: Bursting With Delectability
QWITTENCO has sent the candy with faces to the Wrapper. Grin, the one Qwitten that slipped off the conveyor, runs and spits sugar crystals through Sector 7, the rooftops of Str. Whitting and Qwittenco Tower to set Blu, Ooh, Zest and Spex free. -
Crossfire 64
Crossfire Club, rebuilt as a Nintendo 64 cartridge. The same fourteen arenas, walls, pads and spawns as the browser game, with WordBots to fill the room and up to four players in split screen. -
Mucus Man
The Big Sneeze blew Mucus Man's powers all over the sinus system. Run and shoot snot through the Nasal Caverns, Doc Fenwick's Lung Labs and the Gut Core, find the Slime Slide, Sticky Feet, Bubble Jump and Acid Spit that open the way, and take down the King Germ. -
Tobu Tobu Girl Deluxe
Her cat floated off on a balloon, so she is going up after it: bounce off the birds, dash between them, and climb before the clock runs out. -
Shock Lobster
A lowly lobster with magical powers swims at whatever stands in its way. Spend the pearls you collect on new skills and push the high score higher. -
Freedoom: Phase 1
Four episodes of corridors, keycards and things that want you dead, made from scratch by volunteers to run on the classic Doom engine.
Fighting
4 games
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House pick
Wrangle Arena
Choose a fighter for local battles or rated online matches. -
INKFIST: Radical Brothers
Two brothers, one long road. Brawl through ink-drawn streets, paint a stroke of brush magic when a fight turns, and tag your brother in when you are cornered. -
Arena Spirits Fighting EX
Sixteen Wrangle Arena fighters, prerendered, meet one on one across eight stages. Fireballs, rising uppers, supers on a meter, hit-cancel combos, and in the deciding round the loser left dazed for a Spirit Finish. -
Super Tilt Bro
The platform fighter the NES never had. Two fighters on one stage, and the way to win is to send the other off the screen.
Racing
5 games
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House pick
Neon City Racing
Race a human rival and two computer racers over three laps. Drift through bends for a turbo and crack a gachapon capsule for an item. -
Obstacle Dash
Race the same course as your rival over spikes, springs and moving platforms. Emeralds cut time from your finish. -
Powder Run
Carve through gates and reach the lodge. Slow down and the thing behind you catches up. -
SHREDDA
Carve a onewheel through a night city, from the neon avenues of Downtown and Midtown to Uptown, over the river and out into the suburbs. Thread the traffic, grind the barriers and chain it all into combos. -
HexGL
Anti-gravity racing round a city of towers. Three laps, a shield that drains on every wall, and air brakes for the corners.
Sports
8 games
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House pick
Hoop Jam
Two-on-two arcade hoops, each of you with a computer partner. Drive the lane to dunk, hit threes, and catch fire. -
Velvet Pool
Eight-ball: claim Emeralds or Rubies with your first pot, clear them, then sink the 8. Fouls give ball in hand; an early 8 loses. -
Disc Drift
Flick one of three discs a turn to knock the puck into the rival net. First to 3 goals, 30 flicks of regulation, then a golden goal. -
Steel Blades
Three-on-three arcade hockey against a rival: body checks, slapshots and the occasional fistfight. -
Full Count
Arcade baseball against a rival, trading the mound every half-inning. Read the pitch, time the swing, bring the runners home. -
Gridiron Bowl
Seven-a-side arcade football against a rival. Call a play, guess theirs, then run, throw or tackle. -
Super Striker
Five-a-side street soccer against a rival. Slide in, cross it into the box, and finish with a bicycle kick. -
Power Dodge
Squad dodgeball against a rival. Time your catches, dash into a super shot, and be the last squad standing.
Arcade
7 games
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House pick
Briar Barrage
Cut through a descending garden swarm. Every severed segment leaves a mushroom and another head to dodge. -
Cyber Pong
Angle your returns, add paddle spin, and reach seven points with a lead of two. Hit with the paddle's edge to bend the return. -
Rattlecoil
Swallow the eggs in order, grow, and keep your own tail out of the way. -
Prism Breach
Carve a channel through a regenerating prism shield, then time your lance to the swinging core. The refuge blocks ordinary missiles, but hunters follow you in. -
CHIP-8 ROM Vault
Four small cartridges written for the cabinet: Invaders, 1P Paddle, Brix and Maze Walker. Bring your own .ch8 cartridge and it plays that too. -
RetroCart ROM Runner
Your NES, Game Boy, Game Boy Color, GBA, SNES, Mega Drive and Nintendo 64 cartridges, played here. Load a cartridge file from your machine — unzipped — to begin. -
VectorCore
Turn, thrust and fire down a drifting field of wireframe rock. Every shot leaves a trail that fades the way an old tube did.
Strategy & sim
6 games
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House pick
Cardboard Box
A parcel arrives every day. Unbox it, fill your little room, and trade curios at the Trading Post. -
Hondel
Buy goods, haul them along dangerous roads, and haggle with the customers you meet. -
Nethweaver
Real-time strategy inside a living body. Three factions — silk-spinning predators, a self-healing immune response, and a power-hungry nanomachine swarm — fight over energy and biomass. -
HYEFYE RECORDS
London, 1976. Run a mail-order punk label from a leaky canal houseboat: build a vinyl factory, sign bands in basements from the Bowery to Glasgow, top the charts and hide your money from the Taxman. -
Solomatrix
A disgraced envoy with 300 lumens and a borrowed face has 120 days before the Chair of Ceres passes. Trade between habitats, take drugs, read the lies in a rival's wrist and talk your way into power. -
µCity
Zone the land, lay the roads and power lines, balance the budget, and keep a growing town from burning, flooding or going broke.
Adventure
10 games
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House pick
House of Tards
Congressman T-Bone Johnson is on trial, and the truth is somewhere in Brooklyn. Investigate, catch liars, and bribe your way through a courtroom satire that does not stay in the courtroom. -
Chester Street
Spring 1910: Papa's letter brings a ship ticket for three, and the same week the Cossacks come. Flee Blotnitz, ride steerage to Ellis Island, then make a life on the Lower East Side — pushcart, pickle barrel, night school — on the road to a house on Chester Street, Brownsville. -
Zork I
West of House, beside a small mailbox. Type what you do and the Great Underground Empire answers. Mind the grue. -
Zork II
Deeper in the empire, the Wizard of Frobozz is watching, and he is not always helpful. A barrow, a sword and a lamp to start. -
Zork III
The last descent, to meet the Dungeon Master. Less treasure-hunting, more puzzles about what kind of adventurer you are. -
Last Mile
Zeno's Pizza, Fontana, 11:47 P.M. Thirty minutes to get a pie across the Inland Empire Franchulate, and every half of the way still leaves half to go. -
Beneath a Steel Sky
Robert Foster is snatched from the Gap and dropped into Union City, a vertical city run by a computer. Full speech, art by Dave Gibbons. -
Flight of the Amazon Queen
Joe King, pilot for hire, crash-lands his seaplane in the Amazon with a film star aboard and stumbles onto a mad scientist's plot. -
Lure of the Temptress
Diermot wakes in a cell in Turnvale, a town taken by a sorceress and her Skorl. The townsfolk keep their own routines, and you can give them orders. -
Drascula: The Vampire Strikes Back
An estate agent drives into Transylvania, the girl at the inn is kidnapped, and Count Drascula is behind it. A slapstick horror comedy.
Educational
2 games
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House pick
Gadget Works
Three science workshops: dodge clockwork thieves, open locks on balance, circuits, gears, magnets, energy, pulleys, lift, solar power and compost, then build cars, planes and eco racers to beat Vex Voltwick for fifteen cups. -
Bortochi Teaches Typing
Run through Chestnut Hills, climb vines, hop across the creek and cook with Chef Bonvivant. Five typing adventures, from home-row letters to whole sentences.