🧠 Memory — the quick game
Most "quick" games are twenty minutes pretending. Memory means it: a round of working memory takes seconds, a complete best-of-5 duel takes 30–40, and there is no lobby, queue, tutorial or unskippable anything between you and the start. The whole competitive loop — challenge, contest, verdict, rematch — fits in a minute.
Where the seconds go (nowhere)
Tap quick match, get an opponent, play. The pace isn't shallow, either — best-of-5 across shuffled mini-games means a quick duel still measures several skills, and the ELO it moves is the same ELO the leaderboards respect. Short-form, full-stakes.
The micro-session catalogue
Quick games are situational tools: kettle boiling (one duel), bus arriving in three minutes (four duels), "be right there" from someone who won't be (a full ranked session). The context guides map them out — 30-second games, 1-minute games, 5-minute games — but the core loop is always the same fast: open, duel, verdict, close.
How to play Memory
- A sequence of blocks lights up, one by one. Watch — it plays once.
- Repeat the sequence by tapping the blocks in the same order.
- Accuracy first: a wrong tap ends your attempt.
- Correct and faster than your opponent wins the round.