Games & Picks

Ways to settle who goes first, who pays, or who is on which team — plus a couple of small games to play while you argue about it.

22 tools

  • Marble Race Roulette — Marbles roll down the board to pick a winner.
  • Ghost Leg (Ladder) — Randomly match names to outcomes with a ladder.
  • Team Splitter — Randomly split people into fair teams.
  • Plate Balance Game — Move the pole with your mouse and keep the plate up. Longest survival wins — settle a bet with it.
  • Darts Game — Throw at a real dartboard and play 01, Cricket or Count-Up against friends.
  • 2048 Game — Slide tiles and merge matching numbers to reach 2048. Free, no download.
  • Block Puzzle — Drop blocks on an 8×8 grid and clear full lines. Free, no download.
  • Minesweeper — Classic minesweeper with easy, medium and hard boards. Free, no download.
  • Memory Match — Flip cards and find matching pairs — a classic concentration game, 12 to 36 cards.
  • Solitaire — Classic Klondike solitaire, played with taps instead of dragging. Free, no download.
  • Reaction Time Test — Click the instant the screen turns green. Your grade comes from the median of 5 tries.
  • Aim Accuracy Test — Hit as many targets as you can in 30 seconds — hit count plus accuracy.
  • Dice Roller — Roll D4, D6, D8, D12 or D20 — up to six, or once per player to find the lowest.
  • Spin the Wheel — Add names or options, spin, and the arrow picks the winner.
  • Sudoku — Fill every row, column and box with 1–9. Four difficulties, free and no download.
  • Falling Blocks — Rotate falling pieces and clear lines. Free in the browser, no download.
  • Snake Game — Steer a growing snake past the walls and its own tail. Free, no download.
  • Match 3 Puzzle — Swap gems to line up three and clear them. Thirty moves, cascading combos, free.
  • Bounce Ball — Bounce balls to chip away numbered bricks before the rows reach the floor. Free, no download.
  • Fruit Merge — Drop matching fruit to merge them and grow a watermelon. Free in the browser, no download.
  • Stack Tower — Time your taps to stack sliding blocks into a tower. Free in the browser, no download.
  • Tap Fly — Tap to bounce a bird through pipe gaps. Ten-second runs, free, no download.

In depth

Being random and looking random

When a group decides an order or a forfeit, a genuinely random outcome is not enough. Everyone has to watch the process and accept it. That is why rock-paper-scissors survives — not because the algorithm is good, but because there is visibly no room to rig it.

So the tools here do not simply announce a result. The ladder draws its lines in view, the marble roulette runs an actual race, and the darts and dice go through a throw. Showing the process is the feature.

Agree the rules before you draw

Arguments over a draw almost never concern the algorithm; they concern the rules. How many get picked, whether someone already picked returns to the pool, and whether a re-draw is allowed — settle those three out loud, before drawing.

Re-drawing is the dangerous one. Permit it after seeing the result and it stops being a draw. If re-draws are allowed, fix the count in advance («at most twice»).

The larger the group or the higher the stakes, the more it matters that everyone watches the same screen. One person drawing alone and reporting the outcome invites doubt no matter how fair the mechanism is.

Why ladders and team splits are different problems

A ladder draw is a one-to-one mapping. There are as many outcomes as participants and each person gets exactly one. Every horizontal rung swaps two vertical lines, so no matter how many rungs are drawn, two people can never land on the same outcome. That property is what makes it fair.

Splitting teams is a partition. Dividing eight people into two teams is a different problem from three, and when the count does not divide evenly something has to decide which team carries the extra person. Balancing skill on top of that needs an allocation rule, not randomness.

Mixing them up feels wrong for that reason. «Who gets what» is a ladder; «who is with whom» is a team split.

Dice and darts carry probability differently

Roll two dice and seven is the most likely total, because six combinations produce it while two and twelve have one each. Add more dice and the distribution of totals concentrates further toward the middle. Knowing that lets you tune the difficulty of a forfeit game deliberately.

Darts is skill rather than chance, but the board layout is interesting in its own right: 1 and 5 sit either side of 20, so a miss on the 20 is expensive. For inconsistent throwers, aiming near 19 — flanked by 7 and 3 — can carry a better expected score.

Cricket and the 01 games have opposite goals. In 01 you must land exactly on zero; in cricket you close numbers by hitting each three times.

Physical games — reaction and balance

Reaction and aim tests are used to find who is quickest, but passing a phone around a table turns them into a game on their own. The score is a number, so ranking is trivial, and a round takes thirty seconds.

The plate balance game implements inverted-pendulum physics directly. To keep the pole up you have to move the base toward the direction it is falling, which is the opposite of intuition, so almost everybody fails at first. Scores start climbing the moment that reversal clicks.

Where the randomness comes from

Every draw uses the browser's random number generator. The same input gives a different result next time, and no name or position carries a weight. Because no server is involved, there is structurally no one who could know the outcome in advance.

Participant names stay inside the browser and are not transmitted. Nothing requires an account, and nothing survives closing the page.