FLIP
Puzzle · 200 coins to play · free in your browser
Every level opens by showing you the whole board face up, and then it takes that away. What is left is a grid of identical backs and whatever you managed to hold in your head. You turn two cards at a time looking for a matching pair; get it right and they clear, get it wrong and the board locks while both cards sit there face up, long enough to burn a little of the only thing you actually spend in this game, which is the clock. There are no lives here and nothing can kill you. The run ends when time runs out, and the only way to push that back is to finish boards.
Is this your next game?
For visual memory with a running clock. Use the opening preview to remember positions, then turn known pairs before guessing.
Choose a cabinet in the arcade →How to play
- Every card is face up at the start of a level. Memorise it before they turn over.
- Tap two cards to find a pair. A wrong guess locks the board for a moment and burns the clock.
- Clearing a board buys time back, and a flawless one buys more — but the preview gets shorter every level.
Mouse and keyboard
Click a card with a mouse or tap it on a touchscreen. FLIP has no keyboard card-selection controls.
Controls on a touchscreen
- Tap a card to turn it over, then tap a second one. The board judges the pair immediately.
- During the opening preview the whole board is already face up, so taps do nothing until it ends — you are memorising, not playing.
- While a wrong pair is being shown the board is locked. Tapping a third card will not cut that short; the wait is the price of the guess.
Scoring
- A matched pair starts at 100 points, scaled by the consecutive-pair multiplier described below.
- Finishing a board pays 120 for every pair it held, so a big late board is worth five times a small early one.
- Finishing a board without a single wrong guess pays a further 50 per pair on top of that.
Combos and multipliers
The multiplier counts consecutive correct pairs and resets the moment you guess wrong. Three in a row pays 1.5 times, six pays 2, and ten or more pays 2.5. It also resets when a new board opens, which is deliberate: a fresh grid should be a fresh climb rather than a number you inherited, and it means the meter is doing something on every board instead of sitting pinned at the top for the rest of a good run.
How a run ends
One clock governs the whole run. It starts at sixty seconds and it never goes above that, so time you are owed beyond the ceiling is simply lost. Finishing a board buys some of it back — more if you were flawless — but the refund shrinks with every level you reach and eventually reaches nothing at all. That is the difficulty curve: not a bigger grid, but a smaller rebate, until the boards stop paying for themselves and the clock wins.
Worth knowing
- THE PREVIEW IS THE GAME, and it gets shorter every single level. The grid stops growing at twenty-four cards, so past that point you are not being asked to remember more — you are being asked to remember it faster.
- The clock runs during the preview too. A long look is never free, which is why the shrinking preview is a mercy as much as a squeeze.
- A wrong guess costs you no points at all. It costs you time, the multiplier, and the flawless bonus for that board — which is quite enough without also docking the score.
- Every board is dealt from the daily seed, so everyone playing the daily gets the same cards in the same places. Repeated attempts can help you remember that layout; a new daily seed changes the deal.
Your first run
- Divide the grid into small regions during the preview. Remember a pair as two positions rather than two pictures in isolation.
- When you must explore, reveal one unknown card first. If you know its partner, take the pair; otherwise use the second reveal to learn another location.
A mistake to avoid
Tapping rapidly during a mismatch lock. A third tap cannot skip the wait, and guessing also resets the streak and loses the flawless-board bonus.
Worked example
The first two consecutive pairs pay 100 each; the third pays 150, for 350 match points. A four-pair board adds 480 clear points, plus 200 if flawless. Those board bonuses are separate from the match total.
Examples describe in-game points or resources. Wallet rewards are calculated separately after submission.
Try next
Entry, rewards and fair play
Sign in to play. A run costs 200 coins. You need the full fee: with a lower balance, the run does not start and no coins are charged. Claim an available daily bonus before trying again. Your score can earn coins back and is validated by the server before ranking. How the economy and verification work →
FLIP is in the daily rotation: 3 of the 16 games in the rotation pool carry a ranked board and a share of the community prize pool each day, drawn from the calendar date. This pool includes legacy BlockDrop and differs from the public catalog. On its day this cabinet wears a gold star.
More games
BeatSequence · BLOX · Snake · BrickBreaker · Asteroids · Rise · Simon · Gems · Nova · MERGE · TOWER · DIG · FLAK · Bubbles