Free Memory and Logic Puzzles

Here are some free memory puzzles to play in your browser without downloading anything. Choose from logic puzzles, number grids, word ladders, paths and floor plans. The twist is that the clues in some puzzles show for a few seconds and then hide, so you have to use your memory. Below the games are guides to solving logic puzzles.

All puzzle games

Showing all 11 puzzles

Kind
Level
  • Visual memory Level: Easy–Hard

    Crowns

    Place one crown in every row, column and coloured region, then keep going once the colours fade.

  • Working memory Level: Easy–Hard

    Equinox

    Balance full and new moons on a 6 by 6 grid, from signs that show for a few seconds, then fade.

  • Working memory Level: Easy–Hard

    Rungs

    Climb a word ladder one letter at a time, from clues that show for a few seconds, then fade.

  • Mental arithmetic Level: Easy–Hard

    Floor Plan

    Divide a floor into rectangular rooms. Every clue is a small sum, and its answer is the room's size.

  • Mental calculation Level: Easy–Hard

    Reckon

    Make the target number from a handful of tiles with + − × ÷, while every result you make turns face down.

  • Working memory Level: Easy–Hard

    Memordle

    A daily five-letter word to find in six guesses, where each guess's colours fade after three seconds, so you play from memory.

  • Plant families Level: Hard

    Plantordle

    A plant puzzle: find the hidden flower family from its petals, symmetry, leaves, ovary and fruit.

  • Logic puzzles Level: Easy–Hard

    Casebook

    Work out who is in which room, and with what, from a list of clues, with ticks and crosses on a grid.

Solving guides

How to solve logic puzzles

Every kind of logic puzzle has a few moves that do most of the work. Here is the key technique for nine of them, each with a picture, a way to keep the board in your head once the clues hide, and a game above to practice on.

Technique demo · a Memodoku Mini board

Solve a 4 by 4 grid, one deduction at a time

  • Where to look
  • What decides it
  • This step

Step 1 of 10

The only cell left in a row

Row 4 needs a 3. C4 cannot take it, because column C already has a 3 on C3, and B4 and D4 are filled. That leaves A4, even though a 4 would also fit there.

Play a grid in Memodoku

Read the ten steps as text
  1. A4 is a 3. The only cell left in a row. Row 4 needs a 3. C4 cannot take it, because column C already has a 3 on C3, and B4 and D4 are filled. That leaves A4, even though a 4 would also fit there.
  2. C4 is a 4. The last cell in a row. Row 4 now has 3, 1 and 2. Its one empty cell, C4, takes the number that is missing, 4.
  3. B1 is a 4. The only number that fits. Look at B1 from every side. Row 1 already has a 2 and a 3, and column B has a 3 and a 1, so 4 is the only number left for it.
  4. A3 is a 4. The only cell left in a box. The bottom-left box still needs a 2 and a 4. B3 cannot be the 4, because step 3 put a 4 on B1, in the same column. So the 4 goes on A3, and one move has opened up the next.
  5. A2 is a 1. The last cell in a column. Column A now reads 2, blank, 4, 3, so A2 is the missing 1. From here, every line is down to its last gap.
  6. B3 is a 2. The last cell in a box. The bottom-left box has 4, 3 and 1, so its last cell, B3, is a 2.
  7. D3 is a 1. The last cell in a row. Row 3 reads 4, 2, 3 and a blank. D3 takes the missing 1.
  8. C1 is a 1. The last cell in a row. Row 1 reads 2, 4, blank, 3, so C1 is a 1.
  9. C2 is a 2. The last cell in a column. Column C has 1, 3 and 4. C2 takes the 2.
  10. D2 is a 4. The last cell. The last cell, D2, finishes row 2 with a 4. Every number came from a rule you can name, and not one was a guess.

01 · Memodoku

How to solve number placement grids

3 4 2 1 3 ABCD1234
Row 2 needs a 3. The 3 on C1 rules out C2 and D2, and B2 is taken, so the 3 goes on A2.

Key technique

The only cell left in a row

Pick a row and a number it still needs, then rule out every empty cell that already sees that number in its column or box. When only one cell is left, the number goes there, even if that cell could hold others too. Do the same for columns and boxes, and most of a small grid fills itself in.

Memory angle

Read the givens one number at a time, “the 3s sit on D1, B2 and C3”, instead of cell by cell. That is the question every move here asks, so it is the easiest way to keep them once they hide.

Practice in Memodoku 4 by 4, 6 by 6 or 9 by 9. The givens hide after a preview.

02 · Crowns

How to solve crown placement puzzles

ABCDE12345
The L region’s crown is on B2, C2 or B3. C3 touches all three, so it is out. B1 and A2 go too, since each touches or shares a line with all three.

Key technique

Crowns cannot touch, so a 2 by 2 block holds at most one

Any two cells of a 2 by 2 block touch, side by side or at a corner, so one block can never hold two crowns. When a whole region is just three cells bent into an L, its crown lands on one of them, and the fourth cell of that block touches all three. Cross the fourth cell out at once, whichever cell the region’s crown ends up on.

Memory angle

Before the colors fade, turn each region into a picture (an L is a boot, a long bar is a bridge) and pin it to the letters and numbers on the board’s edge: the boot stands on B2.

Practice in Crowns 6 by 6 to 8 by 8. The colors fade after a few seconds.

03 · Waypoints

How to solve single-path puzzles

17 ABCDE12345
The line from 1 turned at A4, so the corner A5 has one way in left, from B5. It would have to be the end, but the last waypoint, 7, is on E1.

Key technique

A dead end must be the end of the line

Every square in the middle of the line needs two neighbors on it, one to come in by and one to leave by. A square left with a single free neighbor, like the corner A5 here, can only be where the line finishes. The last waypoint is on E1, not A5, so the turn at A4 was wrong, and the line has to drop into the corner first.

Memory angle

Walk the waypoints as a short journey before they hide, and give each number a picture that looks like it, a swan for 2 or a sailboat for 4, standing on its square. The number shape system has one for every digit.

Practice in Waypoints 5 by 5 to 7 by 7. The numbers hide after a preview.

04 · Equinox

How to solve balance grids (binary puzzles)

Before After pairpair, gapcount full moon new moon
Before and after. The pair needs a new moon at each end, the gap between two full moons is new, and three full moons make the last cell new.

Key technique

No three in a row forces the next cell

No more than two of the same moon may sit side by side, so a pair of full moons needs a new moon at each end. A single gap between two full moons must be a new moon too. Then count, because once a row has three full moons, every other cell in it is new.

Memory angle

Read the = and × signs as short beats before they fade, “same, differ, same”, and say them once. A few beats are easier to keep than signs scattered across a grid, which is chunking at work.

Practice in Equinox 6 by 6, three of each moon in every line. The signs fade after a preview.

05 · Rungs

How to solve word ladders

C O L D C O R D C A R D W A R D W A R M L to RO to AC to WD to M
Each rung changes one letter, and each change is final: L to R, O to A, C to W, then D to M.

Key technique

Count the letters that must change

Compare the top and bottom words and count the letters that differ. When that count equals the number of steps, every rung turns one of those letters into its final letter, and no letter changes twice. COLD and WARM differ in all four places across four steps, so each rung fixes one letter, and its clue tells you which.

Memory angle

When a clue shows, make it a picture at once and hang it on its rung: “a thin rope” becomes a rope knotted around the first rung, so CORD is waiting there when you come back. The link method works the same way.

Practice in Rungs Three to six rungs. Each clue shows for a few seconds.

06 · Floor Plan

How to solve area division puzzles

Lying down4+21+2Standing up4+21+2 two clues one clue, fits
Lying down, the 6 on A1 takes in the clue on C2, so it fails. Standing up, it holds one clue and fits.

Key technique

List the shapes a clue allows

Work the clue out, then list every rectangle with that many cells: 4+2 is 6, so the room is a strip of 6 or a 2 by 3 block, standing up or lying down. Rule out each shape that runs off the floor or takes in a second clue. Here the strip is too long for a floor five cells wide, and lying down the block swallows the clue on C2, so it stands up, two wide and three tall.

Memory angle

Know the small sums and the times tables by heart, so 4+2 reads as fast as 6 and your attention stays on the shapes. Then walk the finished plan room by room, like a memory palace, and see how many clues you can still say.

Practice in Floor Plan 5 by 5 to 7 by 7. Every clue is a small sum.

07 · Reckon

How to solve number target puzzles

Tiles 2 5 8 9 10 Target 94 909 × 1048 ÷ 2 +
Tiles 2, 5, 8, 9 and 10, target 94. Three steps: 9 × 10 = 90, 8 ÷ 2 = 4, then 90 + 4 = 94. The 5 is spare.

Key technique

Work backwards from the target

Find an easy product near the target, then make the gap from the tiles that are left. 94 is close to 90, which is 9 × 10, and the gap of 4 is 8 ÷ 2. Planning from the top down gives every step a job, and here you only ever hold two results in your head.

Memory angle

Give each face-down result a word from the Major System: 90 is a bus, 4 is a ray, and the target, 94, is a bear.

Practice in Reckon Five or six tiles. On Normal and Hard, results turn face down.

08 · Casebook

How to solve logic grid puzzles

catdogfish AnaBenCara 1 2
Clue 1: Ana is allergic to cats. Clue 2: Ana’s pet does not bark. That leaves the fish for Ana, and nobody else can have it.

Key technique

One blank left in a row is a yes

Turn each clue into marks on the grid, a cross for no and a tick for yes. When a row has only one cell left without a cross, that cell is a yes, and a yes crosses out the rest of its column. Every new mark can unlock another, so after each one, scan its row and column again.

Memory angle

Give each person a room in a small memory palace and leave each fact there as an object, a fishbowl on Ana’s doorstep. Then try a three by three grid with the page closed.

Practice in Casebook Three to five people a case. The clues stay on the screen.

09 · Tilework

How to solve nonograms

Pushed left 7 Pushed right 12345678910
Pushed left, the 7 covers cells 1 to 7. Pushed right, it covers 4 to 10. Cells 4 to 7 are covered both times.

Key technique

Fill the overlap

Push a row’s block as far left as it will go, then as far right, and fill the cells both positions share. A 7 in a row of 10 can start no later than cell 4, so cells 4 to 7 are filled whichever way it sits. Start with the biggest clues, then let each filled cell pin down the column that crosses it.

Memory angle

Carry one small number per row instead of the picture: the slack, which is the row’s length minus its clue. A 7 in a row of 10 has a slack of 3, so every cell after the first 3, up to the 7th, is filled.

Practice in Tilework 5 by 5, 8 by 8 or 10 by 10. The number clues stay on the screen.

Puzzle solving strategies for any grid

Nine habits that work on every puzzle on this page, and on most others.

  1. Read the rules twice. Most mistakes come from a rule half remembered, such as whether two crowns that meet at a corner count as touching.
  2. Start where the board is tightest. The fullest row, the smallest region or the biggest clue has the fewest options, so it gives up the first sure move.
  3. Only write what you can prove. If you cannot say why a mark is right, leave it off and look somewhere else.
  4. Mark what is ruled out, too. Crosses and small notes save you from working the same thing out twice.
  5. After each move, look around it. A new mark changes its row, its column, its region and its neighbors first.
  6. Count when you are stuck. How many of each are left in a line, and how many cells does a region still need?
  7. Change the way you scan. Go by rows, then columns, then regions, then one number or symbol at a time.
  8. Chunk the clues before they hide. A few pictures or beats, said once, stay with you longer than many loose facts.
  9. Check the finished board once. Run every rule over it a last time, line by line.

Puzzles from the forum

Members post puzzles on the Art of Memory forum and ask how others would solve them. Here are some of the threads.

Logic and reasoning

Seating plans, box puzzles, exam-style reasoning sets and trick questions where the first answer that comes to mind is wrong.

Numbers and grids

Number-placement grids, picture grids drawn from number clues, a sliding calendar and a data interpretation caselet.

Words and codes

Letter puzzles, and a mnemonic acronym to crack.

Literary puzzles and puzzle books

Cain's Jawbone, the 1934 murder mystery printed with its 100 pages out of order, and books on making puzzles and codes.

Help with a puzzle

Members asking for a hand with puzzles they found, and the thread that opened the forum's section for mind puzzles.

Have a puzzle to share?

Post it in the puzzles section of the forum, and say whether you want hints or the answer.

Post a puzzle on the forum

Stuck, or made a puzzle of your own?

A free account lets you post in the forum's puzzles section and ask how others solved one. It also gets you the free ebook Learn the Art of Memory.

Create a free account

Questions about memory puzzles

Are these puzzles free?

Yes. Every puzzle on this page plays free in your browser, on a phone or a computer, with nothing to install. You do not need an account to play.

What makes a memory puzzle different from a logic puzzle?

In most logic puzzles the clues stay on the page. In most of the games here they show for a few seconds and then hide, so you hold them in your head while you reason. Reckon turns each result face down, and Memordle fades each guess's colors after three seconds. Casebook and Tilework keep their clues on the screen.

Do memory puzzles improve your memory?

They train one skill: holding a few facts in mind while you reason with them, and with practice you get better at it. The habit they build, turning clues into pictures, places and words, is how memory techniques work on lists, numbers and names too.

Which puzzle should I start with?

Rungs or Crowns on Easy are gentle starts. Memodoku is Hard even on its 4 by 4 grid, so try it once the others feel easy, or step through the solving demo first.

What is the best way to start a logic puzzle?

Start where the puzzle is most constrained: the row with the most cells filled, the smallest region or the biggest clue. A tight spot has the fewest possibilities, so it gives up the first certain move, and each move you make tightens the spots around it.

Do you ever have to guess?

Not in the grid puzzles. Each one the games make has exactly one solution, so it can always be finished by reasoning, though the reasoning can get long. Memordle is the exception, since guessing words is the game. If you feel you must guess in a grid, test a cell in pencil and follow it until it breaks a rule. A test that ends in a clash proves the opposite, so it is still logic.

How can you solve a puzzle once the clues hide?

Hold the clues as a few chunks instead of many single facts: numbers by where they sit, regions as pictures, signs as short beats. Crowns letters its columns and numbers its rows, so a cell such as C5 can become a picture on a peg list. Waypoints suits a memory palace, one waypoint per room, and the Major System turns digits into words for the number puzzles. In the grid games your own marks stay when the clues hide, so every certain move turns something you remember into something you can see.

How do you solve logic grid puzzles?

Draw a grid for every pair of categories and turn each clue into crosses and ticks. A tick crosses out the rest of its row and column, and a row with one blank left is a tick. When the grid stops giving, reread the clues that compare things, such as older than or next to, because they often hold a second fact. Casebook lets you practice this, with its clues on the screen the whole time.

How do you solve nonograms quickly?

Begin with the biggest clues and fill the overlap, the cells a block covers when pushed to either end of its row. Then mark the cells that must stay empty, such as the ones beside a finished block, and switch to the columns. Going back and forth between rows and columns does most of the work. Tilework lets you practice this, with its number clues on the screen the whole time.

Are my scores saved?

Your personal bests stay in this browser. Most games deal a fresh puzzle as soon as you finish, and Memordle has a new word every day.

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