About

A quiet place to play.

Tapbreak is a collection of simple games built around one idea. You should be able to take a five-minute break, play something worth playing, and get back to your day. No account to create, nothing trying to sell you the next thing.

How it works

One button. The site does the right thing.

The daily

Press Play and you get today's puzzle. One per day, the same for everyone, and your result counts toward your streak, your stats and the leaderboard. Finish it, lose it or let the day go by. Either way it's gone tomorrow.

Keep playing

Once today's is done the same button just keeps dealing. As many rounds as you want, at whatever pace suits you. None of it is recorded.

Accounts & privacy

You can play everything without an account. Signing in does one thing: it keeps your daily results and streaks safe across devices. The account exists to sign you in and nothing else. Your email is never shown or shared, and we don't send marketing. The nickname you pick is the only thing other players ever see.

The games

Wordle Unlimited

Guess a hidden five-letter word in six attempts. Each guess tells you which letters are correct, which are misplaced and which aren't there at all, narrowing the field one clue at a time. The daily puzzle is the same word for every player worldwide. After that, every round deals a fresh word and you can practise as long as you like.

Klondike Solitaire

The card game most people just call "Solitaire." Deal from the stock, build seven tableau columns in alternating colour and descending rank, then move everything up to the four foundation piles by suit, Ace to King. The daily deal is seeded so it always has a solution, and your best completion time carries across sessions.

Chess Puzzles

Each puzzle drops you into a position from a real game with a forced winning line somewhere in it. No hints, no take-backs. You get the board, your opponent's last move, and the sequence you have to work out. The daily puzzle is the same position for everyone, and extra rounds cycle through a curated library of tactical motifs.

Tic-Tac-Toe Puzzles

Not the two-player game from childhood. These are single-player tactical puzzles on a larger board, where you have to find the move that guarantees a win, or forces a draw, against an opponent that plays perfectly. The rules are simple. The positions are not.

Sudoku

Fill the 9×9 grid so every row, column and 3×3 box holds each digit from 1 to 9 exactly once. Puzzles are set hard, with no candidate hints and no auto-fill, and you get three mistakes before the game ends. A good one for a long commute or a slow afternoon.

Trivia

A general-knowledge quiz, 8 multiple-choice questions a round, four options each and one of them right. Every answer earns points, with bonuses for speed and for consecutive correct answers, and you win by finishing with two mistakes or fewer. Twice a round you can call a 50/50 hint that removes two wrong answers. Questions come from science, history, geography, art, sport and more.

2048

Slide numbered tiles on a 4×4 grid. Two tiles with the same number collide and merge into one worth double. The goal is a tile reading 2048, though you can carry on afterwards for a higher score. Every move spawns a new tile, so the board fills up faster than you expect.

Spider Solitaire

Two suits, 104 cards, ten tableau columns, eight same-suit sequences to complete. Unlike Klondike, any card can go on any card one rank higher, but only same-suit descending runs move as a group, and that's where the difficulty lives. Complete a King-to-Ace sequence in one suit and it lifts off the board. Clear all eight to win. Every deal is verified solvable before it ships.

FreeCell Solitaire

The thinking player's solitaire. All 52 cards are dealt face-up from the start, so nothing is hidden and winning comes down entirely to planning. Build the four foundations from Ace to King, using the four free cells as parking spots, and move cards between cascades in descending alternating-colour order. Every daily deal is verified solvable, and unlimited undo means a wrong turn doesn't have to end the game.

Minesweeper

The classic mine hunt with one big difference: no guessing, ever. Every board is checked by a solver to be clearable with pure logic from the pre-revealed opening, so if you hit a mine, the deduction was sitting there to be found. Numbers count the mines in adjacent cells. Flag suspects with a long-press and clear the field against the clock.

Spelling Bee Unlimited

A word game with a finish line. Seven letters bloom around a heart letter, and you spell words of four letters or more, each using the heart, until you hit the day's target. There's no endless grinding for points here. Reach the target and you're done, and the fastest finishers top the leaderboard. Find a word using all seven letters and that's a Full Bloom.

Word Search

A themed 12×12 grid, twelve to fourteen words hiding in all eight directions, and a timer. Before a grid ships, a checker proves every listed word appears exactly once and that the random fill spelled nothing you wouldn't want a classroom to see. Prints cleanly on one page if you'd rather use a pen.

Cryptogram

A public-domain quote with every letter swapped by a substitution cipher. Tap a symbol, guess its letter, and watch the guess fill in everywhere it appears. Every quote is genuinely attributed, every cipher is a full derangement, and three hints stand between you and a stubborn last corner.

Connections Unlimited

Sixteen words, four hidden groups of four. Every group is tied together by the shape of its words: a shorter word buried inside them, a shared beginning or ending, a letter you can strip away. Never by trivia or cultural knowledge, so the puzzle reads the same wherever you grew up. Before a puzzle ships, a solver checks that exactly one way of splitting the sixteen tiles works, which is how a grouping you can defend never gets marked wrong.

Orbweave

A marble-shooter on a moonlit orb web. A chain of dew beads rides the silk inward toward the little weaver at the hub, and you sling beads from the center to build matches of three and clear the line before it gets through. Every wave re-strings a different web and deepens the night: stones that only crumble beside a match, telegraphed gusts of wind, a fifth colour in the deep hours. Misses never leave, either. The web catches them and flings them back until they join the chain. Survive six waves and dawn breaks, and then the encore runs on for score.

Hearthbreak

A brick breaker played by firelight. The wooden paddle goes wherever you point it, by mouse or finger or arrow keys, and the glowing ember angles off it into ten walls of kiln-fired clay. Dark bricks crack and take two or three hits. Stone only yields to a wrecking or quake ember. Mystery "?" bricks drop gifts as they break: multiball, wildfire, the crushing quake ember, a volley of bolts, an ash net, an extra life. Green tokens are gifts and red ones are curses, and from the sixth wall the whole weave starts creeping down toward your paddle. Each day deals one seeded run, identical for every player. Bring down the tenth wall and the hearth is rekindled.

Billiards

Solitaire pool on a quiet moss-cloth table. Ten balls sit scattered where the day's seed dropped them, and you have thirteen shots to sink them all — one of the ten is chalked dusty blue and hands back two more when it drops. Press anywhere, pull back, release; the chalk line traces the cue ball to its first touch and shows which way the struck ball will set off, but how hard to hit stays your problem. The physics never rolls dice: balls slide, then roll, thin cuts want real pace, and a smashed edge clip rattles the pocket jaws and can spit back out. Combos, clean pots, banks and long rolls all pay extra, and clearing early converts every unused shot into points.

Tideglass

A match-3 tug-of-war against the tide. Every swap pulls the waterline down, deeper as the round goes on, and every match pours water back in. Fill the glass to the brim and you've won the day. The refills aren't random, either: each column's incoming shards are fixed when the board is dealt and previewed in the strip above it, so cascades get planned rather than hoped for. Moonstones live two lives, resting as wildcards and, when spent, detonating a whole colour and setting off every other moonstone on the board. Your score joins the daily leaderboard whether you brim the glass or drown.