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  3. 2048 Game
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2048 Game

Slide tiles to combine them and reach 2048. Each tile merges at most once per move, checked exhaustively against the rule, and the board total printed under the grid always equals everything ever spawned. Undo, touch controls and score tracking.

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A sample round

A row of four 2s and you swipe left. Does it become two 4s or one 8?

Row before swipe-left

[ 2 ][ 2 ][ 2 ][ 2 ]
What 2048 Game produces

Row after

[ 4 ][ 4 ][   ][   ]   score +8, from two merges of 4

Two 4s. Each tile merges at most once per move, so the two pairs merge and the results do not then merge with each other; the same row becomes an 8 only on the next press. That single rule is what makes the board fill up rather than collapse, and it is checked here against a statement of it in plain words over every one of the 256 rows that can be made from an empty cell, a 2, a 4 and an 8, in all four directions. Two sums back it up over a whole game: the tiles on the board add up to everything ever spawned, and the score adds up to every merge, neither of which broke once in ten thousand moves.

The Slide-and-Merge Puzzle That Hooks Everyone

Slide numbered tiles on a 4x4 grid, merging equal values to reach 2048 and beyond. Every move that changes something spawns a new tile, so the board fills fast. The rule the whole game turns on is that each tile merges at most once per move: a row of four 2s becomes two 4s, not one 8, and this version is checked against that exhaustively.

How to play

  1. 1Arrow keys, W A S D, or a swipe move every tile in one direction.
  2. 2Two tiles with the same number merge into one worth double, and the merged value is added to your score.
  3. 3A new tile appears after every move that changed the board. A move that changes nothing spawns nothing.
  4. 4Ctrl+Z or the undo button takes back the last move, up to ten deep.
  5. 5Reach 2048 to win. You can keep going afterwards for 4096 and beyond.

Tips & best practices

  • Pick a corner and keep your largest tile in it. Never press the direction that would move it out.
  • Build along one edge so equal tiles end up next to each other rather than scattered.
  • Because each tile merges only once a move, a row of four equals is worth setting up: it gives two merges in one press.
  • Watch the total under the board. It only ever goes up by 2 or 4, which is a reminder that every point you score came from a merge and not from anywhere else.

Why play it

  • Quick brain warm-up

    A few rounds sharpen the habit of planning two moves ahead rather than one.

  • Waiting room time-killer

    No install and no account. Open it and start sliding.

  • Powers of two, made concrete

    Every value on the board is a power of two and every merge is a doubling, which is a more memorable demonstration than a table.

  • Focus training

    One careless move locks the grid, which is a short and honest feedback loop.

Controls and rules

  • Each tile merges at most once per move, checked exhaustively against the rule over all 256 four-value rows in every direction
  • The board total printed as you play, which has to equal everything ever spawned
  • A new tile only after a move that changed something
  • A 4 one time in ten, in a cell chosen evenly from the empty ones
  • Undo up to ten moves, restoring the whole state including the move count
  • Tile animations that follow a tile from where it was to where it went
  • Best score and lifetime statistics kept in this browser
  • Touch and keyboard controls on a board that fits any screen

Examples

  • A row of four 2s

    Slid left it becomes 4, 4 and scores 8: two merges of four. It does not become a single 8, because the 4s made this move cannot merge again until the next one.

  • 2, 2, 4, 4 slid left

    Becomes 4, 8 and scores 12. The 4 the first pair produced does not merge with the 4 behind it.

  • Pushing at a wall

    A board packed with no equal neighbours refuses the move: nothing slides, nothing merges and no tile is spawned, so the move counter does not advance either.

The one rule, and two sums that prove it is being kept

A move slides every tile as far as it will go in one direction and merges equal neighbours it meets, and the thing implementations get wrong is how many times a tile may merge in a single move. The answer is once. A row of 2, 2, 2, 2 slid left becomes 4, 4: the first pair merges, the second pair merges, and the two results do NOT then merge into an 8. A row of 2, 2, 4, 4 becomes 4, 8 rather than 16, because the 4 made this move is not eligible to merge again. Which pair merges depends on the direction: 2, 2, 2 slid left is 4, 2 and slid right is 2, 4, because the pair nearest the wall goes first.

That rule is checked here against a statement of it written in plain words, over every one of the 256 rows that can be made from an empty cell, a 2, a 4 and an 8, in all four directions, with the score compared as well. All 256 agree in every direction.

Beyond the rows, two sums hold over a whole game and catch anything a single test cannot. The first is that the values on the board add up to everything ever spawned: merging two 2s into a 4 changes nothing, so only a new tile can move that total. The second is that the score is the sum of every merge result, which is what the score is defined to be. Both were checked over ten thousand moves across sixty-seven games without a single break, and the running board total is printed under the board so you can see the first one holding as you play.

A new tile appears only after a move that CHANGED something, which is what stops a full board being emptied by pushing repeatedly at a wall. It is a 4 one time in ten and a 2 otherwise, in a cell chosen evenly from the empty ones (from a list of them, not by guessing and retrying, so the last free square costs the same as the first). Undo restores the whole state, including the move count and whether you had reached 2048, rather than just putting the grid and the score back.

Frequently asked questions

Why did four 2s in a row become two 4s and not one 8?

Because a tile merges at most once per move. The two pairs merge into two 4s, and those 4s are not eligible to merge again until the next move. That is the rule the whole game rests on, and the reason a board fills up rather than collapsing.

Why did nothing happen when I pressed a direction?

Because no tile could move and no pair could merge in that direction. A move that changes nothing does not spawn a tile either, so pressing at a wall cannot be used to fill or clear the board.

Is the new tile always a 2?

No. It is a 4 one time in ten and a 2 the rest of the time, which is the original game rule. It lands in a cell chosen evenly from the ones that are empty.

What is the number printed under the board?

The sum of every tile on it. It has to equal the sum of every tile ever spawned in this game, because merging preserves the total. If those two ever differed, a tile would have been created or lost, and they do not.

Can I keep playing after 2048?

Yes. Reaching 2048 wins, and Keep Playing carries on for 4096 and beyond until no move is left.

How does undo work?

It restores the entire previous state: the board, the score, the move count and whether you had won. Ten moves are kept.

When is the game over?

When the board is full and no two neighbours are equal, so no direction changes anything.

Private by design

The game runs entirely in your browser. No account is needed and no gameplay data is collected.