2048
Slide, merge, repeat. Get two matching tiles together and they fuse into their sum — keep going until a 2048 tile appears, or until the board jams up.
Score 0, highest tile 4.
🎮 Controls
Arrow keys or W A S D on a keyboard, a swipe on a touchscreen, or the pad below. Press U to take one move back, N to start over.
🏆 Best scores on this device
How to play
- Pick a board size — 4×4 is the classic, 3×3 is a tight sprint, 5×5 gives you breathing room.
- Slide the whole board in one of four directions: arrow keys or W A S D on a keyboard, a swipe on a touchscreen, or the arrow pad under the board.
- Every tile travels as far as it can in that direction. When two tiles with the same number collide, they merge into one tile worth double.
- After any move that changed something, a new 2 (or occasionally a 4) appears on a random empty square.
- Keep merging until a 2048 tile appears. You can stop there or hit Keep playing and see how far the board will stretch.
Pressing U takes one move back, N starts a fresh board, and the board has to be focused for the keyboard to reach it — click or tab onto it once and the arrow keys stop scrolling the page.
Rules that decide every game
Three rules do almost all the work, and misreading any of them is what makes early games end badly.
A tile merges at most once per move. A row of 2 2 2 2 slid left becomes 4 4, not 8. The two new fours are fresh tiles and cannot merge again until your next move.
Merges resolve in the direction of travel. Take a row of 4 4 4. Slide left and the two leftmost tiles merge first, leaving 8 4. Slide right and the two rightmost merge instead, leaving 4 8. The wall you push toward decides which pair goes first, which is why the same row can produce two different boards.
A move that changes nothing is not a move. If no tile shifts and nothing merges, no new tile spawns and your position is untouched. There is no penalty for trying a direction that turns out to be blocked.
The game ends when the board is full and no two orthogonal neighbours match. A full board on its own is not game over — as long as one pair touches, you still have a move.
Scoring
Your score is simply the sum of every tile you have ever created by merging. Merge two 2s and you gain 4. Merge two 512s and you gain 1024. Tiles that spawn on their own are worth nothing, which is why the score is a fair measure of how much merging you actually did rather than how long you survived.
| Event | Points gained |
|---|---|
| Two 2s merge into a 4 | 4 |
| Two 64s merge into a 128 | 128 |
| Two 1024s merge into a 2048 | 2048 |
| A new tile spawns | 0 |
| A blocked move | 0 |
One consequence worth knowing: reaching a 2048 tile means you have scored at least 20,480 points, because every tile on the way to it had to be built from merges. If your score is much higher than that, you have been merging efficiently and clearing the small tiles instead of letting them clog the board.
Best scores are tracked separately for each board size, since a 5×5 run is not comparable to a 3×3 one.
Tips to improve
- Pick a corner and never leave it. Choose one corner — bottom-left is popular — and commit to keeping your largest tile there. Every strategy that works is a variation of this.
- Use only three directions. If your anchor is bottom-left, play down, left and right, and treat up as an emergency move. Sliding up lifts your big tile off its corner and is how most good runs die.
- Build a snake. Keep the bottom row in descending order, then the row above it in ascending order, so merges cascade along a zigzag path rather than stranding a large tile in the middle.
- Clear small tiles early. Stray 2s and 4s in the middle of the board are the real enemy. Merge them while the board is still open rather than working around them later.
- Think one move ahead about where tiles spawn. A new tile can only appear on an empty square, so deliberately keeping one edge full limits where the game can inconvenience you.
- Slow down when the board gets tight. Most losses happen during fast sequences of moves near a full board. If you have fewer than four empty squares, check each direction before committing.
- Use undo to learn, not to cheat. Take a move back, look at what the board would have become, and you will start spotting the same trap before you fall into it.
Privacy
The board, the random tile spawns and the scoring all happen inside your browser — there is no server involved in a single move. Your best score for each board size is kept in this device’s localStorage so it is waiting for you next time, and you can wipe it at any moment with the clear button. Nothing about your games is uploaded or shared.
2048 was originally created in 2014 by Gabriele Cirulli and released as open source under the MIT licence; this is an independent implementation of the same well-known rules, written from scratch for this site.
Frequently asked questions
What is the highest tile you can reach in 2048?
On a 4×4 board the theoretical ceiling is 131,072, but that requires every square to be filled in a perfect descending chain with no wasted spawns, which is effectively impossible in practice. Reaching 8192 is already an excellent result, and most players who finish the game stop somewhere between 2048 and 4096.
Is 2048 a game of luck or skill?
Both, but far more skill than it first appears. Tile spawns are random, so no two games are identical, yet a consistent strategy — keeping your largest tile anchored in a corner and building an ordered row beside it — reliably beats random play by a wide margin. Luck decides how far a good strategy carries you, not whether it works.
Why did my move not do anything?
A move only counts if at least one tile actually shifts or merges. If every tile in that direction is already flush against the wall with no matching neighbours, the board stays put and no new tile spawns. That is deliberate — it stops you from burning free squares on moves that change nothing.
Can I undo a mistake?
Yes, one move back. Press the undo button or the U key and the board, score and move count return to exactly where they were, including the random state, so the tile that spawned will not be re-rolled into something different. Only a single step is stored, so undo cannot be chained.
What do the 3×3 and 5×5 boards change?
Space, and therefore pace. A 3×3 board fills almost immediately and turns into a tight puzzle about ordering; reaching even 256 there is a genuine achievement. A 5×5 board is far more forgiving, gives you room to recover from mistakes, and makes 2048 a comfortable target rather than a milestone.
Where are my scores stored?
In your own browser, using localStorage on this device. Your best score for each board size stays here, is never sent anywhere, and disappears if you clear your site data or press the clear button.
Related tools
- MinesweeperClear the field without stepping on a mine. Every number tells you how many mines touch that square — the rest is deduction, and the first click is always safe.
- Memory MatchFlip two cards, find the matching emoji, clear the board. Three board sizes, a live timer, a star rating and your personal bests kept on this device.
- Daily Word PuzzleOne five-letter word, six guesses, and a fresh puzzle for everybody at midnight UTC. Colour clues after every guess, and a spoiler-free grid you can share.
- Typing Speed TestType the words as they appear and find out your real speed — net WPM, raw WPM and accuracy, with every keystroke scored as you go.
- Reaction Time TestThe classic red-to-green reflex test. Wait for the colour change, click as fast as you can, and see how your milliseconds stack up against the typical human range.
- Aim TrainerClick the targets as fast as you can. Two modes, three target sizes, and honest numbers — hits, misses, accuracy and targets per second — all tracked in your browser.
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