Rulebooks 01–10 · Updated August 2026
Learn a casual game before you open it.
We write short how-to-play notes for casual mobile and arcade games. No history lessons, no scores out of ten — just the rules, the controls, and what a normal session actually feels like, short enough to read on a bus.
Why the notes are this short
Most guides bury the rules under a thousand words of preamble. We do the opposite. Every page opens with a spec strip — what kind of game it is, how long one round runs, what you tap — and then walks the loop. The step-by-step puzzles get numbered steps; the arcade titles get a couple of paragraphs, because a game with one gesture has nothing to number. If a step needs a diagram in your head, we describe the screen instead of assuming you already know it.
What we cover is ordinary casual games: a grid to match, a route to draw, a jam to unpick, a set of tanks to sort, and a handful of well-known titles most people already have installed. We write about the games we can open and play ourselves,
The rulebooks
Each one written from a cold start, by whichever of us plays that kind of game.
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01
Chicken
A farmyard match puzzle. Swap two neighbouring tiles to line up three of a kind, clear them, and meet the board's goal.
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02
Airplane
An air-traffic drawing puzzle. Draw a path from each plane to its runway and keep any two from meeting.
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03
Aviation
A sliding-block puzzle. Slide the parked planes around a crowded apron to free the one that needs the exit gate.
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04
Fishing
A sorting puzzle. Move the top fish between tanks until every tank holds just one kind.
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05
Ice
A tap puzzle. Clear groups of matching ice blocks so a penguin can drop through to the water.
How to read a page here
- 1
Start with the spec strip
The boxed rows at the top tell you the game type, the length of one round, the input you use and how much attention it wants. If the round length does not suit the ten minutes you have, skip to another page.
- 2
Read the numbered steps, where there are any
The steps run in the order the screen presents them: opening screen, first input, what changes, how a round ends. They are deliberately blunt so you can hold all of them at once.
- 3
Check the controls
Every page has a small table of inputs and what each one does. It is the part worth glancing back at mid-session, so it is always in the same position on the page.
- 4
Skim the pointers last
The closing list is habits, not secrets: the small adjustments that stop a beginner from repeating the same avoidable mistake for an hour.
What we do not publish
No download links, no installers, no accounts and no scores out of ten. If a page cannot be written from first-hand play, we leave the game off the list rather than pad the page out.
Well-known casual games
Bigger titles, same treatment. Start with the casual games overview if you are choosing rather than looking something up.
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06
Fruit Ninja
Swipe through fruit as it arcs across the screen and avoid the bombs thrown in among it. A run is under two minutes and asks nothing of you but reflexes.
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07
Cut the Rope
Cut ropes so a sweet swings into the right place. Untimed, and the three stars on each level are the actual puzzle rather than the sweet itself.
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08
Doodle Jump
Tilt the phone to steer a character that bounces upward by itself. Short, reactive, and over the moment you fall past the bottom of the screen.
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09
Two Dots
Join same-coloured dots on a grid inside a move limit. Closing a square clears every dot of that colour, which is what the late levels turn on.
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10
Sand Balls
Dig a channel through sand so a cluster of balls rolls to the bottom without scattering. Levels are under a minute and there is no way to lose outright.
Quick Play Notes is a reference site and nothing more. We do not publish, distribute, host or operate any of the games we write about, and we have no commercial tie to the people who do. Games are named here so you know which set of instructions you are reading.