Rulebooks 01–06 · Updated July 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, laid out in numbered steps you can 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 whole loop in six or seven numbered steps. 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 entertainment software: a board or a lane, a counter, a timer, and a way to lose the round. We write about the games we can open and play ourselves, we take nothing from anybody to do it, and we have no arrangement with any studio or publisher.
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 lane-hopping nerve game. Tap to move one square forward, stop before the road gets busy.
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02
Super Ace
A five-column card-clearing puzzle where cleared cards collapse and set off chains.
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03
Garuda
A side-scrolling flight game. Hold to climb, release to dive, thread the stone gates.
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04
Aviation
A single-button altitude run. The climb speeds up; you decide when to log the reading.
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05
Airplane
A paper-plane distance game. Swipe to launch, tilt to ride thermals, glide as far as you can.
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06
Fortune Gem
A three-by-three swap puzzle with locking tiles and a short timer per board.
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 once, in order
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 table
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.
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. Titles are named here so you know which set of instructions you are reading.