PLAYMIND ARENA
Game & event guides
Guides for the versions you can actually play on PlayMind Arena: implemented rules, worked examples, controls and saved-progress help.
Lucky DrawFrom your participant list to confirmed results: a practical workflow for year-end parties and team celebrations.→ChessBeginner rules, board controls and AI practice.→Chinese ChessBeginner rules, board controls and AI practice.→Lines 2026Keep routes open while building a line on the 9 × 9 board. This version uses six bubble colours and clears horizontal, vertical and diagonal runs.→Mine QuestMine Quest is a compact deduction puzzle with 10 mines hidden among 81 squares. The first reveal and its neighbouring squares are protected when the minefield is created.→Block DropBlock Drop uses a 12 × 16 field and its own collection of falling shapes. Your task is to complete horizontal rows before the stacked blocks block the next piece.→Neon SnakeGuide a growing snake around a 20 × 20 field. Collect diamonds while leaving enough room to turn away from walls and your own body.→Merge 2048Slide numbered tiles on a 4 × 4 board. Equal neighbours merge into a doubled value, and a new tile appears after a move that changes the board.→Puzzle WarehouseMove crates onto rings in three original warehouse layouts. You can walk around a crate and push it, but cannot pull it toward you or push two crates together.→Memory MatchMemory Match, shown as Trúc Xanh in Vietnamese, is a timed matching game with animal, flower and symbol themes. Each picture has exactly one matching partner.→Brick BreakerControl a paddle to keep the ball in play and break a field of 32 bricks. You start with three lives and choose when to launch each ball.→GomokuFreestyle Gomoku · 15 × 15. Black starts. Five or more consecutive stones horizontally, vertically or diagonally wins.→ReversiStandard Reversi · 8 × 8. Bracket opposing discs to flip them. A player with no legal move passes automatically. When neither player can move, the higher disc count wins.→CheckersEnglish / American checkers · 8 × 8. Black starts from the bottom. Men move and capture forward; kings move and capture one diagonal step or jump in either direction. Captures are mandatory. Continue a multiple jump with the same piece. Promotion ends the turn. Threefold repetition or 40 moves per player without capture or man movement is a draw.→GoChinese area rules · 9 × 9 · komi 7.5 for White. Capture groups with no liberties. Suicide and positional superko are forbidden. Two consecutive passes score stones plus surrounded empty points. Play out disputed captures before passing; stones left on the board count as alive. Neutral areas score for neither player. No handicap in this version.→Nexo ThunderNavigate two maps, activate checkpoints, manage ammunition and prepare for each boss.→
These guides are written by PlayMind Arena for the current implementations. Found something that differs? Contact us.