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.
SorteoFrom your participant list to confirmed results: a practical workflow for year-end parties and team celebrations.→AjedrezBeginner rules, board controls and AI practice.→Ajedrez chinoBeginner rules, board controls and AI practice.→Líneas 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.→Aventura de minasMine 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.→Caída de bloquesBlock 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.→Serpiente neónGuide a growing snake around a 20 × 20 field. Collect diamonds while leaving enough room to turn away from walls and your own body.→Fusión 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.→Almacén de puzlesMove 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.→Parejas de memoriaMemory 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.→RompebloquesControl 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.→GomokuGomoku libre · 15 × 15. Las negras empiezan. Gana quien consiga cinco o más piedras consecutivas en horizontal, vertical o diagonal.→ReversiReversi estándar · 8 × 8. Encierra fichas rivales para voltearlas. Quien no tenga jugada legal pasa automáticamente. Cuando nadie pueda mover, gana quien tenga más fichas.→DamasDamas inglesas/americanas · 8 × 8. Las negras empiezan desde abajo. Las fichas comunes mueven y capturan hacia delante; las damas avanzan un paso diagonal o saltan en cualquier sentido. Capturar es obligatorio. Continúa los saltos múltiples con la misma ficha. La promoción termina el turno. La triple repetición o 40 movimientos por jugador sin captura ni movimiento de ficha común son tablas.→GoReglas chinas por área · 9 × 9 · Komi 7.5 para blancas. Captura grupos sin libertades. Se prohíben el suicidio y el superko posicional. Dos pases consecutivos puntúan piedras y puntos vacíos rodeados. Resuelve las capturas disputadas antes de pasar; las piedras restantes cuentan como vivas. Las zonas neutrales no puntúan. Esta versión no tiene hándicap.→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.