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Classic arcade · Combine

2048,
combine to climb.

Slide tiles. Match numbers. Don't fill the board.

Score
0
Best
0

Row 1: empty, empty, empty, empty.

Row 2: empty, empty, empty, empty.

Row 3: empty, empty, empty, empty.

Row 4: empty, empty, empty, empty.

Swipe or use the arrow keys · equal numbers merge

Power-ups

Power-ups unlock when you lose. Use one to keep playing.

Top 10Points

Finish a run to put your score on the board.

About the game

How 2048 works,
in short.

  1. Step 01

    Slide every tile at once.

    Swipe the board, or press an arrow key (W, A, S and D work too). Every tile slides as far as it can that way, up to the edge or the next tile. After each move a new 2, sometimes a 4, drops into an empty square.

  2. Step 02

    Equal numbers merge.

    Two tiles with the same number that slide into each other become one tile worth their sum, and the sum is added to your score. A tile merges only once per move, so 2 2 4 4 slid left makes 4 8, not 8 4.

  3. Step 03

    Build to 2048.

    Make a 2048 tile to win, then keep going if you like. The game ends when the board is full and no two touching tiles match, so keep your biggest tile in a corner. Out of moves? Spend one power-up to carry on: Undo, Swap two tiles, or Delete every tile of one number.

Questions

2048 questions, answered.

Strategy guide

Getting better at 2048, step by step.

A puzzle about space, not numbers

2048 looks like arithmetic, but the sums take care of themselves. Every merge doubles a tile, so the real puzzle is space. The board has sixteen squares, and every move drops a new tile into one of them: a 2 nine times out of ten, a 4 the rest of the time. You win by keeping enough room open to absorb that steady flow while your big tiles grow.

That's why random swiping stalls in the hundreds. Big tiles end up scattered across the board, small tiles wedge between them, and two 64s that sit two squares apart may never meet. The strategies that work all come down to one idea: keep the board in order, so tiles of similar size always sit next to each other.

Anchor the corner, then build a chain

Pick a corner and commit to it for the whole game. Bottom-right works well. Your biggest tile lives there and never leaves.

  • Use two directions most of the time. With the bottom-right corner, that means down and right.
  • Use left when you must. It's safe while the bottom row is full, because then that row can't shift and the corner tile stays put.
  • Use up only when nothing else is possible. Pressing up can lift your biggest tile out of the corner, and a new 2 can drop into the gap it leaves.

Next, build a descending chain out of the corner. The bottom row holds your four biggest tiles, largest on the right. The row above runs the other way, so the chain snakes back and forth like a road with hairpin bends.

Here's how that pays off. Say the bottom row reads 32, 64, 128, 256 from left to right, and the row above starts with a 16 on the left. Make a second 16 beside it, then press left: the two become a 32 sitting right above the bottom row's 32. Press down and they merge into a 64. The bottom row now reads 64, 64, 128, 256. Press right and it becomes 128, 128, 256. Press right again for 256, 256, then once more for 512. Each press merges a tile only once, so the chain collapses a step at a time. Every step is a move you planned.

Habits that end good games early

  • Chasing a merge across the board. A merge that pulls a big tile out of its row is rarely worth it. Ask where every tile will land before you swipe, not just the pair you're looking at.
  • Letting the edge row go unfilled. If the row by your corner has a gap, a stray 2 can land there and get trapped under bigger tiles. Keep that row full so a sideways press can't move your corner tile.
  • Ignoring small tiles. A lone 2 or 4 stuck in the middle of the chain blocks everything above it. Merge small tiles early, while they're still near each other.
  • Panicking when the board fills. With only a few empty squares, slow down. Look for the move that creates a merge, because only merges free up squares.

Power-ups and practice

This version gives you two Undos, two Swaps and two Deletes per game. They unlock only when you run out of moves, and you can spend one each time that happens. Pick the one that fixes the cause, not just the moment:

  • Undo takes back your last move. It helps when one careless swipe broke the chain.
  • Swap trades the places of any two tiles. Use it to drop a stray big tile back into line beside its partner.
  • Delete clears every tile of one number. Deleting the most common small number, often the 2s, can open several squares at once.

A fair way to improve is to play a few games without spending any power-ups. Notice the move where your corner tile first slipped out. That's usually where the game was lost, not at the end. Once you can reach 1024 with the corner held, the 2048 tile tends to follow, and the game lets you keep playing for 4096 and beyond. Your game is saved in the browser, so you can take a long one slowly over several sittings. If you enjoy the merging but want more arcade pace, 2048 Shooter builds on the same doubling idea with columns and chain reactions.

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