How it works
Your hand is the controller: seven games with your phone camera, alone or with friends. No sign-up, nothing to install.
Play now🪳 Bugs
Bugs crawl out of your fingertips. Squash them by touching the fingertip with your thumb while they are still on it: if they reach your palm, it rots (you have three lives). Ladybirds and bees must not be touched: if they reach your palm, you score. They come faster and faster, and squashing one as soon as it appears is worth double.
💡 Memory
Some fingertips light up in order. Memorise the pattern and repeat it by touching each fingertip with your thumb. Five correct sequences take you to the next level, and each level adds one more light. Without sound it is harder and scores more.
🎨 Palette
Your hand is a painter's palette and your thumb, the brush. Each drop of paint arrives on your thumb: touch a fingertip and the drop falls into its pot. At the top are the orders, each showing its recipe (🟠 = 🔴 + 🟡); when a pot holds exactly that recipe, it is delivered. Put a drop where it doesn't fit and the pot is spoilt: you lose a life. There are only three colours (red, yellow and blue) and their mixes; at first you just sort colours, then more fingers, more orders at once and a little hurry arrive.
🔄 Twists
A Rubik's cube on your hand. Each finger has its colour on a band by the knuckle, and its segments carry mixed-up coloured balls. Two moves: touch a fingertip with your thumb and its balls move up one step (the one at the tip drops to the base); tilt your hand to one side and the balls on the fingertips move over to the next finger. The spirit level at the bottom shows how far you are tilting. Get every finger back to its own colour: the game knows the fewest moves and gives you three stars if you match it, and a hint if you get stuck. It starts with two fingers and two balls and ends with four fingers and three. Each puzzle scores 100 points per star and up to 60 more for speed.
🌊 Tides
Communicating vessels on your hand: each finger is a glass tube and the palm joins them at the bottom. Coloured drops rain down: move your hand to catch them in the mouth of the finger you want. Colours don't mix, they stay in layers, and a finger full of a single colour pops and scores. From level 2, tilting your hand passes each finger's bottom drop through the palm to the next finger; from level 3, touching a fingertip corks it (nothing gets in or out). Every drop that misses a finger falls into the sea and the tide rises; every full finger lowers it. If the tide reaches the top, the game ends.
🧱 Tower
Hold your hand open, facing the camera, fingers up: you carry a wooden plank on your fingertips, like a waiter with a tray. Turn your hand to tilt it. Each piece waits at the top with a column of light showing where it will fall (green when your hand is under it). Get under the light and stack them without letting the pile fall: every piece that hits the floor costs a life (you have three). Your highest stack is what counts.
🖐️ Spread
How far apart can you get your fingertips… in 3D? Ten seconds:
- Calibration (1 second). Show your hand open and flat, palm facing the camera, fingers slightly apart, about a hand's length away. Place it inside the outline and hold still until the ring fills. This is how the game learns the proportions of your hand.
- Challenge (5 seconds). A countdown starts. Spread and twist your fingers: some up, some down, as far from each other as you can. The pose you are holding when it hits 0 is the one that gets scored.
- Result. You see your points and your photo with the hand skeleton, and you can challenge a friend, play with several people in a room, or check the records by city, country and world.
What the score measures
A hand detector locates 21 points of the hand in every frame, with an estimated depth. The score is the sum of the five 3D distances between fingertips (thumb–index, index–middle, middle–ring, ring–little and thumb–little) divided by the width of your palm:
Dividing by palm width puts big and small hands on an equal footing: what counts is flexibility and technique, not size. And because the distances are in 3D, moving fingers forwards and backwards adds as much as opening them in the plane of the palm. That is why a flat, stretched hand is not the best pose.
Tips
- In Bugs, Memory, Palette, Twists and Tides, open your hand a little between one touch and the next (move your thumb away from your fingers): the camera can hardly tell a touching thumb from one just above, and sliding from one finger to another may not count.
- The first time, Bugs, Memory, Palette, Twists and Tides ask for four calibration touches, one on each fingertip. It works for all five games and can be repeated with 🎯.
- In Tower, move your hand slowly: a tall tower falls if your hand jerks, just like a real one.
- The rear camera is used by default: point it at your other hand. The button at the top right switches to the front camera.
- Good light and a plain background help the detector. Avoid fingers hiding each other.
- Play as many times as you like. Your best score is kept on this phone and, if you allow it, on the leaderboard.
- The game checks that the hand in the calibration is the same as in the challenge: switching hands or people mid-way invalidates the attempt.
Your hand in numbers
After each game you can see the geometry of your hand drawn over your own photos: relative length of each finger, widths, angles between fingers and the shape of the palm. Hold a card, a coin or a ruler next to your hand and the game converts the measurements to millimetres.
With friends
- Bugs with friends: 2 to 4 phones with the same bugs at the same time; you see the others' hands on your screen. The winner is whoever scores most in 90 seconds, or the last one who keeps their hand.
- Memory with friends: 2 to 4 phones, in rounds. In each round everyone sees the same pattern, one light longer than the last. Repeat it correctly in time and you score a point; miss it or run out of time and you lose a life. The last one with lives left wins (whoever creates the game picks 1, 3 or 5).
- Tower with friends: 2 to 4 phones with the same pieces at the same time; you see the others' towers on your screen. Everyone has 1, 3 or 5 lives (whoever creates the game picks) and the highest stack wins.
- Palette, Twists and Tides with friends: 2 to 4 phones with the same game (the same drops, the same scrambles); you see the others' boards in small and whoever scores most wins. In Palette everyone has 1, 3 or 5 lives; in Twists you play 5 puzzles or all 11; in Tides, until the tide gets each of you.
- Challenge a friend (Spread): a link is sent via WhatsApp (or any app). Whoever opens it plays and you compare; there are rematches and multi-round matches.
- Rooms: everyone plays from their own phone. The person who creates the room sets the capacity, who gets in, how long it lasts and whether play is in turns or simultaneous. The ranking updates live.
- Table mode: a single phone passed from hand to hand, in turns.
More in the FAQ and in the science behind the game.