A game for 2 people. Take turns joining two dots, until your opponent is unable to move.

This is a simple version of an ancient game played all over the world. It is also called Mancala. What tactics will increase your chances of winning?

A game for 2 players. Take turns to place a counter so that it occupies one of the lowest possible positions in the grid. The first player to complete a line of 4 wins.

This pair of linked Sudokus matches letters with numbers and hides a seasonal greeting. Can you find it?

This article shows how abstract thinking and a little number theory throw light on the scoring in the game Go.

A simple game for 2 players invented by John Conway. It is played on a 3x3 square board with 9 counters that are black on one side and white on the other.

This is an interactive net of a Rubik's cube. Twists of the 3D cube become mixes of the squares on the 2D net. Have a play and see how many scrambles you can undo!

Two sudokus in one. Challenge yourself to make the necessary connections.

This second Sudoku article discusses "Corresponding Sudokus" which are pairs of Sudokus with terms that can be matched using a substitution rule.

Two sudokus in one. Challenge yourself to make the necessary connections.

The computer starts with all the lights off, but then clicks 3, 4 or 5 times at random, leaving some lights on. Can you switch them off again?

A Sudoku based on clues that give the differences between adjacent cells.

Advent Calendar 2010 - a mathematical game for every day during the run-up to Christmas.

Everthing you have always wanted to do with dominoes! Some of these games are good for practising your mental calculation skills, and some are good for your reasoning skills.

A Sudoku with clues given as sums of entries.

To avoid losing think of another very well known game where the patterns of play are similar.

An ordinary set of dominoes can be laid out as a 7 by 4 magic rectangle in which all the spots in all the columns add to 24, while those in the rows add to 42. Try it! Now try the magic square...

This article explains the use of the idea of connectedness in networks, in two different ways, to bring into focus the basics of the game of Go, namely capture and territory.

The aim of the game is to slide the green square from the top right hand corner to the bottom left hand corner in the least number of moves.

A game for two people, who take turns to move the counters. The player to remove the last counter from the board wins.

The game of go has a simple mechanism. This discussion of the principle of two eyes in go has shown that the game does not depend on equally clear-cut concepts.

Four numbers on an intersection that need to be placed in the surrounding cells. That is all you need to know to solve this sudoku.

Players take it in turns to choose a dot on the grid. The winner is the first to have four dots that can be joined to form a square.

Match the cards of the same value.

This article for teachers describes several games, found on the site, all of which have a related structure that can be used to develop the skills of strategic planning.

A game for 2 players with similaritlies to NIM. Place one counter on each spot on the games board. Players take it is turns to remove 1 or 2 adjacent counters. The winner picks up the last counter.

A Sudoku that uses transformations as supporting clues.

A game for 2 players. Set out 16 counters in rows of 1,3,5 and 7. Players take turns to remove any number of counters from a row. The player left with the last counter looses.

Given the products of diagonally opposite cells - can you complete this Sudoku?

Solve this Sudoku puzzle whose clues are in the form of sums of the numbers which should appear in diagonal opposite cells.

This sudoku requires you to have "double vision" - two Sudoku's for the price of one

Can you beat Piggy in this simple dice game? Can you figure out Piggy's strategy, and is there a better one?

Unmultiply is a game of quick estimation. You need to find two numbers that multiply together to something close to the given target - fast! 10 levels with a high scores table.

Match pairs of cards so that they have equivalent ratios.

Gillian Hatch analyses what goes on when mathematical games are used as a pedagogic device.