★ LET'S BLOOM · FREE ARCADE ★

Free Educational Games · Grades 3–12 LET'S BLOOM

50 free in-browser math, English & science games for kids. No downloads, no logins, no ads. Built and battle-tested by a Canadian non-profit charity.

50 games 8 categories 100% free
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☀ SUMMER SPECIAL · FREE ALL SUMMER

School's out. Chess is in.

Make it a chess summer: 2,983 guided puzzles, an 8-level bot that grows with you — Pip the Pawnling to the unbeatable Titan Prime — and live arenas where nobody sits out. Ten minutes a day, no login, free forever.

2,983 puzzles47 skills132 lessons8 bot levels

🎯 GAME MATCHMAKER

Find the right game

Answer up to three quick questions — we'll deal your hand. Or skip ahead and browse every game below.

01 · Classic Games

Games you already know — with a twist that makes you think.

Chess, dots & boxes, tic-tac-toe, hangman, Hanoi — the games every kid should meet once. Start with chess: our biggest build yet.

  • ☀️ Summer pick
    🏫 Grades 3+ · 2-player, bot, academy & live

    CKSTEM Chess Arena

    Learn real chess — free. 2,983 guided puzzles across 47 tactical skills, an 8-level bot (Pip the Pawnling → the unbeatable Titan Prime), and live class arenas where nobody sits out. The goal isn’t just to play — it’s to learn, for free, with no login. Built for classrooms, open to everyone.

    PLAY
  • 🏫 Grades 3+ · academy, bot, pass-and-play & live arena

    CKSTEM Reversi Arena

    Learn Reversi (Othello) — the game where the math IS the strategy. A discovery-first Academy of 8 lessons and 192 guided puzzles (the greedy trap, corners, mobility, parity, the endgame) where you learn each idea by SEEING it happen, a bot ladder from Greedy Gus to The Closer (the strongest Othello engine), pass-and-play on one device, and live class arenas where the whole class battles head-to-head on a live ladder. Teaching first — free, no login.

    PLAY
  • 🏫 Grades 3+ · solo + live duels

    Dots & Boxes Arena

    The pencil-and-paper classic — with a secret. The player who grabs every free box usually LOSES, and the kids who figure out why become very hard to beat. Crack the 4-bot ladder solo (each bot falls to a different idea), open the Dojo’s endgame puzzle, then battle your class head-to-head in a live arena with best-of-2 duels and a climbing ladder.

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  • 🏫 Grades 5+ · solo + live duels

    Bidding Tic-Tac-Toe

    Tic-tac-toe with NO turns: every move goes to the higher SEALED BID — and the winner pays their chips to the opponent. Suddenly the kids' game is a masterclass in valuation: most moves are worth almost nothing, one move is worth everything, and finding which is which is the whole sport. Hiding underneath: a real theorem connecting bidding games to coin-flip games. Solo bot ladder + live class arena.

    PLAY
  • Grades 3–12 · recursion · 5 levels

    Flipped Tower of Hanoi

    CKSTEM's flipped take on the classic. Move the bottom disk only, never place a larger disk under a smaller one. 5 levels of escalating disk counts.

    PLAY
  • 🏫 Grades 2+ · academy, bot, pass-and-play & live arena

    CKSTEM Go Arena

    Learn Go — the oldest, deepest board game, and the simplest to start. A discovery-first Academy of 23 skills across 5 paths (capture, the ladder, two eyes, life & death, territory) with engine-verified guided puzzles and a Daily Challenge, a bot ladder from Grabby to the MCTS boss The Sage, Capture Go and Full Go on boards from 5×5 to 13×13, pass-and-play on one device, and live class arenas. Teaching first — free, no login.

    PLAY

02 · Strategy Duels

Find the winning move — then beat a friend with it.

Head-to-head duels with bot ladders and live class arenas. Every one hides a real theorem, and the kids who find it become very hard to beat.

  • 🏫 Grades 3+ · solo + live duels

    Chomp Arena

    A chocolate bar where the bottom-left square is POISON 💀. Every bite takes a square and everything above-and-right of it — and whoever eats the poison loses. Mathematicians PROVED the first player can always win, yet nobody on Earth knows the general strategy. Your class can crack the strip and the square completely… then meet the edge of human knowledge. Solo bot ladder + live class arena.

    PLAY
  • 🏫 Grades 3+ · live duels

    Nim Arena

    Head-to-head Nim for the whole class. The teacher picks one of 7 floors (Subtraction, Clock, XOR, Misère, Staircase, Wythoff, or Fibonacci); students are paired off and battle classmates one-on-one, climbing a live ladder. Continuous pairing means nobody sits out. Learn winning and losing positions by playing them.

    Designed by MPS 5 batch
    2025–26 session

    PLAY
  • 🏫 Grades 4+ · solo + live duels

    Hex Arena

    The connection game where a tie is mathematically IMPOSSIBLE — and proving that to yourself is half the fun. Place stones to link your two sides of a hexagon board before your opponent links theirs. Crack the 4-bot ladder solo, discover the Bridge in the Dojo, then battle your class in a live arena.

    PLAY
  • 🏫 Grades 4+ · solo + live duels

    Factor Chains

    The numbers 1–100 are the board. Take turns claiming numbers in ONE shared chain — every claim must be a factor or multiple of the claim before it. Run out of moves and you lose. Primes are power moves, 1 is a trap, and the whole game secretly runs on a pairing theorem deep enough to power a PERFECT boss bot. Three board sizes + two opening rules. Solo bot ladder + live class arena.

    PLAY
  • 🏫 Grades 5+ · solo + live duels

    Euclid's Game

    Two numbers, one rectangle. Each turn, cut away squares — subtracting a multiple of the smaller number from the larger. Reach ZERO first and you win. Hiding inside: the Euclidean algorithm, and a famous surprise — whether a position is winning is decided by the GOLDEN RATIO. Four number ranges incl. the Fibonacci marathon pairs. Solo bot ladder + live class arena.

    PLAY
  • 🏫 Grades 5+ · solo + live duels

    Sim Arena

    Spin strands between the dots — but join THREE DOTS all in your own color (a triangle whose corners are dots) and your web catches YOU. The classic game of Sim, where a tie is mathematically impossible (that impossibility is a famous theorem, and your class can discover it). Crack the 4-bot ladder solo on 6- or 7-dot webs, hunt the perfect tie in the Dojo, then duel your class in a live arena.

    PLAY

03 · Mind Games

Win by predicting people, not just numbers.

Secret choices, sealed bids, and big reveals — games where the right answer depends on what everyone ELSE picks.

  • 🏫 Grades 5+ · whole-class + solo

    Mind Reader

    Everyone secretly picks a number from 0 to 100 — and the round’s QUESTION decides who wins: closest to ⅔ of the average, the most popular number, the lowest unique one, the smaller crowd… ELEVEN questions plus a mix mode, and every one needs a different kind of mind-reading, because the right answer always depends on what everyone ELSE picks. Five rounds on the projector and your class will discover something remarkable about thinking-about-thinking. Practice solo against the adaptive Robo-Class.

    PLAY
  • 🏫 Grades 5+ · whole-class + solo

    Colonel Blotto

    Secretly split 100 soldiers across 5 fronts — then your plan battles EVERY classmate's plan at once. More soldiers takes a front; more fronts takes the battle. The catch: NO SAFE PLAN EXISTS. Even splits lose to concentration, concentration loses to spread-and-feint — and the round's champion plan is shown to the whole class, where it never wins twice. Solo Boot Camp + live class rooms.

    PLAY
  • 🏫 Grades 6+ · whole-class + solo

    Auction Lab

    Sealed-bid auctions with play coins — and a Nobel-prize idea hiding in round one. In the Card Shop every kid gets a SECRET value for the item; highest bid wins but pays the SECOND-highest. Discover the bidding habit that is mathematically unbeatable, then meet its evil twin: the Money Pit, where the top TWO bidders both pay and smart people overpay on purpose. Solo Auction House + live class rooms.

    PLAY
  • 🏫 Grades 6+ · whole-class + solo

    Dilemma Tournament

    The most famous game in game theory, played live: each round you and a partner secretly choose TEAM UP or BETRAY. Both team: +3 each. Both betray: +1. Betray a teamer: +5 against their 0. The twist that changes everything: partners stay together for a BLOCK of rounds — and they remember. Watch the room's cooperation rate collapse in one-shot mode, then climb when memory arrives. Solo Strategy Gym + live class rooms.

    PLAY

04 · Core Skills

Build math muscles — arithmetic, primes, and number sense.

Play these and a curriculum skill gets stronger: mental math, order of operations, factors, primes, and divisibility.

  • 🏫 Grades 1–12 · solo + live

    Math Forge

    Combine the four numbers with + − × ÷ and brackets to hit the target — and forge a robot part by part as you solve. 8 tiers from grades 1 to 12. Play free solo, or run a live class where students race the same puzzle on their own devices.

    PLAY
  • Grades 2–10 · timed · 6 modes

    Math Wizards Drill

    60-second timed sprints. Six modes (+, −, ×, ÷, order-of-ops, mixed) × three difficulties × three durations. Personal-best tracking per mode.

    PLAY
  • 🏫 Grades 4+ · solo · 5 levels

    Prime Factory

    Crack the rock, mine the primes. Every number is a chunk of glowing ore you split with prime tools — and when nothing fits, YOU make the call: prove the piece is prime and claim it 💎. Forge gems back up to a target, fill the Catalog, and feel two different routes collide into the same prime DNA. 5 levels, all open from the start. Solo, no login.

    PLAY
  • Grades 4–10 · factors & lcm · 3 worlds

    Prime Weave

    A 2048-style slide puzzle for factors: two tiles fuse only when they share a prime factor, and the result is their lcm. Drag to peek which glowing threads will weave before you commit, then build the target numbers across 3 worlds.

    PLAY
  • Grades 4–11 · solo · 6 modes

    Prime Prism

    A prime-factorisation detective puzzle. Every number is a circle split into coloured slices — one hue per prime — with no numbers shown. Read each circle's fingerprint and the grid's structure to deduce the hidden numbers, then name the lowest value the arrow could be. Start in the Atlas to learn the grid, then climb six modes from a small window to an unknown-step line. Solo, no login.

    PLAY
  • Grades 4–9 · 10 levels · hints

    Number Properties

    Find 4 consecutive integers (1-100) that match the hint at each position. 10 levels test divisibility, primes, perfect squares, and more.

    PLAY
  • Grades 3–12 · annual · 100 targets

    Year-Game Challenge

    Use the four digits of the year — exactly once each — with +, −, ×, ÷, ^, !, !!, and √ to build every number from 1 to 100. Auto-graded, progress saved.

    PLAY

05 · Word Games

Spell it, guess it, build it — English play with a hidden twist.

Word games for English skills — spelling, vocabulary, and wordplay. Guess the hidden word, spin a word into another, and out-think a rival one letter at a time.

  • 🏫 Grades 3+ · solo + live race

    Stress Test

    REcord the noun, reCORD the verb. Read a sentence and mark which syllable you stress — by ear. It works for a whole family of words: PREsent/preSENT, CONtract/conTRACT, OBject/obJECT. The reveal: you already obey this rule perfectly and were never once taught it — you just stated a theorem about your own speech. Solo runs + live whole-class races.

    PLAY
  • 🏫 Grades 3+ · solo + live race

    Codebreaker Lexicon

    Crack a hidden 5-letter word. Guess any real word and each letter is scored — cyan = right spot, violet = right letter wrong spot, dim = not in the word — and you close in. The deduction game of Mastermind and Bulls & Cows, on the dictionary. Solo against par + live whole-class races. Underneath: information theory — the smartest guess SPLITS the still-possible words the most, not the one you hope is right.

    PLAY
  • 🏫 Grades 4+ · solo + live duels

    Ghost Trap

    The schoolyard word duel. Take turns adding ONE letter to a growing fragment — keep it the start of a real word, but whoever finishes a word LOSES. Spell people into a corner. Solo bot ladder + live class arena. Hiding underneath: every fragment is a solved win-or-loss position — the exact theory that cracks Nim, now on the dictionary.

    PLAY
  • 🏫 Grades 3+ · solo + live race

    Ladder Climb

    Lewis Carroll's 1879 word game. Turn one word into another by changing a single letter at a time — every rung must be a real word. Solo puzzles vs par + a live class race. The twist: the shortest ladder is a breadth-first shortest PATH through a graph of words, and the obvious "just fix the letters" move is a trap that dead-ends.

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  • Grades 4–12 · hangman · 100 pts

    Math Hangman

    Guess the hidden math term before the stick figure is fully drawn. Six categories: arithmetic, algebra, number theory, geometry, combinatorics, mathematicians.

    PLAY
  • Grades 2–12 · seasonal · 100 pts

    Xmas Hangman

    Festive hangman. Guess carols, gifts, traditions, decorations, and movies before the snowman is complete. Bonus seasonal vocabulary.

    PLAY
  • 🏫 Grades 4+ · solo + 1-v-1 arena

    Jotto

    Word battleship. You each hide a secret 5-letter word, then take turns probing — and the only clue you ever get is how many letters your guess SHARES with the hidden word (0–5), never which. Name the rival's word first to win. The classic public-domain pencil duel, and pure constraint propagation: each count slices the dictionary into buckets. Solo bot ladder + live 1-v-1 arena.

    PLAY

06 · Logic & Puzzles

Plan ahead, spot the pattern, crack the level.

Brain-teasers where the solve is the point — pattern spotting, tiling, and move-order planning.

  • 🏫 Grades 4+ · whole-class race + solo

    Pattern Race

    All 81 robo-pets — every combo of body, color, eyes, and antenna. Find a TRIO: three pets where EVERY feature is all-same or all-different, and tap it before anyone else. Solo sprints, zen mode, and live whole-class races on one shared board. Behind the cuteness: the geometry of lines in four dimensions — and a problem that stumped mathematicians until 2016.

    PLAY
  • 🏫 Grades 4+ · whole-class race + solo

    Match Point

    Two cards, and they ALWAYS share exactly one symbol — never zero, never two. Find it on an outer card and tap it before anyone else. Solo sprints and live whole-class races on one shared board. Behind the cuteness: a finite geometry so strange that two of its sizes are flat-out impossible — one of them only ruled out by a supercomputer in 1989.

    PLAY
  • Grades 2–8 · 20 levels · 100 pts

    House of Squares

    Cover each grid perfectly using only square tiles. 20 levels — pick a tile size, drop it in, fill the whole grid. Logic + spatial reasoning.

    PLAY
  • Grades 3–8 · order matters · L1

    Grid Sums

    Click tiles to fill them with the sum of their (up to 8) neighbours. Plan the order so the last tile lands on the target value.

    PLAY
  • Grades 4–10 · order matters · L2

    Compounding Sums L2

    Sequel: bigger boards, harder targets. Same compounding-sum mechanic as Grid Sums, twice the depth.

    PLAY

07 · Bloom Games

Designed by students in CKSTEM math problem solving classes using AI.

Built by kids, for kids — every game on this shelf was designed by students in our problem-solving classes.

  • Grades 3+ · Bloom · 7 floors

    Nim Tower

    Climb 7 floors of math game theory, each a different Nim variant with its own bot — Random Rookie, Chronos, Greedy Glenn, Master Mira, Perfect Pixel, Tricky Tara, and the Yo-yo Yuna bonus boss. Learn XOR, the golden ratio, and Fibonacci numbers through play.

    Designed by MPS 5 batch
    2025–26 session

    PLAY
  • Grades 3–5 · Bloom · 5 vaults

    Crack the Safe

    Join the CKSTEM Agency and crack 5 themed vaults. Arrange digits to hit a target, paint a shape to an exact perimeter, break a symbol cipher, fuse fractions, and solve a magic square — every vault is a different math puzzle.

    Designed by MPS 3 batch
    2025–26 session

    PLAY
  • Grades 3–8 · Bloom · BEDMAS

    Dragon Duel

    Battle a dragon bot by answering BEDMAS questions. 5 levels from basic arithmetic to expert order-of-operations. Wrong answers let the dragon strike back — reduce its HP to zero to win.

    Designed by MPS 3 batch
    2025–26 session

    PLAY
  • Grades 3–8 · Bloom · space race

    Numberonauts

    Race to Planet 100 on a cosmic snakes-and-ladders board. Answer math questions to move your rocket — wrong answers leave you stranded.

    Designed by MPS 6 batch
    2025–26 session

    PLAY
  • Grades 3–8 · Bloom · arithmetic

    Tower Attacker

    Destroy iconic Canadian buildings by answering arithmetic questions. Wrong answers damage your power. Last tower repairs itself.

    Designed by MPS 5 batch
    2025–26 session

    PLAY
  • Grades 6–8 · Bloom · escape room

    Science Lab: Escape

    Trapped in Professor Quark's abandoned lab! Solve science questions across 4 themed rooms — Chemistry, Physics, Biology & Space — then navigate a 3D maze to find the exit before time runs out.

    Designed by MPS 6 batch
    2025–26 session

    PLAY
  • Grades 6–12 · Bloom · world race

    Actively Bloom

    Race around the rewilded Earth answering competition-grade math challenges. Capture 10 countries before your 5 lives run out.

    Designed by MSE batch
    2025–26 session

    PLAY

08 · Young Scientists

Explore the world around you.

  • 🏫 Grades 3+ · solo + live room

    Outbreak Hall

    A spark starts in a hall and spreads to everyone it can reach; spend a few shields to break the chain. But every round is a DIFFERENT puzzle: seal the one doorway, vaccinate the busy junction every path runs through, fence a room with two ways in (one shield leaks!), pen an outbreak in the open, or — when you can't save everyone — sacrifice the smaller wing. A few shields in the right place save a whole crowd; scattered ones barely slow it. Behind the fun: the Firefighter Problem and herd immunity. Keep the MOST safe to win. Solo vs four bots + live whole-class rooms. Prefer trees? Switch to the wildfire skin.

    PLAY
  • 🏫 Grades 3+ · solo + live room

    Mirror Maze

    Bend a laser to the target by dropping diagonal mirrors. A / or \ turns the beam 90° — the same angle out as it came in — and it runs straight between bounces, so you steer it around walls like a periscope. Everyone gets the SAME puzzle; reach the target with the FEWEST mirrors to win. Solo vs four routing bots + live whole-class rooms where every beam traces at once.

    PLAY
  • 🏫 Grades 3+ · solo + live room

    Shadow Garden

    Place parasols so their shadows cool the garden's plants. A shadow always falls AWAY from the sun and stretches farther when the sun is low — so you line each parasol up to sweep a row of plants, and a rock cuts its shadow short. The twist: no single parasol can shade them all, so the shadows have to work TOGETHER (a real coverage puzzle). Behind the fun: light travels in straight lines, the geometry of a sundial. Solo vs four rivals + live whole-class rooms where everyone shades the same garden and the teacher drops every shadow at once.

    PLAY
  • 🏫 Grades 3+ · solo + live room

    Bulb Brawl

    Wire a row of bulbs so they shine — then we YANK one out. Bulbs sharing a wire (series) glow dim and ALL die when one breaks; bulbs on their own branches (parallel) stay bright and survive a failure — but cost more wire. It is exactly why one dead holiday-light kills the strand but your bedroom lamp doesn't darken the kitchen. Solo vs four wiring bots + live whole-class rooms where every circuit lights up and the teacher pulls a bulb.

    PLAY
  • 🏫 Grades 3+ · solo + 1-v-1 arena

    Seesaw Showdown

    A small kid can lift a big adult on a seesaw — by sliding to the end. Take turns hanging weights on a shared beam; each one tilts it by weight × DISTANCE from the middle, so a light brick far out out-muscles a heavy one near the pivot. Tilt it past the edge and it crashes — whoever tipped it LOSES. Balance to survive and corner your rival. Solo vs four bots, plus live 1-v-1 arenas.

    PLAY
  • 🏫 Grades 3+ · solo + live room

    Float Market

    A steel spoon sinks but a steel SHIP floats — because a boat floats by pushing water aside, and a denser fluid (saltwater, honey) floats more. That sets a weight CAPACITY. Now load the dock: pick which crates to ship to earn the most coins without sinking the boat. The richest crate isn't always worth the kilos it eats — it's a real packing puzzle (a knapsack). Solo head-to-head against four dockhand bots up to the perfect-packing Brine Baron, plus live whole-class rooms where every boat splashes to its waterline at once.

    PLAY
  • 🏫 Grades 4+ · solo + live race

    Twenty Doors

    A creature hides behind twenty doors. Corner it with yes/no questions — backbone? warm-blooded? can it fly? — and each answer crosses out every creature that doesn't match. Name it in as FEW questions as possible. Solo against par, and live whole-class races. Behind the fun: a real classification key, and the reason no strategy on Earth can beat a certain number of questions.

    PLAY
  • Grades 3–6 · 3 activities

    Young Scientist Fun Time

    Three drag-and-drop science activities: place chess pieces in starting position, order the planets by distance from the Sun, and put space-photography milestones on the timeline.

    PLAY
Physical games at home

Family Fun Activities

A curated list of physical games and books focused on problem-solving, logic, flexible thinking, and spatial reasoning — perfect for device-free family time.

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