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Daily practice & playArena brain games

Daily practice & play

Arena brain games

Five quick games — Speed Math, Pattern Series, Memory, Target Number and Word Rush. Play solo, beat your best, or challenge a friend live.

3 min read3 sectionsUpdated 7 October 2026
On this page· 3 sections
  1. 01How every game works
  2. 02The five games
  3. 03After each round

The Arena is where you sharpen your mind in short bursts. Every game takes one or two minutes, every right answer pays a little Dopamine, and a perfect game pays a bonus.

The Arena: your level, the Daily Challenge and all five games.
Speed Math: answer as many sums as you can in 60 seconds.

01How every game works

  • Each game starts with a How to play screen. Choose Play solo or Play with a friend · live.
  • Timed games start after a 3 · 2 · 1 countdown.
  • Every right answer pays +0.01 Dopamine. A perfect game — no mistakes — pays +0.1 extra.
  • Leave early and you keep everything you’ve earned so far.
  • Playing a round (with at least one answer) counts towards your daily streak.
  • Your personal best is your best single round. Beat it and you’ll see NEW PERSONAL BEST.

02The five games

Speed Math

Sixty seconds. Answer as many sums as you can. A sum appears — type the answer with the keypad or your number keys. The next sum comes up by itself as soon as you’re right; no Enter needed.

  • Addition, subtraction, multiplication, division and percentages. Answers are always whole numbers.
  • It gets harder every few questions.
  • Press Space to skip a sum — skipping isn’t a mistake here.
  • Perfect game: at least 10 right, none wrong, played to the last second.

Pattern Series

Five sequences, two minutes. Spot the rule, pick what comes next. For example: 2, 4, 6, 8, … → 10.

  • Four options each. Sequences use numbers, letters or both, and each one is harder than the last.
  • Pick with a click or the keys 1–4. A wrong pick shows you the right answer straight away.
  • Perfect game: all 5 right.

Memory

Watch which cards light up, then find them again. A few cards light up, flip face down, and you tap the ones that lit up, in any order.

  • Seven rounds that grow: more cards to remember, a bigger grid and less time to look.
  • No clock — take your time choosing.
  • One wrong card ends the run, but you keep everything you earned. Each round you clear pays +0.01.
  • Perfect game: all 7 rounds cleared.

Target Number

Five targets, two minutes. Build each one out of five tiles. Pick a tile, a sign (+ − × ÷), then another tile, and keep going from your total until you hit the target.

  • Whole numbers only, nothing negative, and division only when it comes out exact.
  • Each tile can be used once. You don’t have to use them all.
  • Every target can be made. Undo with ⌫, restart a target with R.
  • Perfect game: all 5 targets built.

Word Rush

Sixty seconds of words. Find the synonym, catch the misspelling, or unscramble the word from its meaning.

  • Words start easy and get harder.
  • Every word shows its meaning after you answer, and the round ends with a list of them all — the ones you missed first.
  • Here a skip does count as a miss.
  • Perfect game: at least 8 right, none wrong or skipped, to the last second.

03After each round

The result screen shows a verdict (from “Needs practice” to “Perfect game”), every question with the right answer, the Dopamine you earned and your best. Choose Play again, see the Leaderboard, or Play live against a friend.

A perfect Pattern Series round: 5 of 5 right, with the perfect-game bonus.
GameLengthPerfect game
Speed Math60 seconds10+ right, none wrong
Pattern Series5 questions, 2 minutesAll 5 right
Memory7 rounds, no clockAll 7 rounds cleared
Target Number5 targets, 2 minutesAll 5 built
Word Rush60 seconds8+ right, none wrong or skipped

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