How to play 2048
- Every turn, slide all the tiles up, down, left or right.
- When two tiles with the same number touch, they merge into their sum.
- A new tile appears after each move. Reach the 2048 tile to win — but you can keep playing for a higher score.
- A move only counts if at least one tile can actually shift or merge that way. If nothing can move, no new tile appears and it is still your turn.
- Each tile merges only once per move. A row of four 2s becomes two 4s, not one 8 — swipe again to finish the job.
- New tiles are a 2 nine times out of ten, and a 4 the other time. Press the R key for a fresh board.
Tips that actually help
- Pick one corner and keep your largest tile there for the whole game. The bottom left is a common choice. That tile only ever leaves its corner because you sent it there, so the game becomes a matter of never sending it.
- With the corner chosen, two of the four directions pull that tile away from it — for a bottom-left corner, up and right. Lean on left and down, and treat the other two as a last resort.
- Build the row holding the corner in descending order, so the bottom reads 256, 128, 64, 32 outward from the corner. A ladder merges in a chain: the 32 doubles into the 64, which can then take the 128.
- Keep that anchor row completely full. With no gap in it, a sideways move cannot shuffle your big tile along the row, and no new tile can drop in beside it.
- Merge small tiles as soon as they appear. Stray 2s and 4s are what fill the last empty squares and end the game.
- Watch the number of empty squares, not the score. Empty squares are the only thing keeping the game alive, so when you are down to two or three, stop building and start clearing.
- Late on, take the direction that makes the most merges at once, not the one that makes the single biggest tile. Three merges free three squares; one large merge frees one.
Playing 2048 comfortably
Three different sets of keys steer this board: the arrow keys, W A S D, and H J K L. If your hand sits more comfortably in one place than on the arrow cluster, W A S D keeps everything under four fingers, and the R key starts a new game. Click or tap the board once first, so the keys reach the game rather than the page around it; after that the page will not scroll out from under you. On a touchscreen, swipe anywhere on the grid itself. The swipe needs to travel about a centimetre before it registers, and resting a finger on the board will not drag the page away.
On a computer the grid is 500 pixels square, so each of the sixteen tiles is about 107 pixels across with figures up to 55 pixels tall, in a plain typeface with no thin strokes. In a window narrower than roughly 520 pixels the board shrinks to fit and the numbers on the 128 tile and above shrink further, so a tablet held in landscape keeps them largest. The 2 and 4 tiles are dark grey on cream, the clearest pairing here; 8 to 64 are orange with white numbers; from 128 upward the tiles turn yellow-gold, still white, which is the palest combination on the board. There is no clock and no move limit, the position is saved on your own device after every move, and nothing covers the grid except the end-of-game panel.
If something is not working
The arrow keys scroll the page instead of moving the tiles
The game only receives key presses once you have clicked or tapped it. Click anywhere on the grid, then use the arrows. After that first click the page stops scrolling.
I swipe on my tablet and the tiles do not move
The swipe has to start on the grid rather than on the writing around it, and travel about a centimetre before the game reads a direction. A slow, definite stroke works better than a quick flick.
I pressed a key and nothing happened
That direction had no legal move: no tile could slide and no pair could merge. It costs you nothing, and no new tile appears. Try another direction.
I closed the browser. Is my game gone?
No. An unfinished board is stored in that browser on that device and comes back when you return. A game that has already ended is not restored. A different browser, device or private window starts fresh.
I reached 2048 and the board stopped responding
A panel is asking whether you want to continue. Choose Keep going and the same board carries on with no upper limit, or Try again for a new one.
Where 2048 came from
2048 was written by Gabriele Cirulli, an Italian web developer, over a single weekend, and published on 9 March 2014 as free and open-source software under the MIT licence. It was a personal exercise rather than a product, which is the reason we can host our own copy here. Cirulli built it as his version of a game called 1024 by Veewo Studio, wanting quicker animations and a cleaner look, and he has since said that at the time he did not know about Threes, the game the whole family descends from.
Threes came out for the iPhone on 6 February 2014, made by a three-person team called Sirvo: designer Asher Vollmer, illustrator Greg Wohlwend and composer Jimmy Hinson. They spent more than six months refining the idea of sliding numbers together in a cramped space. Within about a month, free imitations had travelled further than the original, and 2048 travelled furthest of all because it cost nothing and ran in any browser. The target number is arbitrary — 2048 is simply the eleventh doubling of 2 — which is why reaching it need not end the game. For the same patient sort of attention, try Sudoku or Nonogram.
Common questions
How do I play 2048?
Slide the tiles with the arrow keys (or swipe on a touchscreen). Two tiles with the same number merge into one when they touch. Keep merging to reach the 2048 tile.
Is there a timer?
No. There is no clock and no pressure — take all the time you like. Your best score is remembered on your own device.
Does the game remember my board if I close the tab?
Yes. The position is saved on your own device after every move, so an unfinished game comes back exactly as you left it. A finished game is not restored. Nothing is sent anywhere, so the save exists only in the browser you were using.
Why did a 4 appear instead of a 2?
About one new tile in ten is a 4 rather than a 2. It is not a penalty, but it is worth merging early: an odd 4 stranded in the middle of the board is harder to clear later than a 2.
Is 2048 luck or skill?
Both, in a fixed proportion. Where each new tile lands is random and you cannot influence it. The order in which you merge is entirely yours, and that decides the outcome. Anchoring one corner is the single change that moves most people from a few hundred points to a few thousand.
About this version
This is a self-hosted, open-source version of 2048 (source), used under its MIT licence and hosted here so it loads fast and shows no third-party adverts inside the game. Browse all of our free games.