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Erasable games instructions

All-time pen & paper classics engraved on durable stone paper so you can play and replay over & over again. Most of the games are straightforward, but here are some explanations in case you get stuck on the more complex ones.

List of games

Select the Game Book or Game Box in the tab to find the game instructions.

Game Book

12 all-time favourite pen & peper games printed on reusable stone paper.

Code Breaker

This is a game for two players: the code maker and the code breaker.

  1. The code maker secretly chooses a sequence of symbols (or colours) and writes them down in a hidden row. Symbols may be repeated.
  2. The code breaker’s goal is to guess the exact sequence in as few tries as possible.
  3. The code breaker writes a complete guess for the sequence in the first row of the grid.
  4. The code maker gives feedback:
    • Black dot: a symbol is correct and in the right place.
    • White dot: a symbol is correct but in the wrong place.
    • No dot: that symbol does not appear in the code.
  5. The code breaker uses the clues to adjust the next guess.
  6. You have 10 guesses to crack the code. If you find the exact sequence, you win; if not, the code maker wins.

Example:

Secret code = ♡△◻︎◻︎

Guess = △◻︎♡◻︎

Feedback = one black dot (last green in the correct place) and three white dots (other colours correct but in wrong positions).

Sudoku

A number puzzle played on a 9×9 grid, divided into nine smaller 3×3 boxes. The goal is to fill every empty square with a number from 1 to 9.

Setup: Generate a puzzle using a Sudoku generator (desktop friendly version with levels or mobile friendly version without levels). Mark the starting numbers (the ones given at the start) by making them bold or using a different pen colour. You can wipe away any numbers you add if you make a mistake, but the starting numbers never change.

Rules:

  • Each row must contain every number from 1 to 9 once, with no repeats.
  • Each column must contain every number from 1 to 9 once, with no repeats.
  • Each 3×3 box must contain every number from 1 to 9 once, with no repeats.

How to play:

  1. Scan the grid for squares where only one number can logically fit, based on the numbers already in that row, column, or box.
  2. Write that number in the square.
  3. Keep checking rows, columns, and boxes to narrow down the options.
  4. Repeat until every square is filled correctly.

Winning: You win when the entire 9×9 grid is correctly filled according to the rules.

Naval Battle

A two-player guessing game of strategy and luck. Each player has their own grid and secretly places five ships on it. Ships can be placed horizontally or vertically, but not diagonally, and they can’t overlap. Use one grid to record your own ships and another to track your guesses about your opponent’s fleet.

How to play:

  1. Players take turns calling out coordinates (like “B4”).
  2. If your opponent has a ship part on that square, they must say “hit!” and you mark it on your tracking grid with an X. If there’s no ship, they say “miss” and you mark it with an O instead.
  3. When a player’s ship has all its squares hit, the owner of that ship must immediately say “sunk!” to let the other player know it’s been destroyed.
  4. The first player to sink all of their opponent’s ships wins.
(Ultimate) Tic-Tac-Toe

This page gives you nine small Tic-Tac-Toe boards. You can use them to play up to nine quick, classic Tic-Tac-Toe games or try the bigger challenge of Ultimate Tic-Tac-Toe.

Classic Tic-Tac-Toe

Players: 2 (X and O)

Goal: Get three of your marks in a row — horizontally, vertically, or diagonally — before your opponent does.

  1. Decide who will be X and who will be O.
  2. Player X goes first.
  3. Players take turns marking an empty square.
  4. The first player to get three in a row wins that mini-game.
  5. Each of the nine grids can be played separately for a quick match.

Ultimate Tic-Tac-Toe

Players: 2 (X and O)

Goal: Win three mini-grids in a row on the large 3×3 “big board.”

  1. Decide who will be X and who will be O.
  2. Player X goes first.
  3. Player 1 places their mark in any empty square of any mini-grid.
  4. The square you play in decides which mini-grid your opponent must play in next. For example: if you put your mark in the top-right square of your current mini-grid, your opponent’s next move must be somewhere in the top-right mini-grid of the big board.
  5. If that mini-grid is already won or completely full, your opponent may play in any open square on the board.
  6. Win a mini-grid by making three in a row inside it. When you win a mini-grid, mark it as yours on the big board.
  7. First to win three mini-grids in a row on the big board wins the game.

Tip: Ultimate Tic-Tac-Toe is about thinking two steps ahead. Your move decides where your opponent plays next!

The Hangman

A classic word-guessing game for 2 or more players. One player thinks of a word, and the others try to guess it one letter at a time before the stick figure drawing is completed.

Setup

  1. The word-chooser secretly picks a word or short phrase.
  2. Write a row of dashes — one for each letter in the word. Leave spaces between words if there is more than one.

How to play

  1. The guessing player calls out one letter at a time.
  2. If the letter is in the word, the word-chooser writes it in all the correct positions.
  3. If the letter is not in the word, add the next part of the stick figure: head → body → left arm → right arm → left leg → right leg.

Winning

  • The guessing player wins by revealing all the letters before the stick figure is complete.
  • The word-chooser wins if the stick figure is complete before the word is guessed.

Tip: Agree before you start how many wrong guesses you’re allowed a.k.a. how many body parts you’re allowed to draw. Six body parts is the classic. This avoids heated debates when someone starts adding “bonus” details like eyelashes, shoelaces, or belly buttons.

Don't Touch This

Players: 2 (X and O)

Goal: Place your marks on the grid without breaking the “no touching” rule.

Setup: Decide who plays X and who plays O. X always starts.

How to play:

  1. Players take turns placing their marks (X or O) in an empty square on the grid.
  2. The rule: None of your marks can be directly next to each other: not horizontally, vertically, or diagonally.
  3. You can place your mark next to your opponent’s mark, just never next to your own.
  4. If it’s your turn and there’s no place left to put your mark without breaking the rule, you lose!

Tip: The trick is to block your opponent while leaving yourself room to play later.

Four in a Row

Players: 2 (X and O)

Goal: Be the first to get four of your marks in a row: vertically, horizontally, or diagonally.

Setup: Decide who plays X and who plays O. X always starts.

How to play:

  1. Players take turns “dropping” their marks into one of the columns.
  2. Your mark falls in the lowest available space in that column (just like gravity).
  3. Keep taking turns until one player gets four in a row in any direction: up-and-down, side-to-side, or diagonal.
  4. If the grid fills up without a winner, it’s a draw.

Tip: Think ahead: blocking your opponent can be just as important as creating your own line of four.

Dots & Boxes

Players: 2 or more

Goal: Claim more boxes than your opponent by drawing the final side of each box.

Setup: Use the grid of dots on the sheet. Decide who goes first. Each player uses a different symbol or colour for marking their claimed boxes (like initials, X/O, or different coloured pens).

How to play:

  1. Players take turns drawing a single straight line between two adjacent dots. The line must be horizontal or vertical (no diagonals).
  2. If you draw the fourth side of a box, that box is yours! Mark it with your symbol, initial, or colour.
  3. Whenever you claim a box, you immediately take another turn. You can chain multiple boxes together if your move completes more than one.
  4. Play continues until all boxes on the grid are claimed.

Winning: Count your boxes. The player with the most wins.

Tip: Watch out for the “third side trap”: avoid drawing the third side of a box unless you have a plan. It usually gives your opponent the chance to close it and score!

Metasquares

Players: 2 (X and O)

Goal: Claim more squares than your opponent by completing them with your marks.

Setup: Decide who will be X and who will be O. X always starts.

How to play:

  1. Players take turns placing their symbol (X or O) in any empty cell on the grid.
  2. Whenever you place a symbol that completes four of the same symbols forming the corners of a square, you claim that square.
  3. Draw a line around it to mark it as yours.
  4. Squares can be any position on the grid and may share sides or corners with other squares.
  5. Keep playing until the grid is full or no more squares can be made.

Winning: Count your claimed squares. The player with the most wins.

Tip: One move can sometimes create more than one square. Plan ahead and grab combos while blocking your opponent’s chances.

Sketch & Guess

Players: 2+ (best with 4 or more)

Goal: Guess as many drawings as possible before time runs out.

Setup:

  • Divide into two teams (or play head-to-head if only two players).
  • Agree on a set of words or categories (like animals, objects, actions) that players will draw from.
  • Prepare a timer (60 seconds is standard, but you can adjust).

How to play:

  1. The active player picks a word from the agreed list (or makes one up from the agreed category).
  2. The player draws the word on the sheet: no letters, numbers, or talking allowed.
  3. Their team shouts out guesses while the clock is ticking.
  4. If the team guesses correctly within the time limit, they score a point. If not, no point is awarded.
  5. Switch to the next player in the other team, and repeat.

For two players: Take turns drawing for each other. Keep track of how long it takes to guess each drawing. The fastest total time across all rounds wins.

Tip: Simple shapes and quick strokes beat fancy details. Nobody needs a Mona Lisa; they just need to guess a “tree” before the buzzer.

Sim

Players: 2

Goal: Avoid being the first to complete a triangle in your colour.

Setup:

  • Decide which player will use solid lines and which will use dashed lines.
  • The game board has 6 dots, each connected to every other dot with faint lines.
  • Each board is a separate game. When a game ends, start fresh on the next board.

How to play:

  1. Players take turns drawing one unclaimed line between any two dots, marking it in their style (solid or dashed).
  2. You can connect any two dots, as long as that line hasn’t already been claimed.
  3. The key rule: if you create a triangle made entirely of your own lines (solid or dashed), you lose instantly.
  4. The other player wins the game.

Tip: Think two moves ahead! A line that looks harmless now might corner you later. Better to nudge your opponent toward a triangle than fall into one yourself.

Roll & Score

Players: 2+

Goal: Score the most points by making the best dice combinations.

Setup:

  • Each player needs a score sheet and a pen.
  • You’ll use five dice for the game.

How to play:

  1. On your turn, roll all five dice.
  2. After your first roll, you can keep (set aside) any dice you like and re-roll the rest. You may do this up to two more times for a total of three rolls in your turn.
  3. After your third roll — or sooner if you’re happy with your result — choose one scoring category to fill in on your sheet (like “Three of a Kind,” “Full House,” “Four of a Kind”).
  4. Each category can only be used once during the game, so choose wisely.
  5. Pass the dice to the next player and repeat.

Scoring examples:

  • Three of a Kind: Three dice showing the same number.
  • Four of a Kind: Four dice showing the same number.
  • Full House: Three of one number and two of another.
  • Small Straight: Four numbers in a row (e.g., 2-3-4-5).
  • Large Straight: Five numbers in a row (e.g., 1-2-3-4-5).
  • Five of a Kind (Yahtzee): All five dice show the same number.

Winning: When all players have filled all their scoring categories, add up your total points. The player with the highest score wins!

Tip: Sometimes it’s smarter to go for a “safe” category rather than chasing the dream of five of a kind, unless you’re feeling lucky!

Game Box

15 all-time favourite pen & paper games printed on reusable stone paper.

Code Breaker

This is a game for two players: the code maker and the code breaker.

  1. The code maker secretly chooses a sequence of symbols (or colours) and writes them down in a hidden row. Symbols may be repeated.
  2. The code breaker’s goal is to guess the exact sequence in as few tries as possible.
  3. The code breaker writes a complete guess for the sequence in the first row of the grid.
  4. The code maker gives feedback:
    • Black dot: a symbol is correct and in the right place.
    • White dot: a symbol is correct but in the wrong place.
    • No dot: that symbol does not appear in the code.
  5. The code breaker uses the clues to adjust the next guess.
  6. You have 10 guesses to crack the code. If you find the exact sequence, you win; if not, the code maker wins.

Example:

Secret code =

:red_circle:
:large_blue_circle:
:large_green_circle:
:large_green_circle:

Guess =

:large_blue_circle:
:large_green_circle:
:red_circle:
:large_green_circle:

Feedback = one black dot (last green in the correct place) and three white dots (other colours correct but in wrong positions).

Sudoku

A number puzzle played on a 9×9 grid, divided into nine smaller 3×3 boxes. The goal is to fill every empty square with a number from 1 to 9.

Setup: Generate a puzzle using a Sudoku generator (desktop friendly version with levels or mobile friendly version without levels). Mark the starting numbers (the ones given at the start) by making them bold or using a different pen colour. You can wipe away any numbers you add if you make a mistake, but the starting numbers never change.

Rules:

  • Each row must contain every number from 1 to 9 once, with no repeats.
  • Each column must contain every number from 1 to 9 once, with no repeats.
  • Each 3×3 box must contain every number from 1 to 9 once, with no repeats.

How to play:

  1. Scan the grid for squares where only one number can logically fit, based on the numbers already in that row, column, or box.
  2. Write that number in the square.
  3. Keep checking rows, columns, and boxes to narrow down the options.
  4. Repeat until every square is filled correctly.

Winning: You win when the entire 9×9 grid is correctly filled according to the rules.

Naval Battle

A two-player guessing game of strategy and luck. Each player has their own grid and secretly places five ships on it. Ships can be placed horizontally or vertically, but not diagonally, and they can’t overlap. Use one grid to record your own ships and another to track your guesses about your opponent’s fleet.

How to play:

  1. Players take turns calling out coordinates (like “B4”).
  2. If your opponent has a ship part on that square, they must say “hit!” and you mark it on your tracking grid with an X. If there’s no ship, they say “miss” and you mark it with an O instead.
  3. When a player’s ship has all its squares hit, the owner of that ship must immediately say “sunk!” to let the other player know it’s been destroyed.
  4. The first player to sink all of their opponent’s ships wins.
Tic Tac Toe

Players: 2 (X and O)

Goal: Get three of your marks in a row — horizontally, vertically, or diagonally — before your opponent does.

  1. Decide who will be X and who will be O.
  2. Player X goes first.
  3. Players take turns marking an empty square.
  4. The first player to get three in a row wins that mini-game.
Ultimate Tic-Tac-Toe

A bigger, twistier version of the classic 3×3 Tic-Tac-Toe. Instead of one small grid, you play on nine mini-grids arranged in a giant 3×3 layout.

Players: 2 (X and O)

Goal: Win three mini-grids in a row (horizontally, vertically, or diagonally) on the large 3×3 “big board.”

  1. Decide who will be X and who will be O.
  2. Player X goes first.
  3. Player 1 places their mark in any empty square of any mini-grid.
  4. The square you play in decides which mini-grid your opponent must play in next. For example: if you put your mark in the top-right square of your current mini-grid, your opponent’s next move must be somewhere in the top-right mini-grid of the big board.
  5. If that mini-grid is already won or completely full, your opponent may play in any open square on the board.
  6. Win a mini-grid by making three in a row inside it. When you win a mini-grid, mark it as yours on the big board.
  7. First to win three mini-grids in a row on the big board wins the game.

Tip: Ultimate Tic-Tac-Toe is about thinking two steps ahead. Your move decides where your opponent plays next!

The Hangman

A classic word-guessing game for 2 or more players. One player thinks of a word, and the others try to guess it one letter at a time before the stick figure drawing is completed.

Setup

  1. The word-chooser secretly picks a word or short phrase.
  2. Write a row of dashes — one for each letter in the word. Leave spaces between words if there is more than one.

How to play

  1. The guessing player calls out one letter at a time.
  2. If the letter is in the word, the word-chooser writes it in all the correct positions.
  3. If the letter is not in the word, add the next part of the stick figure: head → body → left arm → right arm → left leg → right leg.

Winning

  • The guessing player wins by revealing all the letters before the stick figure is complete.
  • The word-chooser wins if the stick figure is complete before the word is guessed.

Tip: Agree before you start how many wrong guesses you’re allowed a.k.a. how many body parts you’re allowed to draw. Six body parts is the classic. This avoids heated debates when someone starts adding “bonus” details like eyelashes, shoelaces, or belly buttons.

Don't Touch This

Players: 2 (X and O)

Goal: Place your marks on the grid without breaking the “no touching” rule.

Setup: Decide who plays X and who plays O. X always starts.

How to play:

  1. Players take turns placing their marks (X or O) in an empty square on the grid.
  2. The rule: None of your marks can be directly next to each other: not horizontally, vertically, or diagonally.
  3. You can place your mark next to your opponent’s mark, just never next to your own.
  4. If it’s your turn and there’s no place left to put your mark without breaking the rule, you lose!

Tip: The trick is to block your opponent while leaving yourself room to play later.

Four in a Row

Players: 2 (X and O)

Goal: Be the first to get four of your marks in a row: vertically, horizontally, or diagonally.

Setup: Decide who plays X and who plays O. X always starts.

How to play:

  1. Players take turns “dropping” their marks into one of the columns.
  2. Your mark falls in the lowest available space in that column (just like gravity).
  3. Keep taking turns until one player gets four in a row in any direction: up-and-down, side-to-side, or diagonal.
  4. If the grid fills up without a winner, it’s a draw.

Tip: Think ahead: blocking your opponent can be just as important as creating your own line of four.

Dots & Boxes

Players: 2 or more

Goal: Claim more boxes than your opponent by drawing the final side of each box.

Setup: Use the grid of dots on the sheet. Decide who goes first. Each player uses a different symbol or colour for marking their claimed boxes (like initials, X/O, or different coloured pens).

How to play:

  1. Players take turns drawing a single straight line between two adjacent dots. The line must be horizontal or vertical (no diagonals).
  2. If you draw the fourth side of a box, that box is yours! Mark it with your symbol, initial, or colour.
  3. Whenever you claim a box, you immediately take another turn. You can chain multiple boxes together if your move completes more than one.
  4. Play continues until all boxes on the grid are claimed.

Winning: Count your boxes. The player with the most wins.

Tip: Watch out for the “third side trap”: avoid drawing the third side of a box unless you have a plan. It usually gives your opponent the chance to close it and score!

Metasquares

Players: 2 (X and O)

Goal: Claim more squares than your opponent by completing them with your marks.

Setup: Decide who will be X and who will be O. X always starts.

How to play:

  1. Players take turns placing their symbol (X or O) in any empty cell on the grid.
  2. Whenever you place a symbol that completes four of the same symbols forming the corners of a square, you claim that square.
  3. Draw a line around it to mark it as yours.
  4. Squares can be any position on the grid and may share sides or corners with other squares.
  5. Keep playing until the grid is full or no more squares can be made.

Winning: Count your claimed squares. The player with the most wins.

Tip: One move can sometimes create more than one square. Plan ahead and grab combos while blocking your opponent’s chances.

Sketch & Guess

Players: 2+ (best with 4 or more)

Goal: Guess as many drawings as possible before time runs out.

Setup:

  • Divide into two teams (or play head-to-head if only two players).
  • Agree on a set of words or categories (like animals, objects, actions) that players will draw from.
  • Prepare a timer (60 seconds is standard, but you can adjust).

How to play:

  1. The active player picks a word from the agreed list (or makes one up from the agreed category).
  2. The player draws the word on the sheet: no letters, numbers, or talking allowed.
  3. Their team shouts out guesses while the clock is ticking.
  4. If the team guesses correctly within the time limit, they score a point. If not, no point is awarded.
  5. Switch to the next player in the other team, and repeat.

For two players: Take turns drawing for each other. Keep track of how long it takes to guess each drawing. The fastest total time across all rounds wins.

Tip: Simple shapes and quick strokes beat fancy details. Nobody needs a Mona Lisa; they just need to guess a “tree” before the buzzer.

Sim

Players: 2

Goal: Avoid being the first to complete a triangle in your colour.

Setup:

  • Decide which player will use solid lines and which will use dashed lines.
  • The game board has 6 dots, each connected to every other dot with faint lines.
  • Each board is a separate game. When a game ends, start fresh on the next board.

How to play:

  1. Players take turns drawing one unclaimed line between any two dots, marking it in their style (solid or dashed).
  2. You can connect any two dots, as long as that line hasn’t already been claimed.
  3. The key rule: if you create a triangle made entirely of your own lines (solid or dashed), you lose instantly.
  4. The other player wins the game.

Tip: Think two moves ahead! A line that looks harmless now might corner you later. Better to nudge your opponent toward a triangle than fall into one yourself.

Roll & Score

Players: 2+

Goal: Score the most points by making the best dice combinations.

Setup:

  • Each player needs a score sheet and a pen.
  • You’ll use five dice for the game.

How to play:

  1. On your turn, roll all five dice.
  2. After your first roll, you can keep (set aside) any dice you like and re-roll the rest. You may do this up to two more times for a total of three rolls in your turn.
  3. After your third roll — or sooner if you’re happy with your result — choose one scoring category to fill in on your sheet (like “Three of a Kind,” “Full House,” “Four of a Kind”).
  4. Each category can only be used once during the game, so choose wisely.
  5. Pass the dice to the next player and repeat.

Scoring examples:

  • Three of a Kind: Three dice showing the same number.
  • Four of a Kind: Four dice showing the same number.
  • Full House: Three of one number and two of another.
  • Small Straight: Four numbers in a row (e.g., 2-3-4-5).
  • Large Straight: Five numbers in a row (e.g., 1-2-3-4-5).
  • Five of a Kind (Yahtzee): All five dice show the same number.

Winning: When all players have filled all their scoring categories, add up your total points. The player with the highest score wins!

Tip: Sometimes it’s smarter to go for a “safe” category rather than chasing the dream of five of a kind, unless you’re feeling lucky!

Unscramble Challenge

Players: 2+ (best with 4 or more)

Goal: Be the team that unscrambles the most words before time runs out.

Setup:

  • Divide into two teams (or play head-to-head if only two players).
  • Pick a category (like animals, food, travel, or “anything goes”).
  • Each team writes 10 words in the left column of their sheet.
  • Use a scramble generator like this one (or this one) or mix up the letters by hand.
  • Write the scrambled version of each word in the right column.
  • Erase the original words from the left column, so only the scrambled versions remain.
  • Swap your scrambled list with the other team.

How to play:

  1. Agree on a time limit (30, 60, or 90 seconds works well).
  2. Start the timer! Unscramble as many of the other team’s words as you can.
  3. Write your guesses back in the left column next to each scramble.
  4. When time’s up, swap sheets back so each team checks the other’s answers.

Winning: The team with the most correctly unscrambled words wins. If it’s a tie, the fastest team wins.

Tip: Short words can be sneakier than long ones. If you’re stuck, skip it and come back. Don’t burn the clock on a stubborn scramble.

Dice Bingo

Players: 2+

Goal: Be the first to mark off a complete row, column, or diagonal on your bingo card.

Setup:

  • Each player gets a bingo card with numbers from 1–12.
  • Decide before starting whether you’ll roll one die or two dice each turn, or alternate between the two.

How to play:

  1. On your turn, roll the die (or dice).
  2. If you’re rolling two dice, add them together (minimum total is 2, maximum is 12).
  3. If you’re rolling one die, the result is 1–6.
  4. Mark the rolled number if it’s on your card.
  5. First player to complete a row, column, or diagonal calls “Bingo!” and wins.

Tip: Switching between one die and two dice keeps the game balanced and lets you hit all numbers from 1 to 12.

Play, erase, and play again

The tear-resistant and waterproof stone paper makes the games replayable up to 500 times.

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