Pocket Games

2048

Four by four, sixteen cells. You swipe, numbers merge into each other and a new one appears. The game ends when the grid fills up, and it fills up because at some point you started swiping in all four directions instead of three.

How it works

The grid is 4×4. Swipe in a direction and every tile slides that way until it hits the wall or another tile. Two equal tiles that collide merge into one worth double: two 2s make a 4, two 4s make an 8, and so on. After each move a new tile appears in a free cell — almost always a 2, occasionally a 4.

Your score goes up by the value of each merge: joining two 256s is worth 512 points. The game ends when the grid is full and none of the four directions produces a merge. The stated goal is reaching 2048, but the game does not stop there: you can keep going towards 4096 and beyond.

On Pocket Games

Here 2048 is a solo game on the classic 4×4 grid, with no difficulty levels and no timer. Each game starts with two tiles already on the board, and the new tile is a 2 nine times out of ten and a 4 the tenth. A direction in which nothing can slide is simply ignored: it does not count as a move and spawns no tile.

ActionPhoneComputer
Slide the tilesswipearrow keys or W A S D
Undo the last movebutton at the top rightZ

The strategy: one corner, three directions

Almost the whole game comes down to a single rule: pick a corner and never swipe in the direction that empties it.

Say the bottom-left corner. You only ever swipe down, left and right. Never up. Do that and your biggest tile stays glued to the bottom left while the bottom row sorts itself into descending order: 512, 256, 128, 64. When the moment comes, that row merges in a single chain.

Why it works: the problem in 2048 is not making big numbers, it is not burying them. A 256 with a 2 above it and an 8 below it is a dead number: it occupies a cell and merges with nothing. Always sliding towards the same corner keeps the big numbers on one side and the small ones in front, where they can still merge with each other.

The moves that end your game

When things go wrong

Sooner or later the sorted row breaks. That is not the end: the way to fix it is to work only on the broken row, with short sideways moves, never using the forbidden direction. If your highest tile has ended up mid-grid, it is usually better to build a new descending row around it and treat the old corner as lost than to try to walk it back.

If the grid is nearly full and nothing merges, look at the small tiles: scattered 2s and 4s are almost always the problem, and the good move is the one that brings two of them together, not the one that shuffles the big numbers.

Frequently asked questions

Can I undo several moves in a row?

No. Undo only takes back the last move: to undo again you first have to make another one.

Does the game end when I reach 2048?

No. After the confetti you can choose to continue: the grid stays as it is and your score keeps growing for as long as you have moves.

If I close the game halfway through, do I lose it?

No. Every move is saved, and when you come back the start screen offers to continue. If you press Play instead, you are asked to confirm before the saved game is thrown away.

Does my record survive if I change phone?

Yes, if you sign in with your Google account: best score and highest tile are synced, and when two devices disagree the higher value wins.

More games to try

See the full list of games, or open Pocket Games in your browser: they are free and you don’t need an account.