MEMORANDOM
Drag the box to spin it
A game of social strategy and working memory
- Family Friendly
- Easy to Learn, Difficult to Master
- Scalable Difficulty
- Designed to Improve Working Memory
- Stocking Stuffer
GAMEPLAY
The Deck
3 Suits. 30 Cards.
There are 27 primary cards in the deck, with 3 suits and 3 ranks for each suit:
Color: Blue, Red, Yellow
Shape: Circle, Square, Triangle
Number: One, Two, Three
And 3 wildcards that can stand in for any rank you declare at scoring — a wildcard behaves identically whether it's in The Grid or your Personal Cards.
Click to show new card
Setup
Choose Difficulty Level
Five difficulty levels scale the setup according to desired challenge.
*Note that grid size affects move limits - Sneak, Shuffle, Swap.
| Tier |
Grid Size |
Set Size |
Name |
| 1 |
2×2 |
3 |
Flash (Easiest) |
| 2 |
3×3 |
4 |
ReMix (Recommended) |
| 3 |
3×3 |
5 |
ProGnosis (Moderate) |
| 4 |
4×4 |
5 |
ReminiScience (Challenging) |
| 5 |
4×4 |
6 |
MemoRandom (Expert) |
Setup
Setup
- Shuffle cards thoroughly before each round and deal.
- Each player gets two cards, called Personal Cards. This makes their hand intrinsically unique. Personal cards may be looked at anytime by their owner and should not be seen by anyone else.
- 4 cards are laid face down in a 2×2 grid, called The Grid.
Example Grid
How to Play
The Rules
On your turn, make one move: Sneak, Shuffle, Swap, or call MemoRandom!.
3 Core Moves
Sneak
Peek at up to 2 face-down cards in the grid. No one else gets to see them.
Get critical information about the grid secretly.
Shuffle
Exchange the places of up to 2 face-down cards in the grid without looking at them.
Strategically improve your position and/or disrupt others.
Swap
Exchange one card in your hand with one from the grid without looking at the grid card on this turn.
Control vital cards and information. You can only do this up to 2 times per round.
Win Condition
Win Condition
Call MemoRandom!
Call MemoRandom! at the beginning of your turn when you believe you have a set. No more moves are made.
A set consists of 3 cards sharing the same rank within a single suit — for example, all Blue, all Squares, or all Twos. 2 of those cards must sit in the same Row, Column, or Diagonal within The Grid, completed by 1 of your Personal Cards.
There is no forced end to a round — play continues until someone calls MemoRandom!
HOW TO PLAY
Scoring
- Once MemoRandom! is called, each player must choose a Row, Column, or Diagonal line of cards within The Grid for their intended set, and declare the suit and rank of their set, BEFORE flipping over the cards. (e.g. "circles on the bottom row")
- Flip the cards of The Grid over. Sequentially present and evaluate the validity of each players claim to a set.
- Every player with a valid set gets one point.
- If the player who called MemoRandom! does not have a valid set, they lose one point.
- After scoring, collect all cards, shuffle thoroughly, and re-deal Personal Cards and The Grid to begin the next round.
Variants
House Rules
MemoRandom is designed to be flexible. Here are suggestions for gameplay. House Rules are encouraged!
- The player right of the dealer goes first, and turns proceed counter-clockwise.
- The recommended number of rounds per game is 5, or till 5 Points.
- Decide if card orientation is enforced.
- Decide if Wild Cards are allowed.
- Decide if Personal Cards are kept face-up for all to see.
- Decide if Personal Cards must remain in the same position throughout the round or can be shuffled after swapping.
- Decide if Note Taking is allowed!
VISION
Origin
MemoRandom started as an impromptu game making session with a dear friend one afternoon in middle school. It remained on the back burner, a lingering elation in my mind, until traveling in 2018 when I resurrected the idea. After experimenting with the game engine and scoring system, I introduced it to friends made while WWOOFing in Taos, New Mexico. Playing and getting feedback was very valuable and helped solidify that it was a viable game worth pursuing. The first prototype was developed and made available on The Gamecrafter in 2020. Continued positive feedback from friends who played MemoRandom provided the encouragement necessary to keep the flame alive. Slow and sporadic spits of development over the past few years have fueled this labor of love.
Premise
MemoRandom is designed to engage, and thereby enhance, working memory. Working memory is like Random Access Memory (RAM) on a computer, and it stands as the single largest specific contributor to general fluid intelligence (Gf). Research increasingly suggests that attention control, the ability to remain focused and filter signal from noise, is the true engine behind working memory. Every level of MemoRandom exercises these abilities within a social context: remembering the cards, tracking what has changed, anticipating what other players know, reading their reactions to guess what they are planning, and strategizing all the while. It's easy to pick up and play, all while opening a world of potential.
- Mashburn, C. A., Burgoyne, A. P., & Engle, R. W. (2023). Working memory, intelligence, and life success. In The Oxford Handbook of Attention. Oxford University Press. https://doi.org/10.1093/oso/9780192849069.003.0007
- Schmidt, F. L., & Hunter, J. E. (1998). The validity and utility of selection methods in personnel psychology: Practical and theoretical implications of 85 years of research findings. Psychological Bulletin, 124(2), 262–274.
Mission Statement
MemoRandom's mission is to help curate a culture of connection, curiosity, and fun. Play sparks natural motivation and genuine engagement that turns learning from chore to choice. We hope this will be one more toy in a rich life, always making learning entertaining.