Memory
Sixteen cards, eight pairs — solo against a flip budget, or against another member.
Replace [prefix] with your server's prefix.
Playing
// Syntax
[prefix]memory [member]
// Example
;memory
;memory @member
A four by four grid of buttons hides eight pairs of symbols. Click a card to flip it, click a second one to see if they match. Matching cards turn green and stay up; a miss stays visible for a moment so everyone gets a look, then flips back.
Leave the member off to play solo, or mention someone to turn it into a duel.
Also available as /memory.
Solo
You get 16 flips to clear all eight pairs. Eight is a perfect game, so there's room to be human — but the counter in the footer is the whole challenge.
- Clearing the board is a win.
- Running out of flips is a loss, with a count of how many pairs you found.
Duel
Two players alternate turns.
| Situation | What happens |
|---|---|
| You match | You score a point and keep the turn |
| You miss | Turn goes to your opponent |
| Board clear | Most pairs wins, equal is a tie |
There's no flip budget in a duel — it runs until the last pair is found. Both players get the result on their record.
A match keeping the turn is what decides these games. Once someone strings two or three together, the board runs out fast.
Limits
10 second cooldown per player. Only the players can touch the buttons, and in a duel only whoever's turn it is. A game left alone for three minutes times out.