NNaija Play

RULES & ROOMS

How to play

Eight games, one compound. Create a room, invite friends with the link, or play the computer. Everything below matches the live rules in Naija Play Rooms.

Rooms: after each round, everyone in the room must tap Play again to continue (computers agree automatically). Coins are not used yet.

Chess

Players: 2

Goal: Checkmate the opposing king.

How to play: Select a piece, then a highlighted legal square. Choose a promotion when a pawn reaches the last rank. White moves first; colours alternate on rematch.

How you win: Checkmate wins. Stalemate, repetition, insufficient material and the fifty-move rule are draws.

Scrabble

Players: 2

Goal: Score points by connecting English words.

How to play: Drag tiles from your private rack, or tap a tile and then an empty square. The first word covers the centre. Recall before submitting; choose a letter for blank tiles. This room uses an open English dictionary.

How you win: New premium squares multiply points. Using seven tiles adds 50. Empty your rack when the bag runs out, or finish after six scoreless turns; remaining tile values are deducted.

X and O

Players: 2

Goal: Get three marks in a row on a 3×3 grid.

How to play: Host plays X, guest plays O. Take turns tapping empty squares. Choose themes and colours in the room sidebar.

How you win: Three in a row (row, column, or diagonal) wins the round. A full board with no line is a draw. Round wins are tracked on the scoreboard.

Rock Paper Scissors

Players: 2 or 3

Goal: Beat the other players’ hidden choices when all picks are revealed.

How to play: Everyone chooses rock, paper, or scissors in secret. Choices stay hidden until all players have picked.

How you win: Classic rules. With three players, one clear winner takes the round; otherwise it is a draw. Scores carry across rematches.

Dice Duel

Players: 2 or more

Goal: Roll the highest number in each round.

How to play: Host adds friends and/or computers, then starts. Each player rolls once per round when it is their turn. No one can join after the match starts.

How you win: Highest roll wins only if exactly one player has that number. Tied highest rolls are a draw. Leaderboard tracks round wins.

Rubber Stack

Players: 2 or more

Goal: Overlap another band’s loop and collect the whole pile.

How to play: Take turns aiming on the floor and setting throw strength (1–5). Bands bounce off walls; edges touching alone do not count as overlap.

How you win: Overlapping a loop wins the round and adds every band on the floor to your collected score. Otherwise play passes.

Ludo

Players: 2–4

Goal: Get all your seeds home before anyone else.

How to play: Roll two dice each turn; use each die separately (never add them). Sixes bring seeds out; double six can grant an extra roll. Two-player mode: each person controls two colour houses.

How you win: All seeds from every house you control must reach the centre. Captures, blockades, safe ★ squares, and home lanes follow the in-room rule summary.

Whot

Players: 2–4

Goal: Be the first to play your last card.

How to play: Six cards each; opponents’ hands stay hidden. Match the top card by shape or number, or pick from the market.

How you win: Empty your hand to win the deal. Special cards in this room: 1 (play again), 2 (pick two — stack another 2 to defend), 8 (skip; star 8 skips two players in a four-player game), 14 (general market). Number 5 is a normal card. There are no Whot wild cards here.

Ayo Olopon

Players: 2

Goal: Capture 25 seeds before your opponent.

How to play: 12 pits, four seeds each. Sow counterclockwise from a pit on your side. Feed the opponent when their row is empty if you can.

How you win: Capture pits with exactly 2 or 3 seeds on your last seed (2-or-3 rule). First to 25 captured wins; 24–24 is a draw. See in-game details for endgame and repeated positions.

Drafts

Players: 2

Goal: Leave your opponent with no legal move.

How to play: 10×10 Nigerian mirrored board, 20 men each. Captures are compulsory when available. Kings move along diagonals.

How you win: Win when the opponent cannot move. Draws: same position three times, or 25 quiet king moves each with no capture.