Every card is a sentence with something wrong in it. Tap the wrong word, pick the right one, fix every word on the card, swipe it away. You have five hearts and a clock. That's the whole game. The rest is detail.
Every card is a real sentence with one, two or three words gone wrong. Tap the one that isn't right.
Three chips appear. One is the correct word, two are the mistakes a learner actually makes. Each wrong tap costs a heart.
Fix every word on the card and swipe it off the deck. The clock is running, and the deck never ends.
A card shows one sentence. Somewhere in it, one, two or three words are wrong; the number depends on the difficulty. Tap a word you think is wrong and three chips appear above the sentence: one is the correct word, two are the mistakes a learner actually makes. Choose one.
Sometimes the right answer is the empty chip: the word shouldn't be there at all. "In the France" wants no article, and the empty chip is how you say so.
You start every game with five hearts. Each wrong chip costs one. Lose all five and the game is over: your score is final, and the only way on is back to the main menu for a new game.
Hearts are not refilled mid-game. There is nothing to watch and nothing to buy.
Each card has its own countdown, shown in the corner. It starts when the card appears and stops the moment the card is fully fixed. A finished card waits for you as long as you like. If the clock reaches zero before the card is done, the game is over.
Pausing freezes the clock. So does a phone call, a notification you pull down, or switching apps: the game pauses itself and waits.
When every word on the card is fixed, nothing happens by itself. Swipe the card to the left and the next one is dealt. A card can't be swiped until it's finished, so a stray swipe never costs you a card you hadn't solved.
| Level | Seconds per card | Wrong taps allowed per card | Errors on a card |
|---|---|---|---|
| Easy | 60 | 3 | up to 3 |
| Medium | 30 | 2 | up to 2 |
| Hard | 15 | 1 | exactly 1 |
The deck is the same at every level. What changes is how much time and how much patience you're given, and one more thing: on Easy the wrong words are shown in italics, so you only have to fix them. On Medium and Hard every word looks the same, and finding the error is part of the game.
Make more wrong taps on one card than its level allows (see the table) and the card is failed: it's taken off the table and shuffled back into the deck a few cards later, so you meet it again while it's still fresh.
Fix a card without a single mistake and it is mastered. Mastered cards never return, not in this game and not in the next. Over time the deck becomes only the cards you still get wrong.
You get three hints per game, on the bulb in the top bar. A hint doesn't give you the answer. It names the rule being tested ("Articles", "Subject–verb agreement", "Past simple") and leaves the rest to you.
Points come only from correct answers, never from finishing a card and never from speed.
A wrong answer costs a heart, not points. What you've banked stays banked. The jump at 15 is deliberate: the game rewards the player who has warmed up and keeps going, and it's where a careless heart really starts to hurt.
Your best score is kept on your phone. With Game Center signed in, it goes on the leaderboard too.
The first time you play, a short tutorial walks you through one card. The clock doesn't run and wrong taps are free while it does. After that, you're on your own.