---
title: "How to play Memorio: rules, combos and a first game · SIWA"
description: "Memorio rules made simple: memorise the grid, then find every pair and triple of numbers, chaining combos without a single mistake."
canonical_url: "https://dev.siwa.io/en/guides/comment-jouer-a-memorio"
last_updated: 2026-10-27
locale: en
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  "og:image": "https://dev.siwa.io/og/en/memorio.jpg?v=5f120241"
  "og:image:alt": "Memorio · Memorise the grid, find the pairs and triples"
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  "og:title": "How to play Memorio: rules, combos and a first game"
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  "twitter:image:alt": "Memorio · Memorise the grid, find the pairs and triples"
---

> Index of every page on this site: [llms.txt](https://dev.siwa.io/llms.txt)

How to play

# How to play Memorio: rules, combos and a first game

To play Memorio, memorise the grid of numbers during the few seconds it is shown, then flip the cards to find every pair and every triple. The score mostly rewards combos: groups found in a row, without a mistake.

Updated October 27, 2026

[Play Memorio](https://play.dev.siwa.io/game/memorio)

## What is Memorio?

Memorio is a memory game: the grid of cards is shown face up for a few seconds, then flips over. You then have to find every group of identical cards, pairs and triples, relying on your memory. Each card shows a number from 1 to 9, with its own colour.

A new grid goes live every day on [the Memorio page](https://dev.siwa.io/en/games/memorio), the same for every player. Unlike the word games on the site, Memorio needs no French at all: it is all numbers and colours. There is no limit on turns and no way to lose; only the quality of your memory shapes the score.

## The rules of Memorio

### The grid of the day

| Day | Grid | Groups | Preview |
| --- | --- | --- | --- |
| Monday to Saturday | 4 × 4 (16 cards) | 2 pairs, 4 triples | 10 seconds |
| Sunday | 5 × 4 (20 cards) | 4 pairs, 4 triples | 12 seconds |

### The preview

The game opens with a 3-second countdown, then the whole grid appears face up with the message "Mémorisez la grille…" (memorise the grid) and a shrinking bar. When the bar runs out, the cards flip over.

The preview only plays once. If you leave or reload the page afterwards, you come back to a hidden grid.

### A turn

A turn means flipping, one by one, every card of the same group:

- **Group complete**: all its cards are face up, the group is found and stays visible.
- **Mistake**: if you flip a card with a different number, the turn is missed. The cards from that turn hide again after a moment, or as soon as you touch another card.

A badge on each flipped card shows your progress, such as 1/3 then 2/3 for a triple. So from the very first card, you know whether you are looking for a pair or a triple.

### The counters

At the top of the screen, three counters track the game: **Essais** (turns), the number of completed turns; **Combo**, the number of groups found in a row; **Record**, your best combo of the game. At the bottom, the **Paires** (pairs) and **Triples** counters show groups found out of the total.

### The joker

The **Joker** button flips a whole group, picked at random among those left. It can only be used between turns, never for the last group. A group handed over by the joker doesn't extend your combo: it actually resets it to zero.

## A first game, walked through

Here is a weekday grid, made up for the example:

| Row | Cards |
| --- | --- |
| 1 | 3 7 3 5 |
| 2 | 1 9 5 7 |
| 3 | 9 8 3 1 |
| 4 | 5 7 8 9 |

The triples are 3, 7, 5 and 9; the pairs are 1 and 8.

**Turns 1 and 2.** The two 3s on row one are easy to remember, and the third sits in the middle of row three: triple found, combo ×1. The 1 at the start of row two and the 1 at the end of row three follow: combo ×2.

**Turn 3.** On to the 7s: the second card of row one, then the last card of row two. The badge reads 2/3. For the third one you hesitate and flip the third card of row four: it's an 8. Mistake, and the combo drops to zero.

**Turns 4 to 7.** The mistake showed you where one 8 is. You find the 7s with the last one on row four, then the 5s, the 9s and finally the 8s. Four groups in a row: combo ×4, which becomes your record.

The tally: six groups in seven turns, best combo of 4. A single mistake, but placed mid-game, it split the combo in two.

## How the score works

Scores are out of 1000 points, with 1 to 3 stars. The play rating combines two things:

- **Best combo** (60%): your longest run of groups found in a row, against the number of groups.
- **Accuracy** (40%): groups found divided by turns taken.

In the game above, that gives 0.6 × 4/6 + 0.4 × 6/7, a play rating of about 74%. Without the mistake, it would be 100%. The rating never drops below 40%.

On top of that come jokers, about 60 points each, and time: the reference time is 75 seconds on weekdays and 95 seconds on Sundays, countdown and preview included. On Sundays, a 1.15 multiplier applies. Two stars start at 450 points, three at 750.

## After your first game

The key thing to grasp is that the combo outweighs everything else: a mistake in the middle costs far more than a mistake at the start. Our [Memorio tips](https://dev.siwa.io/en/guides/astuces-memorio) explain how to use that. For more brain training, see our pick of [games to train your memory](https://dev.siwa.io/en/guides/jeux-pour-entrainer-sa-memoire).

## Frequently asked questions

<details>

<summary>How long is the Memorio grid shown?

</summary>

On weekdays the 4 × 4 grid is shown for 10 seconds; on Sundays the 5 × 4 grid is shown for 12 seconds. The preview only plays once, even if you reload the page.

</details>

<details>

<summary>What is the difference between a pair and a triple?

</summary>

A pair has two identical cards, a triple has three. To complete a triple, you must flip all three of its cards in a row within the same turn.

</details>

<details>

<summary>Can you lose a game of Memorio?

</summary>

No. The game ends when every group is found. Mistakes and jokers only affect your score.

</details>

<details>

<summary>What does the joker do in Memorio?

</summary>

It flips a whole group at once, picked at random among those left. It costs about 60 points, resets your combo and can't be used on the last group.

</details>

<details>

<summary>Why is Memorio harder on Sundays?

</summary>

On Sundays the grid grows to 20 cards, with four pairs and four triples. The score gets a higher multiplier to match.

</details>

## Ready to play?

Today's grid is waiting, free and without sign-up.

[Play Memorio](https://play.dev.siwa.io/game/memorio)

## More guides

[M<h3>Memorio tips</h3>Seven Memorio tips: memorise the grid as shapes, protect your combo, read the badges and know when to steer clear of the joker.How to playRead the guide](https://dev.siwa.io/en/guides/astuces-memorio) [MMDSR<h3>Memory games</h3>Five free games to work your memory every day: visual memory, working memory, vocabulary. A few minutes a day, in your browser.PicksRead the guide](https://dev.siwa.io/en/guides/jeux-pour-entrainer-sa-memoire) [SSBPBODM<h3>Daily logic games</h3>Sudoku, Takuzu, nonogram, Slitherlink, Mastermind: eight free logic games with a new grid every day. In your browser, no sign-up.PicksRead the guide](https://dev.siwa.io/en/guides/jeux-de-logique-quotidiens)

[Play Memorio](https://play.dev.siwa.io/game/memorio)

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```

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