How to Play Flip Pairs
Flip Pairs is the card game at the heart of Daman Game. You can learn it in one round, but the numbers behind the clock, the combo and the shrink are what separate a good run from a great one. Everything is here.

The goal
Clear as many pairs and rounds as you can before the clock reaches zero. Your score is the total of match points and round bonuses. There are no lives: the clock is the only thing that ends a run, and matching is the only way to feed it.
1. The deal and the peek
A round starts with every card face down in a grid. Each face appears on exactly two cards. Before you can touch anything, all faces flip up for a short peek, and the clock is paused while they show. The peek lasts 1.7 seconds in round one and gets 0.2 seconds shorter each round, down to 0.7 seconds.
There are fifteen faces, each with its own shape and colour, so a pair can be recognised by either one.
2. Turning cards
- Tap or click a face-down card to turn it. Turn a second card to complete the move.
- Same face: a match. Both cards glow, then leave the board.
- Different faces: a miss. Both turn back after a moment. If you are quick, tapping a third card turns them back straight away.
- A card that is already face up cannot be picked again.
3. The clock
| Event | Clock |
|---|---|
| Run starts | 45 seconds |
| Match at ×1 or ×2 | +2 seconds |
| Match at ×3 or higher | +3 seconds |
| Round cleared | +8 seconds |
| Most it can hold | 75 seconds |
The bar turns red in the last ten seconds. Leaving the tab or locking the phone pauses the run; so does the Pause button.
4. Combo and points
Every match in a row, without a miss in between, raises the multiplier by one, up to ×5. A match is worth 20 points times the multiplier, so a streak of five pays 20 + 40 + 60 + 80 + 100 = 300 points. One miss sends the multiplier back to ×1 on your next match.
5. The shrinking board
Matched pairs leave gaps at first. The board shrinks when the cards left would fit in the next smaller grid in this list: 5×6, 4×6, 4×5, 4×4, 3×4, 3×3, 2×3, 2×2. When it does, the cards close up in reading order — left to right, top to bottom — into the smaller grid. A card may move to a new row and column, but the order of the cards never changes.
Example: round one deals 12 cards in a 3×4 grid. After two matches 8 cards are left, which fits 3×3, so the board shrinks. After the next match 6 are left and it shrinks to 2×3, then to 2×2 when 4 remain.
6. Rounds and the bonus
Clearing the board ends the round. You earn a bonus of 50 points times the round number, plus 2 points for every second still on the clock, and 8 seconds are added to the clock. Then the next, bigger deal arrives: 6, 8, 10, 12 and then 15 pairs for every round after that.
7. The end of a run
When the clock hits zero the run stops and the final panel shows your score, the round you reached, the pairs you found and your top multiplier. A new best is saved in this browser straight away. Ready to try? Head back to Daman Game and start a run, or warm up on a practice board first.
Questions on this page
Does a miss cost time in Flip Pairs?
No seconds are taken away. A miss costs you the combo and the time you spent turning two cards, which is enough of a price.
Can the clock go above 75 seconds?
No. Matches and round clears top it up, but it stops at 75 seconds. Time earned past that is lost, so there is no reason to play slowly to bank it.
Do I keep my combo between rounds?
Yes. The multiplier only resets on a miss, so a clean finish to one round carries straight into the next.
A run takes about two minutes
Twelve cards, a short peek, then the clock starts. See how far you get.