Memory and Hangman

By Peder HellandLast updated September 14, 2026
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Memory and Hangman are standalone games. Unlike the core three they aren't part of Mix, so you pick them deliberately when you want a change of pace.

Memory

Flip tiles to match each word with its translation.

Every card in the session becomes two tiles - one target, one source - so a 10-card session is a 20-tile board. You need at least 4 cards to play. There's no penalty for wrong attempts; mismatched tiles simply flip back. The header tracks pairs matched and how many tries you've taken.

Memory is a good first encounter with new vocabulary. Because both sides are visible somewhere on the board, it teaches you the pairings without demanding recall, which makes it much less discouraging than a quiz on words you've never seen.

It's slower per word than the other games, so it's better suited to a batch of 10 new words than to a review session.

Hangman

Guess the letters of the target word before the hangman is drawn. You get 6 wrong guesses.

The source word is shown as your clue, so you know what you're aiming for - the challenge is spelling it. Spaces and punctuation are revealed for you; you only guess letters.

Hangman is the only game that really drills spelling, which makes it worth using for languages where you can recognise a word perfectly but never quite remember whether it has a double letter or an accent.

Where it's available

Hangman appears on decks whose target language uses a script it can letter-guess: Latin, Cyrillic, Greek, Arabic, Hebrew, Armenian and Georgian.

It isn't offered for Chinese, Japanese, Korean, Thai, Lao, Khmer, Burmese, Tibetan, Dhivehi, Amharic, Tigrinya or the Indic scripts, where guessing one character at a time doesn't correspond to how the writing system works. On Chinese decks you get Hanzi in its place.

Do they count?

Yes. Both games record statistics and update your vocabulary levels exactly like the other games, so a round of Memory is real practice rather than a diversion.

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