
Tri Peaks
Climb three peaks, one card at a time

The card game every family already knows, dealt on a rock pool at low tide. Every rank is a sea creature, so you ask for crabs and puffers instead of sevens and nines. Collect four of a kind, lay the book down in a burst of bubbles, and have the most when the ocean runs dry.
Did you like Go Fish?
Go Fish is played around a sunlit rock pool seen from above, with ripples crossing the water and the cards floating on it like little rafts. The deck is the one you know — fifty-two cards, thirteen ranks, four of each — but every rank is drawn as a sea creature with its number tucked into a shell badge, so a hand reads as crabs, seahorses, jellyfish and sharks rather than a row of numbers. Pick a card from your hand, pick somebody to ask, and either they hand over every one of that kind they are holding or they tell you to go fish and you scoop a card out of the ocean in the middle. A hand-over, or fishing the very creature you asked for, buys you another turn straight away.
Four characters share the pool's edge with you and none of them keeps quiet: Tusker the walrus with his bucket, Skip the seagull in sunglasses, Pip the hermit crab and Nell the otter, who ask in bubbles and pull faces when a whole book slips away. Play against one, two or three of them at Easy, Normal or Sharp. Easy asks for whatever it happens to be holding, Normal remembers who has asked for what and comes straight back for it, and Sharp follows every question, every hand-over and every card fished out in the open, then asks the question it already knows the answer to. There is a memory helper for younger players too: switch it on and small creature tokens sit under each player showing the last few things they asked for.
Four of a kind makes a book: the four cards swim together into a neat row in front of you and a cloud of bubbles goes up. When the ocean is empty and nothing is left to ask for, the biggest pile of books wins. Pass & play hands the device around a table of two to four people, with a name form at the start and a hand-over card between turns so nobody sees anybody else's cards. Tap a card and tap a player, or use the number keys, the arrow keys and Enter. Games played, games won and your best haul of books are kept on your own device.
In Go Fish a successful ask gives you another turn, and so does fishing out the very creature you asked for, so keep asking while things go your way. Listen to the table: you can only ask for a creature you hold, so every question a rival asks tells you something about their hand, and tells you who to ask later. The Normal and Sharp rivals do exactly that to you, so remember that your own questions give information away too.
Start against one rival at Easy to learn the flow, then add more players or step up to Normal, which remembers who has asked for what and comes back for it. Sharp follows every question, every hand-over and every card fished out in the open. For younger players, switch on the memory helper: small creature tokens under each player show the last few things they asked for, which turns the remembering into something anyone can do. When the ocean is empty and nothing is left to ask for, the biggest pile of books wins.
The goal in Go Fish is to collect more books than anyone else. A book is four cards of the same rank, and in this deck every rank is a sea creature, such as crabs, seahorses, jellyfish and sharks, with its number in a shell badge. The deck has fifty-two cards, thirteen ranks of four. Each player gets a hand, and the rest of the cards go into the ocean in the middle.
On your turn you pick a card from your hand and ask one player for that creature, so you can only ask for a creature you already hold. If they have any, they hand over every one of them and you ask again. If they have none, they tell you to go fish and you take a card from the ocean. Fishing out the very creature you asked for also gives you another turn; otherwise the turn passes on. As soon as you hold all four of one creature, they form a book and are laid down in front of you. The game ends when the ocean is empty and nothing is left to ask for, and the player with the most books wins.
On a computer you click a card and then the player you want to ask, or press 1 to 9 to pick a card, the arrow keys to pick a player and Enter to ask. H toggles the helper hints, P pauses and M mutes. On a phone or tablet you tap a card, then tap the player you want to ask.
Go Fish is one of the most familiar family card games, often one of the first card games children learn, and it is played with an ordinary deck. Kiloo's Go Fish keeps the classic rules and moves the table to a sunlit rock pool seen from above, where every rank is drawn as a sea creature, so you ask for crabs and puffers instead of sevens and nines.
The rivals are Tusker the walrus, Skip the seagull in sunglasses, Pip the hermit crab and Nell the otter, and you play against one, two or three of them at Easy, Normal or Sharp. Easy asks for whatever it holds, Normal remembers who asked for what, and Sharp follows every question and every card fished out in the open. The game suits families and younger players in particular. The memory helper shows what each player asked for recently, and Pass & play lets two to four people share one device, with a hand-over card between turns so nobody sees anybody else's cards. Games played, games won and your best haul of books are kept on your own device.
Yes. Go Fish is free to play in your browser on Kiloo. There is nothing to download and no account to create. Games played, games won and your best haul of books are kept on your own device.
Yes. On a phone or tablet you tap a card, then tap the player you want to ask. On a computer you can click the same way, or use the number keys to pick a card, the arrow keys to pick a player and Enter to ask.
Yes. Pass & play hands the device around a table of two to four people. You enter names at the start, and a hand-over card appears between turns so nobody sees anybody else's cards.
Four cards of the same creature make a book. The cards swim into a neat row in front of you with a cloud of bubbles. When the ocean is empty and nothing is left to ask for, the player with the most books wins.
You win Go Fish by finishing with the most books, a book being four cards of the same sea creature. Ask the other players for creatures you hold, fish from the ocean when they have none, and keep going while your asks succeed. The game ends when the ocean is empty.
Yes. Go Fish is a family card game with simple rules, and the sea creatures make the ranks easy to tell apart. Younger players can start against one rival at Easy and switch on the memory helper, which shows the last few things each player asked for.
Solitaire and table games with a real deck.

Climb three peaks, one card at a time

Turn two cards. Find the twins.

Classic Klondike, beautifully dealt

Every deal can be won

Eight runs, one, two or four suits

Match the suit, save the eights

Avoid the queen, or shoot the moon

Meld, knock, gin

Pair to thirteen, clear the pyramid

Five dice, fifteen rounds

Race four tokens home

Race, hit, bear off

Match the pips, block the table

Every rule, a real engine, no download

Jump, crown, corner them

Sow the seeds, count the beads

Flip the lines, hold the corners

Three in a row, one man fewer

Flip, ramp, orbit, multiball
Go Fish
Got any sharks? Go fish!