Interactive · Trio duel
Play a round against the Princess.
You and your opponent take turns flipping three cards each. If all three belong to the same motif, that player takes the trio. This is the rule that turns a matching game into a duel: you have to remember three positions, not two — and your opponent is remembering too.
The real table, the real cards: four motifs from the Princess level deck, each in three variants.
Your turn
Flip three cards. Only three variants of the same motif stay on the table.
- Your trios
- 0 / 4
- The Princess's trios
- 0
- Turns
- 0
In the game a win pays coins for the magic shop and XP for your level — and the opponent recalls like a person would: she notices what you reveal, and she forgets things too.
What makes Memoria Land different
Trios, not pairs
A trio is never three identical pictures. A matchstick, a candle and a lit candle belong together — which asks a lot more of your recall than classic pair matching. 120 picture trios are waiting to be discovered.
A campaign that bends the rules
Princess, Pirate, Ghost, Witch and Leprechaun each play with an ability of their own: card locks, fog, card swirls, clover luck and more. Beat all five and the Extreme run opens — and only whoever masters it meets the secret final challenge.
Short rounds
A round takes one to five minutes, with a gentle turn timer that keeps duels moving. Wins pay coins for the magic shop and XP for your level — and every keeper you beat earns a statue.
The keepers guard the land.
The campaign leads from the friendly Princess through the Pirate, the Ghost and the Witch to the Leprechaun — level by level, on boards that grow from 3×3 to 9×3, at the difficulty you choose from Easy to Expert.
Every keeper reacts to the match with changing expressions, voiced lines, and the occasional taunt. And each one bends the rules: the Pirate locks a card away in his chest, the Ghost wraps cards in fog, the Witch whirls cards to new places at the start of her turn, the Leprechaun leans on clover luck.
Chapter 5, Golden Hills: the Leprechaun — and the difficulty is yours to pick.
Everything you beat leaves a mark.
The trophy hall keeps score for you. Beat a keeper on a higher difficulty and their statue changes crest. Seven plinths stand in the Hall of Guardians, as the game calls the keepers’ hall — one of them is still in the dark.
Every league has its own stage — this one is Golden Hills.
Ranked duels for trophies.
Once the campaign has warmed you up, the arena is waiting: live one-on-one matches for trophies.
- Fair matchmaking pairs you with opponents around your strength.
- Climb seven leagues, from Rose Castle to Olympus — each one unlocks its own table in the magic shop.
- Tournaments run as eight-player brackets, from the quarter-finals to the final.
- Play friends directly with private room codes, at any distance.
- Chat stays friendly by design: a handful of preset phrases, no free text — with reporting and blocking built in.
Your table, your rules.
Set up any duel you like — AI strength, board size and deck — practice solo without a timer, or hand the device around for a two-player match. The magic shop trades the coins you earn for card backs, tables and new characters.
A side path into the Insect Meadow.
Beyond the campaign lies one paid adventure: the Insect Meadow, with its own deck of 20 motifs, its own table, card back and character for the magic shop, and its own boss duel — the Grasshopper, bored of counting daisies.
It is a single one-time purchase, tied to your game account and restorable on any device. Everything else in the shop is priced in coins you earn by playing — diamonds only speed that up.
The Insect Meadow, as the game introduces it — the boss waiting at the end is the Grasshopper.
Fair by design.
- Free to play. Optional in-app purchases are diamond packs and the Insect Meadow adventure. No subscriptions, no loot boxes — every purchase says exactly what you get.
- Trophies are earned only through ranked play. There is no paying for wins.
- No advertising and no tracking.
- Play as a guest, or sign in with Google or Apple to back up your progress to the cloud. You can delete your account at any time, right in the app.
- After the first start, the campaign, solo rounds and local two-player duels work offline. Only the arena and tournaments need a connection.
- Ages 13 and up.
Details are in the privacy policy and the terms of use.
- Platforms
- iOS 15 and later, Android
- Languages
- English and German
- Price
- Free, optional in-app purchases
- Released
- August 2026, version 1.0
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