Features
Multiplayer
Yes. Three MemDecks games support other players as of 2 September 2026: Words Tetris for one to four players, and Lexi Spy and Mirror Decks for exactly two. You join either by quick match, which pairs you with whoever else is waiting, or by creating a private room and sharing its code. Progress from a match lands on your own cards, exactly as it does in a solo game.
Which games are multiplayer
| Game | Players | What happens |
|---|---|---|
| Words Tetris | 1–4 | Cards fall; you clear lines by matching a word with its translation. |
| Lexi Spy | 2 | A game of bluff and deduction built from your vocabulary. |
| Mirror Decks | 2 | A translation duel where you cover your opponent's cards. |
Words Tetris accepts a single player, so it can be played alone as well as against up to three others.
Two ways to join a match
Quick match puts you in a queue for the chosen game and forms a match as soon as enough players are waiting. The app shows how many are in the queue and how many are still needed.
A private room is created by one player and joined by code. Open rooms are also listed publicly for the game, so a room can be joined without a code unless it is full. The host controls the settings; the match forms when everyone has readied up and the game's minimum player count is met.
Rematch
A finished match does not disband the group. The room stays alive, everyone's ready flag resets, and the same players can ready up for another round — a fresh match with new credentials, without re-queueing. Quick-matched players get the same behaviour: MemDecks keeps the pair together so the rematch control works identically.
Whose cards are used
Each player brings their own collection, and scoring lands on each player's own cards. You are practising your vocabulary against someone practising theirs; the match is the shared frame, not a shared card set.
How matchmaking runs
Matchmaking is handled by the lobby, a service that runs separately from the main MemDecks app so that restarting one does not disconnect the other. Rooms and queues are held in memory, which has one visible consequence: if the lobby restarts, open rooms and waiting queues are lost and have to be recreated. Matches already in progress are unaffected, and no card or progress data lives there.