Make it exactly 21.
A calm, turn-based card puzzle — drop cards into columns, make exactly 21, and columns explode like dynamite.
Also available on Google Play
Level · 17+
Your card
"Every column is a small bet with yourself: bank the points you have, or draw one more card and chase the perfect 21."
Every column is a stick of dynamite
Drop cards into columns, one turn at a time. When a column's total hits exactly 21, it explodes for double points and clears the board a little. There's no clock and no combo meter — just you, the next card, and a decision.
Exactly 21 · double points
Let it burn — or cash out
Reach 17 or more and the column's fuse starts burning. Leave it alone to cash out safely, or keep feeding it toward a perfect 21 for double points. The fuse doesn't rush you — it just reminds you what's at stake.
Go over, and it busts
Push a column past 21 and it busts, costing you a life. Lives are the whole economy of a run — greed is always available, and always priced.
Climb to the FINAL 21
Each level raises the cash-out threshold — 17+, then 18+, 19+, 20+ — shrinking your margin for error. Survive them all and you reach FINAL 21: sudden death, where only a perfect 21 counts.
A fair game, built to be put down and picked up.
The small print, minus the fine print.
Turn-based & calm
No timers, no pressure. Every move waits for you — think as long as you like.
A fair 52-card shoe
An honest shuffled deck. No rigged draws, no difficulty dial working against you behind the scenes.
Rising thresholds
Levels climb from 17+ to 20+, capped by the sudden-death FINAL 21 endgame.
8 languages
Fully localized in eight languages in v1.0.
Works fully offline
No connection needed, ever. Planes, trains, and dead zones are fine.
Runs save themselves
Your run is saved automatically. Close the game mid-decision and pick it up later.
Levels
The ladder gets steeper.
Every threshold you clear narrows the gap between cashing out and blowing up. The deck stays honest — the margins don't.
Level one
17+
The fuse lights at seventeen.
Level two
18+
Safe landings get scarcer.
Level three
19+
Two cards of breathing room.
Level four
20+
Only 20 or 21 survive.
Endgame
FINAL 21
Sudden death. Exactly 21 or nothing.
Perfect 21
× 2
A detonation pays double points.
Small screens, big decisions.
A few focused screens, no clutter. Swipe through.
Know when to stop. Or don't.
No ads, no timers, no account. An honest deck, and a run that saves itself while you decide.
Fuse is burning