Cross-game stats will appear here as you play more games.
Cross-game records will appear here.
No. Spend the time with friends and family and play the game! But record your stats so you can later brag to your friends and family. This app is your smarter notebook — it does the math, tracks the scores, and keeps the stats you never knew you needed. Now go deal the cards (or roll the pigs).
Game Night Tracker (GNT) is a free tool for tracking scores, stats, and seasons across your favorite card and dice games. Play Phase 10, Spades, Hearts, and more — all in one place, with your friends and family.
Your data is saved to the cloud so you can track games across sessions, see who's on a hot streak, and crown a champion at the end of a season.
Each game has its own Scorecard, History, Stats, Seasons, Records, and Help pages. Find detailed rules and scoring in each game's ❓ Help section.
Don't have time to finish your game? No problem! Your game auto-saves as you play. Open the History tab for that game and tap ▶️ Resume to pick up right where you left off.
Live scoring lets everyone at the table enter their own scores on their own device — no passing a tablet around!
When you open the app, your 20 most recent Phase 10 games load instantly. The rest load quietly in the background — stats and records update automatically once everything is ready.
Seasons let your group compete across multiple games over a defined time period — like a fantasy sports league. At the end, a champion is crowned based on rules you set upfront.
| Season name | A friendly name for the season, e.g. "Summer 2026 Championship" or "Holiday Cup". |
| Start & end dates | Only games played within this date range count toward season standings. |
| Games included | Choose which game types count toward standings — Phase 10, Spades, Hearts, Horse Racing, etc. You can include as many or as few as you like. |
| Min league players per game | How many league members must be in a game for it to count. For example, if set to 3, a game with only 2 league members won't count — even if other non-league players are present. |
| Min games to qualify | A player must play at least this many eligible games before they appear in the standings. Prevents someone from winning with a tiny sample size. |
| Winner determined by | Win edge (recommended) — actual win rate minus expected win rate, adjusted for number of players. Win % — raw win percentage. Most wins — simple win count. |
| Tiebreaker | Used when two players are tied on the primary metric. Lowest avg score rewards consistent efficiency. Most wins rewards volume. |
| Commissioner | The person responsible for managing the season. Defaults to the group admin but can be any group member. The commissioner (and group admins) can finalize the season when it ends. |
The Worldwide page shows anonymized aggregate stats across all groups using Game Night Tracker — total games played, players, groups, and which day of the week is most popular for game night. Your individual scores and player names are never shared.
Play multiple games to see your cross-game win edge leaderboard here.
Tap the cards each player was dealt. Cards 2–10, J(11), Q(12). Taken cards are crossed out.
Players holding that card pay 1 chip (5¢) into the pot.
Complete a race to see it here.
Complete a race to see stats.
Complete a race to set records!
Be the player with the most chips at the end of the session. Each round, bet on horses by holding their cards — if your horse wins, you split the pot!
The scratch cost increases with each horse eliminated: 1st = 1 chip, 2nd = 2 chips, 3rd = 3 chips, 4th = 4 chips. The chip value (in cents) is set at the start of the game.
GNT offers two race board configurations. Standard matches the physical board distances. Balanced uses distances derived from a 100,000-game simulation to give each horse roughly equal odds.
Two factors combine: horses 2 & 12 need only 3 steps to win (vs 17 for horse 7), AND they rarely get scratched since they roll infrequently. Meanwhile horses 6, 7, and 8 get scratched in almost every game. The result: horse 7 wins just 2.5% of races despite being the most likely number to roll!
| Horse | Std steps | Std win% | Bal steps | Bal win% | Scratch% |
|---|---|---|---|---|---|
| 2 | 3 | 20.2% | 4 | 7.9% | 13% |
| 3 | 6 | 9.7% | 6 | 10.1% | 25% |
| 4 | 8 | 9.7% | 8 | 10.3% | 35% |
| 5 | 11 | 5.7% | 10 | 9.4% | 45% |
| 6 | 14 | 3.7% | 12 | 8.6% | 53% |
| 7 | 17 | 2.5% | 14 | 7.7% | 59% |
| 8 | 14 | 3.7% | 12 | 8.5% | 53% |
| 9 | 11 | 5.6% | 10 | 9.5% | 45% |
| 10 | 8 | 9.4% | 8 | 10.1% | 35% |
| 11 (J) | 6 | 9.6% | 6 | 9.9% | 25% |
| 12 (Q) | 3 | 20.4% | 4 | 8.0% | 13% |
Expected win% = 9.1% (1/11 horses). Scratch% = how often each horse gets eliminated before the race. Simulation run with 4 players, 4 suits, escalating scratches.
Save a game to see history.
Save a few games to see stats.
Play some games to set records!
Players take turns throwing 3 darts. The numbers in play are 15, 16, 17, 18, 19, 20, and Bull. To "close" a number, you must hit it 3 times (single=1 mark, double=2 marks, triple=3 marks).
Once you close a number, any additional hits on that number score points — as long as your opponent hasn't closed it too. The player who closes all numbers AND has the highest score wins.
| Hit | Marks | Bull value |
|---|---|---|
| Single | 1 | 25 pts |
| Double | 2 | 50 pts |
| Triple | 3 | N/A |
Same rules as Cricket, but scoring is reversed — when you close a number and hit it again, you score points ON your opponents who haven't closed it yet. The player who closes all numbers AND has the lowest score wins. Best for 3+ players.
In team play, marks are shared across all players on a team. Any team member hitting a number contributes marks toward closing it for the whole team. Scores are also shared — points earned by one player are added to the team's total.
╱ = 1 mark · ✕ = 2 marks · ⊗ = closed (3 marks)
Darts participates in cross-game seasons — compete against other players across multiple games over a set time period. To create or view seasons, tap the 🏆 Seasons tab.
Save a game to see history.
Be the first player to reach the target score (default 10,000). On your turn, roll 6 dice and set aside scoring combinations. Keep rolling to accumulate points or bank to keep them safe. If you roll and score nothing — that's a Farkle! You lose all unbanked points for that turn.
| Combination | Points |
|---|---|
| Single 1 | 100 |
| Single 5 | 50 |
| Three 1s | 300 (or 1000) |
| Three of a kind (2-6) | 100 × number |
| Four of a kind | 1000 |
| Five of a kind | 2000 |
| Six of a kind | 3000 |
| Straight (1-2-3-4-5-6) | 1500 |
| Three pairs | 1500 (configurable) |
| Four of a kind + pair | 1500 |
| Two triplets | 2500 |
If all 6 dice score on a single roll, you get "hot dice" — roll all 6 again and add to your running total for the turn. This can chain multiple times!
When a player reaches the target score, all other players get one final turn to beat their score. The player with the highest score after the final round wins.
Farkle participates in cross-game seasons — compete against other players across multiple games over a set time period. To create or view seasons, tap the 🏆 Seasons tab.
Live scoring lets everyone follow the game on their own device in real time. One player hosts and shares a code — others join from the home screen or the 📡 Join button on the Farkle page.
During your turn, select your scoring combos and tap Roll again or Bank. When you bank or farkle, all other devices update automatically. When it's not your turn, the entry panel is dimmed — you can watch but not enter scores.
The host can also enter scores on behalf of any player.
Only the host can undo turns. The ↩️ Undo last turn button appears below the entry panel and can undo up to 10 turns back — including farkles. When the host undoes a turn, all devices are notified.
Track your games, see who's winning, and share stats with your group.
No games yet.
No games yet.
Create a season to track competition over a defined period and crown a champion.
Spades is a trick-taking card game for 4 players in 2 teams.
| Situation | Score | Example |
|---|---|---|
| Made bid | Bid × 10 | Bid 5, won 5 → +50 |
| Overtricks (bags) | +1 per bag | Bid 5, won 7 → +52 (2 bags) |
| Set (missed bid) | −Bid × 10 | Bid 5, won 3 → −50 |
| Bag penalty | −100 per 10 bags | Accumulate 10 bags → −100 |
| Nil (bid 0) | ±100 | Win 0 tricks → +100, else −100 |
| Blind Nil (bid 0 before seeing cards) | ±200 | Win 0 tricks → +200, else −200 |
| Stat | What it means |
|---|---|
| Bid accuracy | How often you win exactly the number of tricks you bid. Higher is better. |
| Aggression rate | Average bid minus average tricks won. Positive = overbidder, negative = sandbagger. |
| Bag rate | Average overtricks per round. Lower is better — too many bags triggers a penalty. |
| Set rate | How often your team fails to make the combined bid. Lower is better. |
| Nil success rate | How often nil bids succeed (player wins zero tricks). Tracked separately for regular and blind nil. |
| Team records | Win/loss records for each team pairing. Shows which partner combinations work best. |
Spades participates in cross-game seasons — compete against other players across multiple games over a set time period. To create or view seasons, tap the 🏆 Seasons tab. Group admins can start a new season and configure which games count toward standings.
Hearts is a trick-taking card game for 4 players. The goal is to have the lowest score when someone reaches the target.
| Card | Points |
|---|---|
| Each heart (♥) | 1 point |
| Queen of spades (♠Q) | 13 points |
| Maximum per round | 26 points |
| 🌙 Shooting the moon | Shooter: 0 pts · Everyone else: +26 pts |
Hearts participates in cross-game seasons — compete against other players across multiple games over a set time period. To create or view seasons, tap the 🏆 Seasons tab. Group admins can start a new season and configure which games count toward standings.
Save a few games to see your stats.
Save a few games to see records.
Be the first player to reach the target score (11 or 21) by winning points across multiple rounds.
Deal 6 cards to each player. Each round, players bid for the right to name trump (minimum bid: 2, maximum: 4). The highest bidder pitches (leads) the first card, which sets the trump suit. Everyone then plays out the hand.
There are 4 points available each round:
If the bidder doesn't earn at least as many points as their bid, they are set — they lose their bid amount from their score. Non-bidders can never go below 0.
For each round, record the bid winner and bid amount, then mark which player took each of the 4 points. The scorecard calculates whether the bidder made or got set, and updates everyone's running total automatically.
Jack is marked N/A if the Jack of trump was not dealt. Game is marked Tie if no one wins it.
Worldwide stats show only anonymized aggregate data — total games played and most popular day to play. Your scores and player names are never shared.
Pitch participates in cross-game seasons — compete against other players across multiple games over a set time period. To create or view seasons, tap the 🏆 Seasons tab. Group admins can start a new season and configure which games count toward standings.
Save a few games to see your stats.
Save a few games to see records.
Be the first player to reach the target score by rolling the pigs and banking points before you Pig Out!
| Position | Points |
|---|---|
| 🔵 Dot Up / ⚪ Dot Down (same side) | 1 |
| 🥓 Razorback (on its back) | 5 |
| 🐾 Trotter (on all 4 feet) | 5 |
| 👃 Snouter (on nose) | 10 |
| 👂 Leaning Jowler (nose + ear) | 15 |
| 🔵+⚪ Pig Out (opposite sides) | Lose turn |
| 💀 Oinker (pigs touching) | Lose ALL pts |
| Combo | Points |
|---|---|
| Double Razorback | 20 |
| Double Trotter | 20 |
| Double Snouter | 40 |
| Double Leaning Jowler | 60 |
Round-by-round: Enter each player's banked score per round. Hit 💀 Oinker if a player rolls an Oinker — it zeros their entire accumulated score.
Roll-by-roll:
| Wins / Win rate | Number of games won and win percentage across all games played. |
| Avg pts/game | Average total points scored per game (banked points only). |
| Avg pts/turn | Average points banked per successful turn (excludes pig outs and oinkers). |
| Best turn 🏆 | The most points ever banked in a single turn. |
| Pig Out rate 🐽 | Percentage of turns that ended in a Pig Out (both pigs flat, different sides). Points accumulated that turn are lost. |
| Oinkers 💀 | Number of times an Oinker occurred (both pigs touching). All accumulated points for the game are lost. |
| Total turns | Total number of turns taken, including pig outs and oinkers. |
| Avg pts lost/game 🐽 | Average points lost per game to pig outs and oinkers. This is the sum of unbanked points across all busted turns, divided by games played. Lower is better! |
| Greed index | Average number of rolls before banking. A higher greed index means the player tends to keep rolling longer before banking — riskier but potentially more rewarding. |
| Position frequency | How often each pig lands in each position (Dot Up, Dot Down, Razorback, Trotter, Snouter, Leaning Jowler) across all roll-by-roll games. |
Worldwide stats show only anonymized aggregate data. Your scores and player names are never shared.
Pass the Pigs participates in cross-game seasons — compete against other players across multiple games over a set time period. To create or view seasons, tap the 🏆 Seasons tab. Group admins can start a new season and configure which games count toward standings.
Start a new game to begin tracking!
Play some games to see your stats!
Play some games to set records!
Be the first player to play all your cards. When you go out, you score points based on the cards remaining in your opponents' hands. First to 500 points wins the game.
| Card type | Points |
|---|---|
| Number cards (0–9) | Face value |
| Action cards (Skip, Reverse, Draw Two) | 20 each |
| Wild / Wild Draw Four | 50 each |
| Win edge | Your win % minus the win % you'd expect by chance. Positive = above expectation. |
| Round win % | How often you go out first across all rounds played. |
| Round edge | Round win % minus expected — shows who goes out more than luck predicts. |
| Avg pts won | Average points scored in rounds where you went out — higher is better. |
| Avg pts lost | Average points left in hand when someone else goes out — lower is better. |
Worldwide stats show only anonymized aggregate data. Your scores and player names are never shared.
Uno participates in cross-game seasons — compete against other players across multiple games over a set time period. To create or view seasons, tap the 🏆 Seasons tab. Group admins can start a new season and configure which games count toward standings.
Start a new game to begin tracking!
Play some games to see your stats!
Play some games to set records!
Be the first team to reach the target score (default 21) by at least the win-by margin. Teams take turns throwing 4 bags each at the opposing board.
| Mode | What you enter | Stats available |
|---|---|---|
| Bag by bag ⭐ | Each bag result (hole, board, miss) | Full — hole%, board%, accuracy, all records |
| Round gross | Each team's raw points per round | Good — win/loss, scores, round history |
| Round net | Net points for the scoring team only | Basic — win/loss and score history only |
⭐ Bag by bag is the default and recommended mode for the richest stats. Choose a faster mode when you just want to track scores without entering every bag.
| Result | Points |
|---|---|
| Bag in hole | 3 pts |
| Bag on board | 1 pt |
| Bag off/miss | 0 pts |
Cancellation scoring: Each round, the lower team's score is subtracted from the higher team's score. Only the difference counts toward the running total.
| Win edge | Win % minus 50% (the expected win rate in a 2-team game). Positive = outperforming expectations. |
| Hole% | Percentage of bags that went in the hole across all rounds thrown. |
| Board% | Percentage of bags that landed and stayed on the board. |
| Miss% | Percentage of bags that missed the board entirely. |
| Avg pts/round | Average raw points scored per round thrown (holes × 3 + boards × 1). |
| 4-bagger% | Percentage of rounds where all 4 bags went in the hole. |
| 3+ hole% | Percentage of rounds where 3 or more bags went in the hole. |
| All-miss% | Percentage of rounds where all 4 bags missed the board. |
| Double 4-bagger | Both players sank all 4 bags in the hole in the same round — an extremely rare feat! |
| Best game (pts/round) | Highest average raw points scored per round in a single game. |
| Best day (pts/round) | Highest average raw points per round across all games played on the same day. |
| Winning streak | Most consecutive game wins for an individual player or team combination. |
Worldwide stats show only anonymized aggregate data. Your scores and player names are never shared.
Cornhole participates in cross-game seasons — compete against other players across multiple games over a set time period. To create or view seasons, tap the 🏆 Seasons tab. Group admins can start a new season and configure which games count toward standings.
Start a new game to begin tracking!
Play some games to see your stats!
Play some games to set records!
Score points by rolling 5 dice up to 3 times per turn. Fill in all 13 categories over 13 turns. Highest total score wins!
| Upper Section | |
|---|---|
| Ones – Sixes | Sum of that die face |
| Upper Bonus | |
| Bonus | +35 pts if upper section ≥ 63 |
| Lower Section | |
| 3 of a Kind | Sum of all dice |
| 4 of a Kind | Sum of all dice |
| Full House | 25 pts |
| Small Straight | 30 pts |
| Large Straight | 40 pts |
| Yahtzee! | 50 pts |
| Chance | Sum of all dice |
| Yahtzee Bonus | +100 pts per extra Yahtzee |
Everyone at the table can enter their own scores on their own device — no passing the tablet around!
Worldwide stats show only anonymized aggregate data. Your scores and player names are never shared.
Yahtzee participates in cross-game seasons — compete against other players across multiple games over a set time period. To create or view seasons, tap the 🏆 Seasons tab. Group admins can start a new season and configure which games count toward standings.
Pass rate for each phase across all recorded games worldwide.
Which day of the week has the most games?
How phase difficulty changes with more players — worldwide data.
Phase 10 is a card game for 2–6 players. Each player works through 10 phases in order — first to complete Phase 10 with the lowest score wins.
| Phase | Requirement |
|---|---|
| Phase 1 | 2 sets of 3 |
| Phase 2 | 1 set of 3 + 1 run of 4 |
| Phase 3 | 1 set of 4 + 1 run of 4 |
| Phase 4 | 1 run of 7 |
| Phase 5 | 1 run of 8 |
| Phase 6 | 1 run of 9 |
| Phase 7 | 2 sets of 4 |
| Phase 8 | 7 cards of one color |
| Phase 9 | 1 set of 5 + 1 set of 2 |
| Phase 10 | 1 set of 5 + 1 set of 3 |
| Cards | Points |
|---|---|
| Cards 1–9 | 5 points each |
| Cards 10–12 | 10 points each |
| Skip cards | 15 points each |
| Wild cards | 25 points each |
Phase 10 Tracker lets you record games, track stats, and see who's the best player in your group. Here's the fastest way to get started:
The scorecard walks you through each round of a Phase 10 game. Here's how it works:
The app stores two types of data for every game played.
One record per player per round. This is the granular data that powers phase difficulty stats and the record book.
| Game # | Which game this round belongs to |
| Date | Date the game was played |
| Round | Round number within the game |
| Player | Player name |
| Score | Points added this round (not cumulative) |
| Phase Completed | Y if the player completed their phase, N if not |
| Wilds | Wild cards received this round |
One record per player per game. Summary-level data used for leaderboards, win rates, and player breakdowns.
| Game # | Unique game identifier |
| Date | Date the game was played |
| Player | Player name |
| Total Score | Sum of all round scores |
| Final Phase | Highest phase successfully completed |
| Total Wilds | Total wild cards received in the game |
| Total Rounds | Number of rounds played |
| Winner | Y if this player won the game, N otherwise |
The winner is determined by these rules in order:
Found in Profile → Data management. JSON is the app's native format and preserves all data perfectly.
Downloads a phase10-data.json file containing your complete profile and all game data. Use this to back up your data or transfer it to another device or browser.
Loads a previously exported .json file. New games are merged with existing data — duplicates are skipped. Your profile name is only imported if you haven't set one yet.
| Win rate (actual) | Percentage of games a player has won outright. |
| Win rate (expected) | The win rate you'd expect by pure chance — 50% in 2-player, 33% in 3-player, 25% in 4-player, etc. Averaged across all games played. |
| Win edge | Actual win rate minus expected win rate. Positive = outperforming expectations. This is the fairest measure of skill since it accounts for how many players were in each game. |
| Wins − expected | The raw number of wins above or below what chance would predict. For example, +8.5 means the player won 8.5 more games than expected given the number of players in each game. Complements win edge by showing absolute impact rather than a percentage. |
| Avg score | Average total points per game. Lower is better — points accumulate when you fail to complete a phase. |
| Avg wilds/game | Average total wild cards received per game. Wild card holders win more often on average. |
| Avg attempts needed | Average number of rounds a player spends on a phase before completing it. 1.00 = completed first try every time. Higher = harder. |
| Pass rate | Percentage of attempts at a phase that result in completion. Lower = harder. |
| Pass rate by players | Phase pass rates broken down by number of players in the game. More players generally means lower pass rates due to increased competition. |
| Per-player pass rate | Each player's individual pass rate for a selected phase. Reveals who struggles most with specific phases. |
| Solo advancer rate | How often a player was the only person at the table to complete their phase in a given round. A measure of clutch performance — advancing when everyone else fails. |
| Phase attempts breakdown | Total attempts, passes, and fails per phase across all recorded games, sorted from hardest to easiest. |
| Current streaks | How many consecutive wins or losses each player is currently on. 🔥 = win streak, ❄️ = losing streak. |
| Longest win streaks | The most consecutive wins each player has ever achieved across all recorded games. |
| Head-to-head records | Win rate for a selected player against each individual opponent, in games where both played. Edge is adjusted for the number of players in each game. |
| Rolling win rate | Each player's win edge (actual minus expected) calculated over a rolling window of their last 20 games. Shows who is trending up or down recently. |
| Win rate by quarter | Each player's win edge grouped by calendar quarter (Q1–Q4). Shows long-term improvement or decline. Quarters with fewer than 2 games for a player are shown as blank. |
| Wild card luck vs skill | Win rate split by whether a player received above or below average wild cards in each game. The "luck impact" shows how much a player's performance depends on getting wilds — a high number means they rely heavily on wild cards to win. |
| Clutch wins | Win rate in tiebreak situations — games where multiple players completed Phase 10. Winning these requires having the lowest score, which is a measure of consistent efficiency throughout the game. |
| Notable records | Miscellaneous all-time records: busiest day, most games played, longest losing streak, worst single-game score, and most improved player (comparing first 10 vs last 10 game average scores). |
| Lowest score (best game) | Only counts games where the player completed Phase 10 — a low score on an incomplete game isn't meaningful. |
| Most failed phases (Xs) | Total number of rounds where a player did not complete their phase in a single game. |
| Solo advancer | A round where only one player at the table successfully completed their phase. |
Seasons let your group compete across multiple games over a defined time period — like a fantasy sports league. At the end, a champion is crowned based on rules you set upfront.
| Season name | A friendly name for the season, e.g. "Summer 2026 Championship" or "Holiday Cup". |
| Start & end dates | Only games played within this date range count toward season standings. |
| Min league players per game | How many league members must be in a game for it to count. For example, if set to 3, a game with only 2 league members won't count — even if other non-league players are present. |
| Min games to qualify | A player must play at least this many eligible games before they appear in the standings. Prevents someone from winning with a tiny sample size. |
| Winner determined by | Win edge (recommended) — actual win rate minus expected win rate, adjusted for number of players. Win % — raw win percentage. Most wins — simple win count. |
| Tiebreaker | Used when two players are tied on the primary metric. Lowest avg score rewards consistent efficiency. Most wins rewards volume. |
| Commissioner | The person responsible for managing the season. Defaults to the group admin but can be any group member. The commissioner (and group admins) can finalize the season when it ends. |
CSV import is available for migrating older data. Found in Profile → Import from CSV. The importer accepts two formats:
Sign in to sync your data across devices and share stats with your group.
Import your existing Phase 10 rounds and games CSV files. Upload the Rounds CSV first, then the Games CSV.
All data is stored locally in your browser.