Memory
State that was briefly shown and then concealed, such as face-down cards or a played sequence, must be retained and recalled without aids, so success depends on remembering what has already been revealed rather than on new information.
Also known as: concentration, pelmanism, pairs, memory matching, recall games
Definition
Memory is the mechanic in which information is shown briefly and then concealed, and the player must retain and retrieve it without aids in order to act well. It differs from pattern recognition, where the configuration is visible and the task is perception; from deduction, where hidden state is inferred from answers to queries; and from hidden piece identity, where recall of revealed ranks is a consequence rather than the point.
How it works
A set of items is arranged face down in a shuffled layout. On a turn a player reveals two; if they match, the player keeps them and turns again, otherwise both are turned back in place. Every reveal is seen by all players, so the game is a race to exploit shared information. The decisions are which unknown card to turn first, which is partly exploration, and which known card to turn second once the first has been seen. Sequence forms (Simon) replace the layout with a growing ordered series reproduced after each extension.
Variations
- Sequence recall (Simon): the player reproduces a lengthening series, which moves the mechanic toward execution and flow and removes interaction.
- Observation tests (Kim’s Game): items are shown once and listed afterwards; recall is scored directly rather than used to take actions.
- Memory as a component (Hanabi, Stratego, trick-taking card counting): retention of played or revealed state supports another mechanic; these are not coded as memory games but carry the recall effect.
Design considerations
The number of items and the number of distinct matches set the load: a small layout is trivial and a large one overwhelming for all but practised players. Because retention differs sharply between people, and age does not reliably favour adults at picture pairs, memory games produce wide and stable skill gaps that no in-game rule corrects, which limits them to light or family play unless memory is only a component. Digital forms that show a history lose the mechanic, since any aid converts it into pattern recognition; most embed it as a short bonus game.
Analysis notes
Recall is the defining effect: outcome depends on retaining and retrieving the locations or sequences already shown. Mastery is tagged because mnemonic strategies, such as fixing positions by row and column, are learnable and transfer. Frustration risk is tagged because a lapse of memory is experienced as a personal failure with no randomiser to blame.
History and provenance
The earliest dated description cited of a shown-then-concealed recall game is the tray game in Kipling’s Kim (1901), named Kim’s Game by Baden-Powell’s Scouting for Boys (1908); because the novel is fiction and shows only that the game was known, provenance confidence is low. The pairs game takes its British name, Pelmanism, from a memory-training institute of the late 1890s, but no printed rules for it are cited before 1959. Ravensburger’s Memory of 1959 popularised the picture-pairs form and its name across Europe. Simon in 1978 transferred recall to an electronic sequence, and pairs boards have appeared as bonus games in video games since the 1980s.
Notable examples
| Game | Year | Medium | How the mechanic manifests |
|---|---|---|---|
| Concentration (Pelmanism) | — | Board & card | A shuffled pack is laid face down; a player turns two cards, keeps them and plays again if they match, and otherwise turns them back in place for all to see. The British name comes from the Pelman memory-training institute, founded in London in 1898 or 1899, but no printed rules for the game are cited before 1959. |
| Kim's Game After Rudyard Kipling; named by Robert Baden-Powell | 1901 | Physical | Objects are displayed on a tray for a short time, covered, and then listed from memory. Kipling's novel Kim describes it as the Play of the Jewels; the name Kim's Game and written rules come from Baden-Powell's Scouting for Boys, which made it a standard observation exercise. Recall is scored directly rather than used in play. |
| Memory William H. Hurter (Ravensburger) | 1959 | Board & card | The commercial picture-pairs edition that gave the mechanic its most common name in several languages; identical in procedure to Pelmanism with pictorial tiles and a fixed grid. |
| Simon Ralph Baer and Howard Morrison (Milton Bradley) | 1978 | Video | A handheld electronic game without a screen that plays a lengthening sequence of lit buttons and tones that the player must reproduce; sequence recall rather than location recall, with the sequence growing by one each round until an error. |
| Super Mario Bros. 3 Nintendo | 1988 | Video | The N-Spade bonus game is a pairs board of eighteen face-down cards with a limited number of mismatches allowed; a faithful embedding of the Concentration procedure inside a platform game. |
| Buckshot Roulette Latest Mike Klubnika | 2023 | Video | Before each load the Dealer announces how many live rounds and blanks go into the shotgun, then loads them in an order nobody sees; players must keep count of which shells have already been fired to judge whether the next one is live before choosing whom to shoot. |
Provenance
Earliest documented use: Kim's Game (1901), physical. Confidence: low. The earliest dated description cited of a shown-then-concealed recall game is in Chapter IX of Kipling's Kim (1901), where trifles on a tray are counted, covered, and listed from memory as "the Play of the Jewels"; the name Kim's Game and written rules come from Baden-Powell's Scouting for Boys (Horace Cox, 1908), whose first edition, in a facsimile, has twenty or thirty small articles shown on a tray and the boy who remembers the most winning. The novel is fiction and shows only that the game was known. No printed rules for the face-down pairs game (Pelmanism, Concentration) are cited from Cassell's indoor-amusements book or the Hoyle editions of 1897 to 1929, though its British name comes from the Pelman Institute, founded in 1898 or 1899. Ravensburger's memory (1959), credited by the publisher to the Swiss diplomat William H. Hurter, is the populariser of the commercial pairs form and the name.
Established form: Memory (1959), board & card. 58 years after the earliest documented use. Confidence: medium. Ravensburger's Memory (1959) popularised the picture-pairs form across Europe and gave the mechanic its most common name in several languages. The older Kim's Game and the uncodified Pelmanism precede it.
Sources
- Rudyard Kipling. (1901). Kim. Book Chapter 9, the Play of the Jewels. Accessed 2026-10-11. Literary source of Kim's Game and its training rationale.
- Robert Baden-Powell. (1908). Scouting for Boys: A Handbook for Instruction in Good Citizenship. Horace Cox. Book Games and Practices, Kim's Game, p. 54 (Scout Book Club facsimile of the first edition). Accessed 2026-10-27. Names Kim's Game and gives its rules; the facsimile reproduces the 1908 Horace Cox edition with its 1908 copyright line.
- Robert Baden-Powell. (c. 1910). Scouting for Boys (third edition). Book Kim's Game, p. 51. Accessed 2026-10-11. Names Kim's Game and gives its rules and a badge test.
- Ravensburger. memory brand page. Website Accessed 2026-10-11. In German. The game of the Swiss diplomat William H. Hurter first went on sale in 1959.
- Ravensburger. (1959). Memory rules. Rulebook Canonical commercial rules for the pairs procedure.
- BoardGameGeek community. (2024). Board Game Mechanics. Wiki Memory. Hobby definition and the range of games that use retained information. (bibliography)
- Wikipedia contributors. (2024). Wikipedia. Wiki Concentration (card game). Procedure, names, and variants of the pairs game. (bibliography)
Cite this entry
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West, James, Jr. (2026). "Memory." Game Mechanic Compendium, updated 2026-10-27. http://localhost:4321/mechanics/memory
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