Six games, six different ways to practise. Scores save in this browser and are kept separate for keyboard and touch. No ads on this page.
The bowler runs in with a word on the ball. Type it and press space to hit. Early = 6, on time = 4, late = 2, at the stumps = 1. Miss it and you lose a wicket. Six balls an over; each over is faster.
Each word you type correctly is a block on the tower. A mistake places the block crooked. Three crooked blocks and the tower falls. Words get longer as you build.
The kite sinks on its own. Every correct character lifts it; every mistake cuts the line a little. Gusts arrive without warning and pull harder. Keep it in the air as long as you can — steady typing beats bursts.
Cross the river one plank at a time. Type the word before the timer runs out to lay the next plank. A wrong word or an empty timer and you slip — three slips and the crossing is over. Ten planks per river; each river gives you less time.
A short string of keys appears, then vanishes. Type it from memory without looking at your keyboard. Each round is one key longer. This trains the thing touch typing is actually about: knowing where the keys are.
Sixty seconds of the numbers that actually turn up at work: phone numbers, amounts, dates, invoice IDs, CNIC-style codes. Press enter after each. This is the number row and the punctuation next to it — the part most people never practise.
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