Quartet deals sixteen words onto a four-by-four grid of index cards. Hidden among them are four sets of four words, and every word belongs to exactly one set. Your job is to find the link that ties each set together, pick the four cards that share it, and press Submit. A correct set locks into a coloured band across the top of the drawer with its category name written on it. A wrong set costs one of your four misfiles.
Select cards by clicking or tapping them. A selected card turns dark ink on linen, and the Submit button wakes up only when exactly four cards are chosen. If your four cards contain three words from one set and a stranger, the game says "One away" and still charges a misfile. Submitting a stack you already tried does not charge anything, so you can never lose a life to a repeat.
The four bands run in colour order from oxblood through ochre and pine to slate, which is the order the puzzle author expected the sets to fall. The slate set is always wordplay: four words that hide a smaller word inside them, sound like something else, join the same word to make a new word or phrase, or turn into something else when they lose their first letter. When you are down to the last eight cards, look at the letters as well as the meanings. Wordplay can turn up at the other levels too, but slate always has it.
Every Quartet puzzle is built around at least one deliberate red herring: a word that looks as though it belongs to a second set. A drawer might seem to hold a set of instruments while a piano and a violin actually sit in two different sets for other reasons. The obvious grab of the instruments is wrong because each one is claimed elsewhere. You solve these by elimination. Find the set you are certain about first, remove those cards, and the overlaps start to fall apart. When you file a set that held a red herring, the game stamps that card RED HERRING before it slides into its band, and a small fish stays beside the word on the band, so you can see which overlap the drawer was built around.
When you are stuck, press Shuffle. It only reorders the cards that are still in play and never changes which words belong together, but a fresh arrangement often breaks the false pattern your eyes had settled on.
Imagine a drawer that holds HERON, STORK, FLAMINGO, PELICAN and CRANE among its sixteen cards, alongside JACK, HOIST and WINCH. Five cards look like wading birds, and CRANE is the one that tempts you, because it is a bird and also a machine that lifts heavy loads. Before you spend a misfile, count the candidates for the other set. Lifting gear has only four plausible cards in the whole drawer: JACK, HOIST, WINCH and CRANE. A set needs exactly four, so CRANE must be lifting gear, and the birds are HERON, STORK, FLAMINGO and PELICAN. That counting step is the whole skill of the game. A red herring always fits two sets on the surface, but only one of those sets runs short without it.
The daily puzzle is chosen from the puzzle bank by counting the days since the first of October 2026 in UTC, so everyone in the world opens the same drawer on the same day. The bank is finite and cycles, so a puzzle comes back around after the bank has been used up. Press Archive Drawer after a game to open a drawer you have not filed yet, and press Today's Drawer to return to the daily. The archive never deals the coming week's dailies, so nobody can solve tomorrow's drawer in advance.
The end card files your result on a library date-due slip, stamped FILED or RETURNED with the day's date. Beside it, your stacks appear in the order you made them as columns of spine-coloured squares, so a clean solve reads as four solid columns and a tangle shows exactly where a herring caught you. Under the slip sit your daily streak, your best streak and the time left until the next drawer opens.
Your score for a solved daily puzzle is one hundred points for every misfile you still have, plus a speed bonus that shrinks as the clock runs. The clock starts on your first tap. A puzzle you fail scores nothing. Only the daily puzzle posts to the leaderboard, and archive puzzles are for practice.
Each Quartet drawer hides four sets of four words. Every wrong stack costs a paper-clip misfile pip, and you only get four, so the red herrings matter: a card that fits two sets is the trap, and the cleanest set usually frees it. Lock the obvious band first and the decoys fall into place. A new daily drawer appears every UTC midnight, the same for everyone, and finishing it keeps your streak alive. Past drawers stay open in the archive for practice at your own pace, with no streak pressure.