Bond Forge: Chemistry Dots and Boxes
5 min read

You may have played dots and boxes on the back of a worksheet. In Bond Forge we added one rule: you answer a chemistry question before you draw a bond, and if you miss, your opponent gets a bonus bond.
Short answer: Bond Forge is our free chemistry game. The board is classic dots and boxes; the twist is that you earn your bonds by answering chemistry questions we set at your level. Play solo against our lovable robot Cobalt or head-to-head with a friend; the starter set of elements is free.
The board is a forge table in a sunlit workshop: an ivory frame around a graphite playing surface, with blue and coral metal bonds. Each claimed box has a dot or diamond as well as the player’s color. In a solo match Cobalt waits in the console beside the board, and that's where you answer each question.
How do you play a game of Bond Forge?
A match of Bond Forge has four rules. Answer a chemistry question right and you draw your line (we call it a bond). Miss and you lose the turn entirely, and you feel it: your opponent picks any open line as a free bonus, without answering a question, then takes their normal turn, two lines in a row. Close a box and you score a point and go again, the classic chain rule, and you can chain on bonus draws too. On the higher levels, the shape of what you build matters: on levels four and five you score extra for closing the level's geometric signature, on top of the point per box.

We set those stakes deliberately. The question gate means you earn each turn by producing an answer from memory, and with the miss penalty each retrieval matters, without ever being a public performance. When you play Cobalt, we set each question at your own level; in a live match we pace it to whichever player is earlier on the element ladder. The distractors aren't random, either: in the console above, Carbon's wrong answers are Calcium, Cobalt, and Chlorine, real names students confuse with it.
Where's the chemistry in it?
The chemistry in Bond Forge is in the questions. The board rules are dots and boxes; it's a chemistry game because you need dozens of accurate answers to get through a match. We take the questions from the fact layer a chemistry student has to make automatic anyway, element symbols and names first, the material we call the times tables of chemistry. We took the five levels' names and shapes from molecular geometry, Spark (linear) up through Inferno (rings), with a bigger board at every level; that's theme and progression, and the learning is in the question gate. We also feed every answer into the review scheduler behind our element-recall games: we bring the elements you miss back sooner, and the ones you've learned back only at widening intervals to cement them, which is spaced repetition done properly.

After a match, you see in the results what you practiced. With full access, we add your answers to your saved mastery and use them to choose which elements we bring back next. The final board is still there to inspect before a rematch.
Which learning principles did we build it on?
We built each mechanic on a finding from the research series we close with this post:
| What the researchers found | What we built |
|---|---|
| You learn more by producing answers than by recognizing them | You answer before you draw; miss, and you lose the turn |
| You have to revisit material on a schedule | We feed every answer into the per-element scheduler |
| You need bigger doses on hard facts | We bring missed elements back sooner, at your level |
| Students come back for competition; they don't learn from it | You come back for the contest; you learn from the questions |
| A fluent student has working memory to spare | The content is the symbol-and-name layer students need first |
| A student learns nothing from fun alone | The fun is the delivery; the retrieval is the medicine |
A word on the competition row, because it's where we took our clearest position. We never set a student against material above their level. Against Cobalt, we set each question at your own level; in a live match, we pace the questions to whichever player is earlier on the element ladder, so a first-week player and a table-master can play a real game. Losing costs a turn, not standing. That is the self-paced-spine, optional-contest design the classroom researchers argue for, live in a game.
Try it free. Bond Forge is free to play with a starter set of elements, no account needed. Full access is $59 for a year: every game and all 118 elements, with progress saved. No subscription.
FAQ
Is Bond Forge free to play? Yes. You can play Bond Forge free for the first 12 elements, no account needed. Full access costs $59 for one year or $79 for two years, including every game, all 118 elements, and saved progress.
Can I play Bond Forge with a friend? Yes. You can play Bond Forge solo against our lovable robot Cobalt or head-to-head with a friend from a shared lobby. In a live match, we pace questions to whichever player is earlier on the element ladder, so a mixed pair can play a fair match.
What grade level is Bond Forge for? We built it for high school chemistry students, and the on-ramp is gentle: on the early levels we gate bonds on element symbols and names, the facts students need from day one of a first-year course.
What do I need to run Bond Forge? A browser. You can play it on a laptop, Chromebook, tablet, or phone, with nothing to install.