How to Play Evidence Match: Memory Tips for 3 Stars
Evidence Match is a memory game, but it rewards a plan far more than a "good memory". Players who flip cards at random usually finish every case eventually; players who use the study time well and follow a few simple rules finish in par and collect three stars. This guide explains exactly how the game counts your moves, what the red herrings do, and the techniques that work on the big 36-card boards.
How a case works
Each case is a cork board of face-down case cards. Under every card is a piece of evidence, and every piece of evidence appears exactly twice. When the case opens, all cards are turned face up for a short study the scene period — the countdown is shown in the top-right corner of the board. Then they flip over and the investigation starts.
- Tap a card to turn it over, then tap a second card.
- If the two cards match, they stay face up with a green frame and the Pairs counter goes up.
- If they don't match, both flip back after a moment.
- The case is closed when every pair has been found.
There is no timer. The game shows how long you took when the case closes, but only your moves decide the stars.
Moves, par and stars
A move is one attempt at a pair: two cards turned over. The par for each case is shown above the board, and it is always a little higher than the number of pairs, because nobody can be expected to find every pair on the first try.
- 3 stars: close the case in par or fewer moves.
- 2 stars: finish within roughly 40% more than par. On case 1, with a par of 8, that means 12 moves or fewer.
- 1 star: any other finish. Any closed case unlocks the next one.
For comparison, a perfect memory would need exactly one move per pair. Case 1 has 6 pairs and a par of 8, so you can afford just two mismatches for three stars. On the final case, 18 pairs with a par of 32, you have fourteen mistakes to spare — but you also have no study time at all.
What red herrings do
From case 5 onwards, some boards contain red herrings: red fish cards with a red border. In detective stories a red herring is a clue that leads nowhere, and here it is the same. A red herring has no partner. Turning it over costs one move, and it immediately flips back along with any card you had just turned over.
Cases 5, 7 and 9 contain two red herrings. Case 11, Red Herring Road, contains four, with only one second of study time.
Using the study time well
The study time is shorter than it sounds: four seconds on the first case, two or three on most, one second on case 11 and none on case 12. Nobody memorises a 36-card board in three seconds, so don't try. Instead:
- Pick one region. Look at a single row or one corner and remember just that area properly.
- Look for pairs that are close together. Two identical cards side by side, or one above the other, are easy to remember and can be claimed with your very first moves.
- Spot the red fish. On boards with red herrings, their red border stands out. Noting where they are during the study time saves you one or two moves later.
The golden rule: never waste the second card
Most wasted moves come from the second card of a pair. Follow this order every time:
- Flip a card you have not seen yet as your first card. It gives you new information.
- If you already know where its twin is, flip the twin and collect the pair.
- If you don't, flip another card you have not seen. Never flip a card you already know is wrong; that move teaches you nothing.
Sometimes the second unseen card turns out to match a card you saw earlier. Don't be annoyed: on your next move, flip those two first and claim the pair.
Techniques for the big boards
- Clear by region. On 30- and 36-card boards, work through one area at a time, for example the top two rows, before moving on.
- Say it in words. "Hat, top row, third card." Naming evidence silently makes it much easier to recall than just the picture.
- Use the tints. Cards have different pastel backgrounds — the glove sits on pink, the badge and the notebook on pale blue — which gives your memory a second hook.
- Slow down. Because there is no time limit, taking a breath before each move costs nothing and saves plenty of mismatches.
Keyboard controls
On a computer you can play entirely from the keyboard. Use the arrow keys to move the yellow outline around the board and Enter or Space to flip the highlighted card. Press R to restart the case with a fresh shuffle.
Ready to investigate?
Start with case 1 and aim for par before moving on; the habits you build there make the later boards far easier. If you enjoy calm, thoughtful games, you may also like Squad Car Escape and our sliding-block puzzle techniques. When you are ready, open your first case of Evidence Match.