01 / Classic
Three moves
Rock crushes scissors, scissors cut paper, and paper covers rock. The same move on both sides is a tie.
Free tool
Choose rock, paper or scissors and see the computer's choice. The computer plays fair at random, or in smart mode it learns your habits and tries to beat them. Play a single round, a best of 3, 5 or 7, or keep going. Add lizard and Spock for the five-move version, or play a friend on the same device with each choice hidden from the other. Either way, the computer's move is locked in before you choose, with a fingerprint you can check afterwards. Your score is kept on this device.
You
Computer
Your move
Game
Your record
Your throws so far
Computer's moves so far
Last rounds
Keys: R, P, S, and L and K (Spock) when lizard and Spock are on. Ties are played again and do not count towards the match.
Everything happens in your browser. Nothing is uploaded.
The rules
01 / Classic
Rock crushes scissors, scissors cut paper, and paper covers rock. The same move on both sides is a tie.
02 / Five moves
Each of the five moves beats two others and loses to two others, so ties are rarer and wins are more even.
03 / Fair play
The computer fixes its move before you click. Afterwards you can see the move and check the fingerprint yourself.
Guide
Rock paper scissors is a hand game for two players who choose one of three moves at the same moment. This page lets you play it against the computer or a friend, in a single round or a match, and adds the five-move version with lizard and Spock. It also keeps the score, remembers your record on this device, and shows that the computer plays fair.
| Winning move | Beats | Because |
|---|---|---|
| Rock | Scissors | crushes |
| Paper | Rock | covers |
| Scissors | Paper | cuts |
| Rock | Lizard | crushes |
| Lizard | Spock | poisons |
| Spock | Scissors | smashes |
| Scissors | Lizard | decapitates |
| Lizard | Paper | eats |
| Paper | Spock | disproves |
| Spock | Rock | vaporizes |
The first three rows are the classic game. The other seven are added when you pick the five-move version, and Rock crushes scissors in both.
In the classic game there are 3 times 3, which is 9, pairs of moves. In 3 of them both players chose the same, in 3 you win and in 3 you lose. So whatever you choose, you win 1 round in 3, lose 1 in 3 and tie 1 in 3. No pattern of your own beats a computer that chooses at random, which is what Fair mode does. In the five-move game there are 25 pairs: 5 ties, 10 wins and 10 losses, so you win 2 in 5, lose 2 in 5 and tie 1 in 5.
Once ties are replayed, every decisive round is 50 to 50, and so is a match of any length. Winning three rounds in a row in the classic game has a chance of 1 in 27, which is 3.7%, and winning at least one of three rounds is 1 minus 2/3 cubed, 19 in 27, or about 70.4%. The Computer's moves so far panel counts what the computer has played this session, so you can see it spread out in fair mode, though a short run will never be exactly even.
Against a person, the danger is the other player seeing your move first. Here the computer picks its move with your browser's secure random numbers before you click, and shows Computer locked in and a code. The code is the start of a SHA-256 hash of the move and a secret number. After the round, the page shows the move and the number. If you hash them together, in the form move:number, you get the same start, which proves the move was fixed before you chose. A tool such as the one built into your computer's terminal, or any SHA-256 page, can do the check.
On one device, the choice has to be hidden. Player 1 clicks, the hands show a question mark, and Player 2 clicks. The keys are turned off in this mode so nobody can press a key by accident. This also works as a way to settle a small bet, who goes first or who pays.
In smart mode the computer keeps a count of your throws: how often you play each move, and which move you tend to play after each of your previous moves. Before each round it guesses your next throw from the count of what you played after your last move. If it has seen fewer than 3 throws after that move, it uses your overall counts instead, and with fewer than 3 throws in all it plays at random. It then plays the move that beats its guess. One round in five it plays at random, so it is not fully predictable. The guess is made before you click, so the fingerprint still proves the move was fixed first, and it never looks at your click. The counts stay in your browser, and Forget my throws clears them.
What this means for you: a player who throws at random still wins, loses and ties one third of the time each, because no guess can beat a pattern that is not there. A player who leans on a move, for example rock after a loss, will see the computer catch on. The Your throws so far panel shows your own spread, so you can see whether you have a habit.
Against the fair computer, no. Its move is chosen at random and fixed before you click, so it has no habits to learn and your choices have no effect on its next one. You can always choose rock, or cycle through the three, and the odds stay at one third. Against the smart computer, strategy means avoiding patterns, and the best pattern is none. Against a real person, a pattern can help only if the person has one.
Ties are played again and do not count, so a match is decided by the rounds that have a winner. The number needed depends on the length you pick:
| Match | Wins needed | Rounds with a winner |
|---|---|---|
| Best of 1 | 1 | 1 |
| Best of 3 | 2 | 2 or 3 |
| Best of 5 | 3 | 3 to 5 |
| Best of 7 | 4 | 4 to 7 |
A longer match does not favour anyone when both sides win at the same rate. It only makes the result harder to put down to a lucky streak, so pick best of 1 for a quick call and best of 5 or 7 for something that matters to the players.
To flip a coin instead, use flip a coin. For bigger draws use the dice roller, the random name picker or the .
Questions
In Fair mode, only by luck. The computer picks at random, so over many rounds you win about a third, lose about a third and tie about a third. In Smart mode it studies your habits, so a player with a pattern loses more, and a player with none still gets about a third each.
It counts what you throw after each of your moves, guesses your next throw and plays the move that beats the guess. One round in five it plays at random. The guess is made before you click.
No. It locks in its move before you click and shows a fingerprint of it. After the round you can check that the move matches.
The round is played again. Ties do not count towards the match, but they are shown next to the score.
Two extra moves that make a five-move version. Each move beats two others and loses to two others.
Yes. Choose A friend on this device. Player 1 chooses first, with the choice hidden, then Player 2.
Your overall record is kept in this browser for each version of the game and each computer style. The counts of your throws are kept too, and Forget my throws clears them. Reset my record clears it. Nothing is sent anywhere.
A match won by the first player to win 2 rounds. A best of 5 needs 3 wins and a best of 7 needs 4.