Two animals, side by side, and one question: which one do you like more? That is the whole game. Thirty animals take turns coming up in pairs, there is no timer, no score and no wrong answer, and a pick counts whether the child says the name out loud or just puts a finger on the picture. It is the deck most sessions open with, because a child who is new, tired, or not sure they want to be here can still play it within ten seconds.
What is in the animal deck
Thirty animals, spread wide enough that most children meet something they already love in the first couple of rounds. There are safari animals (Elephant, Lion, Tiger, Giraffe, Zebra, Monkey), sea animals (Dolphin, Whale, Shark, Octopus, Crab, Turtle), garden minibeasts (Bee, Butterfly, Frog, Snail), farm and pet animals (Dog, Cat, Rabbit, Cow, Pig), woodland and night animals (Owl, Fox, Bear, Panda, Penguin, Parrot), and three that are not real at all: a T-Rex, a Dragon and a Unicorn.
Every card shows a picture and a name together, so a child who is not reading yet has something to point at. All but two of the thirty carry a photograph; the Unicorn and the Dragon show their emoji instead, which children spot immediately and almost always have an opinion about.
The pairings are shuffled from the full set of thirty each time the page loads, so the Lion might meet the Bee on one run and the Butterfly on the next. Reloading gives a genuinely new set of matchups rather than the same fifteen rounds again, which matters when you are using one deck with the same child every week.
How a round works
Two animal cards sit side by side with a VS badge between them. Tap or click either card to pick it. On a keyboard, A or the left arrow picks the left animal and B or the right arrow picks the right one, and R picks at random. On a tablet you can swipe left or right instead of tapping. The targets are deliberately enormous - a whole card each, not a small button - so an imprecise tap still lands where the child meant it.
A counter above the cards reads Round 1 of 5 or Round 1 of 12, depending on the ability level set in the grown-up controls. At the end of that stretch the game stops and asks whether you want to keep going, rather than deciding for you. That pause is the useful part in a session: you can finish on a good moment, or add another handful of rounds while the child is still enjoying it.
A Choose for me button sits under the cards for a child who has stalled on a decision. It picks one at random and keeps things moving, which is usually better than letting a hard choice turn into a stuck moment. When the run ends you get a podium of the animals that won most often, a printable session log listing every matchup and every pick in order, and a sticker for the winning animal that goes into the sticker book.
What a child practises while playing
Choosing between two named things is the smallest complete unit of expressive language there is, and this deck is that, repeated. A child who has said nothing else all session will often point at a lion, and here a point is a full answer: the game accepts it, celebrates it and moves on without asking for a sentence first.
Because nothing is marked right or wrong, the pressure that normally sits on a speaking turn is not there. That is what makes the deck useful with reluctant talkers, and with children who have learned that being asked a question usually means being tested.
- Choice-making: two options, both fine, and the child's answer is the one that counts.
- Preference language: I like the Dolphin, I don't like the Shark, the Owl is my favourite.
- Reasons: ask why the Fox after the pick rather than before, so the choice is never blocked on producing a sentence.
- Comparing words: bigger, faster, louder, softer, scarier. An Elephant against a Bee makes those words obvious without explaining them.
- Turn-taking: alternate rounds with the adult, and let the child comment on your picks as well as their own.
- Categories and animal vocabulary: which of these live in the sea, which have wings, which would you find on a farm.
Using the animal deck in a tutoring or therapy session
It is built to be shared over a screen. The cards stay large at any window size, so a child watching a shared screen on Zoom, Meet or Teams can still tell which animal is which, and the adult can drive the mouse while the child calls the shots out loud. Nothing needs installing and nobody needs an account.
The ability level in the grown-up controls (press T anywhere on the site) changes the vocabulary as well as the length of a run. At the Years 5 and 6 level the cards read African Elephant, Bengal Tiger, Emperor Penguin, Border Collie and Tyrannosaurus Rex instead of the simple names, with the same pictures underneath. An older child working at a lower level then gets an activity that looks their age rather than a toddler word list.
Adding ?mode=bracket to the address runs sixteen of the animals as a knockout instead of a straight series of pairs, which gives a longer session with one clear winner at the end - handy when you want a single talking point to come back to next week. The printable session log is the paper trail: hand it to a parent, or keep it and see whether a child's picks hold steady across sessions.
Some of the animals in the deck
- Elephant
- Lion
- Tiger
- Giraffe
- Zebra
- Monkey
- Penguin
- Dolphin
- Whale
Questions about the Animals deck
- Is the animal matching game free?
- Yes. The animal deck is free to play with no signup, no download. Open it, play a run, close the tab. Picks and stickers are kept in the browser, so nothing needs an account.
- How many animals are in the deck?
- Thirty, re-paired at random every time the page loads. A full run through all of them is fifteen matchups, though most sessions stop after five or twelve rounds and ask whether you want to keep going.
- Can a child who does not talk play it?
- Yes, and that is a large part of why the deck exists. A pick is a tap, a click, an arrow key or a swipe, so no speech is needed to take a turn. Both options stay on screen, so an adult can model the choice out loud (Dog, or Cat?) and accept a point, a reach or a hand on the screen as the answer.
- What age is the animal game for?
- The pictures and the tap-to-pick rule work from about age 4. The ability level setting raises the vocabulary to species names for Years 5 and 6, so the same deck still suits an older child who needs a low-demand activity.
- Does it keep score or mark answers wrong?
- No. Nothing is marked. The end screen ranks the animals by how often the child chose them, which is a summary of their taste rather than a result, alongside a printable log of the round-by-round picks.
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