Free · no account needed · nothing to install

Keep score
for anything

Cards, board games, darts, trivia night. Set the table in half a minute, then one tap is one point.

Start a game →
Live example First to 100
Adding points

Three ways in, depending on the game

Most games only ever need one of these. All three sit on every player's card, so you never go hunting mid-turn.

Tap a point

−1 and +1 on every card, sized for a thumb on a phone that's being passed around.

−1+1

Your own quick buttons

Set up to three per game. Play Rummy in 25s or darts in 20s without tapping +1 twenty times.

+5+25

The odd number

A keypad for the round that scored 37. Add it or subtract it — same screen either way.

123
The other table junk

Clocks and dice, so nobody digs out another phone

A game clock runs from the first point. A separate turn timer starts and stops on tap, for whoever is taking forever. And seven dice, when the real one has gone under the sofa.

6
Calling it

Nothing ends the game but you

Hit the target and ScoreKeeper raises a flag — it doesn't stop the game. Some tables play the hand out. When you do call it, the scores lock and the winners go up on a podium, with fireworks, because winning a card game deserves more than a number in a notes app.

  • Undo everything. Full history of every change, and a log you can scroll when someone disputes it.
  • Rematch keeps the table. Same names, same settings, scores back to zero.
Round-based games

When everyone scores every round

Some games — nine rounds, everyone tallies at the end of each one — don't fit a running counter. Turn on rounds and each player enters their own score. The next round doesn't open until the whole table is in, and the board tells you who it's still waiting on.

  • Nobody gets skipped. A zero still has to be entered, so a forgotten score can't quietly become a zero.
  • Nobody gets stuck. Whoever started the game can enter for someone who's wandered off.
Optional, and genuinely optional

Sign in and the games stop disappearing

Everything above works with no account at all — that hasn't changed. Sign in with Google and three things get added.

  • Games are saved. Keep several going at once, resume any of them, and pick up on a different phone. The multi-night campaign survives.
  • Everyone plays on their own phone. Share a six-letter code — CAT321 — and anyone can join the game in progress, take their player, and score from their own screen. It all updates live on the table's board.
  • History settles the argument. Every finished game lands on your profile: win rates, averages, streaks, and head-to-head records for everyone you play with.
Being straight with you

What it doesn't do

  • Signed out, nothing leaves the device. That's the default and it stays that way — but it also means clearing your browser data clears the game. Signing in is what makes a game durable.
  • It doesn't know the rules. It counts. It won't validate a Yahtzee sheet or tell you whose turn it is.
  • Only the scorekeeper calls it. Players who join can score, but ending the game and changing the settings stay with whoever started it.