Every expedition needs a crew, and ours is a cheerful bunch. Juniper the ferret throws pots, Barnaby the walrus fishes through the ice, Hamish the moose never quite takes off his dressing gown, Nutmeg the chipmunk tends the vegetables, Ruby the hummingbird flies kites, and Rafferty the chameleon paints. Ned skippers the boat, Marigold picks tea, Posy makes soap, Alfie builds toys, Mango sells fruit and Biscuit the corgi runs the summer fete.
In Dig Camp Pairs they all lie face down on the table, each card backed with the hammer crest of the dig team. Flip two. If they match, they stay face up with a sparkle. If not, they turn back over and you try to remember who was where. Six levels grow from a 3x4 grid to a 6x6, where a grand wader, a club-tail, a sunrise glider and other valley finds join the crew.
How to play Dig Camp Pairs
- Press Play and choose a level; only the first is open at the start, the rest unlock in order.
- Click or tap a card to turn it over, then turn a second card to look for its partner.
- Matching cards stay face up and sparkle; a mismatch flips both back over after a moment.
- Remember every face you have seen, so the next mismatch becomes a future match.
- Find every pair in as few moves as you can to earn up to three stars and open the next level.
Dig Camp Pairs controls
Getting better at Dig Camp Pairs
- Turn unseen cards first on each move; flipping a card you already know wastes half a turn.
- Say names quietly to yourself as cards appear, like Ned top left, because words stick better than pictures.
- Work across the grid in rows, so you build a mental map rather than a jumble of remembered spots.
- When you see the partner of a card you remember, take the match straight away before it fades.
- On the 6x6, the extra fossils and dinosaurs stand out from the crew, so use them as landmarks.
Six levels that grow with your memory
The levels step up carefully: 3x4, then 4x4, 4x5, 5x4, 4x6 and finally 6x6. On a phone the taller grids turn sideways to fit comfortably. Each new level opens only when the one before it is cleared, so there is always a gentle next step rather than a sudden cliff.
The final board is the big one. With eighteen pairs, twelve crew members are not enough, so six favourite finds from the valley join in: the grand wader, the cheerful club-tail, the sunrise glider, the horned skull, the glowing claw and the little heart-puffing volcano. It is a noticeably harder table, and clearing it with three stars is a real achievement.
Stars, moves and a good game for the whole family
Every pair of turned cards counts as one move, and your stars depend on how close you come to the fewest possible. A level always ends in a clear and at least one star, so younger players finish happy while older ones chase a perfect card. The time is shown too, for anyone who likes a race.
We see a lot of families playing this one together, taking turns on the same device and pointing at cards they think they remember. It works nicely like that, because the faces are friendly and the names are easy to say. Your stars for each level are kept on your device, so the whole household can see which grid still needs a better score.
Questions about Dig Camp Pairs
Six, from a 3x4 grid up to 6x6. Each one unlocks when you clear the level before it.
The 6x6 board needs eighteen pairs, so six finds from the valley join the twelve crew members to fill it.
By the number of moves you take compared with the number of pairs. Fewer moves earn more stars, and every clear earns at least one. Your best stars for each level are saved on your device.





