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Flintar's Fun 'n' Games

A games room in one window: fair /roll casino games for your group, plus an arcade with Hearthstone, Tetris, Battleship, Agar.io and more.
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v1.1.4

File nameFlintarsFunNGames-v1.1.4.zip
Uploader
flintflintarflintflintar
Uploaded
Oct 8, 2026
Downloads
14
Size
1.3 MB
Flavors
RetailForever
File ID
9102082
Type
R
Release
Supported game versions
  • 12.1.0
  • 1.60.1

What's new

Changelog

1.1.4 (2026-10-08)

New

  • Warcraft 4: Hero Defense, as Hero Siege: 1 to 8 players together (computers fill seats). A castle in the middle of the map and four lanes into it; you start with the west lane, and anyone can open the north, east or south lane at the castle: more creeps in all for more gold and experience, but fewer in each lane, so hold one lane together like a dungeon or split up. One hero each (all eight, free at your altar), items at the Goblin Merchant, a healing fountain at the castle, heroes come back by themselves. Waves every 40 seconds, a boss every 5th, the Ogre Warlord on the 20th; lose the castle and it's over.
  • Hero Defense: the WoW classes. Warrior, Paladin, Hunter, Rogue, Priest, Shaman, Mage, Warlock, Druid and Death Knight, each looking like a WoW class trainer of that class and side, with their own voices. Played as in Classic/Forever (Wrath for the Death Knight): rage that builds as you fight, energy and combo points (Sinister Strike, Eviscerate, Kidney Shot), runic power, a Hunter's wolf and a Warlock's Voidwalker, Bear Form, Stealth, Blink, Charge, Death Grip and more. Up to level 25 with a skill point each level: four spells of four ranks, an ultimate, and Attributes.
  • Hero Defense: loot and gold. Creeps drop items in grey, white, green, blue and purple with Classic's suffixes (of the Bear, of the Eagle...); walk over to pick up; six gear slots (a weapon, three armour, two accessories) plus six bag places for potions and spare gear, so potions never cost you gear; right-click to drop (trade with friends), sell at the Merchant, who also has potions, gear and Tomes of Experience. Dungeon bosses every 4th wave - Hogger, Edwin VanCleef, Archmage Arugal, Herod and Onyxia - drop their own items (Cruel Barb, Ravager, Vis'kag the Bloodletter...).

Fixed

  • Warcraft 4: creeps gave no experience. Experience came from a unit's food cost, and creeps cost none; they now count by their level, as in Warcraft III (the creep camps in normal games too).
  • Warcraft 4 lobby: Ready did nothing (on Retail and WoW Forever alike). The button's code called a helper that was defined further down the file, so every click failed and the host never saw you ready. Fixed, with a test that clicks the real button.

1.1.3 (2026-10-08)

New

  • Warcraft 4: Tower Defense, as Line Tower Wars: 2 to 8 players (or computers), free for all or in teams, on three lane maps. A flying builder puts down Arrow, Cannon and Frost towers (three levels each) and Maze Walls anywhere in your lane; build a maze, the game won't let you close the path. Waves come every 35 seconds (flyers every 5th, fast ones every 7th, a boss every 10th); each creep that gets out costs lives, and at 0 your gate falls. Sends from your gate push creeps into the next opponent's lane and raise your income. Works online like the other modes; computers build, upgrade and send. You can also play it alone: hold out as long as you can (your best wave is kept).
  • Warcraft 4: units in team colour. Each unit is lit in its player's colour (blue, red, teal, purple...), as in Warcraft III, so you can tell sides apart at a glance. Neutral creeps keep their normal look.

Fixed

  • Raffle: the winner was given away early. The ticket list and the banner named the winner while the ticket was still spinning. Now the ticket spins, slows, lands on the number, pauses, and only then the winner, the sound and the coins come together.
  • Hearthstone 2: 3D models spilled over the card borders. Models are now cropped to their art window, and the border stays on top of the model when a card moves (hover, drag, attack).
  • Hearthstone 2 deck builder: the "All" cost filter hid every card and could never be undone (it filtered on cost -1). It's selected at the start and shows every card again after a cost filter.
  • Candy Crush: clicking a selected candy again now lets go of it.
  • Agar.io's counter: it showed your blob's radius, which barely moves once you're big and kept ticking down. It now shows mass as in the real game: every dot is +1, swallowing a player adds most of their mass, and only blobs above mass 100 slowly shrink (0.2% of the extra a second). The leaderboard and your best use mass too.
  • WoW Forever: the host never got the other players' moves (Ready in the Warcraft 4 lobby, Hearthstone 2 plays, Poker bets, Battleship shots...). A game's id starts with the host's name, and a two-word name ("First Last") put a space in it, which cut the move message in the wrong place. Ids no longer have spaces, and moves are read so older ids work too.

1.1.2 (2026-10-08)

New

  • Fullscreen everywhere: every game (and every other tab) has the Fullscreen button now, not just Hearthstone 2 and Warcraft 4. It stays on as you switch tabs until you click Window.

Fixed

  • Back buttons hidden under text in Hearthstone 2 and Warcraft 4. On "Play a Friend", Back sat under the "just for fun" line and the rules; it now has its own spot at the bottom of the left column, and long rules stop above it. In the Warcraft 4 lobby, Back, Join, Leave and Close were drawn under the lobby's darkened layer; they're on top now, lined up at the bottom left.
  • Hearthstone 2 and Warcraft 4 in a group: you couldn't join. The game popped up for the others, but their lobby screen had no Join button, so they were never seated. Players who aren't seated now get Join and Back.
  • Hearthstone 2 stuck on the loading screen: a board update is about a dozen messages, more than WoW lets one channel send at once, so the end of it was thrown away and the other player never got the board. Long messages are now spread over all of the addon's channels and arrive together.
  • Games could freeze when players clicked fast (Deathroll stuck after a 24 and a 24): WoW only lets an addon send about one message a second after a short burst, and newer clients throw away the rest. A lost game update left a player's Roll button grey forever. Messages now wait their turn instead of being lost (only the newest game state waits), and the host sends a running game again every 15 seconds, so anyone who missed something catches up.
  • Agar.io: eaten players weren't eaten: the "you were eaten" message was one of those lost ones. It now also travels in the eater's position updates for a few seconds, and positions go over their own channels, so they don't crowd out the rest.
  • Slot Machine with several players: everyone shared one machine, and each pull showed on everyone's reels. Every player now has their own machine and sees their own spins. Other players' spins are in the list below, and the house still watches them all.
  • Warcraft 4: a player leaving: if their last message reached some players and not others, the computer could take over at different moments on different screens. The others now pass on what that player sent before the takeover.

1.1.1 (2026-10-08)

Fixed

  • Games with other players could hang on "searching": joining by code (and the realm queue, which uses a code) asked the host only once, often before WoW had finished joining the hidden channel. It now asks again every two seconds until the host answers.
  • Players on another realm: whispers to them lost the realm and went nowhere, so joining a lobby left you waiting forever. Replies now go to the exact name and realm WoW gave.
  • Games didn't pop up, or joins were ignored: a game was only accepted if the name WoW reported for the sender matched the host's own name letter for letter, and with realms (Retail) or two-word names (WoW Forever) they can be written differently. Every message now carries its sender's own name. (Both players need this version.)
  • Deathroll and the other roll games on WoW Forever: two-word names ("First Last") were cut to the first word, so your rolls never counted. Names are now kept whole.
  • /fng debug also prints the addon messages sent and received.

1.1.0 (2026-10-08)

New

  • Blizzard Games: a third section on the home page, next to Casino and Arcade, for Hearthstone and Warcraft III.
  • Warcraft III (Arcade): a small real-time strategy game against the computer. Units are their WoW creatures as live 3D models (walking, fighting, dying). Workers behave like Warcraft III: one in the gold mine at a time, harvesters walk through each other, a building only goes up while its worker stays (peons build from inside). Call to Arms (Militia) and Battle Stations (burrows), Back to Work, Hold Position, Return Resources, rally points with a flag, an Idle worker button and Warcraft III hotkeys with a Build menu. Three difficulty levels (Easy, Normal, Hard; Hard gets +25% gold and lumber per trip like Warcraft III's Insane AI). Two expansion gold mines. Humans can build a Lumber Mill (L), a lumber drop-off to put near the trees. Guard Tower and Watch Tower (T) shoot enemies in range; Altar of Kings and Altar of Storms (A) can be built (heroes come later). New models: warfront mage towers for the towers, the warfront orc barracks, and altars. Ground, trees, the gold mine and the buildings now come from the WoW game files: Elwynn grass, Elwynn trees, the Elwynn gold mine, a Westfall church (Town Hall), windmill (Farm) and blacksmith (Barracks), and Durotar orc tents for the Orc buildings. Play Human or Orc: gather gold and lumber with your workers, build farms and barracks, train Footmen and Riflemen (or Grunts and Troll Headhunters) and destroy every enemy building. Shift-queued orders (several buildings in a row, paid up front, refunded if cancelled), double-click to select a unit type, control groups (Ctrl+number), units and buildings drawn in depth order. Box selection, right-click commands, attack-move, rally points, a minimap and a Warcraft-style command card. The computer builds up and attacks in growing waves.
  • New names: Hearthstone is now Hearthstone 2 and Warcraft III is now Warcraft 4 (just for fun).
  • Hearthstone 2: Classic cards and rules. Secrets (Hunter: Explosive Trap, Freezing Trap, Snake Trap; Mage: Counterspell, Mirror Entity, Ice Barrier; Paladin: Noble Sacrifice, Redemption, Repentance), shown as a "?" over the hero and only named when they go off; Stealth (Worgen Infiltrator, Jungle Panther, Stranglethorn Tiger); Enrage (Amani Berserker, Raging Worgen); Combo (SI:7 Agent, Defias Ringleader, Eviscerate, Cold Blood); more Deathrattles (Harvest Golem, Loot Hoarder, Leper Gnome, Abomination). All in My Collection for your decks.
  • Footmen Frenzy: more. A fifth tier (Siege Engines or Catapults, from 18 minutes, 4000 gold) to break a stalemate; casters for hire at the barracks (Priest and Sorceress, or Shaman and Witch Doctor; three at most); give 100 gold to an ally (in any team game).
  • Warcraft 4: a player who leaves a game of three or more is taken over by the computer (after 30 seconds of silence, or when they go offline); the others play on. The host hands their last orders on, so every game stays the same.
  • Warcraft 4: lighter on memory and CPU: about a sixth of the garbage per frame (the bottom panel updates 10 times a second, not every frame; the depth layering is worked out when buildings or trees change, not every frame; reused tables in the drawing).
  • Warcraft 4: fixes: dead units stay where they fell when you scroll (they stuck to the screen); ranged units attack with their ranged animation (Riflemen aim and fire, archers throw, casters cast) instead of a melee swing.
  • Warcraft 4: aiming rings: while you aim a spell, a ring under the cursor shows where it lands (as big as an area spell's area; red when out of range).
  • Warcraft 4: Ready in the lobby: players who join click Ready (shown by their name); the host can start once everyone is. Changing the map asks again.
  • Warcraft 4: buildings in groups: double-click (or Ctrl-click) a building for all of that kind on screen, Shift-click to add; training goes to the one with the shortest queue, research to one that's free, and the rally point is set for all.
  • Warcraft 4: Cannon Tower and Arcane Tower (Scout Tower upgrades; need a Workshop or an Arcane Sanctum): the Cannon Tower shells ground units in an area, the Arcane Tower burns mana and sees invisible units. Spiked Barricades (War Mill, 3 levels) hurt melee units hitting Orc buildings. Every Scout Tower (and hall) upgrades on its own now; before, only your first one could.
  • Warcraft 4: alerts on the minimap: when you're attacked off-screen a red ring pulses there; Space jumps the camera to it.
  • Warcraft 4: day and night: an 8-minute day, half of it night (the map darkens at dusk). At night everyone sees less far and creeps sleep unless you hurt them. The clock shows the time of day.
  • Warcraft 4: score screen at the end of a game, as in Warcraft III: tabs for Overview (Units, Heroes, Resources and Total Score), Units (produced, killed, buildings produced and razed, largest army), Heroes (each hero and its level, heroes killed, items obtained, mercenaries hired, experience gained) and Resources (gold mined, lumber harvested, resources traded, tech percentage, gold lost to upkeep); players grouped by team in their colours.
  • Warcraft 4: Goblin Merchants and Mercenary Camps on the melee maps: buy items with any hero next to the Merchant; hire a gnoll, a Defias thug, a murloc or an ogre at the Camp with a unit next to it. The lobby has a Creeps on/off switch.
  • Warcraft 4: creep camps (Single Player and lobby games) on every melee map: easy, medium and hard camps of kobolds, wolves, gnolls, murlocs, Defias, ogres and Hogger guarding the expansions and the middle. They attack whoever comes near and walk home when led away. Killing them gives heroes experience and you gold; the last one of a camp drops an item (potions, rings, claws, boots, Tomes of Experience) that a hero takes by walking over it.
  • Warcraft 4: the computer sends only units that aren't already fighting (no more pulling them out of a fight every second), and its heroes learn and cast every time it thinks.
  • Warcraft 4: projectiles from WoW's models: arrows from towers, bullets from Riflemen and Flying Machines, spears from Headhunters and Wind Riders, boulders in an arc from Mortars, Catapults and Siege Engines, hammers from Gryphon Riders, and spell missiles from casters and heroes.
  • Warcraft 4: casters as in Warcraft III. Cast their spells yourself from the command card (they walk into range), right-click a spell for autocast on or off. Priest: Heal, Dispel Magic, Inner Fire. Sorceress: Slow, Invisibility, Polymorph. Shaman: Purge, Lightning Shield, Bloodlust. Witch Doctor: Sentry Ward, Stasis Trap, Healing Ward. Raider: Ensnare (pulls flyers down). Footman: Defend. The computer's casters use all of them.
  • Leaving a game ends it. Starting a new game (Single Player, the Showcase, a game with others) ends the one you had, and Quit game (in the menu) ends it for good; nothing keeps running or showing behind the menus. A game you were in still comes back after a /reload.
  • Wooden backdrop behind the Warcraft 4 and Hearthstone 2 menus and lobby (our own plank texture, Art/WoodPlanks).
  • Warcraft 4: subgroups like Warcraft III: in a group, click a unit's icon to get that kind's commands and spells (the group stays selected; Move and Attack still go to everyone), Tab for the next kind, double-click an icon for just that unit. Heroes come first.
  • Warcraft 4: health bars under the unit icons when several units are selected.
  • Footmen Frenzy: soldiers wait at home until you set a rally point (Y) or Send to (Z: the middle or an enemy); a fallen hero comes back by itself at the barracks (free, 15 s + 5 s per level).
  • Warcraft 4: Footmen Frenzy, the first custom game (pick it in the lobby; Frenzy Fields, four corners). One tough barracks each that defends itself, no workers: it sends out your soldiers every few seconds, to the middle or at an enemy you choose. Gold only from kills: tier up (Riflemen, Knights, Gryphon Riders or Headhunters, Raiders, Tauren), Weapons and Armor (5 levels), one hero from all eight, a shop in the middle. The computer plays it too (games of about 25 minutes). Built on the normal game's units: a mode's units and buildings are variants of the normal ones, so their looks and sounds always match.
  • Warcraft 4: games with friends for up to eight players. Play a Friend opens the same lobby: the host picks the map and the seats (open, a computer, closed), everyone picks their race and team, the host starts. Every player's orders reach everyone (one message to the whole group when you're grouped, else a whisper each); the computer's seats are played the same on every client. Surrender takes you out and your allies play on; the last team standing wins.
  • Warcraft 4: a game lobby like Warcraft III's: seats on the left (you, computers on Easy, Normal or Hard, or closed; a race and a team for each), the maps on the right with a preview. Up to four players on Four Crowns: free-for-all, 2v2, 3v1. Allies share sight, auras and heals, and win together; a player with no buildings left is out.
  • Warcraft 4: maps. Pick the map for a Single Player game: Riverford (the old map), Echo Ford (bigger, a forest band with fords), Lost Grove (square, two mines in a walled grove), Duel Pass (small and fast), and Four Crowns for four players (for the coming 2v2). Maps are a grid of text (Games/Warcraft/Maps.lua), made fair by symmetry and checked by the tests. The minimap fits any map size.
  • Warcraft III: more sound. Pickaxes at the mine, axes in the trees and hammers on buildings going up (on screen); research and upgrades done; coins when buying; potions and Town Portal; each kind of building has a sound when clicked; the Catapult creaks, wards hum, the sheep bleats; Alliance and Horde victory fanfares, a defeat horn.
  • Arcade sound. Every Arcade game has its own sounds from WoW's files: Tetris moves, rotations, drops and line clears; Snake eating; Flappy flaps and points; 2048 merges; Minesweeper reveals, flags and the boom; Wordle typing; Candy Crush swaps, matches, combos and Skulls; Angry Birds launches, hits and popped murlocs; Shooter shots and explosions; Agar.io eating; Tic-Tac-Toe marks; Battleship hits, misses and sinkings. One end sound per run.
  • Hearthstone: sound. Every minion has its WoW creature's voice when played, attacking and dying (NPC voices by race; beasts, murlocs, elementals, demons, ogres, kobolds and naga their own sounds); heroes greet each other and shout when they attack; spells and hero powers sound by school; card draw and play, mulligan, hits, heals, armor, freeze, Divine Shield, weapons; your turn (an alert), the rope at 10 seconds, victory and defeat, opponent found.
  • Warcraft III: sound. The real Warcraft III voices still in WoW's files (Peasant, Peon, Footman, Grunt, Rifleman, Tauren: "Ready to work!", "Zug zug", "Job's done"...) and WoW NPC voices of the same race for every other unit and hero: they answer when selected, acknowledge orders, report when trained, and get annoyed if you keep clicking. Sword, axe, gun, arrow, siege and magic hits; death cries; buildings collapsing; a sound for every spell; level-up; "under attack" and "not enough gold" warnings.
  • Settings: two sound switches. Game sounds (was Sounds): everything inside the games, Warcraft III's voices, battles and warnings included. Alerts (was Your-turn alert): your turn and disconnects, even with Game sounds off.
  • Warcraft III: looks. Heroes, Knights, Tauren, Kodos, siege and riders are bigger than footmen; flyers fly higher with a shadow below; Avatar makes the hero bigger and stone grey, Bladestorm spins him round with his blade out, Bloodlust makes units bigger and faster, Slow slows them, Banish and Wind Walk make them see-through, stunned units freeze. The Catapult has a model now.
  • Warcraft III: Showcase (main menu, or /wcdemo): every building, unit and hero on one map with their names, all yours to try: nothing moves, fights or casts unless you tell it to. Heroes know every ability; health, mana and cooldowns refill; Target Dummies to attack and cast on. Nothing is saved or counted.
  • Warcraft III: spell effects from WoW's own spell models: Blizzard, Flame Strike and Earthquake on the ground for as long as they last; heals, lightning, Hex, Siphon Mana, Thunder Clap, War Stomp, summons and the rest where they land; stun swirls, Divine Shield, Avatar, Bladestorm, Banish, Inner Fire, Slow, Bloodlust and Reincarnation on the units while they last; Devotion, Brilliance and Endurance Aura under the hero; level-ups, potions and Town Portal.
  • Warcraft III: Cancel a building going up (75% back, like Warcraft III), an upgrade, or the last unit in training, from the command card.
  • Warcraft III: every hero and unit has its own look (a slow model frame could give one creature's look to the next, so the Paladin, Archmage and Priest all looked alike).
  • Warcraft III: a main menu like Hearthstone's: Single Player (race and difficulty), Find an Opponent (race, then the realm queue) and Play a Friend, with Back to the game. The bar's Menu button opens it. Greyed-out buttons still show their tooltip (what they need). Units are smaller next to the buildings, and their models get more room, so heads and weapons aren't cut off.
  • Warcraft III: the full Human and Orc armies. Knights, Priests, Sorceresses, Siege Engines, Flying Machines, Mortar Teams, Gryphon and Dragonhawk Riders; Catapults, Raiders, Kodo Beasts, Wind Riders, Troll Batriders, Shamans, Witch Doctors and Tauren; from the Arcane Sanctum, Workshop, Gryphon Aviary, Spirit Lodge, Beastiary and Tauren Totem. Flyers (only ranged attacks reach them), splash damage, siege that only hits buildings, casters that cast by themselves (Heal, Inner Fire, Slow, Bloodlust, Healing Ward), War Drums. Shops (Arcane Vault, Voodoo Lounge) sell potions, Town Portal, boots, claws and rings to the hero standing next to them; a 6-slot bag. Upkeep above 50 and 80 food. A 4 x 3 command card like Warcraft III.
  • Warcraft III: heroes. Altars train the eight Human and Orc heroes (Paladin, Archmage, Mountain King, Blood Mage; Blademaster, Far Seer, Tauren Chieftain, Shadow Hunter), at most three (the 2nd needs a Keep, the 3rd a Castle). Levels 1 to 10 from kills nearby, strength/agility/intelligence, mana, a skill point a level (Hero Abilities, O), all four abilities each as in Warcraft III (ultimates at level 6): heals, stuns, auras, summons, area spells, Wind Walk, Mirror Image, Reincarnation and more. Fallen heroes are revived at the altar with their level and skills. The computer trains heroes, learns and casts too.
  • Warcraft III: tech and upgrades. Town Hall > Keep > Castle and Great Hall > Stronghold > Fortress; requirements (Riflemen need a Blacksmith, Headhunters a War Mill, a Castle an Altar); research in buildings: Blacksmith (swords, gunpowder, plating), Lumber Mill (lumber harvesting, masonry), War Mill (new: Orc lumber drop-off with weapons, armour and Reinforced Defenses), Long Rifles, Berserker Strength, Troll Regeneration; Scout Tower upgrades to Guard Tower; Warcraft III damage and armour types. Locked buttons say what they need. The computer researches and upgrades too (not on Easy).
  • Warcraft III PvP: play a friend (group, guild, realm or a private code) or Find an opponent on your realm. Both pick a race, then both addons run the same game in lockstep: only your orders travel (four times a second, by whisper), and a fingerprint of the game is compared every five seconds. Waiting for a slow player shows on screen; after 45 seconds of silence you can claim the victory. Surrender, rematch, your PvP record and a PvP leaderboard.
  • Warcraft III: fog of war. Black where you've never been, dimmed where you've been but see nothing now. Enemy units show only in sight, enemy buildings stay once found; on the minimap too.
  • Hearthstone PvP: "Play a friend" opens a lobby (group, guild, realm or a private code, or practice against a bot). Both pick a hero and deck; the host's addon runs the game and checks every move, nobody sees the other's hand (it comes by whisper), 75-second turns (miss two in a row and you lose), concede, rematch, your own PvP record and a PvP leaderboard.
  • Hearthstone: a main menu like the real one (Play, Solo Adventures, Play a Friend, My Collection, Leaderboard) and a realm queue: Play picks your hero and deck, then finds someone else looking on your realm and starts the game by itself ("Finding Opponent...", then VS).
  • Hearthstone: mulligan. Every game (PvP and against the computer) starts by showing your opening cards: click the ones to swap, then Confirm.
  • Hearthstone: leaderboards on the start screen: wins against the computer and PvP wins, for your guild or realm.
  • Hearthstone heroes: adult King Anduin, Valeera Sanguinar and the orc Gul'dan.
  • Fullscreen for Warcraft III and Hearthstone: a button next to Rules fills the screen with the game (click again for the window). Remembered.
  • Hearthstone: all nine classes. Malfurion (Druid), Rexxar (Hunter), Uther (Paladin), Anduin (Priest), Valeera (Rogue) and Gul'dan (Warlock) join Jaina, Thrall and Garrosh, who now has his Warrior cards. Each class has its original basic cards, hero power and a basic deck, and every minion shows its WoW creature.
  • New rules for them: weapons (the hero attacks, durability, Truesilver's heal, Deadly Poison), targets like "a damaged minion" or "3 or less Attack", Sap and Vanish, Mind Control, Hunter's Mark, Humility, Divine Spirit, Corruption, discards, Mind Vision, Wild Growth, Multi-Shot and Cleave, Kill Command's Beast bonus, Warsong Commander, Starving Buzzard, Tundra Rhino, Timber Wolf and Northshire Cleric.

1.0.0 (2026-10-06)

The first public release. Works on Retail and WoW Forever.

Casino (your party or raid, real /rolls)

  • Death Roll, High-Low, Poker (Texas Hold'em, 2-6 players), Blackjack, Slot Machine, Roulette and Raffle.
  • Fair by design: every number is a real /roll the whole group sees, checked by every player's addon; card decks are sealed before the deal and checked afterwards.
  • Gold, silver and copper bets; Settle up keeps a running tab per player and notices payments in trades (read only).
  • Disconnects: the host can skip a player who dropped, and bring them back.

Arcade (no betting)

  • Hearthstone against the computer: Jaina, Thrall or Garrosh with the original basic cards, WoW creature models on the cards, a Hearthstone-style board in a bigger window, drag and drop, spell animations, and a deck builder.
  • Tic-Tac-Toe, Battleship and Agar.io, with lobbies open to your group, guild, realm or a private code.
  • Solo games with you / guild / realm leaderboards: Tetris (official rules), Snake, 2048, Minesweeper, Flappy Bird, Wordle, Space Shooter, Candy Crush and Angry Birds.

Everything else

  • One window in WoW's own style, a tab per running game, games keep going while you switch tabs.
  • Practice with bots in every multiplayer game.
  • Rules for every game; Hand rankings for poker.
  • Statistics, Settings (mute, window size, minimap button, clear data), /fng to open.

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