Physics Turf Revise physics against a friend or the computer. Answer questions, take territory and protect your own.
Free to play, with questions for GCSE, AS, A-level and AP Physics 1. Games last 10–15 minutes. No account needed.
Set up a match Return to your room
Find an opponent Course Quick match Waiting for another player on this course. You can leave the queue and invite a friend instead.
Leave queue 1v1 · 12 minutes · this week’s map. Both players confirm readiness.
How it works Each round has a question and one move. Correct answers earn extra energy. Keep your territory connected to home so it scores. Connected beacons bank bonus points after rounds 4 and 8. Most points after 12 rounds wins.
Read the rules
Choose your course
Pick the topics you want to practise, or play with a mix.
GCSE: AQA Physics (8463) and the physics content of Combined Science: Trilogy (8464), at Foundation or Higher tier. You can also use our GCSE Physics revision resources .
AS and A-level: choose OCR A or AQA Physics . For notes and practice between games, visit the A-level Physics revision hub .
AP: questions for AP Physics 1 .
Play 1v1, team up in pairs or try the computer on Easy, Normal or Hard. After the match, go through your answers and explanations.
Close How to play Physics Turf There are 12 rounds. Answer at the same time, then use the 15-second planning window to finish your actions. You can look at the map and queue actions while answering. Both sides resolve together when the clock ends.
Start with 3 energy. Each round gives 1 energy, plus 2 for a correct answer. In pairs, each correct answer earns 1. Every three connected territories add 1 energy per round and 2 storage spaces, starting from a limit of 8. Homes do not count. Isolated land earns no energy.
Action Energy Effect Expand 2 Claim an adjacent neutral region. Attack 3 Break a wall, or expose an intact region. An exposed region is captured by the next unblocked hit. Strong attack 5 Break a wall and expose the region in one action. Capture if it was already exposed. Fortify 2 Repair an exposed region and add a wall. A normal attack breaks the wall but does not expose the region. Defend 1 Block attacks here this round. Does not repair an exposed region. Save 0 Keep energy you do not spend.
Queue several actions within your energy budget. You can launch attacks and defend different regions in the same round. Each side can queue one action per target; choosing another action for that target replaces it. Remove an action with its × button, or clear the whole plan. If your answer earns less energy than expected, the plan marks actions that cannot run. Earlier actions get energy first.
Red dotted arrows show attacks, blue shields show defence and gold walls show fortification. Numbers match your action list. Your opponent cannot see your plan. Exposed regions have a red outline and an exclamation mark: defend or fortify before another attack arrives.
Moves cross shared borders from regions connected to home. Homes cannot be captured. Isolated groups remain yours, but cannot score, expand or receive defensive orders until reconnected.
Ordinary connected regions are worth 1 point, beacons 3. At the end of rounds 4 and 8, each connected beacon also banks 1 permanent point. Final territory points plus banked points decide the winner; equal scores are a draw. Area does not affect a region’s value. Banked points stay yours even if a beacon is later lost or cut off.
Blue river borders cannot be crossed, including by strong attacks. Take another route. A second connection home can protect a group from being cut off.
Plans are secret. Fortifications and defences resolve first; ownership changes happen together. Newly captured land cannot launch another action until the next round. Both sides expanding into the same neutral region get their energy back. Blocked attacks still cost energy.
You can play the computer on Easy, Normal or Hard. Its question results are simulated: about 45%, 70% or 90% correct over many games. It earns and spends energy by the same rules, and can queue several actions. Harder levels also plan their moves more carefully. Each match also gives it a playing style: Balanced, Expander or Raider. It cannot see your answer or chosen move.
In 2v2, both teammates can add, change or remove actions from the same plan. You share energy. Suggestions are only visible to your teammate. A disconnect pauses both clocks; each side has 30 seconds of reconnection time across the match.
Use keys 1–5 to select an answer and Enter to submit. Q and M switch views. Answers and explanations appear after the match. Sound is optional; reduced-motion settings are respected.