Free Printable Memory Game for Preschoolers (40 Cards, No Email)
We give away a complete memory game β forty cards, twenty matching pairs, every card labelled, in A4 and US Letter. No email, no sign-up, no watermark. You can download it here and stop reading.
But if you have ever printed a memory game and watched a three-year-old lose interest in four minutes, the rest of this is worth five minutes of your time. Almost every printable memory game fails for the same three reasons, and none of them are the artwork.
Mistake one: playing with all twenty pairs
This is the big one. A deck ships with twenty pairs, so twenty pairs go on the table, and the game becomes forty face-down cards a small child has no chance of tracking. They turn cards over at random, never match anything, and conclude β correctly β that this is not fun.
Working memory in a three-year-old holds very little at once. Six to eight pairs is the honest starting point: twelve to sixteen cards, laid in a grid they can see all of without moving their head. At that size a child gets matches by remembering rather than by luck, which is the entire point of the game and the entire source of the pleasure.
Then add two pairs at a time, over weeks. The deck is not a difficulty setting you pick once; it is a ladder. Twenty pairs is where a five- or six-year-old ends up, not where a three-year-old starts. A good printable ships enough cards to grow into β which is why ours has twenty pairs β but nobody tells you to hold most of them back, so nobody does.
Mistake two: a blank card back
Lay a card face down on a table under a normal ceiling light and look at it. If the back is blank white printer paper, you can see the picture through it. Faintly, but enough β and a child who can see through the cards is not playing memory, they are reading the table.
The usual advice is "print on card stock". That works, and it also assumes you own card stock at the moment you need it, which most people printing something for a rainy afternoon do not. The better fix costs nothing: print a patterned back on the reverse of every card page. The pattern breaks up the show-through, and the game works on the cheapest paper in the house.
Our free game includes that card-back page. Print the card pages, then print the backs page onto the reverse of each one. If your printer will not do double-sided, print the two separately and glue them together β the deck lasts longer that way anyway.
Mistake three: unlabelled pictures
A picture of a cow teaches a child what a cow looks like, which they already knew. A picture of a cow with the word cow underneath does something else entirely.
Over one game a child turns each card over several times. Each time, they see a written word at the same moment an adult says it out loud. That pairing β the shape of the word and the sound of it, repeated in a context the child cares about because they are trying to win β is close to how early sight vocabulary actually forms. It is not a reading lesson. It is twenty words getting quietly familiar while everyone thinks they are just playing.
It costs nothing to print the word on the card, and it makes the same deck usable three other ways: as flashcards, as a sorting activity, and as a naming game for a child learning English as an additional language. Every card in the game we give away is labelled for this reason.
How to actually get it on the table
- Print two copies of every card page. That is what makes the pairs. It sounds obvious and it is the step people miss, then wonder why nothing matches.
- Print the card-back page on the reverse. See above. If your printer cannot, print separately and glue.
- Cut along the dotted lines, and round the corners. Rounded corners survive small hands enormously better than square ones β square corners fray within a week.
- Laminate if it will be handled a lot. A classroom set is worth laminating. A home set is not, usually β a plastic wallet gives you most of the life for none of the cost.
- Start with eight pairs. Put the rest back in the envelope. This is the step that decides whether the game gets played twice.
Playing it with a child who is losing
Small children are bad at losing, and memory is a game where an adult playing properly will win every single time. That is worth thinking about before you sit down.
The honest options: play cooperatively and count the pairs you find together against the clock; play with the child taking two turns to your one; or simply play badly on purpose, which every parent does and nobody admits. What does not work is playing to win and then explaining that losing builds character. Not at three, anyway.
There is also a version with no competition at all: lay every card face up and ask the child to find the pairs. It is a different skill β visual scanning rather than recall β and it works for children who are not ready for turn-taking.
Where it fits with everything else
A printed deck is quietly one of the most useful things you can have in a cupboard: it works without batteries, without a screen, in a waiting room, on a train, and during the hour when everyone needs the house to be calm. We wrote about the wider set of those in quiet time activities for 3β5 year olds that aren't a screen.
The game itself is here, free β farm animals, forty cards, both paper sizes, no email. If you want it in another theme, there are nineteen of them β bugs and butterflies, woodland animals, unicorns, dinosaurs, the ocean, vehicles, community helpers β and they will be in the shop once the company registration behind it comes through.