Bottom line: “Unblocked” describes whether a network lets a site load — a claim no site controls and no site can promise. “No account” describes what a site requires — a property NoCharge can guarantee. NoCharge markets the second and stays silent on the first; whether it loads at school depends entirely on the local network’s rules.
The two claims, side by side
| Claim | What it means | Who controls it | NoCharge’s position |
|---|---|---|---|
| No account | No signup, no login, no server player profile | Site and its code | Guaranteed; documented on Privacy |
| Local storage only | Scores never leave the browser | Site and its code | Guaranteed; keys documented |
| Untimed / reduced pressure | No countdown, calm defaults | Site and its code | Guaranteed; catalog facts page |
| Unblocked | The local network lets the site load | Network operator | Not claimed |
| Works offline | Playable with no network after first load | Site service worker + network caching | Not claimed — no service worker |
Why NoCharge does not use “unblocked”
- It is not verifiable: any site’s code works on one network and fails on another.
- It attracts the wrong promise: “works on every school network” is a claim no site can keep.
- It distracts from the real value: free, private, calm, documented play.
- School policies vary by district and change term to term.
What you should do on a managed network
- Open one game page. If assets load, the network currently allows it.
- If a page stalls, the network itself is filtering or proxying; NoCharge cannot override it.
- Check the site’s storage behavior — not its marketing — before entering anything: local-only scores mean no form has a reason to exist.
Limits
NoCharge makes no promise about any network, and does not offer a downloadable build, a mirror, or an offline package. Those would be different products with different tradeoffs.