01
What data we collect and store
Selminha.com has no login, no sign-up and no user account. Nobody has to give a name, an email or anything else to play. Apart from the visit counts on the site's pages (analytics), which are explained further down and which you can turn off at any time, we store data in only five situations, and each one starts with something you do:
When you rate a game
What is stored: the 1-to-5 rating, which game it was, the date and an anonymous identifier created by your browser — that is what keeps the same vote from being counted twice. A one-way hash of your IP address is stored with it; the original address cannot be recovered from it, and we use it only to prevent abuse.
When you save a score
What is stored: the name you pick (up to 10 letters), the points, the game, the date, the same anonymous identifier, a hash of your IP address and the IP address the score was sent from. The leaderboard name is public: pick a nickname and do not use personal information, yours or anyone else's. The IP is not public: it's visible only in the site's admin dashboard.
When you send a message through the contact form or a game page
This covers the Contact page and the bug-or-suggestion form that opens inside each game page — it is the same support desk, and the message joins the same queue. What is stored: the name and email you give, the subject you pick, the text of the message, the date, a hash of your IP address and the IP address the message was sent from. The IP is not public and is not included in the replies you receive: it's visible only in the site's admin dashboard. Each message opens a support case with its own code (SEL-1042, for example), and every reply exchanged afterward — ours and yours — is kept in that same case, so the conversation has a history. Our replies go to the email address you provided, and your answers come back to the site's inbox. We also store the language of the page you wrote from (Portuguese, English or Spanish), so our reply reaches you in the same language. When the message comes from a game page, we also store which game it's about, since that's the subject. Nothing from your game session is included: your score, your time and what happened in the game are not sent with the message.
When you play a game through an invite link
This covers any game on the site where you can invite someone to play against you. What is stored: the name you type (up to 10 letters), the character and game options you pick, the moves made and the dates the game was created and last played, along with the same anonymous identifier from your browser — that is what caps how many open games one device can have at a time. The name is shown to your opponent and to anyone watching: pick a nickname and do not use personal information, yours or anyone else's. Your IP address is not stored. In some games, the only thing we keep with the table is the hashed IP address of the person who created it, so the site can limit how many tables are open from the same network; it is deleted along with the table. Anyone who has the invite link can join as your opponent or watch, so send it only to the people you want at the table.
Direct connection between devices
In some real-time games played through an invite link (currently Table Tennis), your device tries to connect directly to your opponent's so the ball gets there faster. To do this, the two devices exchange IP addresses, and each one contacts a public Google service (a STUN server) just to learn its own IP address. Google receives that address and nothing else: no name, no identifier, nothing about the game. The site does not store these addresses. If the direct connection can't be made, the game runs only through the site's server.
Chat at the table
In some games, the players seated at the table can chat by text. The chat is stored on the site along with the table: only the most recent messages, with the sender's name and the time, readable by the players and by anyone watching. They are deleted along with the table.
When you play a game with a progressive prize
Some of the site's casino games, played in demo mode with play money, have progressive prizes shared by all players: every bet from every player makes the prize grow, and whoever wins takes whatever has built up at that moment. To make this work, while you play, the site keeps a game session with the number of spins, the total bet in play money, the dates and, in hashed form, the same anonymous identifier from your browser and your IP hash. When someone wins a progressive prize, the site records the prize, the amount, the bet, the date and those same two hashes — that's what stops a single device or network from draining the prize for everyone else. Your IP address is not stored, and no name is asked for. The list of recent prizes shown in the game includes only the prize, the amount and the time.
What is not collected
We don't collect contact lists, payment information, browsing profiles or any information from other sites. The site has no advertising and doesn't use any geolocation service. Keep in mind, though, that any IP address reveals an approximate location on its own.
When you browse the site: analytics
The site's pages use Google Analytics, a Google service, to count visits. When a game runs inside its page on the site, that page does the measuring and the game itself loads nothing extra; when a game opens by itself, outside the site's page (from an invite link or on an iPhone), it loads the same analytics, with the same off switch. Google Analytics records which pages you open, where the visit came from (search engine, link or typed-in address), your device type, browser and screen size, your language and approximate location. Google works out the location from your IP address, uses it only for that and does not store it. In the games, it also measures how long the game is in use (open, with its tab visible and the game in focus), when a game starts (whether it was started on the game's page on the site, from an invite link or in a game opened by itself, and whether the device uses touch or a mouse), when an invite link is opened and when someone goes from a rules page to the game, always along with the game's name and the page language. To tell whether two visits came from the same browser, it sets two cookies of its own (_ga and _ga_…) holding a random number — no name, email address or other personal information. Google processes this on servers outside Brazil, and we only see aggregate totals and reports. Names, email addresses, messages, scores and the moves made in a game are never sent to Google Analytics.
You can turn off analytics at any time, in this browser: turn analytics on or off. When it is off, nothing is sent and the Google Analytics cookies are deleted; the choice is stored in your browser.
02
Browser storage and third-party services
What is stored in your browser is what the site needs to work without a sign-up: the anonymous identifier and the list of ratings you have given, so the page can show your own rating when you come back, plus the list of games you added to My favorites. None of it identifies you, and none of it is shared with anyone else. The anonymous identifier is sent to the site only when you rate a game, save a score, play an invite-link game or bet in a game with a progressive prize, as explained above. Your favorites list is stored only in your browser.
My favorites
When you tap the heart on a game, that game's address is kept in your own browser. The list is not an account: it stays on that device, disappears if you clear your browser data, and doesn't sync to your other devices. The link button is there so you can take the list to another device yourself, and the site neither stores nor receives that link.
Your seat in an invite-link game
When you create or join an invite-link game, a random secret key, generated just for that game, is saved in your browser. It's what gets you back into your seat when you reopen the link on the same device. The game also saves the last name you used, so you do not have to type it again. In card games, it may also save the order in which you arranged the cards in your hand, until that hand ends. The key does not identify you. Opening your personal link on another device moves your seat to that device, and the old one can only watch. That's why you shouldn't share that link.
Your drawings and colored pages
In coloring and drawing games, every page you color is saved in your own browser, so the game can show your pictures when you come back. None of this is sent to the site: your pictures stay on that device only and are erased if you clear your browser data. The button that saves your picture downloads an image of the page to your device; the site does not receive that image.
Internal device marker
The people who run the site open a site address with ?interno=1 on their own devices, so their visits are kept separate in the analytics. This saves a marker (selminha.interno) in that browser, and every visit from it is labeled internal in Google Analytics; the marker holds no personal information. The marker is removed with ?interno=0 or when the browser data is cleared. If you have never opened an address ending in ?interno=1, your browser doesn't have the marker.
Cookies and third-party services
The site uses no advertising cookies and no social media pixels. The only third-party service loaded on the pages, including a game opened on its own page, is Google Analytics, described above: it's the only script loaded from an outside domain (googletagmanager.com), and its cookies, _ga and _ga_…, are the only ones the site uses. They last up to 2 years, or until you turn off analytics. Fonts, images, styles and game code are all served from the site's own server. Games that use a direct connection between devices also contact Google's public STUN server, described above: it's a plain network request that carries only your device's IP address, with no script and no cookies.
Name and message screening
Names other people can see — on leaderboards and in invite-link games — and messages in games with text chat go through two checks before they appear. The first is a list of offensive words kept on the site's own server. Anything that passes it goes on to a third-party moderation service, which receives only the text — not your IP address, not an identifier, nothing that says who wrote it — and replies only with whether the text is offensive. That service operates outside Brazil and handles the text it receives under the policy of the company that provides it. The site does not keep the result of the check. If the service is down, only the site's own list applies.
Where it is hosted
The site, its database and the support inbox are hosted by a third-party hosting provider. When a support reply is sent, it passes through that host's email server and through the email provider you use.
If that changes
If we ever add advertising or any other outside service, we'll describe it here before it goes live, including what is collected and by whom — as we did for analytics.
03
Purposes and retention periods
| Data | Purpose | Retention period |
|---|---|---|
| Rating, anonymous identifier and IP hash | Building the top-rated list and preventing repeat votes | While the game is in the catalog |
| Leaderboard name and score | Showing the game's high score list | While the game is in the catalog; the list may be reset after a failure, a rules change or fraud |
| IP address from a contact message or a score | Looking into abuse — an offensive message, an inappropriate name, an attempt to game the ratings — and answering legal requests | For as long as the record exists; you can ask for it to be removed through the contact form |
| Contact message and support replies | Answering you and keeping the history of the case | While the case is still useful as a reference, or until you ask for removal |
| Emails in the site's inbox | Filing your reply in the right support case | Archived and deleted from the inbox after 30 days; the text stays in the case |
| Browsing data (Google Analytics) | Learning which pages and games get the most visits, how long each game is played and how the site is used, to decide what to improve | Google keeps visitor-level data for 2 months; after that, only aggregate totals remain; the cookies last up to 2 years in your browser, or until you turn off analytics |
| Technical server logs | Security and server operations | As set by the hosting company that operates the servers |
| Name, character, choices and moves of an invite-link game | Keeping the game on the site so the players can pick up where they left off, and showing it to anyone watching | As long as the game exists: a room nobody joined is deleted after 24 hours, a finished game after 24 hours, and a game with no moves for 7 days expires |
| Text chat at the table (in some games) | Letting the players talk during the game | Only the most recent messages at each table; deleted along with the table |
| Name or message sent for moderation screening (text only) | Keeping offensive names and messages from being shown to other people | The site does not keep the result; the moderation service handles the text under its own policy |
| Hashed IP address of the person who creates a table (in some games) | Capping how many open tables come from the same network | As long as the table exists, subject to the same time limits as the row above |
| IP addresses exchanged by the two devices in a direct connection (in some games) | Connecting the two devices directly, so the real-time game has less lag | The site does not store them; each device uses the other's address only during the game |
| Game sessions and progressive prizes won (with the identifier and IP hash, both hashed) | Keeping the progressive prize shared by all players and stopping a single device or network from draining it for everyone else | A session is deleted after 3 days without use; the record of each prize won is kept as long as the game is in the catalog |
Why we keep an IP hash
It makes it possible to limit votes, messages, game tables and progressive prizes coming from the same place, which is our automatic protection against bots and spam. Because it's a one-way hash, the original IP address can't be recovered from it — and it keeps doing that job even if the IP is removed at your request. When you rate a game with stars, the hash is all that gets stored.
Why we store your IP address
We store your IP address only in the two cases where you submit something another person will read: messages sent through the contact form and scores saved to the leaderboard. We use it to investigate abuse and to respond to any legal requests we receive. It is not used to build a browsing profile, it is not cross-referenced with data from other sites, and it is not shared with third parties for commercial purposes. If you want yours deleted, ask through the contact form — the hash remains, because our automatic abuse protection depends on it.
04
Requests and contact
You can ask for access to, correction of, or removal of data connected to you: a score on a leaderboard, a rating, or a support conversation.
How to ask
Use the Contact page and choose Privacy as the subject. To help us find the right record, tell us what you want removed and, for a score, which game and which name you used.
Timing
We respond to requests through our support system, with a case number and a full history, within the time limits set by Brazil's General Data Protection Law (Lei Geral de Proteção de Dados, or LGPD). We do not promise deadlines we cannot meet.
An honest caveat
Because there is no sign-up, the site has no way to confirm that someone is the author of a score or a rating. Removal requests are handled on the basis of the information you give to identify the record.
05
Updates to this policy
This policy can change when the site changes. The version posted on this page, with the date shown next to it, is always the one that applies.
Changes that require an update first
Adding ads, paid features or any outside service that handles data. In those cases, we'll update this policy before the change goes live.
Terms of Use
The terms that govern your use of the site, the games, the ratings and the leaderboards are in our Terms of Use.
Version
Effective date: October 28, 2026. We don't keep earlier versions online; the date above tells you which version applies.
