genre

Use when

Designing a tile-swap/board-clear game where a single legal move should bloom into a satisfying, deterministic chain.

Match-3

What it is. A grid of coloured tiles. You swap two adjacent tiles; any line of 3+ clears, tiles above fall, and new clears may form — a cascade the board resolves on its own. One input, a bloom of consequence.

Player fantasy / why it’s fun. “I found the one move that made the whole board go off.” The pull is authored luck: you set up the domino, the game topples it in a shower of pops. Fun is the cascade you triggered, not the cascade you watched.

Pillars

  1. The swap is the whole decision. Everything downstream — cascade, combo, special tiles — is consequence, not input. Depth lives in reading the board, not in dexterity.
  2. The board is always fair and always alive. No pre-made matches at deal, a legal move always exists, and a dead board reshuffles. The player never loses to the deal.
  3. Consequence is choreographed. The sim resolves instantly and deterministically to a script; the view animates that script (the purest form of the cosmetic rule). The juice is earned by the move, timed to the chain.

The loop stack

LayerThe beat
MomentPick a swap → watch the cascade the board runs.
EncounterA board/level: hit a goal (score, clear jelly, drop an anchor) within a move or time budget.
SessionA run of boards; difficulty ramps via goal, not rule change.
MetaLevel map, stars, boosters/unlocks, daily board.

Essential systems

SystemWhy this genre needs it
system-reward-schedulesCascades and special-tile creation are variable-ratio payoffs; the “number goes up” surge is the retention engine.
system-difficulty-and-ddaDifficulty is the goal tuned to measured bot win-rate — a distribution, not a rule tweak (see Content model).
pattern-juice-choreographyThe pop/fall/combo chain is the product; feel is timed to the deterministic script.
pattern-feedback-loopsCascades that spawn special tiles that trigger cascades — bounded so a lucky board doesn’t auto-win.
system-onboardingTeach swap → match → cascade → special tile by doing, one mechanic per early board.
system-collectiblesStars, level completion, cosmetic boards — the optional pull past “cleared”.

Content & difficulty model

Signature-mechanic seeds

Common pitfalls

Anchors

Verify

Board fairness sweep, score-accounting invariant, greedy-matcher hit-rate, golden session → design/FUN.md §13 · Match-3. Design the cascade here; prove fairness and the score invariant there.

Composes with

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.