> For the complete documentation index, see [llms.txt](https://help.craftsmanplus.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://help.craftsmanplus.com/play/layers/game-mechanics/match-3.md).

# Match 3

A classic match-three puzzle. The player swaps neighboring items to line up three or more of a kind, with optional special tiles.

Match 3 fills a grid with items. The player swipes an item to swap it with its neighbor. Lining up three or more of the same item clears them, and new items drop in from above. A swap that doesn't make a match slides back.

### Layers

* **Item 1** to **Item 8** are the item types on the board. The game uses as many as **Number of Item** asks for, and hides the rest.
* **Line Clear**, **Cross Clear**, **Area Bomb**, and **Match Bomb** are the special tiles. Each one is only used when its toggle is on in the **Special** section.

### Game Settings

**Layout**

* **Number of Item** sets how many different item types appear, from **4** to **8**. Default is **5**. Fewer types make matches easier.
* **Number of Columns** sets the grid width, from **3** to **8**. Default is **5**.
* **Number of Rows** sets the grid height, from **3** to **8**. Default is **5**.
* **Item Size** sets the size of each item as a percentage. Default is **50%**.

**Matching**

* **Match Animation** is the effect when items clear. **Break Apart** is currently the only option.

**Special**

Special tiles appear on the board after the player makes a few matches. Swiping a special tile fires it.

* **Special Frequency** sets how often special tiles appear: **Low**, **Medium**, or **High**. Default is **Medium**. On Low a special appears every 5 to 8 matches, on Medium every 3 to 5, and on High every 2 to 3.
* **Line Clearer** clears the whole row or column, in the direction it's swiped.
* **Cross Clearer** clears both the row and the column it's in.
* **Area Bomb** clears the items surrounding it.
* **Match Bomb** clears every item of the type it's swapped with.

All four are **off** by default. When more than one is on, the game picks one at random each time a special appears.

### Progression

| Variable           | Default | What it does                                |
| ------------------ | ------- | ------------------------------------------- |
| **Starting Score** | 0       | The Score the game begins at.               |
| **Score Per Item** | 2       | Points added for each item cleared.         |
| **Starting Moves** | 10      | The number of moves the player begins with. |

Triggers can watch **Score** and **Moves**.

* **Score** rises by Score Per Item for every item cleared, including items cleared by special tiles and chain reactions.
* **Moves** drops by one each time items clear. A swap that doesn't make a match is does not decrease score.

**Example triggers:**

* Score **Reaches** 100, action starts your end card scene.
* Moves **Drops to** 0, action starts your try-again scene.


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