1
Overview
Smashy is marching towards the Cloud Kingdom!
Players must use their memory and the magic tiles on the board to defeat Smashy before he reaches the castle.
This is a cooperative memory matching game for 1–4 players. Each round, Smashy rolls the dice and takes his turn first — then players flip two tiles to find matching pairs. Each matched pair triggers a powerful ability!
Players
1–4 players, cooperative. Works great solo too!
2
Components
Memory Tiles
24 tiles (12 pairs)
Smashy's Dice
Easy, Medium, and Hard Dice
Smashy Token
1 Smashy Token
Smashy Health Cubes
12 black health cubes
Smashy Health Cubes (Ultra Smash Mode)
3 yellow health cubes
Cloud Kingdom
1 Cloud Kingdom
Fluff Wall Token
1 wall
Rock Tokens
2 rocks
Glitter Guard Token
1 shield
Smashy's Mountain
Start tile (always first)
Rainbow Gate
End tile (always last)

3
Setup
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1
Firsties: The player who has most recently touched glitter goes first, followed by the player to their left.
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2
Choose a difficulty: Easy (blue dice), Medium (purple dice), Hard (yellow dice), or Ultra Smash Mode (yellow dice, 15 HP).
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3
Shuffle all selected tiles face-down and lay them out in a winding path on the table (can be messy or ordered, as long as you know the path!). Place Smashy's Mountain face-up at the start of the path and the Rainbow Gate face-up at the end of the path, closest to the castle.
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4
Set up the castle: Place the castle at the far end of the tile path. Place the Glitter Guard and Fluff Wall tokens beside the castle.
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5
Place Smashy's token on the farthest tile from the castle. Place the rock tokens beside Smashy.
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6
Set Smashy's HP: Easy/Medium/Hard — all black cubes (12 HP). Ultra Smash Mode — add the 3 yellow cubes (15 HP).

4
How to Play
Players alternate between Smashy's Turn and the Player's Turn. Smashy always goes first.
When Smashy moves, he skips over matched tiles that have been removed from the game — they don't count as steps. He only lands on unmatched tile spaces.
To Start Every Turn — Smashy Rolls the Dice
See Section 6 for what each dice face does.
The Player's Turn — Flip Two Tiles
Flip any face-down tile, then flip a second tile. Two outcomes are possible:
Match! Both tiles show the same image. Their power activates immediately, and the pair is removed from play (left face-up, out of the game).
No Match. Both tiles flip back face-down. Try to remember where they were!

5
Tile Powers
When you match a pair, the tile's power triggers immediately. Each tile type is described below with its default number of pairs in a standard game.
Basic Tiles
All basic tiles either cause Smashy damage or push him back. The tile will say on the face what the action is and how much damage or pushback each one causes.
Feather Arrow
Deals 1 damage to Smashy.
Cumulus Cannon
Deals 2 damage to Smashy.
Rain-Bow
Deals 3 damage to Smashy.
Cloudy
Pushes Smashy back 1 space.
Unicorn Horn
Deals 2 damage and pushes Smashy back 2 spaces.
Rainbow Tornado
Pushes Smashy back 3 spaces.
Special Tiles
Rainbow Royals
1 pair (special)
Deals 3 damage to Smashy and pushes him back 3 spaces. This is not a typical match — the King tile and Queen tile look different but must be matched with each other.
Freeze Wand
Deals 1 damage and Freezes Smashy for one turn — he skips his next dice roll entirely.
Glitter Guard
Deals 1 damage to Smashy and grants 2 castle shields. Flip over any tile and place a shield token on top — that tile remains face up until a match is found on it.
Wall of Fluff
Adds 1 Wall of Fluff token to the Cloud Kingdom. Each token absorbs one breach when Smashy would hit the castle.
Sparkle Wand
Lets you peek at up to 4 face-down tiles of your choice without flipping them. Peeked tiles are NOT considered matched and are not removed from play.
Glitter Hole
When matched, immediately removes all rock tokens from the board and deal 2 damage to Smashy.


7
Dice Guide
Easy Die (Blue)
Taunt ×2 · Step 1 ×2 · Step 2 ×2
Medium Die (Purple)
Step 1 · Step 2 · Step 3 · Rock ×2 · Thunder
Hard Die (Yellow)
Step 1 · Step 2 · Step 3 · Step 4 · Rock · Thunder
8
Special Rules
All Tiles Blocked
If every remaining face-down tile is covered by a rock or wall, the player cannot flip any tiles. The player must pass on their turn and Smashy rolls again.
Rainbow Gate
If Smashy throws a rock while standing on the Rainbow Gate, the rock is captured by the castle and is removed from the game.
9
Winning & Losing
Victory!
Players win if Smashy's HP reaches 0.
Defeated!
Players lose if Smashy reaches the castle and no Fluff Walls remain to stop him.
10
Difficulty Guide
Easy
Easy Dice (Blue)
12 Smashy HP (all black)
Medium
Medium Dice (Purple)
12 Smashy HP (all black)
Hard
Hard Dice (Yellow)
12 Smashy HP (all black)
Ultra Smash Mode
Hard Dice (Yellow)
15 Smashy HP (black + yellow)
Custom
Use whatever dice, health, and tiles you want. Who are we to tell you how to live your life?