How to Play
War of Whiskers takes the satisfying click of match-3 and bolts on the depth of a turn-based strategy battler. Match gems, command four coloured Kings, and outplay your opponent over thirty rounds of tactical combat.
Four Kings on the Board
Forget watching gems fall and counting points. Each player commands four coloured King pieces — Red, Yellow, Green and Blue — that live directly on the match-3 board next to the gems.
Your Kings have health, can be moved, can be attacked, and can block enemy matches. They are the heart of every game. Lose them, and you lose the war.
- Each King has its own HP bar that takes damage from matches
- Move a King independently to set up devastating combos
- Kings ignore gravity — explosions never knock them out of position
- Eliminate all four enemy Kings for an instant win
Thirty Rounds. Two Actions. One War.
You and your opponent trade turns until the round counter hits zero, or one of you is left without a King.
30 Rounds
Every battle consists of 30 rounds — a total of 15 turns per player. You must outwit your opponent within 30 rounds to secure victory. Every move counts, and no time is wasted.
2 Actions
Each turn, you have 30 seconds to perform two actions. These actions give you the freedom to attack, defend, reposition, or build up special abilities. Use them wisely — each turn could be the tipping point.
Two Win Paths
Victory can be achieved in one of two ways, either defeat all four enemy kings for a decisive win, or outscore them by the time the rounds end. Careful strategy in either path can lead to victory.
How to Match
Three or more gems of the same colour, or a clever shape, creates a match. The bigger the match, the bigger the reward — and the bigger the threat to your opponent.
Three in a Row
Scores points for the matched colour and chips away at the corresponding enemy King.
Line Tile
Four in a row scores big, grants a bonus turn, and creates a Line tile that clears a full row or column.
Rainbow Tile
Five in a row creates a Rainbow tile, grants a bonus turn, and sets up the most devastating combo in the game.
Bomb Tile
Five gems in an L formation detonate into a Bomb tile — perfect for cracking clustered defensive Kings.
Bomb Tile
Five gems in a T formation. Same payoff, different setup.
The Four Power Tiles
Bigger matches and clever shapes create special tiles. Each one changes how the board behaves — and how much damage your Kings take.
Vertical Line
From a vertical Match-4. Wipes out the entire column — gems, threats, and unlucky Kings.
Horizontal Line
From a horizontal Match-4. Sweeps a full row — perfect for clearing a path to a damaged King.
Bomb Tile
From a T or L shape. Detonates a 3×3 area, hitting every King in the blast.
Rainbow Tile
The Match-5 reward. Removes every gem of a chosen colour and deals 150 damage to the matching King.
Chain Them Together
Adjacent special tiles can be swapped together regardless of colour. Stack them to detonate match-ending chain reactions.
Bomb + Line
Detonates a full row or column with explosive 3×3 force, hitting every King in the path.
Bomb + Rainbow
Turns every gem of the matching colour into a bomb. Catastrophic board-wipe damage.
Double Line
Combines a vertical and horizontal Line tile to clear an entire row and column at once.
Rainbow + Rainbow
The forbidden combo. Wipes the board, damages every enemy King, and resets the field in your favour.
No Lucky Cascades
Most match-3 games reward whoever drops a lucky combo. War of Whiskers strips that out — wins are earned with planning and positioning, not a roll of the dice.
Score & Trigger
Cascading gems still score and set off existing specials, so chain reactions reward smart setups.
Create New Specials
Cascade matches never spawn new Line, Bomb, or Rainbow tiles. Specials come from deliberate matches only.
Locked In Place
Clears beneath a King don't drop them. Their position is yours to control and defend.
Earned, Not Granted
Extra turns only come from intentional Match-4s and Match-5s. Every advantage has a cause.