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About Royal Matcher

A match-3 on a nine-by-nine board with five tile designs, a two-part collection goal and a fixed Steps budget on every level.

A real match-3 on a nine-by-nine board: five tile designs, a two-part collection goal printed as flower 8 and castle 7, and a "Steps" budget of 22 on Level 1.

The board is a nine-by-nine grid of chunky tiles in five designs: a green leaf, a gold helmet, a red heart, a pink flower and a blue castle (frame 3). Above it a crimson header states the contract — "Goal" over a flower and a castle, "Steps" over the number 22. Nothing is implied: the level names the two shapes to collect and how many swaps you get.

Before the board there is a chooser (frame 2). A red "Level 1" banner with a round X at its right sits over a "Goal" panel showing a flower marked 8 and a castle marked 7, and under that a "Select Boosters" row of three yellow buttons, each wearing a red badge reading 1: a pair of purple-and-white rockets, a rainbow-panelled ball, and a purple-and-white striped ball. A green "Start" button finishes the panel. You pick your loadout on the way in.

Behind all of it is the estate screen (frame 1): a red-brick castle with orange-roofed turrets in terraced gardens, a round portrait medallion of the queen at top-left, a coin pill reading 500 and a heart pill reading 3 — each with a green plus badge — and a five-icon navigation strip along the bottom with "Home" lit. A green button labelled "Level1" sits over the lawn.

Gameplay screenshots

Captured from the build running on this page, not promotional art. Every claim in the guide above names the frame it comes from.

Royal Matcher — The estate screen: the red-brick castle in its gardens, the queen's portrait medallion, a coin pill of 500 and a heart pill of 3 each with a green plus, the green "Level1" button and the five-icon strip with "Home" lit.
1 The estate screen: the red-brick castle in its gardens, the queen's portrait medallion, a coin pill of 500 and a heart pill of 3 each with a green plus, the green "Level1" button and the five-icon strip with "Home" lit.
Royal Matcher — The pre-level panel: a "Level 1" banner with a round X, "Goal" over a flower marked 8 and a castle marked 7, the "Select Boosters" row of three yellow buttons each badged 1, and the green "Start" button.
2 The pre-level panel: a "Level 1" banner with a round X, "Goal" over a flower marked 8 and a castle marked 7, the "Select Boosters" row of three yellow buttons each badged 1, and the green "Start" button.
Royal Matcher — The board in play — nine by nine, five tile designs, two gold-banded ring boosters already in the left column, the "Goal" and "Steps 22" header, and the four badged boosters plus a gear along the bottom.
3 The board in play — nine by nine, five tile designs, two gold-banded ring boosters already in the left column, the "Goal" and "Steps 22" header, and the four badged boosters plus a gear along the bottom.

How to Play

  1. Read the "Goal" panel first. On Level 1 you are collecting flowers and castles, so hearts, leaves and helmets only matter as scaffolding (frames 2–3).
  2. Swap to make three or more of a kind; the tiles that matter are the two in the goal.
  3. Clear goal tiles from the bottom of the grid upward — dropping new tiles into a cleared lower row is what sets up the next match for free.
  4. Watch the step counter. Once it is well under 22 with either goal unfinished, stop setting up big cascades and start taking any legal goal match.
  5. Match next to the gold-banded ring tiles in the left column instead of moving them — a booster already on the grid is the cheapest one you have (frame 3).
  6. If a level fails, replay it from the "Select Boosters" panel and take a different one; all three start at a single charge (frame 2).

A two-part goal, not a score

The header tracks the flower and the castle separately (frame 3). On the board frame the flower carries the number 5 and the castle carries a green check disc, while "Steps" still reads its full 22 — so we can see the two halves are marked independently, but the frames do not settle whether that check means the castle half is finished or is just a marker.

22 steps is the whole difficulty

"Steps 22" is printed on the board frame (frame 3), so the fail state is a swap budget rather than a clock. That makes Royal Matcher the planning game of this group — the opposite of Chroma Jam, which puts 05:00 on the screen and dares you to read fast.

Boosters you pick, and boosters the board made

The pre-level row offers three boosters at one charge each (frame 2). Under the board during play there are four badged buttons, each also reading 1, plus a plain gear: a rocket pair, a gold-banded purple ring, a purple-and-gold striped ball and the rainbow ball (frame 3). The ring matches the two tiles already sitting in the left column of the grid, so at least one of those four is a booster the board generated rather than one you selected.

Tips & strategies

  • The coin pill of 500 and the heart pill of 3 on the estate screen (frame 1) are the resources with plus badges over them — that is where top-ups come from.
  • Every booster badge reads 1, in the chooser and under the board alike. Nothing here comes in multiples at Level 1.
  • Five tile designs across eighty-one cells is a dense mix, so genuine three-matches appear often — which is why the step budget is tighter than 22 sounds.
  • The bottom navigation strip has five icons and "Home" is the lit one (frame 1); the board itself has no navigation, so leaving a level means going back to that strip.

Where players go wrong

  • Matching whatever is easiest. Only the two designs named in the goal matter, and the header says which.
  • Spending a booster charge early in a level; each badge says 1.
  • Ignoring the estate screen — the hearts there are what a failed level costs you.

Playing on phone, tablet and desktop

Portrait, with the nine-by-nine board filling the middle of the screen and the four badged boosters plus the gear in a row along the bottom edge, all comfortably thumb-sized on a phone. On desktop the swaps become clicks: press a tile, click its neighbour. The header panel is compact enough that the goal and the step count never need scrolling.

Frequently Asked Questions

What is the goal of each level?

It is printed twice. The pre-level panel says flower 8 and castle 7 (frame 2), and the in-play header repeats "Goal" over the same two shapes with "Steps" reading 22 (frame 3) — a collection target plus a swap budget, not a score.

How big is the board and how many tile types are there?

Nine columns by nine rows, in five designs: leaf, helmet, heart, flower and castle (frame 3). Only the two named in the goal score.

What are the icons under the board?

Four booster buttons, each badged 1 — a rocket pair, a gold-banded ring, a striped ball and a rainbow ball — followed by a settings gear (frame 3). Two of those shapes also appear as tiles inside the grid.

Are the hearts and coins on the castle screen important?

Yes. The top bar of the estate screen shows 500 coins and 3 hearts (frame 1), each with a green plus badge — hearts are what a failed level takes, coins buy the rest.

Is there a timer?

No. The constraint is the step counter in the header, which reads 22 (frame 3). Nothing on any frame counts down.

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