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Alpaka Push
Match three, push your luck, win the whole herd.
Alpaka Pusha match-3 duel from the altiplano
How to play
The queue is shared. It turns on the wheel to the right. The tile
on turn is in your hand — its shelf sits empty. Above it you can
see the next two tiles, so you always know what your opponent gets and what comes
back to you. The ring says whose tile it is.
Push it in with an arrow from the top, left or right. Hover an
insert field: the tile appears outside the board and you see where it lands, how
many tiles shift and whether one falls off. Only the click pushes. The fields are
buttons, so Tab + Enter works too.
If the row or column has a gap, tiles just shift. If it is full,
the far tile falls off the board and is gone for good.
Tiles always fall down. Three or more alike in a row or column
vanish. Four count ×2, five ×3. Whatever falls next can cascade — the second
match in one turn is ×2, the third ×3.
Values read straight off the tile: a stripe is worth ten
(one stripe 10, three stripes 30), fruit runs 40–50–60 by size and the
gem is a flat hundred.
The seven is a jackpot — it pays +77 the moment
it lands, then vanishes. The bomb never matches. It detonates on
landing and clears the 3×3 around it. Neither ever comes from the refill.
The board refills to 15 tiles, so it never runs empty. Above 22 tiles the frame
pulses red — you are about to start losing tiles.
Every 250 points one alpaca walks over from your opponent across
the pasture between you. Whoever owns all six wins.
You have 15 seconds per turn. When it runs out, a random move is played.