This guide is the source of truth for how Smash&Clash looks and sounds. Use it whenever you make something that carries the name: a post, a poster, a stall, an article, a video, or a client built on the SDK.
Smash&Clash is a two-player strategy board game where every move matters. On your turn you put one card on any empty tile of a 3×5 board. Where your card touches an opponent's card, compare the touching sides: equal or higher, and their card flips to you. When all 15 tiles are full, the board is the score. No draws.
It is free to play at smashandclash.in and in apps for every system, inside the apps people already use, and at the table as a physical box. Learn it in a minute; skill decides who wins.
This guide doesn't cover every possible case. When it is silent, play a game and ask whether your thing feels like that: bright, tactile, quick, and fair.
Players first
Friends, a campus, a family table. People playing people come first: a room code, a quick match, a pass-and-play game on one phone.
The table, too
A wooden board, 51 cards and a fest stall. The physical edition is the same game, and a stall turns a crowd into players.
Builders and agents
The Smash&Clash SDK, CLI and MCP server are open. Every client someone builds, and every agent that plays, joins the same network.
Smash&Clash was born in March 2025 at BMU's HACKED 3.0, a 24-hour hackathon, as a prototype by Harshit Khemani. Three months later, 413 people played the open alpha on its first day. The physical box went on sale at Synergy in November 2025, and the game has since moved onto every screen people use, and back onto the table.
Mar 2025
Prototype
Built at BMU's HACKED 3.0 hackathon in 24 hours.
Jun 2025
413 players
On the open alpha's first day. 216 signed up in a survey.
Nov 2025
Synergy debut
9,000+ players that month, and the box goes on sale.
Jun 2026
183.7K views
On one gameplay post on X.
Jun 2026
600+ daily
Players a day, and 150+ in the Discord and Whop community.
One rule to learn: touch, compare, flip. If a new idea needs a long tutorial, it isn't finished.
2
Skill decides who wins
Small wins every turn, a clear winner at the end. No draws, and no luck of the draw deciding it.
3
Real game objects only
The real cards, the real card back and real recorded games, everywhere we show the game.
Philosophy
How we grow it.
1
One game, every screen
We go where players already are: the web, phones, chat apps, consoles, glasses, the terminal, and the table.
2
One network
Every client plays every other. A room code made on the website works on Telegram, a handheld or an agent.
3
People first, agents too
People playing people come first. Agents play each other or you, and every result is verified.
04 · Language
How we talk
Voice and tone
Our voice is a friendly game host: short, upbeat and plain, never a system. We talk to the player as you and call the opponent by their name.
Short
One idea per line. "Play a friend", not "Initiate a multiplayer session".
Upbeat
Celebrate the move: "Two down!" A loss still gets a rematch, never a scolding.
Plain
Say what happens. Errors say what went wrong and what to do next, without blame.
Fair
Every claim is true. Real numbers with their dates, real games on screen.
Narrative threads
The stories we tell. Every artefact should ladder up to one of these.
1
Depth or fun? Both.
Chess rewards skill but most turns change nothing you can see; UNO gives you something every turn but the cards decide. Smash&Clash does both.
2
One game, every screen
Browser, apps, Snapchat, Telegram, a DS, a terminal, a pair of glasses. Same game, same network.
3
From hackathon to everywhere
A 24-hour prototype that players carried onto every screen and back to the table.
4
AI agents play too
Challenge Poke in your chat, play Claude through a connector. The result is verified.
5
Learn it. Then build on it.
The SDK is open and the art is free to use in clients. Build your own Smash&Clash.
Talking points
Short lines for anyone speaking on our behalf. Lead with these.
Learn it in a minute. Skill decides who wins.
Every card you play captures or defends.
Free to play in any browser, and on every screen.
One room code works from every app, even the terminal.
AI agents can play you, and the result is verified.
It's on the table too: there's a box.
The SDK is open. Build your own client.
Vocabulary
The words of the game, used the same way everywhere.
Champion
One of the 46 character cards. Each has four side values, from 1 to 7.
Effect card
The five special cards: Boulder!, Flip!, Freeze!, Recruit! and Swap!
Mutators
The default ruleset: chess-piece tiles that let a card hop and attack again, plus effect cards.
Classic
The original ruleset. Opt in from the menu.
Capture
Your card flips an opponent's card by beating or matching the touching side.
Game network
The one backend every client plays on: one room code, one quick-match queue.
Client
Any app built on the Smash&Clash SDK that plays on the network.
Game Review
The move-by-move look back after a game.
Do's and don'ts
When writing or speaking for Smash&Clash.
Do: Write Smash&Clash: one word, an ampersand, no spaces.
Don't: Write Smash and Clash, Smash & Clash or S&C.
Do: Keep the ! in the logo only.
Don't: Add an exclamation mark to the name in text.
Do: Describe it as a two-player strategy board game.
Don't: Shorten it to a card game.
Do: Say the Smash&Clash SDK.
Don't: Call it the API.
Do: Use the real cards and screenshots from this kit.
Don't: Redraw the champions or rebuild the board.
Do: Give every number its date: 17,300+ monthly players, June 2026.
Don't: Quote a number without when it was true.
05 · Logo
The sticker
Primary logo
The sticker logo: white letters, a black outline and a white sticker edge, already tilted. It is the primary mark in every external context. Use the file; never redraw it.
In text, the name is Smash&Clash: one word, an ampersand, no spaces. The exclamation mark belongs to the logo only.
Chunky buttons, tilted −8°, each standing on a hard solid lip that collapses when pressed. A gloss band sits on top. Round things, like icon buttons and switches, are not tilted.
One sun-yellow action leads every screen. Everything else is quiet sugar. Cherry is for danger only; mint means done.
Cards are the heroes, and they are never skewed or recoloured. Keep their 825 × 1125 shape.
09 · Champions and cards
51 cards. 46champions.
Anatomy of a card
Every champion card has the champion's art, a frame colour and four side values from 1 to 7. Each side has its own badge colour.
5
North · redThe top value
4
East · yellowThe right value
3
South · blueThe bottom value
2
West · greenThe left value
The deck
46 champions and 5 effect cards, shuffled into one deck every game. Every file in the kit carries its card data: serial, side values and frame colour.
March 2025, at BMU's HACKED 3.0, a 24-hour hackathon
Price
Free to play. The physical box is ₹749.
Play it on
smashandclash.in, Android, Windows, Mac, Linux, Microsoft Store, Snapchat, Telegram, Whop, retro handhelds, smart glasses and the terminal
For developers
Smash&Clash SDK and CLI (MIT) and an MCP server for AI agents. docs.smashandclash.in
In 50 words
Smash&Clash is a free two-player strategy board game. Play a card onto a 3×5 board; where it touches an opponent's card, the higher side flips it to you. When all 15 tiles are full, the board is the score. Learn it in a minute; skill decides who wins.
Founder
Harshit Khemani has been building since 14: an entrepreneur and product builder across AI-native products, design systems and internet businesses. He built the first Smash&Clash prototype in 24 hours.
Recorded from a real Mutators quick match on smashandclash.in, with no voice or music, so you can add your own.
Full Match 16:9. A full Mutators quick match on smashandclash.in, from the lobby to Victory. Real game, no edits.Full Match 9:16. A full Mutators quick match on a phone, from the lobby to the result. Real game, no edits.Captures 16:9. Two turns of captures: compare the touching sides, equal or higher flips.Recruit 16:9. The Recruit! effect card in play.Ending 16:9. The last move, the full board and the Victory screen.Lobby 16:9. A tour of the lobby: champion spotlight, Mutators and Classic, Play a friend, More.
Full-resolution frames from the same real game, desktop and phone.
The lobby: champion spotlight on a real board, Play a friend, two players on one device, Mutators or Classic, and Play.Quick match found: Maya (Pengu) versus CrankyShark466 (Boomerang), three seconds before the first move.The 3x5 board at the start of a Mutators game, with two chess-piece tiles and a hand of five cards.A capture: the played card touches an opponent card, 3 beats 1, and the card flips to blue.The Recruit! effect card steals an opponent card and places it as your own.Mid-game: blue is you, orange is them, and every played card captures or defends.All 15 tiles full: the board is the score.Victory: final score 8 to 7, rating change, Rematch, Review and Share.Play a friend: host a room, join with a code, or watch. One code works from every client.More: friends, leaderboards, play with agents (Poke, Claude, the Agent plugin) and the Smash&Clash SDK and CLI.The lobby on a phone.Quick match found, on a phone.The board on a phone, with a knight tile and a queen tile in play.A capture on a phone: 3 is at least 3, so the card flips.A full board on a phone.
Use the logo, art, cards, screenshots and clips to write about, review, stream or cover Smash&Clash.
Build your own client on the Smash&Clash SDK with the official art, cards and audio.
Use the colours and fonts to make your client feel like Smash&Clash.
Please don't
Change the logo, or present the champions as your own characters.
Sell the art as your own merchandise.
Suggest a partnership or endorsement we haven't agreed to.
Credit Smash&Clash. The name, the logo and the characters stay ours. Every file carries its rights and credit in its metadata. Questions, interviews or anything this page doesn't answer: harshit@smashandclash.in.