A four-player board party on a candy ring floating above a cloud sea. Roll the die, waddle round the loop, and try to be the one holding the most Stars when the confetti falls.
How it plays
Three rounds, four players. You are P1; the other three seats are CPU rivals. Each round is four laps of the turn order, so every seat lands twelve times.
On your turn you roll the die and walk that many tiles. The tile you land on resolves:
- Blue
+4— coins in - Red
−3— coins out (never below zero) - Green
?— a coin gift, a coin tax, a lucky double, or a free ride - Corner Store — spend coins on a Double Die, a Shield that blocks the next red, a Lucky Charm that upgrades the next green — or a Star
The Star is the only thing that wins. Twenty coins buys one, and the Star Space moves every round so nobody can camp a corner.
Every round closes with COIN CLASH: all four toys drop onto a sky arena for sixty seconds and scramble for coins that pop out of the floor. Most grabs takes a coin bonus, then it is back to the board.
After round three the ceremony ranks everyone by Stars, with coins breaking the tie.
Controls
Entirely hot-seat and point-and-click — no keyboard needed. Press PLAY on the title, ROLL on your turn, and pick from the shop when it opens. The match paces itself, so a turn always resolves whether you click or not.
What it looks like
Chunky low-poly toy-shop 3D: matte clay-plastic in saturated candy colours, lit by one warm key with a pale sky bounce, floating over pastel clouds with thick cream-and-coral display type. Pristine — no dirt, no wear.
Credits
Built in Zero with the engine's own game workflow. Board, rules, HUD, showdown and sound were built as five parallel slices against a shared rules module; models and portraits were generated to a written art direction.
MIT licensed.
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