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Smash&Clash runs on the server. A client draws it, sounds like it, and sends moves. The SDK and the API give you every piece the official game uses:

Cards and art

The finished card face, the frameless character art, frame colours, value-badge colours, the card back and template, VS art.

Attack animation

Each character’s wind-up and strike drawings, where they pivot, and the timing of every attack.

Sound

Music for every screen, every sound effect, the announcer, and each character’s voice lines.

Players and leaderboards

Public player profiles, and club, Discord and Whop leaderboards.
To make it look like Smash&Clash (or your own flavour of it), give your agent smashandclash.design, the game’s design system as a .design file, and the design-engineering skill: npx skills add AgentsORG/design-engineering.

The game as your seat sees it

On your turn, a game’s view carries what a client needs to draw it and to let a player pick a move:
  • every card in view.hand and view.board has its cardId, the id in the card list, so you can show its art;
  • view.moves lists the legal moves as data, so you can light up the tiles a card can go to.
Play a move by its name. For a client that keeps its own copy of the game, seat sync streams your seat’s state and every move’s public events. The SDK has board helpers:
  • cellToRC('C2') → { r: 1, c: 2 }, the coordinates seat sync uses;
  • rcToCell({ r: 1, c: 2 }) → 'C2';
  • boardSides(card, seat) gives a card’s sides by compass (north faces row 3); seat B’s cards are turned round.

The kit

Every URL is absolute and served from the game’s CDN.

Using the art and audio

The art, audio, characters and the Smash&Clash name are Smash&Clash’s. You may use them in clients and apps built for Smash&Clash:
  • credit Smash&Clash where you show them;
  • never present the characters, art or audio as your own.
The SDK and CLI code is MIT licensed. Paid tournaments have their own rules: see Section 14A of the Terms.