Treasure Adventure: Match 3
Roll a die to move, match tiles to clear the stop you land on — this one leans harder into the board game half of the hybrid than Treasure Party does, and the result is a puzzle game that feels more like a tabletop session than a typical tile-matcher.
4.0 / 5 — editorial score
First half hour
A short tutorial map introduces the dice-first structure immediately: roll, move, land, then clear whatever match-3 challenge that space throws at you. It is a touch busier to explain than a straight match-3 game, but it clicks within one map, and by the second map you are already anticipating which spaces are worth aiming for with a good roll.
Controls and comfort
Everything is tap-driven — tap to roll, tap to swap tiles — and the interface stays legible even when a stage crowds the board with several tile types at once. There is no swipe-to-match gesture to fumble, which keeps the pace brisk even on a smaller phone screen.
Modes and structure
Multiple adventure maps replace the single continuous board other match-3 games use, and each map has its own light framing — a new story beat, a new set of obstacles. It keeps the format from feeling like one long, undifferentiated grind, and finishing a map gives a clear sense of a chapter closing rather than the board simply resetting.
Look and sound
The art style is bright without being cluttered, and the dice-roll animation has enough weight to feel like an actual decision point rather than a formality between matches. Tile icons stay easy to tell apart even on the busier maps, which matters more than it sounds once several hazard types are on the board together.
What earns the praise
Splitting progress across discrete maps, each with its own small narrative hook, gives the game a sense of forward motion that a single endless board would not have. Pairing a dice roll with match-3 is a simple idea, but it changes how you plan a turn — you are reacting to the roll rather than choosing every move freely, which adds a layer of light strategy the genre does not usually ask for.
Where it gets tedious
The dice roll occasionally lands you on a stage that is a clear step up in difficulty from the one before it, which can feel like a spike rather than a curve. Players who want pure, uninterrupted match-3 may find the board layer slows the pace, and with a smaller install base than Treasure Party, there is less of a community layer around it if that matters to you.
What earns it points
- Dice-and-map structure adds real variety between stages
- Bright, legible art even on busy boards
- Small install base has not stopped the maps from feeling polished
What holds it back
- Occasional difficulty spikes depending on the dice roll
- Busier to learn than a straight match-3 game