---
title: "Place and merge: API"
package: "@phaser-ae/place-merge"
tier: Pro
version: 3.0.0-1
released: 2026-10-19
updated: 2026-10-20
description: "Placement-merge puzzle rules where the player places a dealt item and three connected equals merge a tier up on that cell, with walkers, tombstones, wildcards, bombs and generators."
url: https://phaser.io/packs/place-merge/api
site: Phaser - https://phaser.io
---

# Place and merge: API

`@phaser-ae/place-merge` — Place the dealt item and three connected equals merge a tier up where you placed it; walkers trapped together turn to tombstones, as in Triple Town.

## The pack

### `placeMerge`

```ts
function placeMerge(): Pack<{ placeMerge: PlaceMergeApi }>
```

The `place-merge` pack. Pure logic, so it needs no backend and runs headless.

## Helpers

### `createPlaceMerge`

```ts
function createPlaceMerge(cfg: PlaceMergeConfig): PlaceMerge
```

Creates a placement-merge board.

### `TRIPLE_TOWN_CHAINS`

```ts
const TRIPLE_TOWN_CHAINS: readonly MergeChain[]
```

Triple Town's three chains: grass to the triple castle, tombstone to the treasure chest, rock to the mountain, with
their points per tier.

### `TRIPLE_TOWN_DEAL`

```ts
const TRIPLE_TOWN_DEAL: readonly DealEntry[]
```

A deal like Triple Town's: mostly grass, some bushes and trees, a bear now and then, rare crystals and bombs.

## Classes

### `PlaceMerge`

```ts
class PlaceMerge
```

A Triple Town board.

- `readonly cols: number` — Columns.
- `readonly rows: number` — Rows.
- `readonly chains: readonly MergeChain[]` — The chains in force.
- `gameOver: boolean` — True once the board is full.
- `score: number` — Score.
- `turns: number` — Turns played.
- `constructor(cfg: PlaceMergeConfig)`
- `item(x: number, y: number): Item | null` — The item at (x, y), or null.
- `get deal(): Item` — The item to place next.
- `get storage(): Item | null` — The item in the storage slot, or null.
- `get topTier(): number` — The highest block tier on the board.
- `place(at: XY): PlaceResult` — Place the deal. Blocks, walkers, wildcards and generators need an empty cell; a bomb needs an occupied one.
- `store(): void` — Swap the deal with the storage slot (an empty slot takes the deal, and a new one is dealt).
- `findPlaces(): { at: XY; merges: number; tier: number }[]` — Every legal placement for the deal, best first: the biggest tier made, then the most merges.
- `autoplay(maxTurns = 500): PlaceResult[]` — Play the best placement each turn until the board fills or `maxTurns` pass.
- `snapshot(): PlaceMergeSnapshot` — The whole state as plain data.
- `restore(snap: PlaceMergeSnapshot): void` — Return to a `snapshot()` of a board with the same size and rules.
- `debugGrid(): string` — The board as text, for tests: `.` empty, `B` walker, `G` generator, otherwise the chain letter (a, b, c…) and tier.

## Types

### `DealEntry`

```ts
type DealEntry = | { kind: 'block'; type: number; tier: number; weight: number } | { kind: 'walker' | 'wildcard' | 'bomb'; weight: number } | { kind: 'generator'; type: number; tier: number; every: number; charges: number; weight: number }
```

One entry of the deal table.

### `Item`

```ts
interface Item
```

A placed or dealt item.

- `id: number` — Unique id for the item's life.
- `kind: ItemKind` — What it is.
- `type: number` — A block's chain (an index into the config's `chains`); a generator's output chain; -1 otherwise.
- `tier: number` — A block's tier in its chain; a generator's output tier; 0 otherwise.
- `charges?: number` — A generator: drops left.
- `every?: number` — A generator: turns between drops.
- `wait?: number` — A generator: turns until the next drop.

### `ItemKind`

```ts
type ItemKind = 'block' | 'walker' | 'wildcard' | 'bomb' | 'generator'
```

What an item is. Only blocks merge.

### `MergeChain`

```ts
interface MergeChain
```

One merge chain: how many tiers it has and what each scores when made.

- `name?: string` — Name, for presenters (`'grass'`).
- `tiers: number` — Tiers in the chain: a merge into the last tier makes it, and it never merges again.
- `score?: readonly number[]` — Points for making each tier, by tier. Missing entries use the last one.

### `PlaceMergeApi`

```ts
type PlaceMergeApi = typeof kit
```

`game.placeMerge` — every function, class and table this pack carries, as one namespace.

### `PlaceMergeConfig`

```ts
interface PlaceMergeConfig
```

Configures `createPlaceMerge`.

- `cols: number` — Columns.
- `rows: number` — Rows.
- `seed?: number` — Seed for the deal and the walkers. Default 1.
- `chains?: readonly MergeChain[]` — The merge chains, by type. Default: `TRIPLE_TOWN_CHAINS`.
- `deal?: readonly DealEntry[]` — The deal table. Default: `TRIPLE_TOWN_DEAL`.
- `tombstone?: { type: number; tier: number }` — What a trapped walker becomes. Default: tier 0 of chain 1 (the tombstone chain).
- `rock?: { type: number; tier: number }` — What a wildcard becomes when nothing would merge. Default: tier 0 of chain 2 (a rock).
- `overMerge?: number` — Score multiplier for a merge of four or more. Default 2.
- `start?: readonly [number, number, Omit<Item, 'id'>][]` — Items on the board at the start, as `[x, y, item]`.

### `PlaceMergeSnapshot`

```ts
interface PlaceMergeSnapshot
```

The plain-data state of a board.

- `grid: (Item | null)[]` — Cells, row by row.
- `s: { score: number; turns: number; gameOver: boolean; deal: Item; stored: Item | null; nextId: number; rng: RngState }` — The other state.

### `PlaceResult`

```ts
interface PlaceResult
```

The result of one `place()`.

- `valid: boolean` — False when the placement was refused: nothing changed.
- `steps: PlaceStep[]` — The turn's steps, in order.
- `merges: number` — Merges the turn caused, cascades and trapped walkers included.
- `points: number` — Points the turn scored.
- `topTier: number` — The highest tier on the board after the turn.
- `gameOver: boolean` — True once the board is full.

### `PlaceStep`

```ts
type PlaceStep = | { type: 'place'; at: XY; item: Item } | { type: 'wildcard'; at: XY; becomes: Item } | { type: 'bomb'; at: XY; removed: Item } | { type: 'merge'; at: XY; from: XY[]; result: Item; points: number } | { type: 'walk'; moves: { id: number; from: XY; to: XY }[] } | { type: 'trapped'; cells: XY[] } | { type: 'generatorSpawn'; from: XY; at: XY; item: Item } | { type: 'generatorSpent'; at: XY } | { type: 'gameOver' }
```

One journal step of a turn, in play order.

### `XY`

```ts
interface XY
```

A cell: column `x`, row `y`, both from 0 at the top left.

- `x: number` — Column.
- `y: number` — Row.

---

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