A memory challenge, not a race
Color Rush uses twelve shuffled cards containing six pairs. Reveal two cards at a time. Matching symbols remain revealed; mismatches turn back after a short pause. Match all six pairs to complete the board. The bright presentation does not introduce a countdown or a reaction-speed bonus.
Count attempts, not seconds
A two-card attempt is one move. The best possible six-move round scores 1,000 practice points. Deduct 55 for each additional move, down to a minimum of 100. A ten-move round therefore scores 780. Finishing faster does not increase the result. Restart creates a freshly shuffled round.
Read symbols as well as colors
Click or tap cards; on keyboard, use arrows and Enter/Space. Match the actual symbol rather than relying on color alone. Matched cards carry a visible found indicator. Wait for mismatches to settle before revealing more. Remember one new position on each miss, then use a known partner as soon as it appears. Color Rush and Card Clash share matching rules, but each keeps its own game name and recorded results. Neither has synchronized multiplayer.
The traditional matching-pairs rules
Traditional Concentration is often played with alternating players: reveal two, collect a match and usually play again; after a mismatch, turn both back and pass the turn. The player with the most pairs wins. Color Rush adapts that memory task into a solo score for efficient completion. It is not a color-sorting, shedding-card or racing game.
A little inspiration.
Now make it your own.


