Smack! is an exact replica of another game out there that is also named with a violent, one-syllable onomatopoeia. That game is by Trevor Truran and it is fantastic, and many people wish to play it online somewhere. J. Ryan Opp has made Smack! as a stop-gap measure to fulfill that wish.
Smack! is played in two halves simultaneously. On one half, one player will control the nerds, the other the bullies, and on the second half vice versa. Thus, one player will be green and one player orange. At game end, each player receives points for the opponents' pieces he sent to the nurse's office, added together from both sides to determine an overall winner. Nerds are worth 1 point each, and bullies are worth 4 points each.
The setup for each half is done for you with nerds around the outside, with a few gaps, and bullies around the center dead space. No one may step on or move through this space.
If playing both halves of the game simultaneously, which is recommended, players should alert the other player as to whose turn it is on which board by flipping the large turn tokens. It doesn’t matter if one board progresses faster than the other in terms of number of moves, or if one board finishes earlier, but try to pay them equal attention.
The nerds go first in each half. Nerds can move as far as they want in a straight, uninhibited line, both orthogonally and diagonally. This regular move is not an attack, and cannot remove bully pieces. To do that, a nerd needs support from other nerds adjacent in a straight line. If you have a straight, unbroken line of X nerds, including the one you want to do the attacking (on the end of the line), you can move the attacking nerd X spaces or less away and replace a bully that is sitting in one of those spaces, removing him. Using this same logic, a nerd by himself is a line of 1. If he is sitting next to a bully at the start of his turn and hasn't been removed, he can simply replace and remove the adjacent bully.
The bullies are slower but harder hitting. A bully may move 1 space at a time in any direction, orthogonally and diagonally. At the end of each move, all adjacent nerds in the surrounding 8 spaces are removed. The bully cannot step directly on top of a nerd, but removes them adjacently. A bully can move further with the support of other bullies in a straight, unbroken line behind him. A line of X bullies can send the one on the end X spaces or less in that direction. However, to gain this extra movement, the bully must eliminate at least one nerd adjacent to where he landed.
Play both games simultaneously, using the large turn markers to remember whose turn it is in which board. At some point in the game, it will be difficult or impossible to remove enough of the opponent's pieces without sacrificing too many of your own to make it worthwhile. When both players feel this way, they may agree to end that half of the game. When both sides are ended, count up points to determine a winner.