Hackers

Mechanics

Mancala • Take ThatTurn Order: Progressive


Game Overview

Core Concept:

  • Hackers is a 2–5 player game where players become elite Hackers attempting to breach rival firewalls and take over their core systems.
  • Using a unique twist on the classic Mancala mechanic, players gather blocks of code and choose between attacking their rivals or developing powerful Hacker Tools.

Key Systems:

  • Shared Mancala Network:
    • Players control a looped network of three spaces each on a shared board. On their turn, they pick up all code blocks from one space and redistribute them clockwise, one per space.
    • If the final drop lands on a space with matching color blocks, all are collected.
    • Landing on an empty space earns a bonus turn.
      • Collected blocks are then used to either attack opponents’ firewalls or create Hacker Tools. The shared network constantly shifts, requiring timing and prediction.
  • Hacker Tools (Color-Coded Abilities):
    • Purple: Collect blocks based on the first space seeded, not the last.
    • Yellow: Sow blocks counter-clockwise instead of clockwise.
    • Blue: Remove up to 3 blocks from any one space in your network.
    • Green: Swap contents of two spaces within your network.
    • Orange: Swap a space in your network with a weaker external one.
  • Players can also spend 2 Hacker Tools to heal their firewall or 3 Hacker Tool to relocate their entire network.
  • Viruses (Unstable Code Blocks):
    • Starting in Round 2, brown Virus blocks are mixed into the supply bag and placed on the board like normal code.
    • Virus Special Rules:
      • Viruses must be placed first during distribution.
      • When placed, they automatically attack the player by transferring one block of that color from the target space to the player’s firewall.
      • If 3+ viruses land in one space, all blocks there are wiped from the game.
    • Hacker Tools offer key methods for virus manipulation or removal.
  • End-of-Turn Network Refill:
    • After each player’s turn, a Network Card is drawn, identifying three networks to replenish.
    • Spaces with 0–2 blocks are filled from the bag up to 3 (introducing possible Viruses).
    • Spaces with 3+ blocks are skipped.

Design Principles:

  • Combo-Driven Tension: Every turn is a puzzle of movement, timing, and opportunity. Players chase clever, chain-reactive plays while watching their own firewall crumble.
  • Constant Player Interaction: Attacks are relentless and direct — players can’t opt out of engagement. Defense, prediction, and retaliation shape every decision.
  • Evolving Replayability: Randomized code block placement and flexible Hacker Tool combinations ensure no two games unfold the same way. Strategic adaptation is essential.

Endgame Structure:

  • Instant Trigger: The game ends immediately when any player’s firewall board is completely filled. There is no final round — the breach ends it all.
  • Victory Condition: The winner is the player with the least filled board, regardless of who triggered the end. A well-timed final attack can backfire if it hands the win to a rival with stronger defenses.
  • Strategic Tension: Players must decide when to press the attack and when to stall — sometimes letting an opponent survive keeps another from winning.

Future Expansion Ideas:

  • Asymmetrical Hacker Roles: Introducing unique player abilities to shift strategies and further differentiate playstyles.
  • Expanded Hacker Tools: Designing new color-coded effects to deepen decision space and unlock advanced tactics.
  • Cyber Police: A proposed system that introduces external interference, punishing over-aggression or enforcing shifting objectives.