run/hack 0.4: to the limit
v0.4 of run/hack is all about limits: intel and dice are now both limited.
Each player has their own supply of 5 intel; when you hack someone else's server, you take one of their intel tokens right off their player board, and placed in the new Captured Intel area of your own board. The more captured intel you have, the more benefits you receive. This replaces the "Intel Drop" mechanic where you could discard intel for VP.
Don't let too much of your intel get stolen; you need it to activate your dice mods! When you hack another player's server, you can choose to steal their intel, or reclaim some of your own intel.
Limiting the amount of intel in play adds a lot of back-and-forth, and makes each player more invested in defending their own servers.
The other new limit is the amount of dice that can be purchased from the shop. There's a new shop card that shows the number of dice that are available for the duration of the game, based on player count. Once they're gone, they're gone. This adds some urgency to earning credits, and prevents "rich" players from stockpiling massive amounts of dice.
Other changes from v0.3:
- Improved rulebook.
- New art on the location tiles.
- Hand limit for program cards is now 3 instead of 4.
- Custom tokens for VP, Credits, Evasions, and Bounty.
- Simplified bounty collection — using an Evade action when collecting bounty gets you 1 VP.
- Changed the order of mod icons in the nodes track.
- Reduced the number of nodes for each player to 6.
- Security is moved after unsuccessful evasions (not just successful evasions).
- You may no longer buy program cards from the Shop.
- NEW LOCATION RULES
- Tower locations give a red die when placing a node, rather than 2 credits.
- Tower: Collect bounty on a roll of 4+.
- Alley is now called The Murk - No security security pawn may be placed on The Murk.
- Noodle Stand - Lay low: profile -2.
- Arcade: Evade security on a roll of 4+.
- Program Cards:
- The Wave, The Blade, The Anvil, and The Hammer now specify that you take temporary dice from the Staging Dice card.
- The Boost now specifies that you take the new die from the Shop card.
- The Take is reworded to reflect the new intel rules; memory cost increased to 3.
- The Firewall now locks 2s instead of 3s.
- The Blink specifies "for their current action"; memory cost increased to 2.
- The Route memory cost increased to 2.
- The Worm memory cost increased to 2.
- The Wipe memory cost increased to 2.
- Memory Cards:
- All credit rewards reduced by half (rounded up)
- In Shadows: changed to 2 VP & 2 Credits
- Lost in the Crowd: changed to 2 VP & 1 Credit
Thanks for playing! If you have any comments or feedback, come join us on Discord.
Files
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run/hack
A cyberpunk strategy game for 1-4 players
Status | In development |
Category | Physical game |
Author | weheartgames |
Genre | Strategy |
Tags | Board Game, Cyberpunk, Non violent, Turn-based |
More posts
- run/hack 1.5 - choosing your iceJul 05, 2024
- run/hack 1.4.2 - all AI art has been removed 🔥Jan 11, 2024
- run/hack 1.4 - solo mode playtestDec 31, 2022
- run/hack 1.3.7 - jumpstarting the first roundNov 07, 2022
- run/hack 1.3.6 - profile and iceOct 04, 2022
- run/hack 1.3 - your missionAug 28, 2022
- run/hack 1.2 - streamlinedFeb 01, 2022
- run/hack v1.1 - hack this wayNov 16, 2021
- run/hack 1.0 - major overhaulOct 07, 2021
- run/hack 0.5: follow actions + new role cardsAug 27, 2021
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