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White Hat

WH

White hat is a refreshed version of our earlier ‘Black Hat’ game, intended for 1-6 players. White Hat offers a dedicated solo variant that not only draws upon much of the multiplayer game but also pits the player against the game itself.
  • English, German
  • From 10 years old
  • 30mn to 1h
  • 1 to 6 player(s)

23,80 €

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Dragon Dawn Productions

your order will be shipped on 26 Dec 2024

Tricks of the Trade: Trick-taking is the principal mechanic during each game turn, requiring players to play one or more game cards in player order. Controlling the trick takes skill, whether leading the trick by choosing which card(s) are initially played or by the following players who try matching or beating the lead hand. Be it a single card played by the lead player or multiple matching ranked cards, the winner of a trick will be the hacker playing the highest-ranking card(s). The trick victory allows movement of the winning player's pawn but comes at a cost as scoring at the end of a round takes not just the pawns location but also played cards into consideration. High ranking cards are worth higher points valuable for trick winning (and in thematic game terms emulates the digital footprint left by a hacker) but ultimate victory is achieved by the lowest score once the game end is reached. And so tactical trick-taking makes this mechanic much more about the player decision than purely luck-based card playing.
White Hats and Jokers: To further mix up gameplay strategies, enter The White Hat. These special cards not only act as “wild” cards (or 14, the highest score if played as a single card) but reverse a trick win condition. A “White Hat Round” dictates that the lowest card(s) ranking steals victory, and adds an additional dimension to a hackers strategy when deciding how to, and when to win a trick.
Winner Takes All : The White hat cards have an additional benefit to play beyond acting as a wild card and changing the trick to “lowest score wins” as well as a single drawback. When a trick consisting of a White hat plus at least one other card wins a round, the player has the option to take all cards played during the round into their hand, or, if they so choose, take just the Black Hat card and any other number of cards up to the number of cards initially played by the lead player. This is an interesting tactical dimension that ensures greater choice for the hacker in future rounds. In addition, it has a secondary benefit as it ensures the winner of the trick is able to secure lead place for the following round. The downside to playing a single White Hat card (as it counts as 14) means a hacker will not secure victory, as the lowest-ranking cards will win during a White hat round.
Hacker Competence: The most competent hacker, namely the player securing a trick-win, has a number of potential actions, each of which can be used to a significant tactical advantage. They may wish to advance their own Pawn on the gameboard, ensuring progression towards the Critical Assets location, and ultimately the game end. Alternatively, they may advance an opponent's Pawn which may initially appear counter-intuitive. However, end of round scoring takes into account the score printed on a Pawn current location and as such, players strive to end with as low score as possible. The ability to advance an opponent’s Pawn can be incredibly tactical if they can ensure it lands on a high-scoring location.
Actions and Variants: A basic White Hat mode exists and is an excellent way to become familiar with the mechanics, strategies and nuances of play, but the game includes a selection of advanced rules and variations that can increase the complexity and challenge.
  • The FBI server offers a Tracer mode where additional components are added to the game to simulate the authorities sending out tracer programs into cyberspace to track down and eliminate hacker threats.
  • The Celebrity Status variant offers asymmetric win conditions. Players randomly draw a Celebrity card which indicates the level of celebrity fame a hacker would feel comfortable with. As the cards are numbered between 10 and 50, these are target scores for each individual player to try and achieve by game end. Victory is achieved by being closest to the respective celebrity score and allows for each player to enter play with a different strategy to their opponents.
Luck also has a small part to play in the trick-taking mechanic but small, additional rules alter card counts and help reduce luck
Author(s) Thomas Klausner
Language(s) EnglishGerman
Theme Futuriste/SF
Editor Dragon Dawn Productions
EAN 0639510694449

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