Mini Game Templates · Board 3.0 Pack
Classic and abstract board-game templates with local AI/rule logic, turn flow, and configurable play settings.
🏠 Overview
10 fully playable mini-games, each with boosters, achievements, reskin slots, a first-run tutorial, per-level difficulty scaling and light/dark theming — all driven by one shared runtime.
IMiniGame and is discovered automatically by reflection — no scene wiring, no prefab lists.Shared capabilities
⚙ How it works
This is a procedural-UI games template. Every game builds its own interface and logic in C# at runtime inside the RectTransform you give it — there are no hand-placed prefabs to wire up. The shipped demo scene is a pre-baked snapshot of that build, so you can inspect the full hierarchy without pressing Play; on Play it rebuilds itself and becomes fully interactive.
The Studio
Open Tools > Mini Game Templates > Studio for per-game tuning panels. Settings you edit are saved to ScriptableObject assets under Assets/MiniGameTemplates/Resources/Config/ and loaded by the games at runtime.
Customization at a glance
| What to change | Where to find it |
|---|---|
| Game rules / difficulty / dimensions | Studio, or the game's <Game>Settings asset |
| Per-level difficulty curve | Studio > game panel > Levels editor |
| Colours / overall look | MiniGameTheme asset, or the in-app DARK/LIGHT toggle |
| Game art (tiles, pieces, backgrounds…) | Reskin system — Tools > Mini Game Templates > Reskin Editor |
| Boosters offered | Each game's <Game>BoosterSpec.cs |
| Deeper layout / behaviour | The game's <Game>Game.cs build code |
⚡ Quick start
- Import
MiniGameTemplates-Board3.unitypackage. If Unity offers to import TMP Essentials, accept — the demo UI uses TextMeshPro. - Open
Assets/MiniGameTemplates/Demo/MiniGameTemplates_Board3.unity. The full demo is already baked into the scene. - Press Play — the dashboard lists every Board 3.0 game; pick, play, and try the boosters and cheat rail.
- Open Tools > Mini Game Templates > Studio and tune any game's settings.
- (Optional) Open Tools > HLK > Guided Setup to configure the bundled LiveOps kit — ads, IAP, notifications, rate-us and more (see the LiveOps Kit section).
- To ship a single game inside your own UI, use the
IMiniGamecontract:
IMiniGame game = new BreakthroughGame();
game.Mount(hostRect, context); // context : IMiniGameContext
// ... later, when done:
game.Unmount();
IMiniGameContext (theme, audio, save, events, wallet, score) — copy it or implement the interface with your own services.🛠 Architecture
The IMiniGame contract
public interface IMiniGame {
string Id { get; } // stable snake_case id, e.g. "board3_breakthrough"
string DisplayName { get; }
string Category { get; }
string ShortDescription { get; }
void Mount(RectTransform host, IMiniGameContext ctx);
void Unmount();
void NewRound();
IEnumerable<CheatAction> GetCheatActions();
}
Auto-discovery
| Registry | Discovers | Convention |
|---|---|---|
MiniGameRegistry | IMiniGame classes with a [MiniGame] attribute | one per game |
| Booster registry | IBoosterSpec implementations | <Game>BoosterSpec.cs |
| Achievement registry | IAchievementSpec implementations | <Game>AchievementSpec.cs |
| Reskin registry | IReskinSpec implementations | <Game>ReskinSpec.cs |
| Tutorial registry | ITutorialSpec implementations | <Game>TutorialSpec.cs |
Per-game folder layout
Assets/MiniGameTemplates/Runtime/Board3/<Game>/
<Game>Game.cs // gameplay + procedural UI
<Game>Settings.cs // ScriptableObject settings (+ static Default)
<Game>BoosterSpec.cs // booster definitions
<Game>AchievementSpec.cs // achievement definitions
<Game>ReskinSpec.cs // reskinnable sprite slots
<Game>TutorialSpec.cs // first-run walkthrough steps
Runtime flow
Mount(host, ctx) → NewRound() → player input loop → RoundWon / RoundLost event → NewRound() or Unmount()
🎮 Breakthrough
Push a pawn to the far row before the AI does.
How to play
- Tap a ▲ pawn, then a highlighted square. Pawns step forward straight or diagonally, but capture only diagonally.
- Reach the far (top) row — or capture every enemy pawn — to win before the AI breaks through.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Best Move | hint | Highlight a strong move for you. |
| Undo | undo | Take back your last move and the AI's reply. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Breakthrough! Win your first game. | 1 | — |
| Vanguard Win 10 games. | 10 | 300 coins |
| No Take-Backs Win a game without using Undo. | 1 | 200 coins |
Reskin slots
board background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
Configurable settings
| Setting | Default | What it does |
|---|---|---|
Difficulty | BTDifficulty.Medium | How deeply the AI searches when choosing a move. |
PlayerStarts | true | If true, you (▲) move first; otherwise the AI opens. |
🎮 Clobber
Clobber adjacent enemy stones; the last to move wins.
How to play
- Tap one of your ▲ stones, then tap a highlighted neighbouring ● to clobber it and take its square.
- Every move is a capture. The player who runs out of legal moves first loses — so be the last to move!
Boosters
| Booster | Key | Effect |
|---|---|---|
| Best Move | hint | Highlight a strong clobber for you. |
| Undo | undo | Take back your last move and the AI's reply. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Last One Standing Win your first game. | 1 | — |
| Clobber King Win 10 games. | 10 | 300 coins |
| No Take-Backs Win a game without using Undo. | 1 | 200 coins |
Reskin slots
board background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
Configurable settings
| Setting | Default | What it does |
|---|---|---|
Difficulty | ClobberDifficulty.Medium | How deeply the AI searches when choosing a move. |
PlayerStarts | true | If true, you (▲) move first; otherwise the AI opens. |
🎮 Konane
Jump and remove enemy stones; out of moves loses.
How to play
- Tap one of your ▲ stones, then a highlighted square. You jump straight over an adjacent ● into the empty space, removing it.
- Only jumps are allowed. The first player with no legal jump loses, so keep your options open.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Best Jump | hint | Highlight a strong jump for you. |
| Undo | undo | Take back your last move and the AI's reply. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Aloha Victory Win your first game. | 1 | — |
| Konane Master Win 10 games. | 10 | 300 coins |
| No Take-Backs Win a game without using Undo. | 1 | 200 coins |
Reskin slots
board background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
Configurable settings
| Setting | Default | What it does |
|---|---|---|
Difficulty | KonaneDifficulty.Medium | How deeply the AI searches when choosing a move. |
PlayerStarts | true | If true, you (▲) move first; otherwise the AI opens. |
🎮 Amazons
Move a queen, shoot an arrow; trap the AI to win.
How to play
- Tap a ▲ amazon, then a square to move it like a queen. Then tap again to shoot an arrow (+), burning that square out of play.
- Arrows and amazons block movement. Wall the AI in so it can't move — the last player able to move wins.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Best Move | hint | Highlight a strong move and arrow for you. |
| Undo | undo | Take back your last move and the AI's reply. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Cornered Win your first game. | 1 | — |
| Queen of Arrows Win 10 games. | 10 | 300 coins |
| No Take-Backs Win a game without using Undo. | 1 | 200 coins |
Reskin slots
board background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
Configurable settings
| Setting | Default | What it does |
|---|---|---|
Difficulty | AmazonsDifficulty.Medium | How strongly the AI weighs mobility and how much it samples. |
PlayerStarts | true | If true, you (▲) move first; otherwise the AI opens. |
🎮 Lines of Action
Connect all your pieces into one group before the AI.
How to play
- Tap a ▲ piece to see its moves. It slides in a straight line exactly as many squares as there are pieces on that whole line.
- You can leap your own pieces (not enemies) and capture on landing. Connect all your pieces into one group — touching edges or corners — to win.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Best Move | hint | Highlight a strong move toward connecting up. |
| Undo | undo | Take back your last move and the AI's reply. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| All Connected Win your first game. | 1 | — |
| Master of Lines Win 10 games. | 10 | 300 coins |
| No Take-Backs Win a game without using Undo. | 1 | 200 coins |
Reskin slots
board background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
Configurable settings
| Setting | Default | What it does |
|---|---|---|
Difficulty | LOADifficulty.Medium | How deeply the AI searches when choosing a move. |
PlayerStarts | true | If true, you (▲) move first; otherwise the AI opens. |
🎮 Order and Chaos
Make five in a row as Order before Chaos fills the board.
How to play
- You are Order. Pick X or O with the buttons up top, then tap an empty square to place it.
- Make five of the same symbol in a row — any direction — to win. The AI (Chaos) tries to spoil your lines and fill the board.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Best Spot | hint | Pick a symbol and highlight a strong square for you. |
| Undo | undo | Take back your last placement and the AI's reply. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Bringing Order Win your first game. | 1 | — |
| Master of Order Win 10 games. | 10 | 300 coins |
| No Take-Backs Win a game without using Undo. | 1 | 200 coins |
Reskin slots
board background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
Configurable settings
| Setting | Default | What it does |
|---|---|---|
Difficulty | OCDifficulty.Medium | How sharply Chaos (the AI) blocks your lines. |
🎮 Ultimate Tic-Tac-Toe
Win three mini boards in a row in nested tic-tac-toe.
How to play
- Play X in the highlighted mini board. The cell you pick sends the AI to the matching board next turn.
- Win a mini board with three in a row. Win three mini boards in a row — across, down, or diagonally — to win the whole game.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Best Cell | hint | Highlight a strong cell for you to play. |
| Undo | undo | Take back your last move and the AI's reply. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Nested Victory Win your first game. | 1 | — |
| Grandmaster of Grids Win 10 games. | 10 | 300 coins |
| No Take-Backs Win a game without using Undo. | 1 | 200 coins |
Reskin slots
board background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
Configurable settings
| Setting | Default | What it does |
|---|---|---|
Difficulty | UTTTDifficulty.Medium | How carefully the AI plays and avoids gifting you boards. |
PlayerStarts | true | If true, you (X) move first; otherwise the AI opens. |
🎮 Hexapawn
Race three pawns to the far row against a perfect AI.
How to play
- Tap a ▲ pawn, then a highlighted square. Pawns step forward into an empty square or capture one square diagonally forward.
- Win by reaching the far row, capturing all enemy pawns, or leaving the AI with no move. The AI plays perfectly — try Easy first.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Best Move | hint | Highlight the optimal move for you. |
| Undo | undo | Take back your last move and the AI's reply. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Beat the Machine Win your first game. | 1 | — |
| Pawn Prodigy Win 10 games. | 10 | 300 coins |
| No Take-Backs Win a game without using Undo. | 1 | 200 coins |
Reskin slots
board background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
Configurable settings
| Setting | Default | What it does |
|---|---|---|
Difficulty | HexDifficulty.Medium | Easy lets the AI blunder; Medium and Hard play perfect minimax. |
PlayerStarts | true | If true, you (▲) move first; otherwise the AI opens. |
🎮 Three Men's Morris
Place three, then slide to make a mill of three.
How to play
- First, tap empty points to place your three ▲ stones (the AI places three ● too).
- Then tap a stone and slide it along a line to a connected empty point. Line up three in a row to win.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Best Move | hint | Highlight a strong placement or slide for you. |
| Undo | undo | Take back your last move and the AI's reply. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| First Mill Win your first game. | 1 | — |
| Mill Master Win 10 games. | 10 | 300 coins |
| No Take-Backs Win a game without using Undo. | 1 | 200 coins |
Reskin slots
board background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
Configurable settings
| Setting | Default | What it does |
|---|---|---|
Difficulty | TMMDifficulty.Medium | How deeply the AI searches; Hard plays effectively perfectly. |
PlayerStarts | true | If true, you (▲) move first; otherwise the AI opens. |
🎮 Brandub
Escort the King to a corner before the attackers close in.
How to play
- You defend the King (K) and four ▲ guards. Tap a piece, then a highlighted square — pieces slide straight like a rook.
- Sandwich an enemy ● between two of yours to capture it. Walk the King to any corner to win before the attackers surround it.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Best Move | hint | Highlight a strong defender move toward escape. |
| Undo | undo | Take back your last move and the AI's reply. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Royal Escape Win your first game. | 1 | — |
| King's Champion Win 10 games. | 10 | 300 coins |
| No Take-Backs Win a game without using Undo. | 1 | 200 coins |
Reskin slots
board background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.
Configurable settings
| Setting | Default | What it does |
|---|---|---|
Difficulty | BrandubDifficulty.Medium | How sharply the attacker AI hunts the King. |
PlayerStarts | true | If true, you (the defenders) move first; otherwise the attackers open. |
💥 Boosters
Per-game power-ups with persistent counts and refund safety, auto-discovered from each game's <Game>BoosterSpec.cs. The demo dashboard renders them as the bottom booster bar.
Activating a booster
bool OnBoosterActivated(string key) {
if (_ended || _busy) return false; // returning false REFUNDS the charge
switch (key) { /* per-key effects */ }
return false; // unknown key -> refund
}
false from the handler refunds the booster — use it whenever the activation can't proceed. Returning true deducts the charge.Award boosters programmatically with BoosterManager.Add(gameId, key, count).
Full booster catalogue
| Game | Booster keys |
|---|---|
| Breakthrough | hint undo |
| Clobber | hint undo |
| Konane | hint undo |
| Amazons | hint undo |
| Lines of Action | hint undo |
| Order and Chaos | hint undo |
| Ultimate Tic-Tac-Toe | hint undo |
| Hexapawn | hint undo |
| Three Men's Morris | hint undo |
| Brandub | hint undo |
🏆 Achievements
Progression goals per game, defined in <Game>AchievementSpec.cs and tracked persistently by AchievementManager. Unlocks pop a toast card over the game and auto-credit any coin reward. Each game's own goals are listed in its section above.
Reset helpers for testing: AchievementManager.ResetForGame(gameId) and AchievementManager.ResetAll() (also exposed in the demo's cheat rail).
🎨 Reskins
Drop in your own art per slot, per game — no code required. Open Tools > Mini Game Templates > Reskin Editor, pick a game, and assign an image per slot. Art is copied to Resources/Reskin/<gameId>/<slot>.png and imported as a Sprite automatically. In-game, the Skin pill toggles between Default and Custom art.
Per-game slot list
| Game | Slots |
|---|---|
| Breakthrough | board background |
| Clobber | board background |
| Konane | board background |
| Amazons | board background |
| Lines of Action | board background |
| Order and Chaos | board background |
| Ultimate Tic-Tac-Toe | board background |
| Hexapawn | board background |
| Three Men's Morris | board background |
| Brandub | board background |
Skin: —.🎯 Tutorials
First-run overlay walkthroughs, defined declaratively in <Game>TutorialSpec.cs as an ordered list of captioned spotlight steps. Each shows once per game's first session and can be replayed from the demo's cheat rail. Reset with TutorialManager.Reset(gameId).
📈 Level scaling
Per-game difficulty progression — auto-generated out of the box, fully editable in the Studio.
int level = LevelManager.GetCurrent(gameId); // player's current level
var diff = LevelManager.GetDifficultyForCurrent(gameId);
float mult = diff.Get("difficulty", 1f); // ramp targets / timers / AI
The Studio's Levels editor can regenerate a curve (level count, start/end difficulty) or hand-edit individual levels; edits are saved as a LevelSet asset under Resources/Config/Levels/<gameId>.asset. Reset progress with LevelManager.ResetProgress(gameId).
🌙 Light & dark mode
One toggle re-themes the whole scene — chrome and every game. Games read every colour from ctx.Theme, a MiniGameTheme asset that carries both palettes:
theme.ApplyMode(light: true); // swap palettes
bool isLight = theme.IsLightMode;
The demo dashboard's header has a DARK / LIGHT pill; the choice persists between sessions (default: dark). Both palettes are contrast-checked — panel/text/accent pairings stay readable in either mode.
ctx.Theme (Accent, TextPrimary, PanelBackground, …) rather than hardcoding, and your changes work in both modes.🎁 LiveOps Kit (bundled)
The full HyperCasual LiveOps Kit is included in this pack — no stripping, nothing to buy on top. It provides the production meta-game layer around the games:
How it is hooked up in this demo
- Vibrations: every game's sound events (taps, wins, errors) fire matching haptics through the kit automatically.
- Rewarded ad: winning a round with a coin reward offers a “Watch Ad” doubler; completing the (mock) ad credits the bonus.
- Interstitial: auto-shows after every 3rd round (skipped after a No-Ads purchase).
- Banner + shop: the cheat rail's Ads & IAP section toggles the banner and opens the simulated IAP shop (Coin Pack, No Ads, Starter Bundle) through the kit's store backend.
Setup & going live
- Everything works out of the box in the editor with mock/dummy backends — no SDKs required, nothing to configure for the demo.
- Open Tools > HLK > Open Toolset (or Tools > HLK > Guided Setup) to configure ad units, IAP products, notifications, rate-us and the rest.
- To go live, install the SDKs you want (e.g. AdMob, Unity Ads, Firebase) — the kit detects them automatically via scripting defines (
HLK_ADMOB,HLK_UNITY_ADS,HLK_FIREBASE, …) and switches from mock to real backends.
Full kit documentation: Assets/MiniGameTemplates/HyperCasualLiveOpsKit/Documentation/HLK-Documentation.html (also listed under Tools > Mini Game Templates > Welcome > Open Documentation).
➕ Add to your project
Path A — use the bundled demo dashboard
Add Assets/MiniGameTemplates/Demo/MiniGameTemplates_Board3.unity to your build settings. It auto-discovers every imported game and provides the picker, HUD, boosters, achievements and theming out of the box.
Path B — embed a single game in your own UI
IMiniGame game = new BreakthroughGame();
game.Mount(hostRect, context); // your IMiniGameContext implementation
// ...
game.Unmount(); // ALWAYS unmount before destroying the host
Listening to events
ctx.Events.Subscribe(GameEvents.RoundWon, payload => { /* celebrate */ });
ctx.Events.Subscribe(GameEvents.RoundLost, payload => { /* retry UI */ });
ctx.Events.Subscribe(GameEvents.ScoreChanged, payload => { /* HUD */ });
Unmount(). Games run coroutines and tweens; failing to unmount before destroying the host leaves them running on destroyed transforms.⚙ Customizing
Override default settings
Each game reads a ScriptableObject settings asset (see each game's Configurable settings table above). Create one via Create > Mini Game Templates > Board 3.0, drop it in Resources/Config/, or mutate <Game>Settings.Default at runtime before mounting.
Boosters: add / remove / rebalance
- Remove: delete the
BoosterDeffrom the game's spec. - Add: append a
BoosterDefand handle its key in the game's booster handler. - Grant:
BoosterManager.Add(gameId, key, count).
Audio
Games call ctx.Audio.Play(SfxKind.…). The bundled ProceduralAudioBus synthesizes all SFX at runtime — no audio files to manage; swap in your own IAudioBus to use recorded audio.
🧰 Adding new games
- Create
Assets/MiniGameTemplates/Runtime/Board3/MyGame/. - Add
MyGameGame.csimplementingIMiniGame, decorated with[MiniGame("…", "My Game", Category = MiniGameCategory.Board3)]. - Add
MyGameSettings(optional) with a staticDefaultgetter. - Add the spec files —
MyGameBoosterSpec,MyGameAchievementSpec,MyGameReskinSpec,MyGameTutorialSpec— all auto-discovered. - Done: the dashboard and Studio list your game automatically. No edits to existing files.
💡 Troubleshooting
Text is invisible / fonts look broken
Import TMP Essentials: Window > TextMeshPro > Import TMP Essential Resources. The demo UI uses TextMeshPro's default font.
My game doesn't show up in the dashboard
Check it implements IMiniGame, carries the [MiniGame] attribute, and its assembly references MiniGameTemplates.Core.
A booster button does nothing when pressed
The booster's key must exactly match a case in the game's booster handler — unknown keys refund silently by design.
Tutorials replay every time I press Play in the editor
The "seen" flag is stored per game id in PlayerPrefs; clearing PlayerPrefs resets it. Replay on demand from the cheat rail instead.
Reskin sprites don't apply
Import the art through Tools > Mini Game Templates > Reskin Editor (it handles the copy + import settings), then flip the in-game Skin pill to Custom.
Coroutine errors about destroyed RectTransforms when switching games
Call Unmount() before destroying the host. The unmount path stops the game's coroutines and tweens.
Ads say “SIMULATED” / no real ads show
By design: without an ad SDK installed the kit uses its mock backend, which draws clearly-labelled placeholder ads so every flow is testable. Install a real provider (e.g. AdMob via its package) and the kit switches to it automatically — see the LiveOps Kit section.
Where do I report a bug?
Email satisvizion@gmail.com with your Unity version, target platform, the game id (e.g. board3_breakthrough), steps to reproduce, and the console log.
📬 Support & review
Get in touch: satisvizion@gmail.com — bug reports, feature requests, integration help and game requests for future updates are all welcome. Typical response time is 24–48 hours.
Before contacting, it helps to: check Troubleshooting above, open the demo scene to verify the game runs there, and copy any Console errors. Include your Unity version, render pipeline, target platform and the game id.