Mini Game Templates · Board 3.0 Pack

Classic and abstract board-game templates with local AI/rule logic, turn flow, and configurable play settings.

Unity 6000.0.62f1+10 games20 boosters30 achievementsLiveOps Kit bundled

🏠 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.

BreakthroughPush a pawn to the far row before the AI does.
ClobberClobber adjacent enemy stones; the last to move wins.
KonaneJump and remove enemy stones; out of moves loses.
AmazonsMove a queen, shoot an arrow; trap the AI to win.
Lines of ActionConnect all your pieces into one group before the AI.
Order and ChaosMake five in a row as Order before Chaos fills the board.
Ultimate Tic-Tac-ToeWin three mini boards in a row in nested tic-tac-toe.
HexapawnRace three pawns to the far row against a perfect AI.
Three Men's MorrisPlace three, then slide to make a mill of three.
BrandubEscort the King to a corner before the attackers close in.
One contract, 10 implementations. Every game implements IMiniGame and is discovered automatically by reflection — no scene wiring, no prefab lists.

Shared capabilities

💥 BoostersPer-game power-ups with persistent counts and refund safety.
🏆 AchievementsProgression goals per game, tracked persistently, with coin rewards.
🎨 ReskinsDrop in your own art per slot, per game — no code required.
🎯 TutorialsFirst-run overlay walkthroughs, defined declaratively per game.
📈 Level scalingAuto-generated difficulty curves, editable in the Studio.
🌙 Light & darkOne toggle re-themes the chrome and every game.
🎁 LiveOps Kit bundledAds, IAP, haptics, rate-us, notifications and more — the full HyperCasual LiveOps Kit ships in this pack.

⚙ 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 changeWhere to find it
Game rules / difficulty / dimensionsStudio, or the game's <Game>Settings asset
Per-level difficulty curveStudio > game panel > Levels editor
Colours / overall lookMiniGameTheme asset, or the in-app DARK/LIGHT toggle
Game art (tiles, pieces, backgrounds…)Reskin system — Tools > Mini Game Templates > Reskin Editor
Boosters offeredEach game's <Game>BoosterSpec.cs
Deeper layout / behaviourThe game's <Game>Game.cs build code
Heads-up: because the UI is procedural, customization happens through data (settings assets, theme, reskins) rather than dragging things around a scene. The data-driven path covers day-to-day tweaks; source access covers the rest.

⚡ Quick start

  1. Import MiniGameTemplates-Board3.unitypackage. If Unity offers to import TMP Essentials, accept — the demo UI uses TextMeshPro.
  2. Open Assets/MiniGameTemplates/Demo/MiniGameTemplates_Board3.unity. The full demo is already baked into the scene.
  3. Press Play — the dashboard lists every Board 3.0 game; pick, play, and try the boosters and cheat rail.
  4. Open Tools > Mini Game Templates > Studio and tune any game's settings.
  5. (Optional) Open Tools > HLK > Guided Setup to configure the bundled LiveOps kit — ads, IAP, notifications, rate-us and more (see the LiveOps Kit section).
  6. To ship a single game inside your own UI, use the IMiniGame contract:
IMiniGame game = new BreakthroughGame();
game.Mount(hostRect, context);   // context : IMiniGameContext
// ... later, when done:
game.Unmount();
Tip: the demo scene's dashboard is a complete reference implementation of 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

RegistryDiscoversConvention
MiniGameRegistryIMiniGame classes with a [MiniGame] attributeone per game
Booster registryIBoosterSpec implementations<Game>BoosterSpec.cs
Achievement registryIAchievementSpec implementations<Game>AchievementSpec.cs
Reskin registryIReskinSpec implementations<Game>ReskinSpec.cs
Tutorial registryITutorialSpec 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
Modular by design. Delete any single game's folder and the rest keep working. Add a new game by mirroring the layout — no edits to any other file required.

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

  1. Tap a ▲ pawn, then a highlighted square. Pawns step forward straight or diagonally, but capture only diagonally.
  2. Reach the far (top) row — or capture every enemy pawn — to win before the AI breaks through.

Boosters

BoosterKeyEffect
Best MovehintHighlight a strong move for you.
UndoundoTake back your last move and the AI's reply.

Achievements

AchievementGoalReward
Breakthrough!
Win your first game.
1
Vanguard
Win 10 games.
10300 coins
No Take-Backs
Win a game without using Undo.
1200 coins

Reskin slots

board background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
DifficultyBTDifficulty.MediumHow deeply the AI searches when choosing a move.
PlayerStartstrueIf true, you (▲) move first; otherwise the AI opens.

↑ Back to top

🎮 Clobber

Clobber adjacent enemy stones; the last to move wins.

How to play

  1. Tap one of your ▲ stones, then tap a highlighted neighbouring ● to clobber it and take its square.
  2. Every move is a capture. The player who runs out of legal moves first loses — so be the last to move!

Boosters

BoosterKeyEffect
Best MovehintHighlight a strong clobber for you.
UndoundoTake back your last move and the AI's reply.

Achievements

AchievementGoalReward
Last One Standing
Win your first game.
1
Clobber King
Win 10 games.
10300 coins
No Take-Backs
Win a game without using Undo.
1200 coins

Reskin slots

board background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
DifficultyClobberDifficulty.MediumHow deeply the AI searches when choosing a move.
PlayerStartstrueIf true, you (▲) move first; otherwise the AI opens.

↑ Back to top

🎮 Konane

Jump and remove enemy stones; out of moves loses.

How to play

  1. Tap one of your ▲ stones, then a highlighted square. You jump straight over an adjacent ● into the empty space, removing it.
  2. Only jumps are allowed. The first player with no legal jump loses, so keep your options open.

Boosters

BoosterKeyEffect
Best JumphintHighlight a strong jump for you.
UndoundoTake back your last move and the AI's reply.

Achievements

AchievementGoalReward
Aloha Victory
Win your first game.
1
Konane Master
Win 10 games.
10300 coins
No Take-Backs
Win a game without using Undo.
1200 coins

Reskin slots

board background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
DifficultyKonaneDifficulty.MediumHow deeply the AI searches when choosing a move.
PlayerStartstrueIf true, you (▲) move first; otherwise the AI opens.

↑ Back to top

🎮 Amazons

Move a queen, shoot an arrow; trap the AI to win.

How to play

  1. 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.
  2. Arrows and amazons block movement. Wall the AI in so it can't move — the last player able to move wins.

Boosters

BoosterKeyEffect
Best MovehintHighlight a strong move and arrow for you.
UndoundoTake back your last move and the AI's reply.

Achievements

AchievementGoalReward
Cornered
Win your first game.
1
Queen of Arrows
Win 10 games.
10300 coins
No Take-Backs
Win a game without using Undo.
1200 coins

Reskin slots

board background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
DifficultyAmazonsDifficulty.MediumHow strongly the AI weighs mobility and how much it samples.
PlayerStartstrueIf true, you (▲) move first; otherwise the AI opens.

↑ Back to top

🎮 Lines of Action

Connect all your pieces into one group before the AI.

How to play

  1. 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.
  2. 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

BoosterKeyEffect
Best MovehintHighlight a strong move toward connecting up.
UndoundoTake back your last move and the AI's reply.

Achievements

AchievementGoalReward
All Connected
Win your first game.
1
Master of Lines
Win 10 games.
10300 coins
No Take-Backs
Win a game without using Undo.
1200 coins

Reskin slots

board background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
DifficultyLOADifficulty.MediumHow deeply the AI searches when choosing a move.
PlayerStartstrueIf true, you (▲) move first; otherwise the AI opens.

↑ Back to top

🎮 Order and Chaos

Make five in a row as Order before Chaos fills the board.

How to play

  1. You are Order. Pick X or O with the buttons up top, then tap an empty square to place it.
  2. 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

BoosterKeyEffect
Best SpothintPick a symbol and highlight a strong square for you.
UndoundoTake back your last placement and the AI's reply.

Achievements

AchievementGoalReward
Bringing Order
Win your first game.
1
Master of Order
Win 10 games.
10300 coins
No Take-Backs
Win a game without using Undo.
1200 coins

Reskin slots

board background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
DifficultyOCDifficulty.MediumHow sharply Chaos (the AI) blocks your lines.

↑ Back to top

🎮 Ultimate Tic-Tac-Toe

Win three mini boards in a row in nested tic-tac-toe.

How to play

  1. Play X in the highlighted mini board. The cell you pick sends the AI to the matching board next turn.
  2. 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

BoosterKeyEffect
Best CellhintHighlight a strong cell for you to play.
UndoundoTake back your last move and the AI's reply.

Achievements

AchievementGoalReward
Nested Victory
Win your first game.
1
Grandmaster of Grids
Win 10 games.
10300 coins
No Take-Backs
Win a game without using Undo.
1200 coins

Reskin slots

board background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
DifficultyUTTTDifficulty.MediumHow carefully the AI plays and avoids gifting you boards.
PlayerStartstrueIf true, you (X) move first; otherwise the AI opens.

↑ Back to top

🎮 Hexapawn

Race three pawns to the far row against a perfect AI.

How to play

  1. Tap a ▲ pawn, then a highlighted square. Pawns step forward into an empty square or capture one square diagonally forward.
  2. 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

BoosterKeyEffect
Best MovehintHighlight the optimal move for you.
UndoundoTake back your last move and the AI's reply.

Achievements

AchievementGoalReward
Beat the Machine
Win your first game.
1
Pawn Prodigy
Win 10 games.
10300 coins
No Take-Backs
Win a game without using Undo.
1200 coins

Reskin slots

board background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
DifficultyHexDifficulty.MediumEasy lets the AI blunder; Medium and Hard play perfect minimax.
PlayerStartstrueIf true, you (▲) move first; otherwise the AI opens.

↑ Back to top

🎮 Three Men's Morris

Place three, then slide to make a mill of three.

How to play

  1. First, tap empty points to place your three ▲ stones (the AI places three ● too).
  2. Then tap a stone and slide it along a line to a connected empty point. Line up three in a row to win.

Boosters

BoosterKeyEffect
Best MovehintHighlight a strong placement or slide for you.
UndoundoTake back your last move and the AI's reply.

Achievements

AchievementGoalReward
First Mill
Win your first game.
1
Mill Master
Win 10 games.
10300 coins
No Take-Backs
Win a game without using Undo.
1200 coins

Reskin slots

board background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
DifficultyTMMDifficulty.MediumHow deeply the AI searches; Hard plays effectively perfectly.
PlayerStartstrueIf true, you (▲) move first; otherwise the AI opens.

↑ Back to top

🎮 Brandub

Escort the King to a corner before the attackers close in.

How to play

  1. You defend the King (K) and four ▲ guards. Tap a piece, then a highlighted square — pieces slide straight like a rook.
  2. Sandwich an enemy ● between two of yours to capture it. Walk the King to any corner to win before the attackers surround it.

Boosters

BoosterKeyEffect
Best MovehintHighlight a strong defender move toward escape.
UndoundoTake back your last move and the AI's reply.

Achievements

AchievementGoalReward
Royal Escape
Win your first game.
1
King's Champion
Win 10 games.
10300 coins
No Take-Backs
Win a game without using Undo.
1200 coins

Reskin slots

board background — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
DifficultyBrandubDifficulty.MediumHow sharply the attacker AI hunts the King.
PlayerStartstrueIf true, you (the defenders) move first; otherwise the attackers open.

↑ Back to top

💥 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
}
Refund safety: returning 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

GameBooster keys
Breakthroughhint undo
Clobberhint undo
Konanehint undo
Amazonshint undo
Lines of Actionhint undo
Order and Chaoshint undo
Ultimate Tic-Tac-Toehint undo
Hexapawnhint undo
Three Men's Morrishint undo
Brandubhint 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

GameSlots
Breakthroughboard background
Clobberboard background
Konaneboard background
Amazonsboard background
Lines of Actionboard background
Order and Chaosboard background
Ultimate Tic-Tac-Toeboard background
Hexapawnboard background
Three Men's Morrisboard background
Brandubboard background
Sprite-only. The reskin system swaps sprites — layouts, colours and animations stay the same. Until custom art is added the games use clean procedural sprites and the pill shows 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.

Tip: when customizing, read colours from 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:

AdsRewarded, interstitial and banner service with mediation backends (AdMob, LevelPlay, AppLovin, Unity Ads). Runs a safe mock backend until a real SDK is installed.
IAPUnity Purchasing integration with catalog, dummy store for testing, and purchase-reward hooks.
HapticsCross-platform vibration service — already wired to every game's audio events in this demo.
Rate UsNative store-review prompts (Android in-app review / iOS SKStoreReviewController) with dummy editor backend.
NotificationsLocal notification scheduling with permission flow (mobile packages activate it).
Consent & privacyGoogle UMP / Apple ATT consent flow with editor-safe dummy backend.
Analytics & crashPluggable analytics (Unity Analytics / Firebase) and crash-reporter hooks.
Retention systemsDaily rewards, quests, battle pass, energy, offers, shop, unlocks, deep links, sharing, update prompt.

How it is hooked up in this demo

Setup & going live

  1. Everything works out of the box in the editor with mock/dummy backends — no SDKs required, nothing to configure for the demo.
  2. Open Tools > HLK > Open Toolset (or Tools > HLK > Guided Setup) to configure ad units, IAP products, notifications, rate-us and the rest.
  3. 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.
No SDK binaries ship in this package. The kit is pure source with optional integrations — it compiles clean in an empty project and lights up real providers only when you add them.

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       */ });
Always 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

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

  1. Create Assets/MiniGameTemplates/Runtime/Board3/MyGame/.
  2. Add MyGameGame.cs implementing IMiniGame, decorated with [MiniGame("…", "My Game", Category = MiniGameCategory.Board3)].
  3. Add MyGameSettings (optional) with a static Default getter.
  4. Add the spec files — MyGameBoosterSpec, MyGameAchievementSpec, MyGameReskinSpec, MyGameTutorialSpec — all auto-discovered.
  5. 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.

Enjoying the pack? Reviews on the Asset Store are the biggest help to an indie publisher — if this pack saved you time, a star rating is hugely appreciated. ⭐