Mini Game Templates · Board 4.0 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-Board4.unitypackage. If Unity offers to import TMP Essentials, accept — the demo UI uses TextMeshPro. - Open
Assets/MiniGameTemplates/Demo/MiniGameTemplates_Board4.unity. The full demo is already baked into the scene. - Press Play — the dashboard lists every Board 4.0 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 PentagoGame();
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. "board4_pentago"
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/Board4/<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()
🎮 Pentago
Place a marble, rotate a quadrant — first to five in a row wins.
How to play
- Tap an empty cell to place your marble (●). Each cell belongs to one of the four 3×3 quadrants.
- Then twist one quadrant 90° with its ◄ or ► button. First to FIVE marbles in a row — counting after the twist — wins.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Best Spot | hint | Highlight a strong cell to place your marble. |
| Undo | undo | Take back your last turn and the AI's reply. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Five Strong Win your first game. | 1 | — |
| Quadrant 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 | PentagoDifficulty.Medium | Easy blunders often; Medium occasionally; Hard always picks the best place+rotate. |
PlayerStarts | true | If true, you (blue ●) move first; otherwise the AI opens. |
🎮 Teeko
Place four, then slide into a line or a 2×2 square.
How to play
- First place your four ▲ markers on empty cells, one per turn, alternating with the AI's ●.
- Then tap one of your markers and slide it to an adjacent empty cell. Get all four into a line or a 2×2 square 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 |
|---|---|---|
| Four of a Kind Win your first game. | 1 | — |
| Teeko Tactician 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 | TeekoDifficulty.Medium | Easy blunders and searches shallowly; Hard looks several plies ahead. |
PlayerStarts | true | If true, you (▲) move first; otherwise the AI opens. |
🎮 Mū Tōrere
Slide a piece to the one empty point; trap the AI so it can't move.
How to play
- Tap one of your ▲ pieces that sits next to the single empty point, then tap the empty point to slide there.
- Early on, a piece may only enter the centre if it touches an enemy. Leave the AI with no legal slide to win.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Best Move | hint | Highlight the piece you should slide. |
| Undo | undo | Take back your last slide and the AI's reply. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Trapper Win your first game. | 1 | — |
| Kewai 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 | MuDifficulty.Medium | Easy blunders and searches shallowly; Hard searches deep enough to trap you. |
PlayerStarts | true | If true, you (▲) move first; otherwise the AI opens. |
🎮 Isola
Move your pawn, destroy a tile — trap the AI so it can't move.
How to play
- Tap an adjacent intact tile to step your ▲ pawn onto it (any of 8 directions).
- Then tap any empty tile to destroy it (shown in red). Keep destroying escape routes until the AI can't move.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Best Step | hint | Highlight a strong tile to step onto. |
| Undo | undo | Take back your last move and the AI's reply. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Stranded Win your first game. | 1 | — |
| Tile Breaker 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 | IsolaDifficulty.Medium | Easy plays loosely; Hard samples many destroy targets to box you in. |
PlayerStarts | true | If true, you (▲) move first; otherwise the AI opens. |
🎮 Neutron
Slide the neutron, then a piece — drive the neutron home to win.
How to play
- Each turn (after the opening) first slide the neutron ◆ — it travels until it bumps an edge or a piece. Tap a highlighted landing square.
- Then slide one of your ▲ pieces the same way. Land the neutron on YOUR back row to win — or trap it so the AI can't move it.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Best Slide | hint | Highlight a strong neutron or piece slide. |
| Undo | undo | Take back your last turn and the AI's reply. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Homecoming Win your first game. | 1 | — |
| Neutron Star 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 | NeutronDifficulty.Medium | Easy blunders often; Hard never gives you a free neutron home. |
PlayerStarts | true | If true, you (▲) move first; otherwise the AI opens. |
🎮 Domineering
Place vertical dominoes; trap the AI so it can't place a horizontal one.
How to play
- You place VERTICAL dominoes. Tap one empty cell, then the empty cell directly above or below it.
- The AI places HORIZONTAL dominoes. The last player able to place a domino wins — leave the AI no room.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Best Place | hint | Highlight a strong vertical domino to place. |
| Undo | undo | Take back your last domino and the AI's reply. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Last Standing Win your first game. | 1 | — |
| Grid Lord 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 | DomDifficulty.Medium | Easy plays randomly; Medium counts safe moves; Hard looks one reply ahead. |
PlayerStarts | true | If true, you (vertical) move first; otherwise the AI opens. |
🎮 Gobblet
Gobble smaller pieces and make four in a row.
How to play
- Tap a reserve piece (small/medium/large, below the board), then tap a cell to place it. A bigger piece can sit on top of any smaller one.
- Or tap one of your on-board pieces, then a new cell to move it. Get four of YOUR top pieces in a line to win.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Best Move | hint | Highlight a strong target cell for you. |
| Undo | undo | Take back your last move and the AI's reply. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Gobble Gobble Win your first game. | 1 | — |
| Big Eater 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 | GobbletDifficulty.Medium | Easy blunders often; Hard always blocks your threats and takes wins. |
PlayerStarts | true | If true, you (blue) move first; otherwise the AI opens. |
🎮 Quarto
Place the piece you're handed, then choose the AI's piece. A shared trait line wins.
How to play
- Each piece has four traits: tall/short, light/dark, round/square, hollow/solid. Place the piece shown in the gold badge onto any empty cell.
- After placing, tap a tray piece to hand the AI its next move. Completing a line of four that share ANY one trait wins — so don't hand over a winning piece!
Boosters
| Booster | Key | Effect |
|---|---|---|
| Best Move | hint | Highlight a strong cell to place, or a safe piece to hand over. |
| Undo | undo | Take back your last placement and the AI's reply. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Quarto! Win your first game. | 1 | — |
| Trait Reader 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 | QuartoDifficulty.Medium | Easy hands you winning pieces and blunders; Hard always plays safe. |
PlayerStarts | true | If true, you place first; otherwise the AI opens. |
🎮 Notakto
Both place X — complete three in a row and you LOSE.
How to play
- Both you and the AI place the SAME mark — an X. Tap any empty cell to place yours.
- It's misère: whoever completes three X's in a line LOSES. Force the AI to make the line.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Safe Cell | hint | Highlight the cell that won't trap you. |
| Undo | undo | Take back your last mark and the AI's reply. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Dodged It Win your first game. | 1 | — |
| Misère Maestro 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 | NotaktoDifficulty.Medium | Easy blunders often; Medium slips sometimes; Hard plays perfect misère. |
PlayerStarts | true | If true, you place first; otherwise the AI opens. |
🎮 Yoté
Drop or move stones; jump to capture two at once. Wipe out the AI.
How to play
- In Drop mode, tap an empty cell to place a stone from your hand. Toggle to Move mode with the bar button to slide your stones.
- Jump an adjacent enemy into the empty cell beyond to capture it — then remove a SECOND enemy of your choice. Wipe out the AI to win.
Boosters
| Booster | Key | Effect |
|---|---|---|
| Best Move | hint | Highlight a capture or a strong drop/move. |
| Undo | undo | Take back your last move and the AI's reply. |
Achievements
| Achievement | Goal | Reward |
|---|---|---|
| Clean Sweep Win your first game. | 1 | — |
| Stone Cold 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 | YoteDifficulty.Medium | Easy blunders and skips captures; Hard always takes the best capture. |
PlayerStarts | true | If true, you (▲) move first; otherwise the AI opens. |
💥 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 |
|---|---|
| Pentago | hint undo |
| Teeko | hint undo |
| Mū Tōrere | hint undo |
| Isola | hint undo |
| Neutron | hint undo |
| Domineering | hint undo |
| Gobblet | hint undo |
| Quarto | hint undo |
| Notakto | hint undo |
| Yoté | 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 |
|---|---|
| Pentago | board background |
| Teeko | board background |
| Mū Tōrere | board background |
| Isola | board background |
| Neutron | board background |
| Domineering | board background |
| Gobblet | board background |
| Quarto | board background |
| Notakto | board background |
| Yoté | 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_Board4.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 PentagoGame();
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 4.0, 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/Board4/MyGame/. - Add
MyGameGame.csimplementingIMiniGame, decorated with[MiniGame("…", "My Game", Category = MiniGameCategory.Board4)]. - 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. board4_pentago), 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.