Mini Game Templates · Board 4.0 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.

PentagoPlace a marble, rotate a quadrant — first to five in a row wins.
TeekoPlace four, then slide into a line or a 2×2 square.
Mū TōrereSlide a piece to the one empty point; trap the AI so it can't move.
IsolaMove your pawn, destroy a tile — trap the AI so it can't move.
NeutronSlide the neutron, then a piece — drive the neutron home to win.
DomineeringPlace vertical dominoes; trap the AI so it can't place a horizontal one.
GobbletGobble smaller pieces and make four in a row.
QuartoPlace the piece you're handed, then choose the AI's piece. A shared trait line wins.
NotaktoBoth place X — complete three in a row and you LOSE.
YotéDrop or move stones; jump to capture two at once. Wipe out the AI.
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-Board4.unitypackage. If Unity offers to import TMP Essentials, accept — the demo UI uses TextMeshPro.
  2. Open Assets/MiniGameTemplates/Demo/MiniGameTemplates_Board4.unity. The full demo is already baked into the scene.
  3. Press Play — the dashboard lists every Board 4.0 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 PentagoGame();
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. "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

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/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
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()

🎮 Pentago

Place a marble, rotate a quadrant — first to five in a row wins.

How to play

  1. Tap an empty cell to place your marble (●). Each cell belongs to one of the four 3×3 quadrants.
  2. Then twist one quadrant 90° with its ◄ or ► button. First to FIVE marbles in a row — counting after the twist — wins.

Boosters

BoosterKeyEffect
Best SpothintHighlight a strong cell to place your marble.
UndoundoTake back your last turn and the AI's reply.

Achievements

AchievementGoalReward
Five Strong
Win your first game.
1
Quadrant 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
DifficultyPentagoDifficulty.MediumEasy blunders often; Medium occasionally; Hard always picks the best place+rotate.
PlayerStartstrueIf true, you (blue ●) move first; otherwise the AI opens.

↑ Back to top

🎮 Teeko

Place four, then slide into a line or a 2×2 square.

How to play

  1. First place your four ▲ markers on empty cells, one per turn, alternating with the AI's ●.
  2. 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

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

Achievements

AchievementGoalReward
Four of a Kind
Win your first game.
1
Teeko Tactician
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
DifficultyTeekoDifficulty.MediumEasy blunders and searches shallowly; Hard looks several plies ahead.
PlayerStartstrueIf true, you (▲) move first; otherwise the AI opens.

↑ Back to top

🎮 Mū Tōrere

Slide a piece to the one empty point; trap the AI so it can't move.

How to play

  1. Tap one of your ▲ pieces that sits next to the single empty point, then tap the empty point to slide there.
  2. Early on, a piece may only enter the centre if it touches an enemy. Leave the AI with no legal slide to win.

Boosters

BoosterKeyEffect
Best MovehintHighlight the piece you should slide.
UndoundoTake back your last slide and the AI's reply.

Achievements

AchievementGoalReward
Trapper
Win your first game.
1
Kewai 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
DifficultyMuDifficulty.MediumEasy blunders and searches shallowly; Hard searches deep enough to trap you.
PlayerStartstrueIf true, you (▲) move first; otherwise the AI opens.

↑ Back to top

🎮 Isola

Move your pawn, destroy a tile — trap the AI so it can't move.

How to play

  1. Tap an adjacent intact tile to step your ▲ pawn onto it (any of 8 directions).
  2. Then tap any empty tile to destroy it (shown in red). Keep destroying escape routes until the AI can't move.

Boosters

BoosterKeyEffect
Best StephintHighlight a strong tile to step onto.
UndoundoTake back your last move and the AI's reply.

Achievements

AchievementGoalReward
Stranded
Win your first game.
1
Tile Breaker
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
DifficultyIsolaDifficulty.MediumEasy plays loosely; Hard samples many destroy targets to box you in.
PlayerStartstrueIf true, you (▲) move first; otherwise the AI opens.

↑ Back to top

🎮 Neutron

Slide the neutron, then a piece — drive the neutron home to win.

How to play

  1. Each turn (after the opening) first slide the neutron ◆ — it travels until it bumps an edge or a piece. Tap a highlighted landing square.
  2. 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

BoosterKeyEffect
Best SlidehintHighlight a strong neutron or piece slide.
UndoundoTake back your last turn and the AI's reply.

Achievements

AchievementGoalReward
Homecoming
Win your first game.
1
Neutron Star
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
DifficultyNeutronDifficulty.MediumEasy blunders often; Hard never gives you a free neutron home.
PlayerStartstrueIf true, you (▲) move first; otherwise the AI opens.

↑ Back to top

🎮 Domineering

Place vertical dominoes; trap the AI so it can't place a horizontal one.

How to play

  1. You place VERTICAL dominoes. Tap one empty cell, then the empty cell directly above or below it.
  2. The AI places HORIZONTAL dominoes. The last player able to place a domino wins — leave the AI no room.

Boosters

BoosterKeyEffect
Best PlacehintHighlight a strong vertical domino to place.
UndoundoTake back your last domino and the AI's reply.

Achievements

AchievementGoalReward
Last Standing
Win your first game.
1
Grid Lord
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
DifficultyDomDifficulty.MediumEasy plays randomly; Medium counts safe moves; Hard looks one reply ahead.
PlayerStartstrueIf true, you (vertical) move first; otherwise the AI opens.

↑ Back to top

🎮 Gobblet

Gobble smaller pieces and make four in a row.

How to play

  1. 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.
  2. 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

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

Achievements

AchievementGoalReward
Gobble Gobble
Win your first game.
1
Big Eater
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
DifficultyGobbletDifficulty.MediumEasy blunders often; Hard always blocks your threats and takes wins.
PlayerStartstrueIf true, you (blue) move first; otherwise the AI opens.

↑ Back to top

🎮 Quarto

Place the piece you're handed, then choose the AI's piece. A shared trait line wins.

How to play

  1. 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.
  2. 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

BoosterKeyEffect
Best MovehintHighlight a strong cell to place, or a safe piece to hand over.
UndoundoTake back your last placement and the AI's reply.

Achievements

AchievementGoalReward
Quarto!
Win your first game.
1
Trait Reader
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
DifficultyQuartoDifficulty.MediumEasy hands you winning pieces and blunders; Hard always plays safe.
PlayerStartstrueIf true, you place first; otherwise the AI opens.

↑ Back to top

🎮 Notakto

Both place X — complete three in a row and you LOSE.

How to play

  1. Both you and the AI place the SAME mark — an X. Tap any empty cell to place yours.
  2. It's misère: whoever completes three X's in a line LOSES. Force the AI to make the line.

Boosters

BoosterKeyEffect
Safe CellhintHighlight the cell that won't trap you.
UndoundoTake back your last mark and the AI's reply.

Achievements

AchievementGoalReward
Dodged It
Win your first game.
1
Misère Maestro
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
DifficultyNotaktoDifficulty.MediumEasy blunders often; Medium slips sometimes; Hard plays perfect misère.
PlayerStartstrueIf true, you place first; otherwise the AI opens.

↑ Back to top

🎮 Yoté

Drop or move stones; jump to capture two at once. Wipe out the AI.

How to play

  1. 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.
  2. 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

BoosterKeyEffect
Best MovehintHighlight a capture or a strong drop/move.
UndoundoTake back your last move and the AI's reply.

Achievements

AchievementGoalReward
Clean Sweep
Win your first game.
1
Stone Cold
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
DifficultyYoteDifficulty.MediumEasy blunders and skips captures; Hard always takes the best capture.
PlayerStartstrueIf true, you (▲) move first; otherwise the AI opens.

↑ 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
Pentagohint undo
Teekohint undo
Mū Tōrerehint undo
Isolahint undo
Neutronhint undo
Domineeringhint undo
Gobblethint undo
Quartohint undo
Notaktohint undo
Yotéhint 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
Pentagoboard background
Teekoboard background
Mū Tōrereboard background
Isolaboard background
Neutronboard background
Domineeringboard background
Gobbletboard background
Quartoboard background
Notaktoboard background
Yotéboard 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_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       */ });
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 4.0, 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/Board4/MyGame/.
  2. Add MyGameGame.cs implementing IMiniGame, decorated with [MiniGame("…", "My Game", Category = MiniGameCategory.Board4)].
  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. 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.

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. ⭐