Mini Game Templates Board 4.0 - 10 Board Starters for Unity OFFICIAL SALE

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Mini Game Templates · Board 4.0 Pack


Build a polished mini-game collection on a modular foundation instead of rebuilding shared systems for every title.

Classic and abstract board-game templates with local AI/rule logic, turn flow, and configurable play settings. This pack combines ten complete game templates with procedural runtime UI, reusable progression features, centralized customization, and the bundled HyperCasual LiveOps Kit (HLK).


🎮 10 INCLUDED GAME TEMPLATES

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

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

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

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

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

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

Gobblet — Gobble smaller pieces and make four in a row.

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

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

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


🚀 BUILD AND INTEGRATE FASTER

One shared contract — every included game implements IMiniGame for consistent mounting, unmounting, round control, and host integration.

Procedural runtime UI — each game builds itself in code inside the RectTransform supplied by your own interface.

Automatic discovery — reflection-based registries find games and their supporting systems without a central manual registration list.

Independent modules — each game is organized as a self-contained implementation that can be used as part of the complete dashboard or integrated into another flow.


🎛️ CUSTOMIZATION AND PROGRESSION

Data-driven settings — tune game rules, dimensions, difficulty, colors, and progression through the included Studio and ScriptableObject assets.

Reskin workflow — replace supported game art through per-game reskin slots without rewriting the shared runtime.

Boosters and achievements — each game includes dedicated power-ups and progression goals connected to the common game context.

Tutorials and level scaling — first-run guidance and editable difficulty curves help each template support a broader progression loop.

Shared theming — coordinated light and dark themes can update the dashboard and included games together.


🛠️ HYPERCASUAL LIVEOPS KIT (HLK)

Bundled toolkit — the full HyperCasual LiveOps Kit is included with the pack.

Monetization foundations — HLK provides reusable systems for advertisements and in-app purchase integration.

Player-facing services — shared live-operations features include haptics, notifications, rate prompts, and related publishing utilities.

Unified integration path — connect game events and rewards to the shared runtime instead of maintaining separate service layers per mini-game.


🧩 MODULAR BY DESIGN

Add or remove games cleanly — discovery-based modules reduce coupling between individual templates.

Reusable host context — supply your own theme, audio, save, wallet, score, and event services through the shared mini-game context.

Source-level control — extend game rules, procedural layouts, and deeper behavior directly in the included C# source.


📧 SUPPORT

Email — satisvizion@gmail.com