Alpha 1.02 v1.02

Player guide // Alpha 1.02

How to play HypeBoard Tactics

Everything you need to go from your first placement to a finished vault race: rules, turn order, champions, wallet profiles, online play and the current marketplace model.

12x12Arena 2 vaultsWin condition 60sLive turns
Browser tactics 12x12 arena Online PvP Wallet-linked
01

What is HypeBoard Tactics

HypeBoard Tactics is a competitive browser tactics game about meme-born champions fighting over destructible corner objectives. It borrows the spatial clarity of chess, then changes the win condition, board size and unit rules into a faster arena built around pressure, flanks and abilities.

The game is playable as a local hotseat prototype and as online PvP through an authoritative server. Wallet sessions connect profiles, Elo, inventory, marketplace actions and reconnects.

02

Getting Started

  1. 1
    Open the game

    Go to the main page and choose Play. The browser client runs on desktop and mobile.

  2. 2
    Pick a mode

    Use Local Match to learn instantly, or connect a wallet for Online PvP and marketplace.

  3. 3
    Place your champions

    Deploy eight champions inside your legal deployment zone, then lock in items before the first turn starts.

  4. 4
    Win the vault race

    Destroy both enemy corner objectives before your opponent breaks yours.

03

Controls

Action Desktop Mobile
Select champion Click a champion Tap a champion
Move Click a highlighted legal square Tap a highlighted legal square
Inspect Click any champion or objective Tap any champion or objective
Zoom Zoom controls or Ctrl-wheel Pinch or zoom controls
Pan board Scroll or drag the board area Swipe the board area
Use ability Pick the ability, then choose a valid target Tap the ability, then tap a valid target
04

Board & Objectives

Board 12x12

A larger arena creates room for lanes, flanks and corner pressure.

Objectives 2 per side

Each player protects two base corners and attacks the opponent's two corners.

Objective HP 30

Objectives have HP bars and can be destroyed by auto-attacks.

Ranged shield -33%

Ranged auto-attacks deal reduced damage to objectives.

05

Match Flow

Setup is locked before the first turn: champions are placed first, then items are equipped. Normal turns stay deliberately strict so the server can validate online play with the same structure.

Champion placement

Players alternate until both eight-champion squads are deployed.

Item setup

Each player can equip all active items into champion slots, then the items are locked.

Move

Spend up to two movement actions, or skip movement to hold position.

Action phase

Use auto-attacks and abilities. They share a two-action budget for the turn.

End turn

Status durations tick down, then the opponent begins with mana and status upkeep.

06

Placement

Each player brings eight champions. The placement phase alternates between teams until both rosters are deployed. Legal placement squares are the back row plus the deployment squares near each protected corner.

07

Movement & Blocking

Champions use either slide movement or leap movement. Slide movement travels along legal directions and stops at the first occupied square. Leap movement jumps directly to its destination and can ignore blockers in between.

Rule Current behavior
Friendly blockers Friendly champions block movement.
Enemy blockers Enemy champions block movement.
Objectives Live objectives occupy their corner squares.
Visibility All champions are always visible. There is no fog of war.
08

Champions & Roles

Champions are the units you deploy and command during a match. Their exact roster, stats, movement and abilities change with balance updates, so this overview only keeps the stable concepts.

Role Team purpose

Roles describe a champion's broad job in a squad, such as holding space, creating pressure or supporting allies.

Profile Movement + attack

Each champion has its own movement pattern, attack range and baseline stats.

Abilities Two actives

Abilities define the champion's tactical identity and spend mana during the action phase.

09

Abilities & Mana

Every champion has two active abilities, mana, max mana and 1 base mana regeneration. Mana regenerates at the start of that player's turn, then abilities spend mana during the action phase. Abilities do not have cooldowns in the current prototype.

10

Status Effects

Burn Damage over time

Burn ticks at the start of the affected owner's turn.

Stun Skip action

Stunned champions cannot move, attack or cast while stunned.

Regen Healing over time

Regen restores HP during start-of-turn upkeep.

11

Items & Stats

Each champion has one item slot. Items grant their shown stat bonuses directly, but the exact item list and live economy belong on the Items page so this overview does not need to track every balance update.

Slot One per champion

A champion can hold one equipped item at a time.

Stats Direct bonuses

The value displayed on an item is added directly to the matching stat.

Timing Setup only

Equipping happens after champion placement and before the first normal turn.

final = base + itemBonus
12

Combat & Targeting

Auto-attacks can hit enemy champions or enemy objectives if the target is in range. Abilities can target champions, terrain or empty cells depending on the selected skill. Interceptable projectile abilities can be body-blocked by the first champion in the line of fire.

Auto-attack

Costs no mana and uses one combat action.

Ability

Costs mana and uses one combat action.

Friendly fire

Disabled. A friendly body-block wastes the projectile but does not damage the ally.

13

Online PvP

Online games use the shared TypeScript engine on the server. The client proposes actions, but the server validates turn ownership, phase, movement, range, mana, blockers, items, status effects and win state before broadcasting the result.

Mode Purpose Matchmaking
Room code Play a specific opponent Create or join by code
Quick match Ranked PvP Closest waiting rating in window
Correspondence Longer asynchronous turns One day per turn
14

Timers & Timeouts

Live 60 seconds

Each live turn has a running countdown.

Correspondence 1 day

Long matches use a one-day turn deadline.

Defeat limit 3 losses

Three consecutive timed-out turns lose the match.

15

Profiles & Elo

A wallet session represents the online player profile. Ratings, wins, losses, inventory, loadouts and reconnects are tied to the wallet address. Finished matches update Elo when the result is decisive.

16

Marketplace

Champions and items are off-chain assets in the game database for the MVP. Players can list an owned asset, another wallet can buy it, and the server transfers ownership after payment verification.

Action Current rule
List Owned, unlisted champion or item instances can be listed with a token price.
Buy Payment is verified before the asset moves to the buyer.
Cancel The seller can cancel an open listing.
Fee Completed marketplace sales use a 3% platform fee.
17

Solana Payments

The payment layer is isolated behind a verifier interface. Mock mode is only available for local development with an explicit dev configuration. In Solana mode, one atomic marketplace transaction pays the seller's net proceeds directly and sends only the platform fee to treasury. The server verifies signer, mint, both exact recipient deltas, memo and double-spend status through RPC before transferring the off-chain asset.

18

Mobile Play

The board is built for touch: tap to select, tap highlighted squares to move, pan around the arena and zoom when the 12x12 grid needs more room. Important actions are available through buttons, not hover-only interactions.

19

FAQ

Do I need to download anything?

No. HypeBoard Tactics runs in the browser.

Can I play without a wallet?

Yes. Local hotseat works without a wallet. Online profile features use wallet login.

What decides the winner?

Destroy both enemy corner objectives, or win by timeout or disconnect when online rules apply.

Are champions NFTs?

Not in the MVP. Champion and item instances are off-chain game assets controlled by the server.

Does ranged damage work on objectives?

Yes, but objectives reduce ranged auto-attack damage by 33%.

Can a disconnected player return?

Yes. Reconnects use the same wallet identity to resume an in-progress match when possible.

Ready to fight for the vaults?

Open the browser client, place your squad and pressure both corners.

Start playing