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Jellby

Let's learn how to play Hack Trick!

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This tutorial exists thanks to: Jellby
0000
Jellby*Welcome to the Hack Trick tutorial!* Hack Trick is a simple game of deduction and bluff for two players.1archivecontrol_editmode_centercomment000
JellbyHere at the bottom we have a world map, which is actually just a board of 3×3 spaces with the numbers 1 to 9 arranged as: *8 1 6* *3 5 7* *4 9 2* The game takes place in several rounds or hands. Each round is worth 1 or 2 points. To win a round we have to place our markers such that we have either of: 1. Three markers on the same space. 2. Three markers in a row, column, or diagonal.2bgae_content_45000
JellbyThese are our *markers*, we are playing white in this game. We have 9 normal markers and 1 [blue]double marker[/blue] (with a "×2" label). Our opponent has [green]the same[/green], but in red (see below, next to the map).3bgae_content_6000bgae_content_51 8 bgae_content_6 6 board_14 7
JellbySo far, it looks like tic-tac-toe. But there is a twist, to place our markers we have to play cards. The game is played with a deck of 18 cards (3 of each number from *0* to *5*). In each round, [green]two cards[/green] are discarded face up, and they will not be used at all. The first player takes [blue]four cards[/blue] and the second (us) takes [red]three cards[/red]. The rest forms a deck.4bgae_content_66000bgae_content_10 6 bgae_content_3 8 counter_before_40 6 counter_before_39 7
JellbyThe round starts with the first player (our opponent) playing a card (they played a *4*). *This first card has no effect, it's only a "seed" for the following turns.*1card_5662362a572694800card_56 7
JellbyAnd after this first card, each player declares the sum of their three cards in hand. This is shown in the log, our sum is 4, our opponent's is 5. It was also shown as speech bubbles when the first card was played, we'll see that next time. [tip] Needless to say, we don't see our opponent's cards, and they don't see ours, they just know we have three cards adding up to 4.2card_5662362a572694800card_56 7
JellbyFrom now on, in each turn we have two options: 1. Draw a card (maximum of four cards in hand). 2. Play a card. If we have four cards in hand, we're forced to play. If we have no cards in hand, we're forced to draw.3card_5662362a572694800card_56 7
JellbyIf we play a card, it *cannot be the same number* as the last played card (the last one on the table). Then we *place a marker* on the map, on the number corresponding to the *sum* of the card we play and last played card.4card_5662362a572694800card_56 7
JellbySo we could play a [red]*3*[/red], a [blue]*0*[/blue] or a [green]*1*[/green] (we could also play a *2* or a *5* if we had any). And then we'd place a marker on the 7, 4 or 5, respectively.5card_1162362a572694800card_53 6 card_16 7 card_11 8
JellbyBut let's [red]draw[/red] instead. That way we may get more options next turn and perturb a bit the information our opponent has about our hand. Click on the deck to draw a card.6card_4162362a572694810card_41 6
JellbyOur opponent played a [blue]*1*[/blue] and therefore placed a [green]marker on the 5[/green]. [tip] Now we know the sum of their two remaining cards is 3.1bgae_content_962362a6cf261e00bgae_content_9 8 card_55 7
JellbyAnd they also placed a marker here, next to "Play!". That's one of the other things you can (optionally) do with your markers *after you play a card* and place a marker on the board. *Play!* means that you force your opponent to play (not draw) on their next turn. [tip] So we'll have to play, but we were already forced to play because we have four cards in hand.1bgae_content_3362362a80a866800board_77 7 bgae_content_78 7
Jellby*Guard!* means that you protect yourself from "Play!", that is, your opponent will not be able to put a marker on "Play!" next turn.2bgae_content_3162362a80a866800bgae_content_31 7
Jellby*Ask*, on the other hand, is something we have to do *before playing or drawing*, and we need to use a *captured marker* instead of one of our color, so we'll see that later.3bgae_content_7962362a80a866800bgae_content_79 7
JellbyWe have to play then. Let's play the *3*, just click on the card.4card_5362362a80a866810card_53 6
Jellby[blue]*3* plus *1*[/blue] is 4, so we place one of our white markers [red]on the 4[/red].1bgae_content_2462362a84a06e600bgae_content_24 6 card_55 7 card_53 7
JellbyWe have now the option to spend another marker to force our opponent to play (Play!) or to protect ourselves from being forced to play next turn (Guard!). !!! Note that "Play!" and "Guard!" are only available if we have played a card, not if we have drawn. And only one of them can be chosen each turn. But let's just pass and end our turn.2sandbox_action_onPass62362a84a06e610
JellbyOuch! Our opponent played another *1*, that makes 4, and placed a [red]marker on the 4[/red], capturing [blue]our marker[/blue]. *When you place a marker on a number, you capture any marker of the opposite color that's already there.* Then they spent a marker to [green]protect[/green] themselves from Play!1bgae_content_2462362a98a1d0100bgae_content_24 6 board_48 7 board_26 8 label_content_31 8
Jellby[tip] Now this is a dangerous spot. If they're able to place a marker here, they'll win the round. But from what they played and the initial sum, we know their last card must be a *2*, so as long as we don't play a *4*, we're safe for now.2bgae_content_2062362a98a1d0100bgae_content_20 6
JellbyPlaying a *0* is also safe a bit longer, because if they draw, whatever they draw cannot be added to 0 to make 6 (cards are only *0* to *5*). So play the *0*.3card_1662362a98a1d0110card_16 7
JellbyThis is another dangerous spot. If they place another marker here (or on the 6), they win the round.1bgae_content_962362ac5f402300bgae_content_9 6
JellbyBut that's not too bad, we can play another *0*, that added to the *5* on the table will place our marker on the 5 and capture the two red markers! Play the *0*.2card_2962362ac5f402310card_29 6
JellbyNote that we cannot use "Play!" now, because our opponent used a marker for "Guard!" in their last turn. But that's OK, just click on "Pass":1sandbox_action_onPass62362ac8d84fb10
JellbyOur opponent hasn't played a *2* yet, and some turns ago we decided that they had a *2* in hand, so they must still have it. Let's prove that we're right. Now that we have captured markers, we can use them to "Ask" the sum of our opponent's cards, *before we draw or play*. Click on the "Ask" button. [tip] Pay attention to the *Ask* box below to see a speech bubble with the answer.1sandbox_action_onAsk62362ae7e1c1910
JellbyIndeed, their total is 2, and they have only one card in hand, so this dangerous spot ([red]the 8[/red]) is safe, there's no way they can place a marker here with a *2*.1bgae_content_4562362af40590800bgae_content_45 6
JellbyWe can win the round now. Can you see how? [tip] Just play the card that, added to the *1* on the table will place a marker on the 6, completing the 4-5-6 diagonal.1bgae_content_3462362b37363c410
JellbyExcellent! We won the round, and we're now leading 1-0 (you can see [red]the score[/red] in the right sidebar). The winner of the game will be the first player to reach a score of 5 (or more). There are only a couple more things to mention before closing the tutorial.1archivecontrol_editmode_centercomment62362b3d6ea6d00icon_point_38923250 6 player_board_inner_ff0000 6
JellbyWhen a new round starts, the winner of the previous round becomes the first player, two new cards are discarded (eliminated) face up, and both players recover all their markers.2bgae_content_3562362b3d6ea6d00
JellbyI mentioned the double marker, but we haven't seen it in use. When placing a marker on the board, you can always choose the double marker (don't use it for "Play!" or "Guard!"). At the end of the round, *if the double marker is in the winning combination and it wasn't the last being played*, the winner of the round will gain 2 points instead of 1. So it's a sort of bet.3board_1462362b3d6ea6d00board_14 6
JellbyThe deck does not have many cards, and it can be exhausted in a round. When that happens, all the cards on the table, except the last one played, are reshuffled and form a new deck. Note that the two discarded cards (shown on the right) stay there.4card_2562362b3d6ea6d00
JellbyIf you are forced to play, but you cannot (because you have no cards, or all your cards are the same number as the last one on the table), you have to show your hand to your opponent, and then draw instead of playing.5bgae_content_3362362b3d6ea6d00
JellbyAnd if you use the last marker of your color without forming a winning combination (three markers on the same number or in a line), then you lose the round (1 point, regardless of where the double marker is). !!! Note that every time you use a marker, it must be of your color, except for the "Ask" action, for which it must be captured.6bgae_content_1362362b3d6ea6d00
JellbyThe next round would start by playing the first "seed" card. We won the previous round, so we are the first player and have four cards in hand for our opponent's three. Play [blue]the *1*[/blue] and, as you play it, look at the [red]right sidebar[/red] to see the speech bubbles with the sums of the players' cards.7card_5562362b3d6ea6d10card_55 7 player_name_38923250 6 player_name_90703557 6
JellbyAnd that ends the tutorial. I hope you liked this little game, and wish you good luck with it!1archivecontrol_editmode_centercomment62362b4b92d9800
Jellby

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Hack Trick

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Designer: József Dorsonczky

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