Super Hack Override: A Quick Mobile Card Game

 Game: Super Hack Override  Players: 2- 6
 Publisher: Weird Giraffe Games  time: 20 minutes
 Age: 8+  Replayability: 6/10

super hack override

Super Hack Override

Super Hack Override is a concept developed around the theme of technology and hacking. In the distant future, there will be an organized hacker battle to build your hacker cred and ultimately, have a legacy passed on to you. Throughout the game, you will be swapping cards faced in or faced-out from either your hand or your opponents hand. The first hacker to have the winning cred, depending on the player count, faced-out wins. Its rulebook is easy to follow and illustrates gameplay well. You will be swapping cards in order to gather points or take away points from your opponents. You will then resolved attacks or effects and follow by checking cred amount for win/loss. This game is developed to be played on the go if necessary by having cards swap from your hand faced in or faced-out. It’s a functional design implementing three types of cards which grant cred. Higher granting cred could potentially put you in hacker jail (government hack).

My Experience

I played a two player version of Super hack Override and it was over within minutes (which is never a bad thing if you’re looking for quick fillers). We needed to reach 40 cred in order to win the game so my goal was to play a nice balance of government hacks and proxies that could help manage my cred. My first card played was “the other mainframe” which was a solid 10 cred. My opponent played the “West Side Monorail” which gave him 8 cred. I played a “screen door” which protected my hacks and also pushed my score to 12. My opponent played another government hack, “NORA Weather Control Station”, which put him up to 15. U used Stolen Goods to swap his “NORA” with the Stolen Goods cards decreasing him down to 12 and giving my hand a nice bit of government hack leverage. My opponent used “Computer Goggles” and attempted to steal his government hack back, I simply played a “Socket Puppet” which stopped his action and gave me a quick 1 point.

In the end, my opponent played this fantastic combination of cards which ultimately forced me to play a government hack from my hand without my consent. This had me up to four government hacks which placed me in hacker jail. Without that move I would have won needing a simple two more points to win. It was a marvelous execution of actions.

Final Thoughts

Super Hack Override is an interesting quick action card game for a healthy amount of players. I do find the card types don’t make for much to do being the best cards are government cards while the rest of directly interactive actions. However, I love that the game is designed for mobility, being able to play it anywhere with or without a table. The pacing is not bad I do find the experience could get a bit messy. I do like that there is a great focus on strategic moves being there are a lot of opportunities to trick players or gamble plays to try to send players to hacker jail. I do find a lot of the action cards help drag the games length which isn’t a bad thing. But there is also, nothing wrong with multiple playthroughs of a short game.

You will like this game if you’re on the hunt for a quick mobile card game about hacking and is directly interactive.

You will not like this game if you want a game with a bit more opportunity to independently score points.

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Joseph Nicholas

Founder and Editor-in-Chief of Indietabletop. Communication major. Favorite mechanics include: Bluffing and Deduction, modular boards, and action point allowance. Favorite video game genres are Rpgs, Puzzles games, and Sim/Tycoons.

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