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Human Interface: Nakamura Tower box art
Rich game profile

Human Interface: Nakamura Tower

Human Interface: Nakamura Tower (HINT) is a board game that is a unique combination of many elements known from tactical and skirmish games, RPGs and board games. The game is based on a struggle between two powerful megacorporations that takes place in the title tower. HINT is de...

Players

2-6

Time

60-180

Age

12+

Weight

3.67

Rating

7.29

Should this hit the table?

Quick read before the metadata.

The game has a moderate level of direct confrontation and strategic depth. Players need to frequently pay attention to and react to others' strategies. While there is some level of cooperation required, it is not a major focus of the game.

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.4

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The game has a moderate level of direct confrontation and strategic depth. Players need to frequently pay attention to and react to others' strategies. While there is some level of cooperation required, it is not a major focus of the game.

Replay value

The game offers a high level of variability with a diverse gameboard and multiple paths to victory. The presence of expansions adds new content and gameplay elements, enhancing replay value. The strategic depth allows players to continuously improve their strategies, keeping the game fresh and engaging. The game scales well with different numbers of players, ensuring a consistent experience. While it may take some time to learn, the depth it offers makes it worth the effort. Overall, Human Interface: Nakamura Tower has a strong replayability score of 7.91.

Luck profile

The final luck score for Human Interface: Nakamura Tower is 7, indicating a game that has a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

What ABG knows about this game

Human Interface: Nakamura Tower (HINT) is a board game that is a unique combination of many elements known from tactical and skirmish games, RPGs and board games. The game is based on a struggle between two powerful megacorporations that takes place in the title tower. HINT is designed for 2+ people but through different scenarios can be played alone, in cooperation or against other players. The story happens in the near future when the world is dominated by new technologies. In HINT you will lead a team of selected professionals of a given faction. Each of them has unique skills and abilities, each one can be given weapons and other equipment, be enhanced genetically or cybernetically. All characteristics and modifiers are presented on special character and equipment cards (you don’t need to constantly flick through the rulebook). Each character card has a limited amount of slots that can be filled with equipment and modifications. The player can purchase additional equipment to replace the current item depending on the “group’s assets”. You may like your heroes or hate them but they will no longer be just anonymous pawns. The game is played on a board showing the interior of the Nakamura corporate tower that is under attack by its rivals. The characters are moved using spaces on the board. This eliminates the need to measure distance when moving and fighting thus quickening the pace of the game and allowing to avoid misunderstandings. Each space presents a specific tactical situation that influences the characters placed on it. Game mechanics are fairly easy as we wanted to achieve a perfect balance between a fun game and rules that enable a lot of tactical possibilities. The basic rules are easy to learn but the possibilities of their use grow significantly in combination with the characters’ skills and capabilities of equipment. The characters are defined by their basic physical and mental abilities and modifiers, which make it easier or more difficult to perform some tasks, that make them unique. These modifiers result from their skills, special training or cyberations and other equipment. The rules do not use any dice and the testing mechanics are based on cards that we call CanDo. The description on the card, its value and colour influence the final result of the test. The numerical value also states the location of a hit and additional effects connected to it.

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Credits

People and publishers

Designers

1
Rafa? Bagi?ski

Artists

1
Jan Jasi?ski

Publishers

1
Postindustrial Games

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