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White Hat box art

White Hat

Players

1-6

Time

30-45

Age

10+

Weight

2

Rating

6.36

Fit

Teach 2.3

Teaching signal

Replay 4.1

High replayability

Interaction 3.8

Highly interactive

Scaling 4.4

Scales well

Strategy 4.7

Deep strategy

Control 2.8

Luck-sensitive

Table feel

White Hat has a moderate level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to others' strategies and turns. However, there is less emphasis on cooperation in the game.

Replay value

White Hat has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and room for improvement over time. Player interaction is moderate. It scales well with different numbers of players without compromising its appeal or balance. The game is moderately easy to learn, striking a balance between depth and accessibility. Overall, White Hat has a strong replayability score of 8.14.

Luck profile

White Hat has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. 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

White Hat pits 1-6 players against each other, as they try to prove their worth as a hacker, picking holes in the World’s toughest security measures, to ensure the protection of sensitive data. At its heart, the game employs a trick-taking mechanic that incorporates many additional elements not found in regular trick-taking games, thus creating numerous twists and turns every round. White Hat comes with separate, dedicated solo and 2-player modes. As the players attempt to prove their worth, they will attempt to win tricks by playing cards from their hand. If they win a trick they can then move one of their hats on the board through the maze of FBI servers, internet cafes, and digital tracers in order to reach the Critical Asset and end the game. However, players should not always rush to the end as points are scored at the end of each round depending on what spaces their hats are on, and the lowest score is the winner.

Media

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Editions

Edition Year Language Publisher / Region
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Files

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Credits

Designers

2
Thomas Klausner Ren Multimäki

Artists

4
Scott Everts Jere Kasanen John Lewis (II) Juha Salmijärvi

Publishers

1
Dragon Dawn Productions

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