Not a hack Rules (3 to 5 players)
- Players take turns voting on completed hacks built by other players.
- If you get “banned” your point total is finalized and you must wait for play to finish.
- When two unbanned players remain a final hack-off round ends the game.
- Whoever has the highest point total at the end of the game wins.
Create two card piles, black hack cards, and white component cards.
Remove all the white new account cards from the white component card pile. Each player is given one white new account card. Shuffle enough white new account cards back into the white component card pile so that there is one fewer than the number of people playing.
Each player draws ten cards from the white component card pile.
Turn 1: Choose one person to draw from the black hack pile, if the card is a hack, everyone plays components to complete the hack.
Hack cards usually require one orange component card and one pink modifier card to complete. If a player is missing a required card they may discard a card from their hand to the white component discard pile and draw a new card from the white component card pile. Repeat until they receive a card that completes the hack.
The person who drew the black hack card then reads each submitted hack combination and decides a winner who keeps those white component cards as points. Set these winning cards in front of that player. Each player draws white component cards to replace their used white component cards.
Following turns: Take turns drawing from the black hack pile until two players remain.
Action cards drawn from the black hack pile are played immediately. If a player draws a negative action card they lose the amount of points specified on the card. Set this card in front of that player.
If a banned card is drawn the person is out of the game and their points are finalized. A banned card can be countered with a new account card. Discard the black banned card to the black discard pile and discard the white new account card to the white discard pile.
Action cards drawn from the white component pile can be used at anytime. If a player draws a positive action card they gain the amount of points specified on the card. Set this card in front of that player.
A player can use a white “steal” card to take a winning hack from any unbanned player. Set these winning cards in front of that player. Discard the used white steal card to the white discard pile.
If either black or white card pile runs out, use a shuffled discard pile to replace it.
Winning: When two players remain, enter the final hack-off round. Any player draws from the black hack card pile until a hack card appears, ignoring other card types. Both players play white component cards and all “banned” player(s) vote on the winning hack. At the conclusion of the hack-off, the player (including banned players) with the highest (or least negative) point total wins. In case of a tie repeat the hack off by drawing a new black hack card.