SideChannels Rules

Introduction

Side Channels is a multiplayer deduction style game.
It's played with at least 2 players per Team. Each teams goal is, to have all their play cards covered by any Marker card. Be it your own teams marker or one of the enemy teams.

Roles

Each Team has players of 2 Roles: Agents and Coordinators.
Each Team needs at least one of each.

There can currently only be one Coordinator per Team. There is no technical limit to the number of Agents.

Role-goals

Abilities

Each Role has specific abilities:

Hints

Are given by your Teams Coordinator at the start of your Round.
It consists of a Word and Number.
The word cannot be a word that is on one of the playing cards (please don't try to abuse this... I can't easily check for that...).

As a small example. Say we have this simplified board:

Tree Leaves Water
Space Lunch Cat
Snow Nature Broccoli

and the Hint is: Forest 3
This tells the Agents, that 3 playing cards stand in association with "Forest".

According to that hint the Agents might mark the following cards on the board:

Tree Leaves Water
Space Lunch Cat
Snow Nature Broccoli

Agents are allowed to place one more marker than the hint number. So in this case the agents would be allowed to place 1 more marker.

Tree Leaves Water
Space Lunch Cat
Snow Nature Broccoli

Sadly "Space" wasn't one of the playing cards associated with "Forest" this also ends the round.

It is encouraged to use hint's that go beyond the literal meaning of the word.
Use of inside jokes as hints is also very much allowed and can be a lot of fun if done correctly.

If a Hint is deemed to be too obvious or illegal the round has be forfeit by intentionally covering an enemy card. This card is chosen by the enemy's coordinator. This essentially gives the Enemy Team a point and lets them get rid of one troublesome card.

Card Types:

There are 3 different types of play cards:

  1. Neutral: Ends the turn if marked
  2. Colored:
    • Continue round when successfully marking a card that belongs to your team.
    • End round if marking enemy card.
  3. Dark: The Team that marks this card INSTANTLY LOOSES the game. It's the Coordinators job to prevent their Agents from marking this card.

Ending a Round.

A round can be ended in 2 ways:

  1. The agents Mark a play card that does not belong to their Team. So either a Neutral (White) or a colored enemy card
  2. Or by pressing the "End Round" Button.

Additional Information

Card Packs

Side Channels uses a modular card pool.
What does that mean?
Simply said: it allows you to customize what playing cards can be randomly chosen and how likely they are.

Each card-pack has a capacity of cards it can provide and a probability multiplier.

Card-packs can be added or removed before each game. You can also edit their weighting/probability.

Card-Pack Types

Static

Cards with hardcoded data that have equal chance to be picked.

Dynamic

These are generated "on the fly" and will change depending on specific circumstances. These packs have a fixed or if possible dynamic capacity.

Wordlist

Cards with Words on them

Static

Examples:

Dynamic

Examples:

Meshes (WIP)

These packs provide 3D meshes to be displayed on the play card.
Examples:

Graphics (WIP)

Cards displaying a texture

Static

Cards that display simple graphics
Examples:

Dynamic

Cards with graphics generated on the fly.
Examples:

Custom

To create a custom cardpack, just duplicate one of the default ones.
A cardpack is called trough an AsyncDynamicImpulse on game start (depending on its weight / probability) and sends back a string through another AsyncDynamicImpulseWithReference of type String. a cardpack can send back any String. Be it a Word or asset url (not implemented jet).