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Kabal is being play tested. The design is getting better and better. There is a dedicated website for the game here.

 

The next stage is to finish the set up on Table Top Simulator (Steam). The play test group on Steam is here.

 

The game has an entry on Board Game Geek here.

Game Summary

*Kabal* is an intricate semi-cooperative deck-building and area control game that immerses players in a high-stakes cyber battle between two opposing factions—the Black Hat hackers and the White Hat defenders—while also contending with a powerful AI adversary known as Nemesis. In this game, players can switch allegiances between the two human teams, adding a layer of unpredictability and strategic depth. The ultimate objective is to accumulate the most Victory Points (VPs), which can be earned by completing missions, winning battles, activating heroes, and acquiring powerful asset cards. The game's outcome is further influenced by two critical tracks, Alpha and Omega, representing the status of the Black Hat and White Hat teams, respectively.

 

Each round in *Kabal* begins with determining the turn order and checking if any players have switched teams. Following this, players take their turns, during which they receive income in various forms such as M0 or M9 money, blue power tokens, or 5D steps. These resources are crucial for executing actions, which are governed by Action Points (APs). Every player is guaranteed 1 AP from their HQ, and additional APs can be obtained through control of Antarctica (which depends on a player’s political strength there) or from empowered artefacts or crystals. With a maximum of 6 APs available per turn, players must carefully choose how to use their actions.

 

On their turn, players can select from five main actions. The first option is to complete a mission, which involves spending M9 money and using white intel symbols to earn VPs for their current team—either Black or White. The second option is a board action, where players move operatives on the map using red military symbols or gain control of regions using yellow political symbols. Thirdly, players can purchase asset cards or other items using M0 money, enhancing their deck or gaining strategic advantages. The fourth option allows players to trash unwanted cards from their hand or discard pile, which streamlines their deck for future turns, or buy blue power tokens. Finally, players can perform special actions based on their allegiance; Black Hat players can engage in battles to earn Black VPs or Loki points, while White Hat players can activate heroes to gain White VPs or Angel points.

 

The Alpha and Omega tracks are central to the game's strategy, reflecting the influence and power of the Black Hat and White Hat factions. These tracks advance based on the flow of money in the game. The game can end in one of three ways: if the money track reaches $92 trillion, if the Alpha track reaches its maximum level of 15, or if the Omega track hits its peak of 15. When the game concludes, the winner is determined by the total VPs, which includes both individual VPs and those gained from allegiance to a team.

 

*Kabal* also introduces a unique challenge with the presence of Nemesis, the quantum AI opponent. Nemesis plays according to its own set of rules and accumulates VPs just like the human players. If Nemesis ends up with the highest VP total, all players lose, underscoring the semi-cooperative nature of the game where players must balance their competitive goals with the need to prevent Nemesis from winning.

 

The game’s blend of deck-building, area control, and shifting alliances, combined with the pressure of competing against Nemesis, creates a highly strategic and engaging experience. The various victory conditions, along with the dynamic interplay between the Alpha and Omega tracks, ensure that each game of *Kabal* unfolds in a unique and unpredictable way, offering endless replay ability for those who enjoy deep, strategic board games.

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