Pick the tension.
Ownership in TakeIt. Greed and betrayal in The Vault. Word theft and connection in Word Territory. Build-versus-risk in Cutline.
Fast-to-learn games built for people in the same room. Hadtoo designs and develops the games on this shelf, then publishes the rules, design thinking, and development history behind them.
THE GAME SHELF
09 ACTIVE GAMES
The shelf is intentionally small. Each title has to own a different decision loop and a different social emotion.
Everybody sees the money. Nobody sees the move.
A 4–8 player social property war where bankrolls and income are public, TAKE/BLOCK/BUILD moves stay secret, and economic leaders have to survive The Man and Fat Cat.
Build close. Launch far. Know when to stop.
The Hadtoo home for Random Pin: build a modular rocket close to the target, draft a launch slot, then decide how far to burn before you secure the distance or crash trying to pass the mark.
Build the team. Survive the shift. Grow the career.
A turn-based office RPG where you choose four employees, fight workplace problems across multi-encounter shifts, manage Morale and Stress, develop aptitudes, unlock moves, and shape career paths.
Pick the score. Build the crew. Decide how greedy to get.
A 4–12 player co-opetitive heist game where crews secretly converge on shared vaults, contribute just enough breach power to crack them, and betray one another for a larger cut.
Change the word. Take the space.
A 4-player word-war game where one new letter lets players transform words on a shared map, steal rival territory, and trigger connection bonuses across the board.
Choose your build. Flick. Survive. Place.
A premium 1–8 player kinetic knockout arena played across seven rounds. Lock one Posture and Special in three seconds, then fire repeated simultaneous 2.5-second-max volleys using the direct pull-back and one-second timing mechanic. Health or a ring-out eliminates you for the round; finishing place alone awards Table Points.
Read the fairway. Shape the swing. Crash the line.
A stroke-by-stroke vehicle golf game with a PGA-style course camera and a deterministic golf gesture: backswing controls power, downswing controls tempo, path and face create draw/fade/hook/slice, and follow-through controls spin.
Catch the code. Build the page. Keep the stack alive.
A coding arcade game that teaches React through short lessons, untimed guided practice, and timed rounds where players tap moving code pieces in the correct order while a live webpage builds above them.
Draw a franchise. Choose the slot. Build the all-time team.
A 2–8 player sports debate game built around five franchise rounds. Each round gives each player a random NFL or NBA franchise; the player decides which still-open position to fill, builds an all-time lineup, then resolves the head-to-head by honor vote or coin flip.
RULES + DESIGN NOTES
Read how the loop works, what Hadtoo designed specifically for the title, and where familiar genre ideas end and our implementation begins.
DAILY TABLE
PLATFORM MODE / NOT A SEPARATE GAME
SAME SEED. ONE OFFICIAL RUN.
Daily Table now lives above the individual games instead of competing with them. A daily Vault can use the same three vaults and payouts for everyone. A daily Word Territory can use the same letters and starting map. The result is directly comparable without turning the platform feature into another title.
HOW HADTOO PLAYS
LESS SETUP. MORE GAME.
Ownership in TakeIt. Greed and betrayal in The Vault. Word theft and connection in Word Territory. Build-versus-risk in Cutline.
The board should teach the decision while you play instead of making the rules modal do all the work.
The best ending is still somebody immediately wanting another table with a different read.
THE HADTOO LABEL
Hadtoo is the shared home and quality bar. Concepts that create the same decision or duplicate an established game get merged, archived, or redesigned instead of filling the shelf with variations.
ORIGINAL WORK
Hadtoo is not a directory of embedded third-party games or copied rules. We design the playable systems, write the interfaces, tune the mechanics, and publish first-party explanations of how each title works. When a game uses a familiar genre idea—property, heists, word play, or push-your-luck—we say so and explain the specific rules and interactions that belong to the Hadtoo version.