Hammer & Bricks

Online Board Game — Mighty Units Ltd

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MIGHTY UNITS LTD
Hammer and Bricks — Engine v4.0.0
[SYS] Engine v4.0.0 initialised [NET] Lobby server connected [AI ] Rule engine Level 1 ready [AI ] Rule engine Level 2 ready [AI ] Rule engine Level 3 ready [BD ] 41 board spaces verified [RUL] Administrative pairing OK [RUL] MB crossing enforced [RUL] Doubles rule active [SES] Session manager standby [SYS] █ Ready — loading welcome screen...
0%
Engine Diagnostics
ENGINE STATUS● ONLINE
RULE ENGINELOADED
GAME VERSIONv4.0.0
BUILD PHASEPHASE IV
RENDER MODEPC / LARGE
Engine Load
Rule Set Integrity
Board Configuration
BOARD SPACES41
ACTIVE TOKENS2 / PLAYER
TOOL TOKENS1 / PLAYER
MIGHTY TOOLSMH · MB
PLAYER COLOURS2 ACTIVE
AI DIFFICULTYLVL 1 · 2 · 3
Rule Modules
DOUBLES RULE✓ ACTIVE
MB CROSSING✓ ENFORCED
ADM. PAIRING✓ ACTIVE
VOID TURN✓ DETECTED
FORMATION SYS✓ LOADED
Mighty Units Ltd
Tabletop & Digital Board Game Production
▸   Now Playing   ◂
Hammer and Bricks

Hammer and Bricks

Board Game  ·  Online Edition

Derived from The Mighty Tools Board Game — Single Lane

Single Lane is the foundational core of The Mighty Tools Board Game

The first level of The Almighty Board Game Series 1–4

Press Enter or Click to Begin
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Game Series Lineage
Hammer & Bricks
Current · Single Lane · Level 0
Mighty Tools — Single Lane
Level 1 · Foundation Core
The Mighty Tools Board Game
Level 2 · Full Engine
The Almighty Board Game
Series 1–4 · Final Form
Live Data Feed
[SYS] Engine v4.0.0 initialised
[NET] Lobby server connected
[AI] Rule engine Level 1 ready
[AI] Rule engine Level 2 ready
[AI] Rule engine Level 3 ready
[BD] 41 board spaces verified
[RUL] Administrative pairing OK
[RUL] MB crossing enforced
[RUL] Doubles rule active
[SES] Session manager standby
[SYS] Engine v4.0.0 initialised
[NET] Lobby server connected
[AI] Rule engine Level 1 ready
[AI] Rule engine Level 2 ready
[AI] Rule engine Level 3 ready
[BD] 41 board spaces verified
[RUL] Administrative pairing OK
[RUL] MB crossing enforced
[RUL] Doubles rule active
[SES] Session manager standby

Select Game Mode

Choose how you want to play Hammer & Bricks

🌐
Player vs Player
Challenge a registered player online in a real-time match.
🤖
Player vs AI
Face the AI rule engine across three difficulty levels.

SELECT DIFFICULTY

Choose how challenging the AI opponent will be

🤖
LEVEL 1
SIMPLE
Smarter decisions. Prioritises finishing and striking opportunities.
⚔️
LEVEL 2
HARD
Optimal play. Always finishes tokens first. Never misses a strike.
🔥
LEVEL 3
VERY HARD
Advanced strategic AI. Full offensive and defensive game engine.

Choose Your Token

Select your colour — the AI will take the opposite

🔴
Play as RED
🧱 Mighty Brick (MB)
Defensive strategy — block and control paths
AI plays Blue • Mighty Hammer (MH)
🔵
Play as BLUE
🔨 Mighty Hammer (MH)
Offensive power — advance aggressively, move backward
AI plays Red • Mighty Brick (MB)

✓ Setup Complete!

Review your setup and start playing

👤 YouRED()
🤖 AIBLUE()

Online Lobby

Select an available player to challenge

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Match Found!

Get ready to play Hammer & Bricks

Player 1
VS
Player 2

Waiting for both players to be ready...

Game Time
00:00
Turn Time
00:00

⚙️ Settings

📊 Player Survey
Select a survey to complete

HAMMER AND BRICKS
OFFICIAL RULEBOOK  ·  MIGHTY UNITS LTD  ·  CONFIDENTIAL
Page 1  ·  Introduction & Core Framework

Hammer and Bricks

A Mighty Units Ltd Strategic Simulator

The Hammer and Bricks Board Game is a standalone strategic simulator and a core product within the Mighty Units ecosystem. It is derived from the foundational Single Lane core of The Mighty Tools Board Game and serves as the entry-level experience for The Almighty Board Game Series 1–4.

Our Core Framework: Connecting Goals, Objectives, Strategy, Tactics, and Innovation.
Core Objectives
The Goal
Be the first player to move all four (4) Character Tokens across the finish line.
The Objective
Strategically deploy Mighty Tools (Hammer & Bricks) to protect your own tokens and obstruct your opponent's path.
The Strategy & Formation System

Players must choose a defensive or offensive posture based on token positioning:

  • Rear Guard (100): Using Tools to remove/block opponents from the back.
  • Mid-Field (010): Using Tools to control the central board.
  • Vanguard (001): Using Tools to clear a path for lead Character Tokens.
The Tactics: Movement Logic
  • Split Count: Using each die for a different token (e.g., a 3 and a 4 moves two different units).
  • Full Count: Combining both dice for a single high-value move (e.g., a 3 and a 4 moves one unit 7 spaces).
Innovation: Creativity

Expect the expansion of the Almighty Board Game Ecosystem, through its various Series and Derivatives.

Page 2  ·  Unit Rules
🎲 1. Dice BOTH PLAYERS
  • Action: Click "Roll Dice" to generate two independent values.
  • Split Count: Select a token → Select Die 1 or 2 → Move. Then select a second token → Apply remaining Die.
  • Full Count: Select a single token → Select "Full Count" (Sum of Die 1 + 2) → Move total distance in one action.
🔴
2. Character Tokens (C1–C4)
BOTH PLAYERS
  • Movement: Forward only.
  • Safety in Numbers (Pairing): A lone C Token can be removed by MH. Two or more same-colour tokens on the same space become invincible to the Hammer.
  • Restriction: Characters cannot share a space with an opponent's token.
🔵
3. The Mighty Hammer (MH)
BLUE PLAYER
  • The Strike: Removes any lone (non-paired) opponent character it lands on — or that lands on it.
  • The Utility: Moves both Forward and Backward to hunt targets.
  • Immunity: Unaffected by MB blockers. Cannot cross the finish line.
  • Restriction: Cannot share a space with an opponent's token.
🔴
4. The Mighty Bricks (MB)
RED PLAYER
  • The Wall: Blocks all opponent Character Tokens from moving forward.
  • Movement: Forward only.
  • Weight Restriction: Opponent must roll doubles to bypass. With doubles they may move a Pair (Split Count) or a Single Token (Full Count).
  • Immunity: Cannot be removed by MH. Cannot cross the finish line.
  • Restriction: Cannot share a space with an opponent's token.
◆ Quick Rule Reference
Hammer & Bricks · Mighty Units Ltd
Character Token (C) — Both Players
Each player has 4 Character Tokens numbered C1–C4, matching their chosen colour.
Moves forward only — cannot move backward.
Winning: First player to move all 4 Character Tokens across the finish line wins.
Pairing Protection: A lone C Token can be removed by MH. Paired or grouped C Tokens cannot be removed.
Crossing MB: A lone C Token may cross opponent's MB only by rolling doubles. A paired set may also cross MB with doubles.
C Tokens are the only tokens that can cross the finish line and win the game.
Remember: Protect your C Tokens by keeping them paired. A lone token is always at risk from the opponent's Mighty Hammer.
Mighty Bricks — MB (Red Player)
Blocks opponent Character Tokens from moving forward.
Moves forward only — cannot move backward.
Opponent must roll doubles (identical dice values) to pass MB with a lone C Token.
A paired or grouped set of opponent C Tokens may also cross MB — but still requires doubles.
Cannot be removed by the Mighty Hammer (MH) under any circumstances.
MB cannot cross the finish line.
Strategy: Position MB between opponent C Tokens and the finish line to force them to roll doubles — buying you valuable time.
Mighty Hammer — MH (Blue Player)
Removes a lone opponent C Token upon landing on it — or when the opponent lands on MH.
Moves forward AND backward — the only token with full directional freedom.
Immune to MB: MH cannot be blocked by the Mighty Bricks. It passes freely through MB.
Cannot remove paired or grouped C Tokens — only lone, unprotected tokens.
MH cannot cross the finish line.
Strategy: Use MH's backward movement to hunt lone C Tokens. Its MB immunity makes it highly mobile — but it cannot win the game alone.
The Doubles Rule
Rolling doubles means both dice show the identical value (e.g. 3 & 3, 5 & 5).
Doubles allow a lone C Token to cross an opponent's Mighty Bricks (MB).
Doubles allow a paired set of C Tokens to cross MB together, provided they are adjacent or near MB.
Without doubles, a lone C Token is completely blocked by MB and cannot advance past it.
Key rule: Doubles are the only legal way for C Tokens to cross the opponent's Mighty Bricks. Plan your approach accordingly.
Winning the Game
The first player to move all 4 of their Character Tokens past space 41 (the finish line) wins.
Only Character Tokens (C1–C4) can cross the finish line. MH and MB cannot.
Use your Tool Tokens (MH / MB) to slow the opponent while advancing your C Tokens.
Red Player wins with MB (blocker) strategy — block opponent's path while racing C Tokens forward.
Blue Player wins with MH (remover) strategy — eliminate lone opponent tokens while advancing.
Remember: Protect your own C Tokens by pairing them. A paired token cannot be removed by MH — making pairing both defensive and strategic.
Formation Strategy — MH & MB

The Mighty Tools — the Mighty Hammer (MH) and Mighty Bricks (MB) — define and describe formation strategy as they advance along the board. Their position determines which of three strategic zones they occupy, each with a named formation.

Formation 100
BACK ZONE
Spaces 1–13 (Red)
Spaces 29–41 (Blue)
Formation 010
CENTRAL ZONE
Spaces 14–27 (Red)
Spaces 14–28 (Blue)
Formation 001
FORWARD ZONE
Spaces 28–41 (Red)
Spaces 1–13 (Blue)

MB — Defensive Formations
Back Defense (100) — MB is positioned in the back zone. Blocks opponent C Tokens early, preventing them from building momentum in the opening phase.
Central Defense (010) — MB holds the mid-board. Controls the central corridor, forcing the opponent to consume doubles to advance through the middle.
Forward Defense (001) — MB is pushed deep into the opponent's territory. Acts as a frontline blocker, cutting off the opponent's route to the finish line.

MH — Offensive Formations
Back Offense (100) — MH is in the back zone. Positioned to intercept opponent C Tokens that have been sent back or are still near their home.
Central Offense (010) — MH commands the centre. High-threat zone — can strike lone tokens on either side and retreat freely due to bidirectional movement.
Forward Offense (001) — MH has advanced deep. Maximum threat to opponent C Tokens approaching the finish. MH cannot cross the finish line itself.
How to read formations: Formation codes (100 / 010 / 001) represent Back / Central / Forward zone occupation. MB formations are defensive — they describe how your blocker is deployed. MH formations are offensive — they describe how your remover is threatening the board. Together they define your overall strategic posture at any point in the game.