HYPERSCALE

Claim ground, wire datacenters to shared power, staff them from your city, and equip them from the market. ⊞ Games

How to play HYPERSCALE

The idea

You and the computer each run a datacenter company from a corner HQ. Over 24 days you claim ground, wire datacenters to shared power stations, staff and equip them, and sell their output as AI tokens. Power is scarce and fixed to the map, so most of the game is a fight over the same few stations. Whoever has produced the most AI tokens after day 24 wins.

The board

A 9×9 hex grid with your HQ in one corner and the AI's in the opposite one. Five power stations are fixed on the map; the number on each is how many servers it can power.

StationsCapacity
Central corridor (3 stations)5 + 6 + 5 = 16 power
Two home stations (one per HQ)2 each
Only 20 power exists on the whole board and there's no way to make more. Sitting in your corner powers ~2 servers, so the game is decided in the central corridor.

A day = 3 actions

You and the AI alternate days. Each day your powered servers first produce tokens and pay costs automatically; then you take up to 3 actions and end the day. An action is one of:

What you build

PieceCostDoes
Road$1Connects a datacenter back to HQ so it can be staffed. Chains hex to hex.
Power line$2Carries power from a station to a datacenter that isn't next to one.
Datacenter$4Holds up to 4 servers. Earns only when both road-connected and powered.
Every piece occupies its hex and blocks the opponent from routing through it — walling off the enemy's path is a real tactic.

Power & servers

A datacenter draws power if it's next to a station or wired to one by a chain of power lines; it pulls from every station its network touches, so wiring to several is resilient. Output comes from servers: one server = 2 GPU + 1 HBM + 1 CPU from a single shared, finite market whose prices rise as the reserve drains (GPU is scarcest and can run out). A datacenter holds at most 4 servers, so you must spread across the contested stations rather than pile onto one site.

A datacenter needs both a road to HQ and power to earn. Road but no power = unpowered; power but no road = no staff. Neither produces anything.

Running costs & the centre

Each powered server earns a token per day but also costs power (a flat fee) plus staffing, which grows with the road distance back to HQ — a far-flung site costs more to keep running. Both players draw from the same central stations, so their 16 power is shared and contested: when servers compete, the bigger datacenters get powered first and the rest sit dark (built, producing nothing). Installing more servers than you can power is wasted money.

Sabotage

Once per day you may spend an action and $3 to demolish an enemy road or power line that sits next to a piece of yours (you can't destroy a datacenter itself — only its connective tissue). Cutting a choke point several sites depend on hurts most; it's a tempo weapon, not a knockout, since the victim rebuilds for a dollar or two.

Winning

Score is cumulative: every day each powered server adds one AI token to your total, and the higher total after day 24 wins. Timing is everything — a server switched on early earns for ~20 days; the same server built on the last day earns once.

Strategy tips

Quick reference

RuleValue
Game length24 days, 3 actions/day
Total power20 (central 16, two homes 2 each)
Datacenter earns whenroad-connected to HQ and powered
Server output1 AI token per powered server per day (cumulative)
Daily cost per serverflat power + staffing (grows with road distance)
Sabotage$3, once/day; cut an enemy road/line next to your piece
Winmost cumulative AI tokens after day 24