Wednesday, October 12, 2016

Weapon cards.



Weapon cards with poison and bomb tokens. Weapons are sniper rifle, poison, bomb, hand weapon, hand gun.

Updated targets.



Taking out targets, military style! Learn those poker faces!

These are the updated targets. Different values, different risks. Roll a d20 (20-sided die) to see if you're successful.

Target cards.



This picture is mostly just to show some of the work along the way. We've since updated our target cards.

Bonus cards.



Just a few. The game has a deck of 60 bonus cards.

City grid.



Here's the game board--it's 4 sectors that are each 10x10 hex grids. They can be rotated and changed around to give a variety to the city layout. Or, if you're up for increasing the challenge, try 3 sectors across and 1 up. Or set one grid just down a row and now there's a chasm in the city that you have to go around to get to your locations. The possibilities aren't endless but I haven't gotten the calculation done on it yet.

The history.

In March 2015, a friend prompted Shad, "So, Shad, when are you going to make your own game?" Shad decided that he didn't know of any assassin tabletop games, and started thinking in that direction. Any time we had a moment of quiet to ourselves (hard to come by with 4 kids), we debated how the game would look and the logic of rules. At first, we started with a hastily sketched game board on paper so we could finally have a material game to play. Each time a rule or element was added or changed, we playtested several times to make sure it worked.

In August 2016, I, Megan, was put on bedrest for the pregnancy of our 5th child. Shad kicked the game into high gear. It was his sanity project, diverting his mind off the stress of our life situation. Suddenly he produced an attractive board design from Paint. Yes, the computer program that most people use to goof around on when they're bored. Then we designed weapon cards and bonus cards. The game seems to be ever evolving to the point where I just want it to stop and be done! Sometimes my brain can't remember any more what decisions we made on certain rules.

The possibilities with this game reach so far that we've had to separate some of our ideas into expansions already. We're excited to bring this project into reality someday, and are polishing it up to present to publishers.