Assassin

Assassin is a sustained social game in which each player is secretly assigned a target to "eliminate" through a discreet signal such as a wink, a specific word, or a light tap. Players circulate through the space or go about their normal activities while simultaneously hunting their assigned target and watching for signs that someone is hunting them. The game unfolds over an extended period, ranging from a single workshop session to an entire day or retreat. Assassin builds observational awareness, peripheral attention, and the ability to function on multiple levels of awareness simultaneously. The game is distinct from the exercise Assassins (a separate entry in the archive), which involves physical tag-style elimination in a defined space.

Structure

Before the game begins, the facilitator assigns each player a specific target. This can be done through written slips of paper, a whispered instruction, or a pre-arranged list. Each player knows only their own target and does not know who is assigned to eliminate them.

The facilitator establishes the elimination method: a wink made with direct eye contact, a specific code word spoken in conversation, a tap on the shoulder, or another discreet signal. The method must be subtle enough that other players cannot easily witness it.

The game runs in the background while other activities proceed. Players go about their normal workshop exercises, rehearsals, or social interactions while watching for opportunities to eliminate their target without being observed by others. When a player successfully delivers the elimination signal to their target, that target is "out" and must confirm the elimination to the facilitator.

The eliminated player passes their target assignment to their assassin, who now has a new target to pursue. This chain continues until only one player remains, who is declared the winner.

Players who believe they have identified their own assassin may attempt to call them out. The specific rules for accusations vary by group: some versions allow a limited number of guesses, while others treat incorrect accusations as self-elimination.

How to Teach It

How to Explain It

"Someone in this room is the assassin. Only they know who they are. The assassin eliminates players by making subtle eye contact and winking. If you are winked at, count to ten silently and die dramatically. The detective must identify the assassin before everyone is dead."

Assassin teaches observation, patience, and multi-layered awareness in a format that does not feel like a traditional exercise. Players develop these skills organically through the game's natural incentive structure rather than through explicit instruction.

Introduce the game at the start of a workshop day or retreat and let it run in the background. Remind players periodically that the game is still active to maintain engagement.

The game reveals natural tendencies in players. Some become hyper-vigilant and withdrawn, sacrificing their participation in other activities to focus on the game. Others forget about the game entirely until reminded. Both extremes provide coaching opportunities about the balance between awareness and presence.

A common issue arises when eliminated players announce their elimination loudly, revealing information about who the active assassins are. Establish a rule that eliminations are reported privately to the facilitator only.

For applied improv settings, the game demonstrates how awareness of social dynamics operates on multiple levels simultaneously. Participants discover that paying attention to others' behavior, reading nonverbal cues, and managing their own signals are skills that transfer directly to professional communication and team dynamics.

How to Perform It

Assassin works best with groups of eight or more. Smaller groups make it too easy to identify the assassin through process of elimination.

The game's effectiveness depends on the subtlety of the elimination method. Winking works well because it requires direct eye contact and can be disguised as natural facial expression. Physical contact methods (shoulder taps) work in active workshop settings where touch is already occurring. Verbal code words work best when they are common enough to appear natural in conversation.

The game generates its best moments when played over extended periods. A day-long retreat or multi-session workshop gives players enough time to strategize, observe, and plan their approaches. Short sessions reduce the game to a simple race rather than a sustained exercise in observation and deception.

The background nature of the game is its greatest strength. Players must maintain awareness of their target and their potential assassin while fully participating in whatever other activity is underway. This dual-track attention mirrors the performance skill of staying present in a scene while remaining aware of the broader show structure.

Audience Intro

"Someone in this group is the assassin. They eliminate players through subtle eye contact. Watch carefully: can you see who the assassin is before the detective does?"

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How to Reference This Page

APA

The Improv Archive. (2026). Assassin. Retrieved March 17, 2026, from https://improvarchive.org/games/assassin

Chicago

The Improv Archive. "Assassin." The Improv Archive, 2026. https://improvarchive.org/games/assassin.

MLA

The Improv Archive. "Assassin." The Improv Archive, 2026, https://improvarchive.org/games/assassin. Accessed March 17, 2026.

The Improv Archive is a systemically maintained repository. The archive itself acts as the corporate author.