Hashashin is a board game I co-designed with 2 of my former classmates at the end of our first game design studies year.
Here are the main story and game’s pitch:
In the valley of Alamut, Hassan Ibn Al-Sabbah, chief of the assassins, decides to take control of the territory. In order to accomplish his plans, he sends his faithful to Qazvin, big city in in the middle of Dash-e Kavir desert. They fit in with the crowd, to lure locals’ attention. By day, they act as every single person, but once night has come, they wear back their true colors, as cruel assassins.
But the caliph is informed by his enemy’s plan. He decides to send some heroes in the streets to take out Hassan’s fellows. To foul the assassins, heroes also hide themselves by day. The main problem is the plans of both parts are impeded by the great vizier, who casts a spell over the town.
Both groups are in total confusion, nobody knows who works with who. Some, to remain safe, only keep on doing their day activity. The others, attached to their cause, continue their mission, even if they have to kill their allies to succeed.
But in the Arabian Nights country, everything can turn out right. The characters will be able to use magical artifacts, meet Djinns, Efrits, ghouls and many other mystical creatures who could either help them or sending them to their doom!
The game objective for the player is to accomplish their day or night mission. In order to do this, they will have to manage their moves and equipment the best way, without forgetting their mission.
- The board is placed in the center of the table.
- “Ghoul”, “Magical Object”, “Action”, “Creature” cards are placed in their respective slots.
- The day indicator is set on “Dawn”.
- Each player chooses a colored piece.
- Each player takes 5 “Action” cards, 5 “Place” cards to plan their moves, 1 “Assassination”, one “Day Role” and one “Night Role” card.
- The “Day Role” card’s face is visible while the “Night Role” card’s one is hidden.
- The first player to start is the one with the best score throwing the dices.
The game works this way:
- 3 parts by turn
- 2 day parts, one night part
- Day parts are made for collecting objects at markets, get extra powers from mystical creatures, and accomplish day goal
- Night parts are made for spot and destroy your target, using the objects collected during the day
- Magical objects and extra capabilities modifying rules spice the whole thing
The game is pretty deep, with a lot of different cards to use, different approaches, and a good replay value.
Basically, each player has to find and kill his enemy or accomplish their day objective. It is possible to do both, but it is pretty hard to handle.
Day objectives are very obvious. Each player has a specific character class (hunter, crusader, thief etc.) giving them special capacities, and have to do specific actions to reach their goal.
For example, the hunter has to fight a certain amount mystical creatures in a temple. Creatures have life points displayed on their card, and in order to win the fight, the player has to score a higher number than the one on the creature’s card with the attack cards he owns. After winning the fight, he can have a creature with him, which brings extra powers, like the ability to skip the day period for a turn and play directly the night part. If the fight is lost the player removes as much life points as he lacked against the creature (3 attack points VS 4 for the creature = -1 Life point for the player), which means day actions could endanger attack-based night actions.
Night objective is the same for everyone, find and kill your target.
At first, the players know the character they have to kill, but not the player who holds that one. Night character cards are hidden in slots, so it’s impossible to find out who you have to kill at first. So, players can reveal two cards by night turn instead of attacking. But they also can take their chance and try to attack someone randomly.
The life system works with attack cards, like for mystical creatures. Each player can choose to defend himself or attack another one. But, during some games, we, the designers, were surprised that some other players used defense cards on other players, to keep their target to win before they do.
CREDITS (in alphabetical order) :
- Maxime Bréda
- Areski Mellali
- Thibault Saveret