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THE GUIDE

The Killer game (Assassin): the rules and 100 mission ideas

A target, a secret mission, and a hundred ideas ready to hand out.

Each player gets a target and a mission to pull off on them without getting caught. Succeed and you inherit your victim's target. The Killer game, also known as Assassin, needs nothing but good missions. Here are a hundred, taken from the bank of The Assassin on PlaySobr and sorted by setting, with the rules in five lines, what makes a good game, and the paper version.

Missions taken on 9 September 2026 from the bank of The Assassin, which holds 103 of them in English and as many in French.

The rules in five lines

Each player secretly gets the name of a target and a mission to pull off on them, say getting them to say a specific word or to make a gesture. Targets form a ring. You hunt someone, and someone hunts you without you knowing who.

The mission plays out in real life, in the middle of the party, without the target suspecting a thing. If they smell the trick and refuse to say the word, the mission stays open, you will have to find another way.

Mission done, you tell your victim. They are the only one who can confirm it. Once the defeat is acknowledged, you inherit their target and their mission, and the hunt goes on.

Two ways to win, depending on the format chosen before you start. In the classic version, the victim is out and the last player standing wins. In the infinite-lives version, nobody leaves, the victim comes back with a new target, and whoever has the most victims wins when the host calls time. The Assassin applies both rules, the host picks the format on the setup screen.

An impossible mission can be swapped, but it costs a point. In The Assassin, the returned mission is replaced by one nobody else in the ring is holding.

What makes a good Killer game

Duration first. Killer is a background game, it runs while the party happens. Count a whole evening for a ring of ten, a weekend for a big house, and a fifteen-minute round if the table wants to play right now, seated, with missions that trigger inside a conversation.

Missions that are doable but not obvious. Getting someone to say absolutely takes ten minutes of well-steered conversation. Getting them to walk a full lap around the room takes a whole evening on their feet. Match the register to the venue, the list below is sorted for that purpose.

No humiliating missions. A good mission makes the victim laugh when they realise they have been had. A mission that makes them uncomfortable loses you a player, and often two. The bank of The Assassin was reviewed with this in mind, the missions that come for free at a party (picking up a glass) and the passive ones (yawning) were removed, and we left three more out of this page.

Twenty missions for a party in a flat

The missions that play seated, inside a conversation, the ones the game draws for its short round. They are reproduced exactly as the hunter's phone displays them.

  1. Get your target to say the word "absolutely"
  2. Get your target to say the word "exactly"
  3. Get your target to say the word "clearly"
  4. Get your target to say "honestly"
  5. Get your target to say "wait, no"
  6. Get your target to say "I swear"
  7. Get your target to say "that's ridiculous"
  8. Get your target to say "fair enough"
  9. Get your target to say "things were better back in the day"
  10. Get your target to say "it depends"
  11. Get your target to say "I agree"
  12. Get your target to say "excellent question"
  13. Get your target to swear
  14. Get your target to say someone else's first name
  15. Get your target to say the same sentence twice
  16. Touch your target's elbow without them noticing
  17. Place an object in front of your target without them noticing
  18. Get your target to touch their hair
  19. Get your target to cross their arms
  20. Get your target to nod 3 times in a row

Twenty missions for a weekend or a big house

Missions that get the target moving, changing rooms, looking for something. They need space and time, a weekend with friends or a big house makes them easy to hide.

  1. Get your target to go fetch something from another room
  2. Get your target to walk a full lap around the room
  3. Get your target to hunt for an object you secretly hid
  4. Get your target to look after something of yours for five minutes
  5. Get your target to look out the window
  6. Get your target to touch the ceiling (or at least try)
  7. Get your target to change seats
  8. Get your target to turn around
  9. Get your target to sit down if standing (or vice versa)
  10. Get your target to stand on a chair
  11. Get your target to carry someone (piggyback counts)
  12. Get your target to stack at least three objects on top of each other
  13. Get your target to change the music
  14. Get your target to hold an odd object for 10 seconds
  15. Get your target to open a jar or a bottle for you
  16. Get your target to clear away glasses or a plate
  17. Get your target to take off a shoe
  18. Get your target to arm-wrestle someone
  19. Get your target to send a text
  20. Get your target to make a phone call

Twenty missions for a wedding or a family party

Photos, toasts, songs and stories. At a party where everyone clinks glasses and takes pictures, these missions go unnoticed, and they make good memories when the story is told.

  1. Get your target to clink glasses with you
  2. Get a group photo taken with your target in it
  3. Get your target to sing (even just a snippet)
  4. Get your target to dance (even just a step)
  5. Get your target to give a toast in front of everyone
  6. Get your target to take a selfie with you
  7. Get your target to take a photo of you
  8. Get your target to tell a story
  9. Get your target to talk about a childhood memory
  10. Get your target to show off a hidden talent
  11. Get your target to clap
  12. Get your target to hug someone else
  13. Get your target to pour a drink for someone else
  14. Get your target to compliment someone else
  15. Get your target to wear one of your accessories (jacket, cap, glasses...)
  16. Get a high-five from your target
  17. Make your target laugh with a joke
  18. Get your target to impersonate someone in the room
  19. Get your target to make up a nickname for someone at the table
  20. Get your target to describe their last dream

Twenty gentle missions for kids and family

Silly faces, mimes and small challenges, nothing awkward. From eight or nine years old, a child holds a family ring very well, and is often the most discreet player in the house.

  1. Get your target to imitate an animal
  2. Get your target to make a silly face
  3. Get your target to try touching their nose with their tongue
  4. Get your target to play rock-paper-scissors
  5. Get your target into a staring contest
  6. Get your target to wink
  7. Get your target to snap their fingers
  8. Get your target to give a thumbs-up
  9. Get your target to balance on one foot for ten seconds
  10. Get your target to guess a word you mime
  11. Get your target to mime something
  12. Get your target to guess which hand you're hiding something in
  13. Get your target to spell a word out loud
  14. Get your target to say their own name backwards
  15. Get your target to attempt a tongue twister
  16. Get your target to raise their hand
  17. Get your target to look up at the ceiling
  18. Get your target to point at something
  19. Get your target to whisper
  20. Get your target to cover their ears

Twenty missions for an offsite or a team day

Missions that slip into a meeting or a coffee break. Getting a rating out of ten, getting a fact checked, getting a phone lent. The game's bank has no office category as such, these are the missions from the register that fits best there.

  1. Get your target to say the longest word they know
  2. Get your target to do mental math out loud
  3. Get your target to rate something out of ten (a movie, a dish, a song...)
  4. Get your target to answer a "would you rather"
  5. Get your target to guess the price of something
  6. Get your target to fact-check something on their phone
  7. Get your target to lend someone their phone
  8. Get your target to show their phone wallpaper
  9. Get your target to write something on a napkin or scrap of paper
  10. Get your target to pass a message along to someone else
  11. Get your target to make a bet with someone
  12. Get your target to name a foreign capital
  13. Get your target to name three movies
  14. Get your target to say their star sign
  15. Get your target to speak in an accent
  16. Get your target to shush someone
  17. Get your target to knock on wood
  18. Get your target to make air quotes
  19. Get your target to taste something with their eyes closed
  20. Get your target to sniff something

The paper version

Prepare as many cards as players. On each card, a target's first name and a mission taken from the list above. For the targets to form a ring, write the names in a shuffled order, each player gets the next one on the list, and the last gets the first. An A4 sheet cut into eight makes perfectly decent cards, no printer needed.

Whoever prepares the cards knows every target. They sit out and referee, which comes in handy in a big group. If everyone wants to play, put each card in a sealed envelope with the hunter's name on it, and have the envelopes prepared by two people who do not show each other their half.

When a mission succeeds, the victim hands their card to the hunter, who inherits their target and their mission. Keep the cards of the eliminated in a box, they feed the end-of-night story, when everyone finds out who was hunting them.

Or let the phone hand out the targets

From twelve players up, preparing the cards takes an hour and the referee spends the evening answering who hunts whom. The Assassin on PlaySobr does that work. The host opens a room, the others scan a QR code or type the six-character code, and each player discovers their target and their mission in secret on their phone, up to 30 players in one room.

Mission done, you press a button. Your victim gets a notification, sees the mission you claim to have pulled off on them, and confirms or disputes it. If they confirm, you inherit their target and mission, and they leave the ring or come back with a new target depending on the format. If they dispute, nothing happens, you can insist, and after two refusals the screen hands the question back to the table, out loud.

Three formats for the host to pick from. The fifteen-minute express round, playable seated, won by the first to fill their quota of contracts, two up to five players, three from six to twelve. The classic game, one life, the last survivor wins. Infinite lives, where nobody is eliminated and the ranking goes by victims when the host closes. A latecomer can join the ring mid-game, and the room stays open for six hours without activity, the length of a real party. Free, no account, nothing to install.

Frequently asked questions

How many players for the Killer game?

Three at least, otherwise the ring is too short and everyone knows who hunts them. The game gains momentum from eight, when you can no longer work out your hunter by elimination. On paper, the only limit is preparation time. On the phone, The Assassin takes up to 30 players in one room, the only PlaySobr game that goes beyond twelve.

How long does a game last?

Whatever you decide before launching. A seated express round ends in fifteen minutes. A classic game of ten fills a whole evening in the background, the first victims fall within the hour and the ending is played out between two or three careful survivors. With infinite lives, the game lasts as long as the party does, a whole weekend if needed.

What to do when someone does not play along?

Three cases. Whoever holds an impossible mission can swap it, at the cost of a point. Whoever refuses every defeat gets caught in the end, in The Assassin the insist counter shows on the victim's screen and the table settles it out loud. Whoever forgot about the game is no problem, Killer runs in the background and the host can close whenever they like with the ranking as it stands. On paper, set these three rules before handing out the cards.

Killer or Werewolf for a big group?

The two are not played at the same moment. Werewolf is an activity, everyone is seated and paying attention for twenty to thirty minutes, and it plays from five to twelve. Killer is a thread, it runs in the background while the party happens, and it holds up to thirty. For a birthday or a wedding, launch Killer as the guests arrive, and keep Werewolf for the quiet moment, at the table, with those who stay.

The games this article talks about

Play tonight, without preparing the cards

A room in thirty seconds, a QR code, and everyone gets their target and their mission in secret. Up to 30 players, no account, nothing to install.

Back to the guide: which game for your night?

Comparing platforms? The phone party game comparison.