Hitman: The Board Game

Update from GameFound:

Good Afternoon, Agents.

To all MOOD Publishing fans, fans of the Hitman franchise, and Board Game Connoisseurs of Gamefound: we want to extend a cold and calculated “welcome” to the campaign for Hitman: The Board Game!

It’s been a couple of weeks since we (re)launched Hitman on Gamefound, marking the proper kickoff of the crowdfunding campaign. We’re now ready to share the first big update! In this update, we’re revealing the Follower Gift, explaining what to expect from the preview and live campaign, and introducing you to the core team at MOOD Publishing. Exciting times!

First things first, let’s start with today’s big reveal…

Revealing the Follower Gift: Security Station Miniature

That’s right! If you follow the campaign BEFORE the live crowdfunding stage starts, you will automatically receive this glorious miniature along with your pledge.

You’re probably used to all sorts of eldritch horrors and fantastical creatures in other campaigns, and we bet you’ve probably never seen a miniature of a desk before. But here we are. A miniature of a desk, complete with security gear, a PC, and not one, but two monitors - every dedicated agent’s dream. Check it out:

In Hitman: The Board Game, each Location Map includes a Security Room that plays an important strategic role in every session, and you might find yourself racing to get there. Get there first, and you can sabotage the other players! With this miniature, you can upgrade the table presence and ensure even the most oblivious agent knows where the room is.

We will explain the gameplay functions of the security room in the near future, so for now, enjoy the cool design.

What to expect from this Campaign

The Follower Gift is just one of many reveals and announcements we have in store for you. This is our most ambitious campaign yet, and we have plenty of exciting updates lined up for you in the next couple of months, so buckle up!

In the coming months, we’ll share Location and Target Reveals, where we will show off the Location Maps of the game together with Targets tied to each Location. We will showcase the work of our talented artists and highlight the incredible details of our designs, together with the surprising gameplay variables.

We’re also working on a couple of Gameplay Deep Dives that explain everything from the basics of the game to its complexity and randomizability of every game session. These will surely spark the interest of even the most experienced tabletop gamers.

On top of these updates, we’ll of course also share project progress, expected timelines, and everything in between. We’ll post updates regularly, so keep an eye on your inbox!

The Crowdfunding campaign is still months away, and we’ll share the date when we get closer. When the campaign goes live, we’ll have plenty of awesome Stretch Goals and Unlocks, Polls, Challenges, and Games to keep you wanting more - so you can start honing your blades and ironing your suits already.

[cont.] (but nothing of note)

5 Likes

Can some explain the process with this bored game for a simpleton like me? What’s the story with the crowd funding etc etc etc and when are we likely to see the game for sale? I was expecting it to be released by now and available for purchase.

Thanks Agents

2 Likes

We don’t really know many details at this stage, but:

The Crowdfunding campaign is still months away

That could be any number really but somewhere midway through the year seems likely.
And these campaigns typically last about a month themselves I think, so I would expect the whole crowdfunding process to be done by the end of 2026. (assuming it gets funded)

So probably on the market early 2027? But again we do not know anything concrete on that. I couldn’t really even guess what their funding>production>release timeline looks like. Maybe somebody else has backed similar projects before and has some idea what similar games have done.

4 Likes

So basically they’re waiting for funding and that’s not guaranteed (depending on interest. I didn’t expect it to roll like that, it wasn’t worded like that when IO announced it last year.

2 Likes

Gamefound Update #3

This is a reasonably large one with a lot of images too so I have tried to format it to be more manageable on the forum with drop down sections. Made some images appear a bit small but you can enlarge them.
TLDR: play as 47, Grey, Stone or Knight; learn how gameplay of each turn works; travel to Paris to play The Showstopper.

REVEALING THE AGENTS + PARIS + TARGETS + CORE GAMEPLAY

Learn about the core gameplay loop, travel to Paris and get acquainted with the targets: Dallia and Viktor.

Good evening, Agents.

Get ready for another big update! Yet again, we’ve got plenty to reveal: The Agents you can play, the basics of gameplay, the first location, and the first targets. So prepare your disguise, select your tools, and get comfortable – this mission briefing is going to be an important one.

REVEALING THE AGENTS

Agents

The mission is the same as always: infiltrate the location and eliminate the target. But this time, Agent 47 won’t be the only agent in the field! The contracts have been issued to up to three other agents, and you will compete to secure the final blow.

At the beginning of the game, you will choose to play one of the deadly agents: The charming Knight, the methodical Stone, the cunning Lucas Grey, and, of course, the legendary Agent 47.

No agent is stronger than the other, and it is up to you to find the tools and weapons to execute the perfect hit. Each agent is unique in their visual design and comes with their own player boards. They will come as standees in the game, but a miniature upgrade pack will also be available.

THE CORE GAMEPLAY ELEMENTS

Now, let’s dive into how the game will play! At the start of the game, you will be selecting your preferred agent. Then you will set up the game.

Selecting Locations and Targets

Before you start playing, you will be selecting what map to play and what target to eliminate. Each location map is different and will offer opportunities and layouts unique to it – the placements of guards, where you can find tools and items, and what areas are off limits and require disguises depend on the map you choose. Each location will come with a set of opportunity cards unique to that location.

After selecting the location, you must choose what target to elminiate. Each location will come with two targets that is known to appear in said location in the video game – but you can play all targets in all locations. Each target also comes with custom rooms, that you will place randomly, making every playsession unique.

Setting up the game

Select your starting points in clockwise order.Each location map will have four different starting points.

Then populate the map with the different characters such as staff, crowds, guards, and the target.

Don’t forget to place the tools and security tokens after that.

You can now reveal the placement of the target custom rooms. This empowers randomness, as you won’t be able to plan your starting point based on the placement of the tools, items or the unqie rooms that come with every target.

You are now ready to start the game.

The Core Gameplay Loop

Now it’s time for the first player to take their turn. Each turn consists of three steps: Drawing an event card, playing actions, and passing the turn. Let’s dive into those.

Draw a Event Card

A player’s turn always starts with drawing an event card from the event deck consisting of location-specific and target-specific cards. These cards can be immediate effects that i.e. will dictate how to move the target and guards – you must always execute the movement immediately, unless stated otherwise. Event cards can also have global ongoing effects, such as heightened guard alertness, but only two ongoing effects can be active at the same time.

Play three Actions

Now it’s time for the first player to navigate the map. Each player gets three actions pr. Turn. You can choose to move up to 2 spaces, break a door or a security camera, distract a character, set a trap, attack a character, take a disguise, hide a body or draw an Agent Card. Let’s break the possible actions down.

Move 1-2 Spaces: you can always spend an action to move your agent. It’s up to you if you want to move one or two spaces, but you have to beware of staff and guards – they will trigger a witness check and might react to your move. You can not move through locked doors.

Break Door/Camera: You can spend an action to break a door down, removing it as an obstacle, enabling you (and other players) to move through freely. If the passage is guarded by a security camera, you will need to break it, or loose a agent card if you pass through.

Distract: You can use your ICA coin or any tool to distract a civilian or guard. Spend an action to throw the item in a space adjacent to the NPC, and they will move to that space to investigate. This will enable you to move through areas otherwise guarded.

Set Trap: Each location map comes with a set of objects that can be rigged to be a trap for both the target and other character’s. You will need a specific tool (crowbar, screwdriver, poison) to rig each trap. The first character moving into the space with a rigged trap will be eliminated instantly.

Attack: If you are in the same space as another character, you can initiate an attack. Each comes with a pre-defined attack power, so beware before engaging! Each attack follows this flow:

  1. The attacking player decides if they want to attack silently (1 damage) or loudly (2 damage). The player also decides whether to use their weapons (if any) and plays Agent Cards face down to boost their attack power.

  2. Now it’s up to the other players to decide if they want to play Agent Cards to balance the fight. Each player can play an Agent Card to try to disrupt the currently active agent.

  3. Attacking Power is counted. If the attacking player has equal or more attack power, they overcome the character, eliminating them. If they have less, they are defeated and are forced back to a starting point.

Disguise: If the player is in a space with a defeated character, they can spend an action to take on their disguise. Disguises are indicated by the color of the standee or miniature base, and enable you to move through defined areas unobstructed.

Hide Body: They can choose to hide the body. This will prevent a witness check from occurring in case NPCs move into that space, and will allow the player to pick up one Agent Card.

Draw Card: Finally, if the player is happy with their position, they can choose to draw a Agent Card as an action.

That’s all the moves you can do during a turn. You will also be able to play your Agent Cards as a free action. Each Agent Card comes with a booster effect that can change the way you perform actions or enable you to do actions not possible before.

Agent Card are thus both a action booster an a attack modifier – it’s always worth considering your future steps to decide how to use your Agent Cards.

Pass the Turn

If you have finished you three actions, you pass the turn to the next player.

Remember: The game ends as soon as the Target is eliminated – you don’t get to finish the round.

LOCATION REVEAL: PARIS

Paris

Agents, your first destination is Paris, the capital city of France and one of Europe’s economic and cultural centres. You’ll be infiltrating the Palais de Walewska, where the prestigious Sanguine Fashion Show is about to take place.

The palace is packed with VIPs and fashionistas alike. You can enter through the main door and blend in with unknowing crowds or infiltrate the building through one of the more protected back entrances. Pull the fire alarm to cause distractions, or trigger the fireworks prematurely to move the crowds around – the choice is yours.

TARGET REVEALS: DALIA AND VIKTOR

Targets

Like in the video game, the Paris Location comes with two known targets: Dalia Margolis and Viktor Novikov (note that they can be targets on any location maps). Check out their designs and descriptions:

Drop a chandelier on top of Viktor, or face off against Dalia in a hand-to-hand fight, and come out on top as the leading assassin!

FINAL NOTES

We hope that you are as excited as we are about Hitman: The Board Game! The Core Gameplay Deep Dive should give you an idea about how the game plays, but we will be back with many more details about the game, so stay tuned!

Our next updates will feature new location and target reveals - can you guess where you will be traveling to next?

We’ll await your report,

The MOOD Publishing Team

9 Likes

Gotta say, love the art style!

Makes sense that they would incorporate Knight and Stone here as well, to tie it in with their co-op debut

6 Likes

Was Grey ex ica? Im not sure I remember that being brought up at any point

3 Likes

He isn’t. Closest is probably ex-CICADA? Or when he and 47 worked together way back when

3 Likes

Probably altering his bio a little to be more consistent with the other three, for anyone who picks up this game but never the real games, so they won’t be confused.

4 Likes

Could be. I remember seeing this on reddit and they say there are also spelling mistakes on the pages, so I’m not totally sure it was intentional to change his story.

2 Likes

Needs to be a new rule: promotional materials for any property whatsoever can only be written by a professional author or an obsessive fan. These easily avoidable mistakes are unacceptable.

Gamefound Update #4

REVEAL - Hokkaido, Erich Soders and Yuki Yamazaki

Introducing Hokkaido, and two well-known targets, Erich Soders and Yuki Yamazaki.

Good evening, Agents.

We’re back with another map and target reveal. This time, we’re taking you to Hokkaido, the second-largest island of Japan.

What do you need to know about the island?

On the island, you can find the GAMA Private Hospital. It is a state-of-the-art, privately owned hospital and luxury resort based in the secluded, snow-covered mountains of Hokkaido. It caters solely to the elite and is known for doing ANYTHING to sustain the life of the wealthy.

Sleek corridors, private suites, and surgical wings set the stage for high-stakes assignments, providing a chilling contrast between tranquility and danger. Just like it does in the video game.

We knew we had to implement some of the iconic opportunities you get in the video game. One of them is the poisonous fugu fish, which, if poorly carved, can be lethal. A delicacy that is banned in the luxurious facility, although some of the visitors try to sway the chef to serve it.

Hokkaido is all about the elite and making the impossible happen. That’s all you’ll need to know before we introduce the two new targets.

Hokkaido was one of the first locations we knew we had to include in the game. The Situs Inversus mission is one of the all-time fan favorites, just as it is one of ours. There’s something mesmerizing about the snow-filled mountains, Agent 47 being a yoga instructor, and tampering with Yuki’s favorite sushi orders.

We’ve now revealed Paris and Hokkaido. What location do you hope to see next?

Stay sharp until next time.

The MOOD Publishing Team

8 Likes

Oh my gosh… I will have to process this…

3 Likes

Gamefound Update #5

Map Reveal, Custom Rooms and Modularity

Today’s update is all about flexibility. We’ve shown you locations. We’ve revealed targets. But what we haven’t fully unpacked yet is how those pieces connect and, more importantly, how they go beyond the familiar experience.

Good evening, Agents.

In this deep dive, we’re taking a closer look at one of the core designs behind the board game: Modular contracts. How maps and targets can be separated, and how that dramatically expands replayability. It was a tough decision to make back when we started creating the game, as this made it much more difficult to design.

Having loads of game components that all need to work together can be a big puzzle. It became very clear early in the process that this would create a new Hitman experience. A whole new way of roaming the locations you all know so well. What better way to explain this idea, than by revealing another well-known map… We’re going to Sapienza!

We wanted the experience to feel true to the spirit of the franchise while also embracing what tabletop games do best: letting players experiment, remix, and create their own stories.

That means targets are not permanently locked to their original locations.

In the video game, the characters are strongly associated with specific missions. Silvio Caruso is forever tied to the coastal town of Sapienza. Likewise, Yuki Yamazaki is inseparable from the high-security GAMA facility. Those pairings are iconic. But on the tabletop, your contract is yours to define.

Each target also brings a slice of their original world with them. The exciting part? You can take these signature spaces and drop them into entirely new locations. You’ll have the chance to take Dalia and her Auction Room (yes, also the chandelier) straight into Caruso’s family mansion. Or spotting Caruso on a therapy bed somewhere inside Palais de Walewska at the Paris fashion show. The familiar suddenly becomes unpredictable, and that’s where the fun begins.

These rooms aren’t just for show. They bring gameplay opportunities with them. A familiar space in a new location forces you to rethink your approach, try new angles, and discover new ways to tackle the mission. It’s this kind of freedom and creativity that makes board games feel alive.

What about the vertical aspect of the game?

We’ve had some questions about why the maps are all flat, so we wanted to address this now that we’re taking a closer look. Early in development, we moved away from the idea of vertical elements on the board. Adding too many vertical elements made it significantly more complex and harder to read across the table. For us, clarity and shared information are crucial in a competitive and strategic board game.

That said, verticality absolutely exists in spirit. Of course, sliding down drain pipes, vaulting over walls, and jumping out of third-story windows is part of Agent 47’s morning routine.

We’ve abstracted those moves into gameplay-relevant actions that can still be represented on a flat surface. Climb spaces and shortcuts let you move between levels without turning the game into something closer to 3D chess. Iconic rooms that would normally sit in basements or upper floors are placed alongside ground-level spaces, with the artwork implying height differences even if the mechanics stay streamlined.

Just like with our modular targets and maps, the goal is flexibility without sacrificing clarity. We streamline the design, but never at the cost of what makes Hitman feel like Hitman

That’s it for now.

Keep adapting, Agent.

The MOOD Publishing Team

8 Likes

Bit late as I was away then didn’t get around to it this week but:

Gamefound Update #8

REVEAL - We’re going to Haven Island!

We’re back with another update, and this time, we’re bringing you somewhere new: Haven Island.

Good Evening, Agents.

Haven Resort is located on a small tropical island in the Maldives, offering a luxurious escape for the rich and powerful. White-sand beaches, turquoise waters, and lush gardens create the perfect escape, but beneath the polished exterior, Haven Resort is a hub for discretion and secrecy. Shady and lucrative characters come from all over the world to this island paradise in order to disappear.

From the overwater villas to the private suites in the grand villa. Haven Resort is the kind of place that tells the untold stories. Those that are best kept hidden, according to the two targets. Every corridor, terrace, and shadowed corner seems to have a life of its own, whispering of deals made and secrets traded behind closed doors.

Haven Island is more than just a getaway. It’s a place where appearances are flawless, yet nothing is as simple as it seems. Only a few are ever invited inside, and only a select few truly understand the secrets the resort holds.

Interestingly, seems Tyson Williams has been omitted…

7 Likes

One less person to murder a small price to pay for my boy Grey being back

4 Likes

7 Likes

Gamefound Update #9

Launching April 30 + First Look at the Box Cover

New intel just dropped: April 30 is launch day, and we’re finally showing the box cover.

Good Evening, Agents.

We’ve been hinting at it. Building toward it. Holding a few things back (maybe even a lot).

Now we can finally say it clearly:

The campaign launches April 30 here on Gamefound!

This is the moment it all clicks. The gameplay, the missions, and the strategies you’ve only seen in glimpses. All of it comes alive when the campaign goes live. Follow the page so you don’t miss it, and to secure the exclusive Security Station miniature.

Where It All Comes Together

Until now, we’ve only shown fragments of the board game universe. Today, that changes. We’re finally ready to show the box cover.

Designing the cover art was no small task. From the very beginning, we knew it had to capture the feeling of the board game. It is not about a single moment or a single action. It is about the world you will step into. The cover shows more than one scene. It shows the whole universe we all love.

The box cover is not just art. It’s supposed to feel like an invitation. It is your first glimpse into the full board game universe, a world of strategy, tension, and possibility.

What’s Next?

April 30 is coming, but the surprises continue up until launch. Next week, we’ll share something new that adds even more to the game, and you won’t want to miss it.

6 Likes

In my opinion the cover, it is too chaotic, lacks a clear focal point, and has too much going on. Looking at it, you could come to the conclusion that this is some kind of action-adventure game where you visit various locations and the gameplay is all about destruction and shootouts. The pose and presentation of the character look more like something from a Die Hard movie or Bruce Wayne, whereas this is a game about a quiet, professional, and methodical contract killer. To me, this cover is simply chaotic. They threw everything they had onto it, and it neither fits the style of the game nor matches the sides of the box they presented.

I cannot change the character itself, but I thought that simply toning down the background a bit would better convey the nature of the game, the visual style chosen for it, and above all make it fit the overall style of the Hitman games.

I’ve a made Thread in BBG (the largest forum about board games) here:

https://boardgamegeek.com/thread/3688615/the-cover-i-dont-like-it-so-i-have-a-suggestion-fo

My proposition:

6 Likes

Gamefound Update #10

Unexpected but pretty cool!

SURPRISE REVEAL - Hitman Legacy Targets!

Introducing Professor Ort-Meyer, Alvaro D’alvade and the Legendary Meat King…

Good evening, Agents.

Sometimes the past deserves another shot.

Over the last month, one thing has come up again and again in the comment section: Will there be any of the legacy targets? Characters that left a mark. Missions that stuck with you. The kind of targets that really defined Hitman in the 2000’s.

If you don’t know about us and our whole philosophy when making games, we listen to the community and always investigate the possibility of implementing suggestions (of course, not everything is possible, but all feedback is treated with due diligence). We’ve done it with all of our campaigns. It’s the true impact of crowdfunding, and one of the reasons why we love making games.

So today, we’re doing exactly that.

We’re finally ready to show the Legacy Target expansion, which brings back three iconic contracts from the early days of the Hitman universe.

These targets are a direct response to what many of you have been asking for. Bringing them back felt right, and not just as a nod to the past, but as a way to celebrate the legacy that got us here.

This is still work in progress, but the direction is clear. We want these returns to feel familiar, while being adapted to fit the board game experience and what we’ve learned from your feedback.

Signature Rooms

If you’ve read the other updates, you also know that each target comes with its own signature rooms. They bring a part of their world with them. This update won’t include their locations, but it wouldn’t feel right without a small part of their world. Like the other targets, they’re paired with some of the spaces that really define them, their routines, and the stories around them. We’ve already revealed examples throughout the campaign, from Erich Soders’ high-tech surgical wing to Silvio Caruso’s observatory.

For legacy targets like these, the signature rooms matter just as much as the characters themselves. They’re what turn a target into a full scenario. And this is where we want to hear from you again!

When you think about these three targets, what rooms do you expect to see?

Let us know what spaces feel essential to you. We’re building this together, and this is your moment to put our artists to work.

That’s it for now! We are 13 days away from launch, and we hope you are as excited as we are. We’ve still got a bunch of things to show, so stay tuned!

P.S. We know it’s not always evening for everyone when we post the update, but ‘Good evening’ just sounds better. And honestly… we all imagine Diana’s voice in our heads.

Remain prepared.

The MOOD Publishing team

9 Likes