Hitman: The Board Game

No worries I was not 100% that was the same Easter Egg or not tbh, I just was sure there was some other awkward way of getting the Battle Axe there because it is already a terrible item to spin in Roulette.

My suggestions for potential equipment cards available in the game. I created a quick mock-up of the card design concept in Photoshop and used AI to generate illustrations (to match low-poly style) based on images of the original equipment from Hitman WoA, then matched them to the game’s visual style (red glow effect).

I’m not entirely happy with the fact that some of the equipment simply doesn’t fit:

  • Instead of a Baseball Bat: Police/Concealable Baton
  • Sieger AR552 and ICA Raptor should be part of the guards’ loadout (red), not ICA equipment
  • Instead of “Katana”: ICA Combat Axe
  • Instead of “Sieger AR552”: TAC-4 AR Auto
  • Instead of “ICA Raptor”: TAC SMG S"
  • Instead of “Lil’Flashy”: ICA Flash Device

Better image quiality: https://i.postimg.cc/CSsJ8Zkf/hitman-weapons.jpg

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Didn’t know DLC for board games were a thing but never the less it looks cool. I’m specially in love with the art style. Also, extra points for getting Jane Perry to voice the trailer.

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I’ve decided to back it. I will say, I do think this crowdfunding thing could of been a bit more appetising. I’ve backed a few board/card games on Gamefound and Kickstarter, and the prices here do feel rather stingy, and the stretch goals a bit lacklustre, which is why I’ve just backed the basic, tier 1 version. Still, it looks fun, and I adore the art style, and even the default not “premium” version looks good enough for me.

@v1deost congratulations on the collab and the animation, I laughed hard at it. I like how Knight is just a wee gremlin. It’s definetly canon, noone can say otherwise. Well done.

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Just sayin’

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€330 !!! that’s outrageous for a board game … i’m sure they will have a few people buy it, but it will not be falling off the shelves

€330 is the all in with all packs and extra like mini and such. The base game as it will be on shelf is €60.

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Of course, nobody is forcing anyone to back the game, let alone go All-In. However, the way the creators priced both the base game and the expansions, combined with how little they actually add - not only in terms of gameplay content but also physical components - makes this feel like nothing more than a cash grab.

Anyone who has spent some time in the board game hobby and follows crowdfunding campaigns can clearly see how disproportionately this campaign has been priced. I’m not judging whether this is a lot of money for someone personally, nor whether they enjoy the game or not. I’m evaluating purely the amount of content included, the complexity and variety of the components, the production difficulty, and the overall manufacturing costs involved …as well as its replayability potential and overall complexity.

I’ve personally worked on four board games myself, and I also create fan-made content which I later send to print. I’m very familiar with pricing and production standards in this industry.

And when I look at what this game actually offers inside the box compared to how much it costs, my brain just screams: “For HOW much?!”

From a technical and production standpoint, this game is incredibly simple. It’s basically two boards, a few hundred small cards, simple tokens, standees, and player boards. There’s absolutely no technical finesse here, no particularly complex components, no unusual or advanced printing techniques that would justify even half of this product’s asking price.

The base game is still somewhat defensible price-wise, but the way the expansions were priced is honestly a joke and feels like outright exploitation of backers. Just browse through current crowdfunding campaigns from this year or last year and compare their prices to the amount, variety, and complexity of components they include. The difference is enormous.

An All-In pledge costs close to €400 once tax and shipping are included, yet the amount of content you get is comparable to some standalone base games. For €400, you can buy one of those massive Ameritrash-style games packed with hundreds of plastic miniatures, close to 1000 cards, hundreds of highly detailed and diverse components, all spread across 5–8 large boxes.

The way this game has been priced is simply absurd. Judging by the actual amount of content, the component variety, the manufacturing techniques involved, and the production complexity, this All-In should never exceed €200 including tax and shipping.

On top of that, the creators themselves didn’t seem particularly committed to the source material. The game is designed in a very simplistic way, full of oversimplifications and questionable design decisions that make it feel more like Assassin’s Creed than Hitman. It’s an extremely casual product being sold at the price point of a highly advanced premium game.

I honestly have no idea where they pulled this pricing from, but I only have one word for it: GREED.

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In Denmark the Season of greed is 12 months a year.

(I have no Photoshop skills, just imagine it bein Hakan instead of Clemens)

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Update #18

A Closer Look at the Arsenal

In this update, we’re taking a step back to look at the fundamentals. We’re highlighting some iconic Hitman weapons, while also opening up the conversation around card artwork and potential stretch goals.

Good Afternoon, Agents.

The weekend’s over, and we’re back!

Some of you pointed out that we’ve been spending a lot of time highlighting the more unconventional… and let’s be honest, slightly ridiculous tools in the arsenal. And you’re right. While those moments are part of what makes Hitman fun, they’re only one side of the experience.

So today we’re shifting the focus to the classic Hitman arsenal! Some weapon cards currently share artwork because they are duplicates. We’d love to create more unique art across the board, so we will be adding this as a stretch goal - and we want your input!

Help us shape the game: Tell us which weapons you’d like to see added!

Right now, the game already works very well with the current range of weapons. Because of that, adding large numbers of additional weapons doesn’t really make sense for the core experience. So the new artwork would be to replace the duplicate ones.

A quick note on sniper rifles before you throw ideas at us…

We tested multiple approaches, but they never quite landed where we wanted. Either they introduced complex mechanics like line of sight and distance measurement, or they felt too light and didn’t deliver on the sniper fantasy (a sniper should feel like a sniper).

In multiplayer, they also created some gameplay issues. Waiting for the perfect shot wasn’t very engaging, and long-range eliminations felt undeserved. Because of that, we’ve decided to focus on the core gameplay, especially the close combat and tense experience that defines the board game.

We’re still open to revisiting snipers down the line if we can make them work in a way that feels both fun and balanced.

How do I know if I’ll get the 47-Hour Coin?

Everyone who backed the campaign before May 2nd at 3 PM CEST will get the coin added to their pledge. This is done in the pledge manager, so don’t worry if it doesn’t appear on your pledge right now! The last backer ID number receiving it is #2670.

Update #19

Closer Look at Miniatures and Stat Tokens

We’re taking a closer look at the miniatures, including how the stat token system works and what’s included across the different expansions.

Good Afternoon, Agents.

Tomorrow it’ll officially be one week since launch, and what an opening week it has been. This is all because of you. We’re grateful for all the kind messages, as well as for all the feedback you’ve shared with us. We hope you can see and feel the impact your feedback is having on the game.

Because there has been so much interest in the different component types, we decided to split things into two separate updates: one focused on the Acrylic Standees, and one focused entirely on the Miniatures. This update is all about the minis.

One thing we realized during the first week is that we haven’t properly shown or explained how stats work with the miniatures. Most of you already know that the different targets, guards, and other NPCs come with unique attack values and rewards. We previously showed how this works with the standees, but not how it translates to the miniatures themselves.

As shown above, each miniature includes a small slot designed for stat tokens, allowing you to quickly identify important gameplay information during play. This also means you’ll be able to slide the Elusive Gift Boxes Hardmode Guard tokens into the token slots to increase the difficulty.

The image shown above is from one of our first prototypes, so keep in mind that the final design has evolved a bit since then, but the core functionality remains the same.

So, let’s break down exactly what miniatures are included across the different miniature products

Player Agent Miniatures

The player agents all have slightly different heights due to their unique poses and silhouettes, helping give each assassin their own personality on the table. They’re roughly around 5.5 cm, but it varies a bit. Unlike the other miniatures in the game, the agents themselves do not include stat token slots.

Base Game Miniatures

A detail some of you already spotted: yes, Erich Soders’ miniature is actually shorter than the others. While most miniatures in the game stand at roughly 5.5 cm tall, Soders measures around 3.9 cm in his wheelchair. His miniature is also a bit wider, giving him enough space so we didn’t have to shrink him down.

Signature Targets Miniatures

These are some of the most iconic targets in the Hitman franchise, and characters we knew many fans would want represented on the table from day one. If you’re wondering if Meat King really is that wide, then look no more. Yes, he is wider than he is tall. Anything else would’ve been wrong.

Berlin Expansion Miniatures

Finally, we have the Berlin Expansion. This is where you’ll be able to find not just one target, but five.

Besides adding a brand-new set of miniatures, this expansion also introduces several new gameplay elements and mechanics that we’re excited to dive deeper into in a future update very soon.

And lastly, a small extra update:

After requests from some of you, we’ve now made the next four daily reveals visible on the campaign page. We’ve still kept the question mark asset in place to preserve some of the surprise, but observant backers may already notice a certain pattern in how they’re scheduled…

Currently, they seem to appear every third day :eyes:

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Update #22

Deep Dive - Modularity and Replayability

A deep dive into the modularity of Hitman: The Board Game - how locations and targets combine to create dozens of unique gameplay experiences in the base game alone.

Good Afternoon, Agents.

Before the campaign launched, we released an update discussing modularity and replayability in the board game. Now that many of you have had more time to dive into the gameplay previews, mechanics, and mission structure, we felt it was the right time to revisit the topic with a much deeper look at how the game is actually designed with modularity in mind.

One thing we always take seriously when designing board games is replayability. Especially with an adaptation of the Hitman video game franchise, where experimentation, adaptation, and player creativity are at the core of the experience. It’s what makes it fun to keep returning to the same locations. We’ve seen some questions about the amount of content and replayability in the base game, so we wanted to clarify just how much variety is actually packed into the box, since the game is designed from the ground up to be modular.

Before we dive into modularity, we want to touch on the realities of designing missions for a game like this. Creating a new map or target is not “just” about adding more content and art. Every location and every target introduces new gameplay interactions, card combinations, movement patterns, opportunities, and challenges. Every target is unique and comes with a “personality”, and developing that gameplay takes many iterations.

On a quick side note, we also want to point out that art made by humans takes time. We can’t stress this enough, and we don’t want to make any compromises when it comes to art, as we’re incredibly proud of the artists who bring the game to life. We’ll do an update later in the campaign, where we’ll introduce the team properly.

That also means an enormous amount of testing.

Each map undergoes countless hours of playtesting to ensure the combinations remain fun, balanced, challenging, and, most importantly, don’t break the game in unintended ways. A single new target doesn’t just need to work on one map; it needs to work across all locations (and this goes for all of them). This is also why adding just a few more maps is much larger in scope than it might initially seem. Every new element massively expands the different possibilities.

Modularity is one of the game’s biggest strengths, but it also means every piece has to carry a huge amount of responsibility within the overall system.

The basics of a Mission

Every mission in the game is built from two major elements that you can freely mix and match. The first element is the location. In the base game, there are four different maps: Paris, Sapienza, Hokkaido, and Haven Island. Additionally, Berlin is available as an expansion add-on, but we’ll dive deeper into that in a later update.

The Locations

Location maps are not just visual backdrops. Each comes with its own mechanics that make it stand out in different ways. So, let’s do a short introduction of the gameplay themes of each location.

Paris

Paris focuses on manipulating the target’s movement and offers a great deal of loot. Players can take advantage of the various loot and combine those with the opportunities this location offers.The challenge? Paris comes with a lot of fast-moving staff and guards that might catch you off guard and force you to retreat.

Sapienza

Sapienza introduces a clear restriction. All guards on this map will see right through any yellow disguise, which makes navigating a lot harder! Players must find new ways to circumvent this. There are a few features that can help you. Firstly, you can tamper with the fuse box to shut off the lights in any selected red space, or lure guards into speaking with Lafayette. Either of these actions will disable the enforcer’s ability. Another tactic is using the tunnel network. You can spend actions to move between connected spaces through fixed “teleport” routes.

Hokkaido

Hokkaido disrupts the trespassing rule players are used to from the previous two locations. When wearing a disguise, players can no longer rely on the blue disguise to pass through yellow or red spaces. Players must match exactly the right color of disguise. Not only that, but the players can frame each other by hacking the Kai system, forcing them to retreat (only if the other players are trespassing). Combine that with a longer target path and a more difficult guard, and the map will keep you on your toes.

Haven Island

Haven Island has many neutral spaces and the longest target path. But it comes with a lot of sun! The targets will not stop at every space on the path, but will continue moving until they are indoors. This dynamic creates quite an unexpected turn of events with each target.Combined with spaces where players can hide NPCs, this location often turns into a tense chase across the map.Targets that would take 4-5 turns to take out might become nearly impossible to get to. Alas, a boat is roaming around and might be able to help chase the targets.

Even before targets enter the picture, the locations affect how players approach the mission - but that’s just half of the equation.

The Targets

The second part is the target itself. The base game contains eight targets, each with unique gameplay, mechanics, and difficulty levels. Some targets are heavily guarded, while others are constantly moving and difficult to isolate. They’re not simply different NPCs. They actively change how the game unfolds. Some targets come with three unique rooms that are added to the chosen location during setup. This means you’ll shuffle the three unique rooms and randomly place them into the location’s three slots during setup.

So, even if you revisit the same location multiple times, the experience can feel dramatically different depending on the target. Next week, we’ll do a proper deep dive into each target so you can get a good idea of how they work at an individual level.

32 Different Core Setups

Yes, that’s right. The base game has 32 unique target-location combinations. This is before you even begin considering: player count, deck variation,card draw, randomized tokens, NPC movement, and different strategies and playstyles. Both the maps and the targets contribute cards to the event/opportunity decks. That shifting dynamic is a huge part of what gives the game longevity.

It’s really more than just four maps. Seeing four maps on paper might sound limited at first glance. But the reality is that those maps are not standalone scenarios with fixed scripting and a repeating outcome. They are modular sandboxes. Even just looking at the core combinations alone, the base game effectively contains 32 different mission foundations.

And from there, player creativity takes over. That replayability and freedom of experimentation have been one of our biggest pillars from the very beginning. We’re so excited to see the different strategies, stories, and approaches that you’ll discover once you get your hands on the game.

We hope this gives a better look into how much variety is actually built into the core system of the game. Modularity is a big pillar of the design, and every location and target was created to keep missions feeling fresh across repeated playthroughs.

The goal has never been to create a small number of scenarios, but rather a flexible sandbox system where different mechanics, targets, and player choices constantly reshape the experience.

Final Notes

What gameplay elements would you like to know more about? We have a few gameplay updates lined up, but tell us what you want to get more insights into.

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Update #23

Community Agent Cards

Seeing people come up with their own Agent Card ideas in the comments inspired us to take the idea a step further.

Good Afternoon, Agents.

One of the best parts of crowdfunding is watching the community actively shape discussions around the game. We’ve seen many of you share gameplay ideas and creative concepts for Agent Cards, and we genuinely appreciate all the feedback and discussions so far.

A huge part of crowdfunding for us is being able to listen, improve, and shape the game together with you, which is exactly what inspired this next idea.

So today, we’re excited to announce Community Agent Cards.

Over the coming week, we’ll be inviting the community (yes, you) to submit their own Agent Card ideas. Once submissions are in, we’ll review them internally and make any necessary balance adjustments to ensure the cards fit naturally within the game. After that, we’ll open up a community vote to help decide which cards will make their way into the Elusive Gift Box.

What are Agent Cards?

For those unfamiliar, Agent Cards are one of the core systems that drive the game’s unpredictability, strategy, and replayability. We like to say that they represent an Agent’s training, preparation, instinct, and ability to improve under pressure.

Agent Cards can introduce entirely new ways to approach situations, whether that means manipulating the environment, disrupting another player’s plans, escaping danger, or improving your attack in combat. They also help ensure that no two games play out the same way, constantly creating unexpected moments that force players to think creatively and adapt to the situation. They’re designed to create memorable moments, which is why it felt like the perfect fit for a community-driven addition.

We’re incredibly excited to see what ideas you come up with. Whether your concept is clever, chaotic, tactical, or completely unexpected, we want to see it. We’ll likely be sharing a poll with selected ideas sometime next week, so keep an eye out for that.

Update #24

ANNOUNCEMENT - Make-Your-Own kit

We’ve been brewing on an idea coming straight from you. We’re happy to announce that a “Make-Your-Own” kit will be added to the Elusive Gift Box.

Good Afternoon, Agents.

First of all, we just wanted to say THANK YOU for all the agent card ideas you’ve already shared. We love the creativity you bring to the table. Some of the concepts have been surprisingly clever, a bit chaotic, and a few have been incredibly close to ones we’ve playtested over time. But Agents! Keep them coming!

One of the coolest parts of crowdfunding is seeing the community throw ideas around and build on them together. It can introduce inside jokes, ridiculous concepts, and strangely specific ideas that somehow make perfect sense to the people posting them.

Which actually leads us into today’s reveals.

Make Your Own kit

Some of you noticed that we’ve previously experimented with customizable gameplay. We’ve seen multiple comments asking if this could also become a reality in this game.

So after discussing it internally, we decided to add a new “Make Your Own” concept to the Elusive Gift Box. This means that everyone backing the campaign will receive this in the gift box.

This includes blank cards, tiles, and standees that players can use to create their own ideas, mechanics, and challenges.

This is where internal jokes can really shine.

Maybe someone always forgets an important rule.

Maybe your group has developed its own weird meta over time.

Maybe one player treats stealth as a vague suggestion.

We know this kind of thing won’t be for everyone, but we still wanted to include it for the people who enjoy adding their own personal touch to game nights.

Day 14 Reveal

If you haven’t already seen them: We’ve revealed 8 new cards all tied to base game targets. Our artists have been working on these recently, so we felt like they deserved to be highlighted properly. These go straight into the base game. Which one is your favorite?

That’s all for today, Agents.

As always, we’d love to hear what other things you’d like to see highlighted in updates. We have a lot in the pipeline for next week, where we’ll dive into solo mode, acrylic standees, the different gameplay each target introduces, and hopefully a proper update on localization. It’s obviously not all we have planned, but it’s some of the things we’ve seen repeated in the comment sections. And please keep the Agent Cards ideas coming. We’ll review them next week and create a poll.

We’re usually a little quieter during the weekends, but we’ll be back soon with more updates to share.

Update #25

ANNOUNCEMENT - Collectible Cards for Every Backer!

A look at the unlocked Brief Holder, what we will do with the Community Agent Cards and a Highlight of the Hokkaido Targets…

Good Afternoon, Agents!

We are back to talk about a few stretch unlocks, highlight the Brief Holder, talk about our plans with your epic Community Agent Card suggestions and showcase the different gameplay elements of the two Hokkaido targets: Soders and Yuki.

Signed Collectible Cards + Gold Ballers for Everyone

As fans of the Hitman franchise, we want to celebrate the people behind the legendary title. To do so, we released one more Stretch Goal yesterday: The one and only David Bateson, the voice actor behind Agent 47, will sign every Serialized Collectible God Baller Card!

Due to popular demand, we are adding another Stretch Goal! If €700.000 is reached, we will add a Collectible Gold Baller Card (Not Serialized) to every single Elusive Gift Box – everyone who backs this campaign with any Pledge Level will receive it!

This means that everyone who backs the All-In Pledge will receive 2 Collectible Gold Baller Cards: One without the serial number, and one serialized and signed by David Bateson.

Daily Unlock: Brief Holder

On a side note, we’ve had some issues with updating the Daily Unlock on day 17, but we’ve now updated it. It’s a component addition: We are adding a Brief Holder, a stand for the Location and Target Briefs that puts it upright, giving it a nice table presence. This will boost the immersion, and ensure that all players can see the target details and description. This one is added to all Base Games!

Community Agent Cards

Last week, we invited all of you to come up with cool Community Agent Cards that you would like to see. And you have truly delivered! We’ve received many suggestions, which really show your dedication to the game and the Hitman universe.

We are currently looking through them and investigating which ones could work in the game. Tomorrow, we will announce a shortlist of 20 possible cards, and you will be able to vote for the one you like best. The top 5 will be added to the Elusive Gift Box, so make sure your vote counts!

Target Highlights: Hokkaido

In update #22 we highlighted the different Locations, and how the gameplay differs. We promised to also highlight the differences in the Targets, emphasizing how each of them are unique in gameplay design, so today, we want to shed light on the Hokkaido Targets: Erich Soders and Yuki Yamazaki.

Erich Soders

Erich is sick and needs a lifesaving surgery. He is preparing for the procedure, so you will find him in the Operating Theatre, and he will not move! Instead, Nakamura, the Hospital Director moves around and he is carrying the Access Code to Soder’s Operating Theatre with him.

Traps are not as reliable as with moving targets, and to get the Access Code, players will need to either get rid of Nakamura who moves on the target path, or infiltrate the heavily guarded Director’s Office, where players must be alone and spend two actions to reveal the Access Code. This is no small feat, and takes quite a lot of planning – especially when you have to be the fastest Agent!

Target Event Cards like the Confer with Surgeons will ensure Nakamura moves around in unforeseeable patterns. You will also be able to get access to the Remote Surgical Room to eliminate Soders, but cards like the Remote Possibility Target Event Card will ensure that it is heavily guarded.

Yuki Yamazaki

Yuki is both strong-minded and not shy of bossing around the people surrounding her - nobody dares to question her bidding or hesitate before carrying out her orders.

Her connections to the Yakuza ensure that she is always highly protected. She has a unique trait of promoting guards to become her bodyguards, which means they will follow her around. Because of this, timing is more important than ever. She will only be alone in her rooms, so this is where you’ll want to confront her!

Target Event Cards like Immediate Promotion will instantly promote a yellow guard to a red one, while the Ferocious Determination card will make her move very fast and pick up guards on her path. Make sure to prepare for a tough elimination.

What’s Next?

Tomorrow, we will be back to announce a gameplay upgrade of the Berlin Location Add-on, more target highlights, and the Community Agent Cards Poll.

In the coming days, we will also do an update on how we approach the Inlays and Boxes for the game, we’ll release the Rulebook, and go more into gameplay highlights around a 2v2 mode, competitive interactions, and more…

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What a waste. For the price, the fact that board games are mostly out of favor right now, and that this is a board game based on a video game whose popularity, while certainly expanded at this point, is still only at about B level, well… to quote 47 at the end of The Sarajevo Six: “No one will notice this.”

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Him humming the exfiltration music at the end was an amazing touch

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Gamefound Update #30

UPDATE - Berlin Upgrades and the Rules

In this deep dive, we take a closer look at Club Hölle, the roaming ICA Agents, new Water & Electricity trap mechanics, the daytime version of the map, and the five (six) winning Community Agent Cards joining the expansion!

Good evening, Agents.

There’s less than 47 hours left for the campaign!

It’s been an absolute roller coaster from start to finish, and you’ve all had your hands on the steering wheel right alongside us the whole way. But we’re not done yet. We still have a few more updates, reveals, and behind-the-scenes looks at the game before the campaign comes to an end.

And this time, we’re heading to Berlin, more specifically: Club Hölle.

The Berlin expansion is not just “another map”. Berlin changes the way you play. Club Hölle is known for being loud, chaotic, unpredictable, and dangerous. It throws you into the middle of a sprawling underground nightclub hidden inside a repurposed power plant on the outskirts of Berlin.So we knew from the start that the gameplay elements had to match that vibe.

Unlike the traditional missions in the video game, where you’re hunting a known target, Berlin flips the formula completely. In the Apex Predator mission, Agent 47 himself becomes the hunted, stalked by ICA Agents hidden among the raving crowd. We wanted to recreate the feeling of paranoia we all had while walking through the concrete corridors.

This is Berlin.

And Berlin plays differently.

New Gameplay Elements

Berlin introduces an entirely new environmental mechanic that can change how you approach the mission. Throughout Club Hölle, players will encounter Water and Electricity symbols scattered across the map. Individually, they may seem harmless… But together? That’s where things get deadly.

Players can combine Water and Electricity to create traps themselves, opening up entirely new assassination opportunities and giving players more freedom. Through cards, you’ll be able to obtain Water and Electricity tokens, which can either combine with each other or with one of the symbols on the map. This creates a very sandbox-driven style of gameplay where creativity and improvisation become just as important as careful planning.

Sometimes an ICA Agent walks exactly where you hoped. Sometimes another NPC stumbles into danger first. Sometimes your perfect setup becomes useless because of your opponent (we all have that friend who always ends up sabotaging your master plan). That constant instability and chaos are what give Berlin its unique identity. But don’t worry! You will be able to use the Berlin cards on all the maps, creating new traps all over the world.

Target Highlights: Berlin

Berlin also introduces one of the biggest gameplay shifts in the board game with the way the targets, the ICA Agents opporate. Let’s have a look at that.

The ICA Agents

You’ll face multiple targets, and they won’t follow normal pathing rules. They roam. Normally, players can study target routes, anticipate movement, and carefully place traps where they know enemies will eventually pass through. But that’s not the case with Berlin. Berlin deliberately breaks that structure. The ICA Agents move dynamically throughout the map, constantly changing positions and forcing players to adapt in real time. It’s a bigger puzzle. You can never fully rely on a single long-term plan, because the situation may shift completely within a round or two.

They’re quite literally hunters hidden in plain sight. Berlin’s ICA Agents are some of the most dangerous targets brought into the game so far. They were sent to Club Hölle to eliminate Agent 47, but we’re quite certain that most of us know how that mission really plays out in the end… They are professionals. Patient. Methodical. And unlike all other targets.

In Berlin, the first player to eliminate two ICA Agents wins. This changes the pace, the decisions, and the planning.

Day and Night Map Versions

We’ve already mentioned in an earlier update how we’ve added a backside to Berlin. You made us ask ourselves an important question: What happens when the party is over? It ultimately led us to this solution, bringing a new touch to a beloved location. The reverse side of the Berlin board features a different version of Club Hölle: A daytime map.

And surprisingly, changing the time of day transforms the gameplay experience. At night, the club is chaotic, crowded, and loud. Neon lights flood the rooms, crowds provide constant cover, and the entire environment feels alive.

But during the day everything feels more exposed. The club becomes quieter, harsher, and far more controlled. Everything suddenly becomes much riskier. To reflect that, the daytime version of the map features larger security zones and heightened security than the nighttime version.

No matter what side of Berlin you’re playing, Berlin will for sure push players to rethink their plans if they want to stay ahead of the chaos around them. Exactly as it should be.

Note: We will not be offering the daytime version of Berlin as an Add-on, as it is not possible to do backsides on the neoprene mats. Alternative versions would significantly increase the price, so backers will have to use the board. We apologize for the inconvenience.

Community Agent Cards Winners

The votes are in! We know that we said that the top five would make it into the game, but six cards have now been added to our system and are ready to print. We love the creativity and passion we saw throughout the submissions. You’re all true Hitman fans.

But let’s get to the winners that will officially become a part of the game!

  1. “Shadow Client” by GaryTheBadGamer: Interrupt: When a player uses the same Action twice in a turn, you may use the same action for free.
  2. “Fake Surrender” by Ninchilla: When you retreat, instead, draw 3 Agent cards and resolve combat again.
  3. “I Found a Weapon” by MILESLY963: Discard 1 Item to move 1 guard or staff 3 places.
  4. “Alt-F4” by Pegasus_136: All players return to their starting positions.
  5. “Lock the Door Remotely” by Saw11: Place your marker on the passage between any two rooms. Until the start of your next turn, the passage is blocked and no characters can pass through it.
  6. “Is that… Carlton Smith?” by UltraCat29: Draw 1 Yellow, Red, ICA, Unorthodox Item Card shuffle them and deal 1 to each Player. Start with any player of your choice.

We simply had to include Carlton Smith in the game, hence the sixth card. Congrats all!

Final Notes

We will be back tomorrow with the long-teased update on languages and what you can expect if your preferred language is not yet confirmed. The update will have a few datails on the Acrylic Standees, but infortunately we are still waiting for samples from the manufacturer, so we will do a propper update on this later. We will also reveal a few final stretch goals in preparation for the Endgame! which is why we included

On that note: we are working on a fun little game for the Endgame phase! There will be a little incentive and a cool reward. We are looking forward to telling you more before Endgame goes live.

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Gamefound Update #32

ENDGAME - We want to play a little game.

Welcome to the Hunt for the DOOM Syndicate Leader…

Welcome to the Endgame, Agents.

If you are reading this, you have been selected to represent ICA in the hunt for the malicious DOOM Syndicate - specifically, their leader.

The Hunt for the DOOM Syndicate Leader Endgame game is inspired by the Hitman: Freelancer mode. Like Hitman: Freelancer, this game and the reward for completing it is a cool new way to play Hitman: The Board Game.

You are tasked with working together to filter through suspects to track down the DOOM Syndicate Leader and eliminate them.

Endgame: Hunt for the DOOM Syndicate Leader

To celebrate the campaign and your awesome contributions, we want to play a little game.

For every 4 hours the Endgame is live, we will share a clue to what character from Hitman: The Board Game is the DOOM Syndicate Leader. If it’s guessed, we will add a new mode, Syndicate Hunt, to all Elusive Gift Boxes for Free!

Let’s have a look at the details on how to play the game, and what the reward is. Read carefully, you don’t want to miss anything.

What is Endgame?

Let’s start with the basics. Endgame is a relatively new feature from Gamefound that lets the community extend the final minutes of the campaign by either pledging or upgrading their pledge. Every new or upgraded pledge will reset the timer to 10 minutes.

Learn more about Endgame here: Endgame - Gamefound Knowledge Base

How does the Hunt for the DOOM Syndicate Leader work?

Now to our little community game. You, our Agents are tasked with finding out who the Syndicate Leader is. With every 4 hours of Endgame, we will drop another clue to who the Syndicate Leader is.

The Hunt for the Syndicate Leader works kind of like “Guess Who?”, the classic tabletop game. Each clue will bring you closer to who the suspected Syndicate Leader is, by either removing suspects or adding information on who it can be. But in this game, it will not only be simple clues. You will have to demonstrate knowledge of the Hitman universe and this crowdfunding campaign to close in on who the Syndicate Leader is.

Goal of the Hunt for the DOOM Syndicate Leader

It’s simple: Guess who the Syndicate Leader is! By the end of the Endgame, we will create a poll with the most guessed characters. If the correct character, who is the Syndicate Leader, is the most voted on, you will unlock the Syndicate Hunt Mode and Components added to all Elusive Gift Boxes.

Note: If the Endgame ends during European (CET) night hours, we will post the Poll in the morning!

How can I help extend the Endgame?

Endgame gets extended by up to 10 minutes every time someone new backs, or an existing backer upgrades their pledge. So you can do it in a few ways:

  1. If you are not already a backer, you can back the project!
  2. If you are already a backer, you can upgrade your pledge by increasing the pledge tier or adding any of the many add-ons to your pledge.
  3. We are adding a celebratory Golden Ducky Pin for only €1! By claiming this, the counter will be reset to 10 minutes.

Remember, if several Agents upgrade their pledge at the same time, the timer will only reset once - it does not go beyond 10 minutes. You can only do it once pr. backer, so make your shot count!

You will want to coordinate in the comment sections or on the Endgame Discord at moodpub.co/discord

Use the #SyndicateHunt #Endgame tags to mark your comments!

What is the Syndicate Hunt Mode Reward?

Syndicate Hunt is a new mode for Hitman: The Board Game, and is our ultimate challenge waiting at the end of the campaign, inspired by the investigative side of Hitman: Freelancer. Instead of simply knowing who your target is, you’ll need to uncover clues during the playsession itself to identify the correct Target. Maybe they’re the only suspect wearing a hat, or the only one having a drink. You’ll need to observe carefully, narrow down the field, and decide when you’re certain enough to act.

Eliminate the wrong Target and you are out.

So what now?

That’s all the information you will get for now. Endgame goes live in 1 hour. It’s up to you, our Agents, to figure out who the DOOM Syndicate Leader is. If you collectively guess right in the post-endgame poll, every backer of the campaign will get the Syndicate Hunt Game Mode in their Elusive Gift Box.

Gamefound Update #33

ENDGAME IS LIVE - Clue #1

Let the hunt begin…

Agents, we have just received the first clue to who the DOOM Syndicate Leader is:

The DOOM Syndicate Leader is either a Target or a Special Character in Hitman: The Board Game.

Gamefound Update #34

ENDGAME - Clue #2

A message from Diana…

Agents, your efforts have revealed another clue:

The DOOM Syndicate Leader is not a scientist nor a doctor.

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Update #42

ENDGAME - Legendary Conclusions

Find out if you succeeded in The Hunt for the DOOM Syndicate Leader…

Well Done, Agents :partying_face:

We’ve just received confirmation that you have successfully tracked down and eliminated the Leader of the DOOM Syndicate. Bravo.

The Leader of The DOOM Syndicate was Rolf Hirschmüller :skull:

Agents, it has been a hell of a ride. We’ve seen you carefully dissect every single clue, coordinate wild efforts to keep the Endgame rolling, and go on wild goose-chases, seeing ghosts that were never there. But like a true Hitman game, it is not about the journey; it’s about the destination. And you have arrived!

By completing the Hunt for the DOOM Syndicate Leader, you have unlocked the Syndicate Hunt mode for all Elusive Gift Boxes. Congratulations Agents!

What’s Next?

Now that the campaign and Endgame have concluded, we are going to take a little break from the campaign. But fear not, we will still be checking in on comments and working in the shadows to clean up the campaign and implement discounts in preparation for the Late Pledge/Pledge Manager Phase.

We will be back sometime next week to let you know what to expect when!

Until then, All Hail the Kult of Kruger,

The MOOD/DOOM Publishing Team

I love the unexpected little IASIP reference at the end there :joy:

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