Golden Game Barn

Creators of Fine Digital and Dice Based Games

Shaken, Not Poisoned Initial Design

G’day there you.

So I think a good place to start is what the initial flash of inspiration that caused me to think of this as an idea.

Imagine you are a spy in a ballroom. You know that someone out there is going to be attacking you…

You keep your cool, dancing with your saucy dance partner, when suddenly, an evil agent comes out of the shadows and throws a knife at you!

You were dancing close enough to the buffet dinner to quickly grab a steel tray and block the knife from hitting you, grab it out and throw it right back, killing the agent in a wink of an eye, and nonchalantly resume your dancing.

How did that feel to read? These are the feelings that I’m trying to put into this game. In the game, the evil agents are the other players, all working towards the same goal. To be the last spy standing.

The main ideas I have here are:

– A circular board, made of several cards, such as a bar, a grand ballroom, a casino room, a server room, a research lab, a helipad,  etc.
– Your spy is infiltrating a mega-corporation while it is celebrating it’s 50th year anniversary.
– Your goal is to make it into the server room in the center of the board, grab the data in there, and make it out with out the other spies killing you by laying traps or attacking you directly.


Even writing this out seems like it could be a very complicated game. A simpler version could just be within the ballroom, and the ballroom has a bar.

So each player has a male spy and a female spy, a target they are trying to take out, and two targets they are trying to protect.

If your target ends up being one of your own spies, you dont have to worry about being attacked that round.

All the spies are dancing in a circle.

Each turn,  players can choose to move one of their spies clockwise or anti clockwise to switch dance parties.

After all players have had their turn, everyone can make their attempts to kill spies next to them.

If a spy is dancing with their protector, the protector will block the attack.

When an attack is made, the player that kills the spy gets a point. If the attack is blocked, the player that blocks the attack gets a point.

After an attack is made, players return their target cards to be shuffled and redistributed.  The first person to 5 points wins.

I’m playing around with the idea of having spies go to a bar to pick up drinks as cards, and players can leave poisoned drinks in the card pile, but I don’t know how that would work so far. Maybe players have to pick up a drink when they go past the bar? Have a buffet dinner section that can block a certain number of attacks? Or does all this just detract from the game and make it more complicated?

Well, that’s all I have for now. Hope to hear your thoughts!

Warning: Use of undefined constant comment - assumed 'comment' (this will throw an Error in a future version of PHP) in /home/customer/www/ on line 13

  1. David

    November 16, 2014 at 4:40 pm

    Sounds fun! Reminds me of a game “Werewolf” that I played with some friends in NZ. It leads to great interactions as people try to reason out who is killing them, but someone has to be the narrater so they don’t get to play.

Warning: Use of undefined constant pings - assumed 'pings' (this will throw an Error in a future version of PHP) in /home/customer/www/ on line 29
2 Pingbacks

  1. Update for December 2014 | Golden Game Barn
  2. Free Print and Play Shaken, Not Poisoned Cards Online! | Golden Game Barn

Comments are closed.

© 2021 Golden Game Barn

Theme by Anders NorenUp ↑