1. And Then There Was One
Abstract: The purpose of this game is to capture the psychological, strategical, and tactical experiences that come with
secret agent infiltrations. However, the game also allows for teamwork which will foster communication and
organizational skills. There are two sides: the secret agent that consists of one field operative and the searchers that consist
of about a good handful of people. The setting is placed at a secluded area where many shrubs, trees, and edifices provide
many strategic points. The object of this game is for the searchers to find the agent and then to organize a hunting mission
to eliminate him. However, the agent is capable of taking out individual searchers. Weapons will consist of designated
knives, guns, and possible booby traps.
Dynamics and Rules
How to Win
- Agent wins when there is one searcher left. It’s up to him if he wants to hunt the remaining person down or
declare victory.
- Searchers win when there is a successful search and destroy mission.
The Searchers
- Searcher cannot search until agent signals his readiness.
- Searchers have to search alone; there should not be any communication when an agent hasn’t been spotted.
- Searchers must see the agent to initiate the hunting phase.
- Searchers can kill an agent by himself with his knife. It takes three stabs to count as a kill. However, the agent has
range and more efficient weapons.
- When a searcher has found the agent, they can retreat back to organize the hunting party. Tactics and strategies
should be expressed at this time.
- Searchers are invincible once in a party.
- Hunting parties can only hunt the area (30 ft aprox.) where the agent was last confirmed. Each member’s knives
are transformed into machetes that kill in one hit.
- Hunting parties must disband once they pass the hunting area even though the fleeing agent is still in sight.
- Throughout the game, searchers may threaten the agent with death to psych him out and build a richer
atmosphere.
The Agent
- The agent begins the game by finding an area to hide. Once the spot is confirmed, the agent needs to notify the
searchers to begin.
- The agent must try to keep silent and try to stealth kill his enemies.
- Once an agent has been found, the agent must wait for the impending hunting party. He should use this time to
think of a daring escape that uses geographical and tactical knowledge.
- Agents may move to another area once a hunting party is attempting to take him out or when he has taken out a
searcher.
- The agent has a silenced magnum that will finish off individual searchers in one shot.
- The agent is allowed to sneak around his chosen area.
- The agent cannot kill anyone while he is finding another location.
- The agent should taunt a potential victim to add atmosphere. Phrases like “time to die” or “hammer time” adds to
the excitement.
General Strategy
- Hunting parties should try to flank the area.
- Once a person his dead, he may visit the other searchers as a ghost. They should not spoil the location of the
agent.
- The night is the best time to play. Also, areas filled with natural hiding spots are add more freedom.
- Safe designated weapons are ideal. Small pebbles can count as guns. A leaf, a knife.
- Honesty is the best policy.
- Agent should produce noises to lure searchers to potential ambush spots.