Knockout Timers and Pinning
A knockout isn't permanent; the moment they wake is your deadline.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Time · Planning · Risk
No.111Invisible, Inc.01The core loop
Action → feedback → next choice- 01Knock an enemy out
- 02Wake timer starts
- 03Pin or bind to extend
- 04Finish before they wake
↻Feedback changes the situation — the next round starts from there.
Walk through one round
A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.
- T1
Turn 1 · The situation
You KO a guard who wakes in 3 turns; one of your two agents needs 2 turns at a terminal.
- T2
Turn 2 · The player chooses
Your second agent pins the guard while the first works the terminal.
- T3
Turn 3 · The feedback
The timer freezes at 1 turn; the terminal opens on turn 2.
- T4
Turn 4 · The next decision
Once the pinner leaves he wakes next turn, so plan the exit first.
How it plays
A non-lethal takedown only knocks out for a while, with a visible timer. You can pin by standing on them, spend a tie, or move them to buy time, but pinning ties up a character. Woken enemies immediately raise the alert.
What the player weighs
- Pinning is safe but takes a teammate out of play
- Killing removes the timer but may carry penalties or harsher alerts
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Invisible, Inc.
KO'd guards wake after a few turns; an agent standing on one pins them down, but is stuck there.

Desperados III
Knocked-out enemies recover after a while unless tied up, which takes an extra action.
The difference worth noticing
Invisible, Inc. counts turns and charges you a body on the tile; Desperados III counts seconds and charges an action.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Treat pinning like a kitchen handoff: one agent holds the guard until another finishes and takes over the pin.
Prototype this combo in Yoroll→Follow the next idea
Timed Order Triage
Orders keep arriving, each on a timer, and you decide which to save first.
- Prototype complexity
- Who plays
- Solo decisions
- 01Scan the order queue
- 02Judge remaining time
- 03Commit to one order
- 04Deliver and reprioritize
Dragging and Hiding Bodies
Taking out a guard is half the job; hiding him is the other half.
- Prototype complexity
- Who plays
- Solo decisions
- 01Drop an isolated enemy
- 02Drag them at slow speed
- 03Stash them in cover
- 04Confirm nobody saw
Disguise Access Rights
Every outfit unlocks a different map, but someone always sees through it.
- Prototype complexity
- Who plays
- Solo decisions
- 01Locate the needed outfit
- 02Subdue or steal to change
- 03Enter newly allowed zones
- 04Avoid those who see through



