No.111 / 280Action & reflex · Stealth & identity

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
Invisible, Inc.No.111Invisible, Inc.

01The core loop

Action → feedback → next choice
  1. 01Knock an enemy out
  2. 02Wake timer starts
  3. 03Pin or bind to extend
  4. 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.

  1. 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.

  2. T2

    Turn 2 · The player chooses

    Your second agent pins the guard while the first works the terminal.

  3. T3

    Turn 3 · The feedback

    The timer freezes at 1 turn; the terminal opens on turn 2.

  4. 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

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Invisible, Inc.
I

Invisible, Inc.

P1

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

Desperados III
D

Desperados III

P2

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?

Fusion · Original design proposal · not an existing feature
Knockout Timers and PinningStealth & identity+

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

Cooking & food

Timed Order Triage

Orders keep arriving, each on a timer, and you decide which to save first.

Prototype complexity
Who plays
Solo decisions
  1. 01Scan the order queue
  2. 02Judge remaining time
  3. 03Commit to one order
  4. 04Deliver and reprioritize
Overcooked! 2 · PlateUp!
Stealth & identity

Dragging and Hiding Bodies

Taking out a guard is half the job; hiding him is the other half.

Prototype complexity
Who plays
Solo decisions
  1. 01Drop an isolated enemy
  2. 02Drag them at slow speed
  3. 03Stash them in cover
  4. 04Confirm nobody saw
HITMAN World of Assassination · Desperados III
Stealth & identity

Disguise Access Rights

Every outfit unlocks a different map, but someone always sees through it.

Prototype complexity
Who plays
Solo decisions
  1. 01Locate the needed outfit
  2. 02Subdue or steal to change
  3. 03Enter newly allowed zones
  4. 04Avoid those who see through
HITMAN World of Assassination · Shadow Tactics: Blades of the Shogun
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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