No.108 / 280Action & reflex · Stealth & identity

Peek Before You Commit

Look before you open the door, at the cost of time and a little exposure.

Prototype complexity
Who plays
Solo decisions
Design focus
Information · Risk · Planning
ThiefNo.108Thief

01The core loop

Action → feedback → next choice
  1. 01Stop at a door or corner
  2. 02Pay to peek
  3. 03Gain local intel
  4. 04Enter or detour

↻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

    Your agent has 6 AP and two doors; a peek costs 1, entering costs 2.

  2. T2

    Turn 2 · The player chooses

    You peek left (5 AP left) and see a guard with his back to the door.

  3. T3

    Turn 3 · The feedback

    You enter left and act behind him, leaving 3 AP.

  4. T4

    Turn 4 · The next decision

    The right door is still unknown; next turn you decide whether it's worth another point.

How it plays

Unseen areas stay blank or fuzzy until viewed; peeking at a door or corner spends action points or time to reveal a slice. It shows enemy positions and facing, but an enemy looking straight at you may catch the peek.

What the player weighs

  • Every peek costs turn resources, so scouting slows progress
  • Skipping the peek saves resources but risks walking into a guard

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

Thief
T

Thief

P1

Garrett can lean left, right and forward to scout around corners without leaving shadow.

Invisible, Inc.
I

Invisible, Inc.

P2

Agents can peek through doors and around corners to reveal the area, a core intel action in turn planning.

The difference worth noticing

Thief's peek is a real-time body move; Invisible, Inc. turns it into a turn resource to budget.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Peek Before You CommitStealth & identity+

Peeked areas stick on your map, but guard positions are frozen at that moment, so old map info can lie to you.

Prototype this combo in Yoroll

→Follow the next idea

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
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

Hiding Spots and Exit Timing

Getting in is easy; picking the right moment to come out is the game.

Prototype complexity
Who plays
Solo decisions
  1. 01Find cover under pressure
  2. 02Hide and watch
  3. 03Wait for a patrol gap
  4. 04Exit and advance
HITMAN World of Assassination · Thief
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