Variants & adjacent games
How to run an assassin game at the office with everyone's buy-in
Short answer
An office assassin game is an elimination game played by coworkers during work hours instead of high-school seniors. Unlike the school version, office versions require explicit consent from all participants, clear rules, and modified elimination methods that respect professional boundaries. Most workplaces replace water with stickers, rubber bands, or other harmless markers.
The office version strips down the stealth and adds consent. Instead of stalking classmates, coworkers eliminate each other with stickers, rubber bands, or other harmless methods during regular work hours or team events. It works best for close-knit teams with management buy-in. The real challenge is not the game mechanics, so it's getting everyone's permission first, then keeping it fun without disrupting actual work.
What is an office assassin game
A workplace assassin game borrows the core mechanic of the high-school version but transplants it into the adult world. Players are secretly assigned one target and must eliminate them, then inherit the next target in a one-way chain. The game runs over days or weeks, with the last player standing as the winner.
Office versions substitute water for elimination methods that won't damage work clothes, equipment, or reputations. Stickers, rubber bands, foam darts, or written cards replace water guns. The winner might get bragging rights, a small gift card, or nothing at all. The real reward is the novelty of the game itself.
Unlike the school game, an office version only works if it's fully voluntary and clearly separated from actual job performance. If anyone feels pressured to play, it stops being a game and starts being a harassment risk.
How office assassin differs from the high school version
The school game thrives on paranoia, surprise, and intensity. Players hunt each other at lunch, after school, or at weekend hangouts. The stakes feel real because the game is loosely supervised and runs at teenagers' natural pace. Understanding the history and origin of the game helps you see why the office version needs so many modifications.
Office assassin strips that down by necessity. Players see each other every day at desks, in meetings, and in shared spaces. Surveillance is impractical when everyone is together anyway. The game shifts from stealth-at-all-costs to a different kind of tension: you know they're plotting, you know where to find them, but you have to get them without disrupting the office.
The biggest difference is consent and liability. A high-school game is organized by students with tacit school tolerance. An office game requires active buy-in from management, HR approval, and clear rules about who can participate. A workplace has hierarchies, power dynamics, and employment relationships that make consent much harder to verify after the fact. If your office bans the game, alternatives like spoons can scratch the same competitive itch without the elimination mechanic.
Getting consent and buy-in
Start by talking to management before you invite a single player. Explain the game, the rules you're planning, and why it might matter to your team. Some managers will say yes immediately. Some will need HR to sign off first. Some will say no, and that's the end of it.
Once you have management's approval, make participation genuinely voluntary. Send a message to the team explaining the game and asking who wants in. Any pressure to play, even social pressure makes it a liability. A voluntary game is fun; a coerced game is a workplace problem waiting to happen.
Make the quit option clear and consequence-free. If someone joins and changes their mind halfway through, they get out. No re-elimination, no teasing, no social fallout. A player's withdrawal is not failure; it's them telling you the game stopped being fun for them.
- Get written approval from a manager or HR before launching the game
- Invite players individually or via optional signup, never assume everyone wants in
- Let players quit at any time without penalty or explanation
- Keep the game separate from work performance reviews or team standing
Rules that work in a workplace
Office rules need to be tighter than school rules because the environment is shared, formal, and observed by management. A safe rulebook bans elimination in meetings, ban it during client calls, ban it during any interaction that could look unprofessional to someone outside the game.
Set clear safe zones where elimination is impossible: desks during focused work, meetings, client calls, restrooms, parking lots. Safe zones protect both the integrity of the game and the professional image of the workplace. If most of the day is safe zones, the game stalls. If only a fraction is, the game stays fun and fast.
Designate the length of the game upfront. A one-week office game is just the right tension. A month-long game risks becoming background noise or turning into actual workplace conflict. Most office versions work best as a team-building event tied to something: end of quarter, team lunch, before a big project launch. You can also use our rules template to customize the exact constraints for your office.
- No elimination in meetings, client calls, or formal work interactions
- No elimination on the first or last day of the game
- Players must announce their elimination immediately or within one hour
- The game ends on a set date, no extensions
Elimination methods for the office
Water guns are out. Stickers or sticky notes work best because they're visible proof, impossible to argue about, and harmless. A player assigns a sticker to their target's desk or chair. The moment the sticker is placed, the elimination is official.
Foam darts, rubber bands, or small foam balls are backup options. Again, these need to be visible and undeniable. The target should know immediately they've been eliminated. Ambiguous elimination methods breed disputes, and disputes kill the game.
Some offices use a digital system: a locked email confirms the elimination, or a shared spreadsheet tracks who's alive. This works fine if your team is tech-forward, but face-to-face confirmation is clearer and more satisfying.
Managing the game during work hours
The game must not interfere with actual work. If players are spending hours hunting targets and blowing deadlines, the game has failed. Set an expectation upfront that work comes first, game comes second.
Assign the game to off-hours or lunch as much as possible. The game can run during work hours, but make it clear that anyone can opt out of any round if they're heads-down on a deadline. A missed elimination is not a loss. It's a pause.
Keep management informed and make the game visible. If your boss is confused about what's happening, they'll assume it's a distraction. A clear announcement at the start, a quick recap halfway through, and a celebration at the end keep the game light and known, not secret and suspicious. You can also compare office games and tools if you want a data-driven pick for your team.
When office assassin fails
Most office games fail quietly: players stop engaging halfway through, the pace slows to nothing, and the game just ends without a winner. This is not a crisis. It means the game stopped being fun, and that's your signal to end it and try something else next quarter.
Some games fail loudly: a player feels targeted or harassed, relationships get strained, or someone escalates to HR. If this happens, kill the game immediately, apologize, and debrief with management on what went wrong. Common culprits are unclear consent at the start, uneven targeting (one player is hunted relentlessly), or players from different power levels (a manager playing against an intern feels rigged).
The recovery is simple: acknowledge it didn't work, thank people for trying, and learn what went wrong. This is not a failure of the game concept; it's a failure of execution, and execution is on you as the organizer.
Office assassin with HR approval
Start with HR early, even if you think your workplace is casual enough to skip that step. A quick conversation(five minutes)prevents months of awkwardness later. Tell HR the game is voluntary, explain the rules, and ask if there are any concerns specific to your workplace.
HR's job is to prevent liability and conflict. They'll ask about consent, elimination methods, safe zones, and what happens if someone reports it. Having clear answers makes their approval faster. If HR says no, that's a hard no. Don't run the game anyway.
With HR's approval in hand, the game becomes an official team activity rather than a shadow game. Players are more confident in it. Managers understand it's approved. If someone does feel uncomfortable, there's a clear path to report it through normal channels.
Questions people actually ask
Can I play office assassin if my boss is also playing?
Yes, but it changes the game's feel. A manager playing against direct reports can feel like it has an edge of real power dynamics. Most offices do better with peer-level players. If your boss wants in, talk to HR first about how that looks in your workplace.
What if someone refuses to play but their coworkers pressure them?
That person is out. No participation, no pressure, no social cost. The moment they feel coerced, the game stops being voluntary. Make this rule crystal clear at the start and enforce it rigidly. A player who quits mid-game for any reason is not a quitter; they're following the rules.
How do I choose targets for the game?
Use a random assignment tool or algorithm to generate a one-way target chain. Our target chain generator creates this automatically for your group. Never hand-assign targets. It looks rigged and creates accusations of favoritism.
Is office assassin worth the time?
Only if your team is already close and looking for a novelty. If your office has trust issues, high turnover, or strained relationships, skip it. If people already have fun together, a one-week game can be a good shared story. One game ruins nothing; just don't force it.