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Mechanics and variants

1Visibility, noise and detectionOverview and example ↗Detection depends on observable signals, obstacles and observer attention, letting players manage the visibility of their actions.4

Mechanic variants

  • Light increases silhouette visibility.
  • Noise propagation accounts for obstacles.
  • Movement speed changes footstep loudness.
  • Brief contacts accumulate detection progress.

Design example. The player runs while an industrial press masks the sound of footsteps. Prototype check: Test detection near an obstacle edge and show which signal the observer actually noticed.

Context and sources: Robert Nystrom: State
2Suspicion, alerts and searchingOverview and example ↗Suspicion moves observers from routine behavior through investigation, alerts and searching for a last known target.4

Mechanic variants

  • Investigation approaches an unusual signal source.
  • Alerts spread through available communication channels.
  • Search expands from the last known contact.
  • Returning to routine preserves memory of a threat.

Design example. A guard investigates an open door, calls a partner and then searches nearby rooms. Prototype check: Test that a searching guard cannot obtain the hidden player's exact position without observing a new signal.

Context and sources: Robert Nystrom: State
3Hiding bodies and tracesOverview and example ↗Hiding bodies and traces delays discovery of an action but costs time and can create new vulnerabilities.4

Mechanic variants

  • Carrying slows movement and occupies the hands.
  • Containers limit the number of hidden objects.
  • Cleaning removes a specific type of trace.
  • A missing character can itself trigger investigation.

Design example. A guard is concealed, but a missed patrol check prompts a dispatcher to send a replacement. Prototype check: Test trace persistence across room changes and distinguish hiding a body from removing evidence.

Context and sources: Robert Nystrom: State
4Disguises and social infiltrationOverview and example ↗Social infiltration uses an expected role instead of invisibility: access depends on clothing, behavior and recognition.4

Mechanic variants

  • A uniform opens areas for a specific profession.
  • An insider recognizes strangers within their group.
  • Forbidden actions undermine the assumed role.
  • Documents confirm access during an inspection.

Design example. A technician's uniform permits entry, but touching a safe attracts the attendant's suspicion. Prototype check: Test that access boundaries are visible before a violation and recognition has an identifiable observer.

Context and sources: Robert Nystrom: State
5Lures, distractions and sabotageOverview and example ↗Distraction changes observer priorities while sabotage changes the environment to prepare a later covert action.4

Mechanic variants

  • Sound redirects the nearest available observer.
  • A lure requires a relevant target motivation.
  • A breakdown summons maintenance personnel.
  • A false alarm frees a different area.

Design example. A disabled pump makes a technician leave their post and open a service corridor. Prototype check: Test repeated distractions: reactions should account for a known trick or explicitly allow repetition.

Context and sources: Robert Nystrom: State
6Tailing, reconnaissance and counter-surveillanceOverview and example ↗Tailing maintains contact, reconnaissance learns routines and counter-surveillance checks whether the observer has been exposed.4

Mechanic variants

  • Distance balances losing a target against recognition.
  • Routes use several observation positions.
  • Photographs preserve a verifiable target action.
  • A checking turn reveals a follower copying the route.

Design example. A courier changes streets and the player switches to a distant camera instead of closing dangerously. Prototype check: Test regaining contact through a known route after a brief interruption of direct visibility.

Context and sources: Robert Nystrom: State
7Heists and coordinated infiltrationOverview and example ↗Coordinated infiltration assigns dependent actions to roles and synchronizes them within a limited access window.4

Mechanic variants

  • Reconnaissance unlocks operation preparations.
  • Synchronized orders combine several actions.
  • A fallback plan changes routes after an alert.
  • Loot slows the team's final escape.

Design example. One participant cuts power, another opens a gate and a third moves cargo to a vehicle. Prototype check: Test one failed action so the team can understand how to cancel synchronization and use its fallback plan.

Context and sources: Robert Nystrom: State
8Escape, chases and evading pursuitOverview and example ↗Escape breaks pursuer contact through routes, obstacles and changed visibility rather than running speed alone.4

Mechanic variants

  • Branches make a pursuer infer the chosen route.
  • A barrier buys time at the cost of a consumable.
  • Crowds hide a player who changes behavior.
  • Vehicles change speed and usable passages.

Design example. A player closes a grille, changes clothes in a workshop and leaves through another exit. Prototype check: Test the end of pursuit: safety should follow lost information rather than an unexplained hidden timer.

Context and sources: Robert Nystrom: State

Sources and examples

Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.

  • Robert Nystrom: State

    The author’s original discussion of states and transitions; rule implementation context, not evidence for every editorial variant.

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