Assassins game
P.S. I Still Love YouThe Assassins game is a childhood game of tag that returns as a contest among old friends, but its importance extends beyond who gets tagged out. A chain of secret targets, agreed safe zones, and Lara Jean’s determination to win turn play into a test of her confidence and her relationships with Peter Kavinsky, Genevieve, and John Ambrose McClaren. The game gives old rivalries a formal set of rules—and gives Lara Jean a way to act on feelings she has not otherwise resolved.
The Game and Its Rules
As Lara Jean remembers it, each player draws a name and must tag that person out. After succeeding, a player takes over the eliminated person’s target, so the chain continues until one player remains. The game depends on stealth: players sneak around and hide, and a round can last for days. Its simple premise therefore produces an extended pursuit in which the target is not necessarily obvious to anyone watching.
When the friends restart the game, they use the empty time capsule as a container for the drawing. With only one pen and no paper available, John Ambrose McClaren tears up an ice cream sandwich box; the players write their names on pieces of cardboard, put them into the capsule, and shake it before drawing. Lara Jean goes last and draws John’s name. The makeshift materials and repurposed capsule make the game feel both improvised and linked to the group’s shared past.
The revived game has explicit boundaries. A player’s house and the school are safe zones, but the school parking lot is not; once a player steps outside a house, the player can be targeted. A two-hand touch counts as an elimination. Genevieve adds a further rule: anyone who reneges on a wish forfeits their life in the game. That consequence is playful rather than literal, but its severity gives the rules an edge and makes a wish part of the contest’s stakes.
Revival and Rivalry
Trevor Pike brings up the old game after the group finds the time capsule empty. Genevieve recalls that she played as the Black Widow and won more than anyone else. Her boast sits alongside a jab at Lara Jean’s supposed lack of killer instinct, leaving Lara Jean stung even as the others laugh. The game appeals to her partly because it offers a direct answer to that slight: she wants to win, and especially to beat Genevieve at something.
Peter nudges Lara Jean’s sneaker with his and suggests that they play again, hoping to regain her favor. She is still angry with him and answers with a chilly shrug, although she also wants to join. John supports the proposal as one last chance to play for old times’ sake. The invitation therefore revives more than a pastime: it brings Lara Jean’s irritation with Peter, her rivalry with Genevieve, and the group’s childhood connection into the same contest.
The name draw immediately gives Lara Jean a private objective. Although she draws John, she does not reveal the result; she notices him putting his own cardboard slip into his jeans pocket and resolves to take him out. She also scans the others for clues about who has drawn her, but everyone keeps a poker face. Secrecy is built into the game’s mechanics: each player must pursue a target while concealing both the target and, potentially, the player’s own vulnerability.
Fair Play and Personal Stakes
A few nights later, Peter guesses by phone that Lara Jean has drawn him. She denies it and withholds the fact that she has already eliminated John. By then, only Lara Jean, Peter, and Genevieve remain. Peter says the game has made him lonely and frustrated because he has not seen Lara Jean outside school for a week, and he asks when it will end. The rules that keep the pursuit going also keep the couple apart: the game turns ordinary contact into a possible opportunity for elimination.
Lara Jean does not take Peter out when she has the chance to do so unfairly. She wants the satisfaction of beating him squarely, because her first Assassins victory would feel tainted otherwise; besides, his house is a safe zone. Fairness is not incidental to her goal. Winning matters, but the manner of winning matters too, particularly because she wants the victory to establish something about her rather than merely exploit a loophole.
The game’s emotional meaning becomes clearer as Lara Jean reflects on why the win matters so much. She wants to beat Genevieve, but she also wants proof that she has changed—that she is not merely soft and can show some fight. The contest makes that private wish concrete: a victory would be visible evidence of initiative and nerve. Its mock-combat language lets Lara Jean approach a real question of self-image through a bounded game.
Strategy and Significance
Peter asks whether Lara Jean will attend his Friday lacrosse game. She tells him she cannot because her father has a date and needs her to watch Kitty, but this is a lie: she is planning to surprise him and eliminate him there. She imagines arriving in school colors, wearing his jersey number painted on her face, so that Peter will be delighted to see her and will not suspect her purpose. The plan depends on the contrast between an affectionate-looking gesture and the concealed intention of tagging him out.
The game is being played at Peter’s school, and Lara Jean asks John to drive her there so she will not get lost. John agrees, saying that seeing Peter taken down will make the trip worthwhile. On Friday, Lara Jean prepares in a light-blue shirt, white shorts, striped knee socks, and a blue ribbon, then paints a large number 15 on her cheek and outlines it in white eyeliner. These preparations show the game reaching beyond memory into a carefully staged present-day pursuit. The available account establishes her plan and preparation, not whether she succeeds at the lacrosse game.
Assassins makes childhood play a structure for testing trust, rivalry, and self-belief. Its safe zones and touch rule define where pursuit can happen; its hidden targets make ordinary encounters uncertain; and its demand for fair play gives Lara Jean a standard she chooses to honor even when it costs her an easy elimination. Most importantly, the contest becomes her chosen proof that she can compete rather than remain the person Genevieve’s taunt describes. The game’s outcome is left open here, but its significance to Lara Jean is already clear: she wants not only to win, but to recognize herself as someone capable of fighting for the win.
