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Hostage Negotiator: Abductor Pack 10

Expansion for Hostage Negotiator

Hostage Negotiator: Abductor Pack 10 Rulebook

Table of Contents

Table of Contents

  • How to Use YOUR Abductor Pack Cards
    • TIP: Experience More of the New Cards in an Expansion
    • NOTE: Minor Demands & Difficulty
  • Abductor Pack #10: Inc0gn1t0
    • Setup Changes
    • Unlocking Cards
    • Command Cards
    • Card Clarifications
    • Gameplay Clarification
    • Unknown Abductor
    • Negotiator Tools
      • The Frustration Die
      • Negotiator Cards

How to Use YOUR Abductor Pack Cards

This rulebook contains the extended rules for Abductor packs #1–10. Abductor packs are sold separately and are not included in Hostage Negotiator: Career or Crime Wave.

For more information, or to purchase Abductor packs, visit vanrydergames.com

While each Abductor pack comes with its own Rules card, the cards only contain a brief overview due to space constraints. This rulebook contains the detailed rules for each Abductor pack.

Abductor packs introduce new cards and new rules. Some cards are Abductor specific and should only be used with the abductor pictured on the card. Other cards that are not Abductor or scenario specific may be used when playing against any abductor.

TIP: Experience More of the New Cards in an Expansion

Include a higher number of them in the Terror Deck. Shuffle the base game Terror cards first, then remove half and return them to the game box. Shuffle the expansion's Terror cards with the cards you have remaining and take 10 at random following normal setup rules. This will provide you with more opportunities to experience the new cards.

NOTE: Minor Demands & Difficulty

If too many Minor Demand cards show up in the Terror Deck it will reduce the difficulty of the game. Remove some Minor Demand cards before setting up the Terror Deck if this concerns you.

Abductor Pack #10: Inc0gn1t0

This Abductor pack adds more Terror cards and special cards specific to this pack. Cards in this Abductor pack have a new icon in a lower corner to distinguish them from other cards.

Setup Changes

Setup the game normally with these exceptions:

  1. Place the Bomb, Incognito, and System cards on the table with the side with the found/protected sides facedown.
  2. Place the Command Cards face-up in a row near the Available Area.
  3. Set aside the 3 "Tick Tock" Terror cards and the 3 "Disrupt the System" Terror Cards and create the Terror Deck as you normally would with the other cards. Then, shuffle the "Tick Tock" and "Disrupt the System" cards in with the 10 red Terror Cards. Your deck will be 16 red Terror Cards and 1 Gold Pivotal Event.

Unlocking Cards

In this pack, you need to command your forces to do important things like find the abductor, find and disarm the bomb he has set, and protect the system against his attacks. To do this, you will have to Unlock cards by gaining and assigning unlock points to them using Command Cards. Place an alert token on a lock icon to show it has been unlocked. Once you have enough Unlock Points to complete a task, you will flip the card over. Any unused unlock points are lost. In the case of the bomb, once you have flipped it AND disarmed it, you can remove it from the game.

Card illustration – FIND THE BOMB: This card counts as an Unrevealed Demand. Flip over when unlocked.

Command Cards

Command cards are resolved like Conversation Cards, but you do not take them into your hand. Instead, at the beginning of the Spend Phase (before you buy cards) you may resolve the leftmost (first) Command card for free. If you wish to resolve the next Command Card, you can do so by spending 2 Conversation Points to do so (and again 2 CP for the third card if you wish). You can stop at any time, but each Command card can only be used once each round. You can change the order of the Command Cards each round, but once you begin resolving them you cannot change their order again until the next round.

Card Clarifications

Protect the System – if the system is successfully protected, make sure you flip the card back over (to unprotected) at the end of the Terror Phase. Each round you are not able to protect the system, 1 hostage gets added to the pool during the Terror Phase.

Tick Tock/Disrupt the System Terror Cards – if you are able to ignore these because the bomb has been disarmed or the system is protected, you get to ignore the entire card and discard it with no effect.

Find INC0GN1T0 – This is the Abductor card. You must unlock this card and flip it over before you can capture or eliminate the Abductor.

Find the Bomb – you must unlock this card to find the bomb. Then you must unlock the disarm side to disarm it and end the bomb threat.

Gameplay Clarification

You'll face this Abductor following the normal Setup Rules. Where the game changes significantly is that you work to uncover their identity.

The Unknown Abductor counts as an unrevealed Demand for game-play purposes. Once you have revealed 2 Demands in a SINGLE Conversation you finally discover the Abductors identity.

To represent this, shuffle all the Abductors (or use your meeples if you prefer) and draw one at random. You will then place their demands and other special setup items in place. This is now the Abductor you're facing. You will NOT change the number of Hostages or the Threat level.

Additionally, for a more immersive experience, we recommend shuffling together some of the Abductor specific Terror cards at random to replace the remaining Terror cards with a similar count. This way you will encounter some of their specific cards.

Unknown Abductor

This promo, which comes with Negotiator Cards Series 2, represents the many Abductors that try and commit their abductions under the shroud of anonymity. Any of the Abductors you've come to know up to this point could lurk under the mask, only giving you the most minimal of clues. You've managed to start piecing together their identity but your information is far from complete.

Negotiator Tools

The following text is printed on the Abductor Pack #10 pages of the combined booklet. It is general Hostage Negotiator text, not specific to this pack.

The Abductors may be more and more challenging, but you aren't without your own special tools as a Negotiator.

The Frustration Die

Anyone who has played Hostage Negotiator has experienced frustration with the dice. No die will that be more true for than the Frustration Die, but the rewards are as great as the potential risk.

The black Frustration Die is an optional addition to Hostage Negotiator that may be used once per game. You may use it for any roll by replacing one of your other dice with it, but choose wisely, because once it has been rolled it can never be used again (in that negotiation) and can't be rerolled. If the result of the die is the "X", the Abductor immediately kills all hostages and escapes.

Negotiator Cards

If playing a single game of Hostage Negotiator, decide before the game if you will use a Negotiator Card. You may select one of your choice or shuffle and take one at random.

Each Negotiator Card has a special ability that you can use ONCE during the game. In general, using a Negotiator Card will make the game slightly easier.

If you are playing a Career, we suggest only using a Negotiator Card if and when instructed.

Card illustration – The Hater (Negotiator Card, illustration by Ivan Pushkov). Special Rules: Once per game and any time before the Pivotal Event, you may remove any two Conversation cards of cost 2 or less from the game. Gain Conversation points equal to the total cost of the cards.