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Hostage Negotiator: Expansiones #7 y #8 thumbnail

Hostage Negotiator: Expansiones #7 y #8

Expansion for Hostage Negotiator

Hostage Negotiator: Expansiones #7 y #8 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 #7: Valerie Stone
    • Setup Changes
      • Building the Terror Deck
    • Rival Cards
    • Recovering Removed Conversation Cards
    • Card Clarifications
      • WE USED TO BE FRIENDS…
  • Abductor Pack #8: Sammy Xavier
    • The Migraine Card
    • Setup Clarifications
    • Ants are crawling under my skin

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 #7: Valerie Stone

This Abductor pack adds new abductor-specific Conversation, Terror, and Major Demand cards. It also introduces a new kind of card: Rival cards.

You will face what may be your greatest challenge ever, an old rival from your academy days who knows every trick in the hostage negotiation playbook. Valerie Stone has an axe to grind with you; she's taken hostages in order to do it.

Setup Changes

Building the Terror Deck

  • Set aside all "YOU THINK THAT WILL WORK ON ME?" Red Terror cards.
  • Create the Terror Deck per normal setup instructions.
  • Choose a number of "YOU THINK THAT WILL WORK ON ME?" Red Terror cards (based on how difficult you want to make the game) and shuffle these cards into the Terror Deck:
    • 2 = Easy, 3 = Normal, 4 = Hard
  • Place the 2 new Conversation cards into the Available Area.
  • Shuffle the 6 Rival cards together and place them facedown in a pile next to the board. At the start of the game draw one Rival card and place it faceup next to the Abductor card.

Rival Cards

Rival cards represent the abductor's personal knowledge of you, the negotiator, which they will use to their advantage. They are played faceup next to the abductor.

Whenever you have multiple faceup Rival cards in play, tuck them underneath one another so that the bottom text is showing on each card (the order does not matter).

During the game you will be forced to make Rivalry rolls. Some of the new Major Demand and Conversation cards will instruct you to do this, but these rolls usually occur when the conditions at the bottom of the Rivalry cards are met.

In the example shown, you would need to make a Rivalry roll whenever you resolve a WHAT ARE YOUR DEMANDS? Conversation card, at least 1 hostage is killed, or whenever the Threat Level goes up by at least 1. You may have to make multiple Rivalry rolls each turn.

To make a Rivalry roll, roll a single die and check the result against the table listed on the Rivalry cards.

Rival card text, Rivalry Roll panel: When any of the below conditions occur, make a Rivalry roll. Choose a named Conversation card with a corresponding cost and remove all copies from the game (including any copies in your hand).

Rivalry Roll table, as printed on the Rival card art: die result 0, 1, 2 or 3, 4 or 5, 6, 7 or 8, and "No effect". Each row is shown on the card beside a red effect icon (the 0 row beside a teal icon). The icon key is not printed in the booklet text and is not legible at print resolution, so the effect for each row is not transcribed here. Read the icon effects from the Rival card itself.

You will then need to choose a named Conversation card that matches the cost listed and remove ALL copies of that card from play (whether they are in your hand, in the Available Area, or were already played this turn). Set them aside but do not place them back in the box, as there may be an opportunity for you to retrieve them later.

Example: The DON'T YOU DARE PATRONIZE ME! Rivalry card is faceup in play. Because the Threat Level is dangerously high, you choose to resolve a KEEP COOL Conversation card in your hand (even though doing so is going to force you to make a Rivalry roll). After you resolve the card, you make a Rivalry roll and get a 3 on the die. You choose the JUST TAKE A BREATH… Conversation card, which has a cost of 2. There are two copies of the card, one in the discard pile (you played it earlier during the turn) and the other in the Available Area. You take them both and remove them from play.

Recovering Removed Conversation Cards

The only way you can retrieve Conversation cards that have been removed from play is to purchase and resolve the YOU AND I, WE'RE THE SAME! Conversation card. With two successes you can choose a cost (for example, cost 2 cards) and retrieve ALL removed cards with this cost. With only one success, you can choose one named Conversation card (for example, JUST TAKE A BREATH…) and retrieve every copy of that specific card. Any time you retrieve cards this way, place them in the discard pile.

Card Clarifications

WE USED TO BE FRIENDS…

When discarding revealed Rival cards, you may choose whichever cards you want. Shuffle them back into the Rival card deck as they may come into play again later if you're forced to draw more Rival cards.

Abductor Pack #8: Sammy Xavier

This Abductor Pack adds 5 Conversation cards and 4 abductor-specific Terror cards. Cards in this Abductor pack have a triple lightning bolt icon in a lower corner to distinguish them from other cards.

You will face off against a new abductor, Sammy Xavier, in a difficult negotiation, even for experienced negotiators. Sammy has his own set of major demands, along with a new escape demand as well.

Sammy wants out of rehab and by taking hostages he's proven he'll do anything to make that happen. Managing Sammy's pain will be the only way to successfully deescalate the situation and bring the abductor to justice.

The Migraine Card

The Migraine card can ultimately prevent you from conceding demands if Sammy's pain becomes too overwhelming for him to listen to you. The longer you let him stay in this state the worse things can get for you. He also excels at being duplicitous so even when you do concede demands, you can't trust that things will go according to plan.

The MIGRAINE side of the card has two constant functions. It puts additional pressure on the negotiator by increasing EACH Conversation phase, which can ultimately cause the game to end. Additionally, it keeps Demands from being conceded.

Card text, MIGRAINE side (printed as "Sammy Has a MIGRAINE"): Demands CAN NOT be conceded. Move the Alert token down 1 pain level at the start of each Conversation Phase and apply the effect. Place an Alert token here at the start of the game and when the card is flipped to this side.

The pain levels are printed on the card from top to bottom as follows:

  • −1: NAGGING PAIN
  • +1: INTENSE PAIN
  • +1 Hostage to the Pool: EXCRUCIATING PAIN
  • EXPLODING PAIN: Sammy kills everyone. You lose the game.

The other side of the card, the GONE side, forces you to make a Deception roll anytime you would concede a demand. That roll can change what benefit you may receive from making the concession. Regardless of which reward you get you still suffer the penalty for conceding the demand.

Card text, GONE side (printed as "Sammy's Migraine is GONE"): Demands CAN be conceded. Even with his migraine gone, Sammy cannot be fully trusted, so when you concede a demand you must first make a Deception roll. The current Threat level determines the number you must roll. Roll one die. If it is a success, receive Reward 1 on the Demand card. Otherwise, receive Reward 2.

The Deception dial on the GONE side shows three targets: a green arc with "Roll a 3 or higher", a yellow arc with "Roll a 4 or higher", and a red arc with "Roll a 5 or higher". (Transcriber's note: the printed card gives these three numbers, and this mapping of each number to a ring colour is read from the card's placement; the rules text itself states only that the current Threat level sets the number.)

Setup Clarifications

Only use Sammy Demand cards (Escape, Major, and Minor) when setting up the Terror Deck. Sammy relies on his own specific demands and threats that don't apply to other abductors.

Ants are crawling under my skin

Once you've finished setting up the Terror Deck you should shuffle the Ants are crawling under my skin card into the Terror Deck. This card makes Sammy his most terrifying and, as such, you can ignore this step if you would like an easier time against the Abductor.

This Terror card instantly gives Sammy a MIGRAINE, or, if he already has one, forces you to resolve an additional Terror card. This card always gets reshuffled back in to the deck (unless removed by some other means) as long as Sammy is already on his MIGRAINE side when revealed.

Card text, "Ants are crawling under my skin": Flip the Migraine card to the "Sammy Has a Migraine" side. If already on the "Sammy has a Migraine" side, draw and resolve the next Red Terror card and then shuffle this card in with the remaining Red Terror cards.