The abductor has hijacked a bus full of people and is making a run for the border. You’ll be forced to employ tactics you’ve never used before and deal with the challenges of negotiating in different locations. Are you up to the challenge? Innocent lives are depending on you.
In this exciting new Abductor Pack you will have to deal with a new card type: Location Cards! The abductor’s bus will need to be stopped and the all new Tactics Cards are just the things you’ll need to set up a road block or create a diversion. Its high speed negotiation just waiting for you!
This time it’s different. A member of your own police force has taken hostages. He claims he’s being framed for the recent murder of the Chief and you’re the only one who believes him. Some of the hostages are starting to sympathize with him, making your job more difficult. Everything is riding on your shoulders.
In this exciting new abductor pack you will have to deal with hostages who get Stockholm Syndrome, which means they identify with the hostage taker. Saving those that want to be saved is hard enough! Will you be up to this new challenge?
This Abductor pack is a 15 card Expansion to the Hostage Negotiator base game.
In Abductor Pack 2, you will face off with not one, but TWO Abductors! The Pedersen Twins are trapped in a Port Authority office after a rival tipped off the Feds to one of their smuggling operations. But they have Hostages and don’t plan to go quietly…
This Abductor Pack adds an addition 2 Abductors and their Demands, a few Terror Cards, and a new card type called “Decide” Cards that will have you choose between a couple different options when faced with a difficult situation.
This is a 15 card expansion pack for use with the Hostage Negotiator base game.
You will face off with the head of a mega corporation who has just seen his empire crumble and been “asked” by the Board of Directors to step down. Now he has taken the board members hostage and will not release them until he gets what he wants.
This Abductor Pack includes a new Abductor, new Terror Cards (including Abductor Specific Terror Cards), and a new type of Conversation Card called “Internal Influence”. The Internal Influence cards represent that you have a secret way of communicating with one of the Hostages! But don’t let the Abductor find out or you will lose access to the cards!
In Hostage Negotiator: Crime Wave — a standalone expansion to the solitaire game Hostage Negotiator — each turn represents a conversation between you and a hostage taker. You play cards and roll dice to increase conversation points, decrease the threat level, and release hostages.
Hostage Negotiator: Crime Wave uses the same “hand-building” mechanism found in Hostage Negotiator that puts cards you purchase directly in your hand for next turn, but it features new Conversation Cards, new Terror Cards, new Pivotal Events, and all new Abductors — each with new rules and new demands! It can be played right out of the box and also expands the original Hostage Negotiator.
Hostage Negotiator: Crime Wave comes in a box that fits all released content for Hostage Negotiator to date with room for more.
Welcome to the realm of Rokugan: a land of samurai and mystics, mad dragons and divine beings — a land where honor is stronger than steel. Here, the clans serve the Emperor and engage in courtly deceptions and power plays, even as they wage war against each other and the evil forces that plague their realm. This is the world of Legend of the Five Rings!
Legend of the Five Rings: The Card Game is a Living Card Game set in the world of Rokugan, the original setting for the Legend of the Five Rings collectible card game. To play a Living Card Game, players create individual decks of cards from a base game with a fixed set of cards; they can then add supplemental card packs to this game world, with each pack also having a fixed set of cards, in order to vary their game experience.
While the connection of Legend of the Five Rings: The Card Game to Rokugan and the Colonies — as well as its pervasive themes of honor, nobility, magic, intrigue, duty, and warfare — should carry over from the original L5R CCG, Legend of the Five Rings: The Card Game is not compatible with that original game and will feature significant changes in the game mechanisms.
Codenames Duet keeps the basic elements of Codenames — give one-word clues to try to get someone to identify your agents among those on the table — but now you’re working together as a team to find all of your agents. (Why you don’t already know who your agents are is a question that Congressional investigators will get on your back about later!)
To set up play, lay out 25 word cards in a 5×5 grid. Place a key card in the holder so that each player sees one side of the card. Each player sees a 5×5 grid on the card, with nine of the squares colored green (representing your agents) and three squares colored black (representing assassins). Three of the nine squares on each side are also green on the other side, one assassin is black on both sides, one is green on the other side and the other is an innocent bystander on the other side.
Collectively, you need to reveal all fifteen agents — without revealing an assassin — before time runs out in order to win the game. Either player can decide to give the first one-word clue to the other player, along with a number. Whoever receives the clue places a finger on a card to identify that agent. If correct, they can attempt to identify another one. If they identify a bystander, then their guessing time ends. If they identify an assassin, you both lose! Unlike regular Codenames, they can keep guessing as long as they keep identifying an agent each time; this is useful for going back to previous clues and finding ones they missed earlier. After the first clue is given, players alternate giving clues.
They were tough times, the days when swords and magic still ruled the world. A long, destructive war had ended, and the entire continent had been unified. Before the empire’s subjects had even come to know peace, however, their great emperor fell victim to disease, having never declared a successor…
We must not return to that war-torn world! Thankfully you are an influential figure in the empire. Quickly lay claim to the throne and ensure the rock-solid unity and peace of the continent. Though the emperor had no son, there are seven candidates for succession, starting with the two lineal princesses. Now, let’s get your favorite princess on the emperor’s throne! Garner support from all over the country, clash with rival candidates and depend on your special skill!
Heart of Crown is a deck-building card game. Each player starts with the same deck, strengthens that deck with strategic cards, and finally one player will declare victory by enthroning the princess he controls. Each player’s deck starts with seven “Rural” territory cards and three “Apprentice Handmaid” succession cards (an unreliable subject). Using the currency (coins) generated by your “Rural” territory cards, you incorporate cards from the market into your deck according to your own strategy.
Each player’s main goal is to give the princess he’s fielded the throne. First, collect stronger territory cards such as “City” and “Metropolis” to increase your coins, and declare fielding a princess using these coins. There are five princesses and one set of twin princesses, totaling six princess cards. Each princess has special support abilities, but with only one of each, you need to be quick to field the right princess and get the support you need!
For your princess to take the throne, you must collect Succession Points, which represent the support of your loyal subjects and influential figures in the empire. Once you control 20 Succession Points, you may declare a coronation. Your opponents get one more turn to interrupt your coronation, but if your points remain at or above 20 by your next turn, the coronation succeeds and your princess takes the throne!
Welcome to H.P. Lovecraft?s Arkham, the 1920s. There will be many mysteries to uncover in this storytelling game of Lovecraftian terror. Using the provided newspaper, a list of allies, the directory of Arkham residents and a map of Arkham – your job is to follow the clues from location to location, suspect to suspect – to unravel the mystery and answer the questions posed at the end of each scenario.
Your score will depend upon the number of clues points you needed to visit, the risks you took to your sanity in your investigations and your ability to find the correct answers to the questions.
Match wits with Armitage’s final score the man who has been exposed to the sanity-blasting truth about the existence of the age old evil! Can you beat his score?
With that in mind it is time to collaborate with Armitage’s investigations to complete your training. This is not a typical board game: No dice, no luck, but a challenge to your mental ability.
Players will be tasked with solving 8 distinct Investigations, which will be progressively more difficult:
Investigation 1 – A Grain of Evil
Investigation 2 – Flesh & Blood (previously entitled, Liber Mortis)
Calls for expeditions are not enough anymore, now you also must complete contracts either in competition against each other or racing against the clock together. Even if you have nobody else to play with, you do not need to pass on a game of Port Royal! With all the new challenges ahead, support from new persons is more than welcome.