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Hostage Negotiator
20m - 20m
Solo Play
Ages 13+
Card drafting games are games in which players pick cards from a limited subset, such as a common pool, to gain some advantage (immediate or longterm) or to assemble hands of cards that are used to meet objectives within the game.
Card Drafting
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
20.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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ajewo
Solo hand management game where you play the role of a hostage negotiatior. [b]I like:[/b] + Unusual theme. + Hand management game with action cards that also determine the quality of "reward". If you play an action card, you roll d6 dice: 5-6 counts as successes, 3-4 can be made into successes by discarding action cards, and 1-2 are fails. + Timing is very important. + Time management based on your actions. It is also used as currency to buy new, better action cards. + Tension: threat level and risk management: saving hostages. + Variety: Different scenarios and expansion packs (if you buy them). + Quick playing time (filler). + Carrer expansion makes the game better because the campaign makes decisions permanent and more interesting so that you care more for every lost hostage. [b]Neutrals:[/b] # Language dependent. # Requires little table space. # A lot of dice rolling, your decision depend on them. # May be swingy, luck-driven: dice are used to resolve AI and events. https://boardgamegeek.com/thread/2814918/truth-about-luck-dice-after-more-100-plays [b]I do not like:[/b] - Get quite expensive if you go for all available expansions (variety). - The game can feel repetitive. - Without the Carrer expansion, the session are less interesting (it does not matter how good you win or lose). [b]See also:[/b] * Final Girl: similar game by the same designers, horror setting, has point to point movement.
abendoso
A very quick and enjoyable solo game. I like the way the game plays and although it is heavily luck driven the speed makes it quick to set up again. I include here all the expansions as they add small variations to keep the game fresh.
AlexanderVanhulsel
It's one of the coolest themes I've ever seen in a game, and the mechanics reflect that theme well. I'm not sure I'm a fan of the dice rolling though... Theme (artwork/story/...) 2/2 Gameplay (smooth play/player interaction/strategy&tactics/depth) 3.5/5 Fun factor (can you afford a smile during play?) 2/3