Description from the publisher:
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.
How to Solo — Hostage Negotiator: Crime Wave
- Each abductor requires a different approach, creating variety
- Creates memorable stories even when things go wrong
- Ways to mitigate luck
- Enduring gameplay
- Many people say it's too luck dependent
- Hostage negotiation
- Character-driven scenarios
Mechanics (from transcript analysis)
- Card Drafting (implied) — Spending cards to roll dice or to earn points to buy better cards later on.
- Dice Rolling — The core gameplay is really simple of your spending cards to roll dice or to earn points to buy better cards later on.
- Hand Management — The core gameplay is really simple of your spending cards to roll dice or to earn points to buy better cards later on.
- solo game — A hand building dice driven solo game.
Video topics + discussion points
Quotes (from this video)
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Anacrony is a cooperative game for one to four players. So it's a cooperative game where you're working together to stop that end game timer.
- You're constantly making choices about how you're gonna spend your next X turns, and you've got to have enough resources.
- You've got to plan for months ahead. You've got to plan how you're gonna spend your next X turns.
- This is a really good cooperative game. I've played it a couple of times.
- It's a very thinky game. So you've got all these different tracks and your different workers and your different ways to score points.
References (from this video)
- Intense, tension-filled negotiation experience
- Varied decision space due to card market and demands
- Timer-based pressure creates engaging pacing
- Multiple win conditions (save hostages and capture/neutralize abductor)
- Dynamic dialogue moments that reward careful persuasion
- Steep rule complexity and heavy setup
- High risk of casualties if mismanaged by the player
- Randomness from tarot draws can feel unforgiving
- Can be demanding in long play sessions for new players
- Crisis negotiation under pressure; time-sensitive decision making
- Urban hostage crisis, law enforcement negotiation
- Dialogue-driven scenario-based gameplay with escalating threats
Mechanics (from transcript analysis)
- card economy / market refresh — Zero-point and demand cards cycle between rounds; purchases and discards shape future options
- demands and escape mechanics — Major demands and escape demands introduce bargaining and risk/reward decisions
- Dice Rolling — Two-dice rolls to determine success or failure in threat reduction and conversation outcomes
- emotional state tracking — The abductor's anger/threat level is tracked and influenced by cards and dialogue; mismanaging can escalate outcomes
- hand management / card play — Players manage a market of conversation, threat-down cards, and zero-point cards to influence the abductor
- hostage pool management — Hostages are in a pool; saving hostages vs. risk of more casualties affects win conditions
- pivotal events and endgame conditions — Pivotal events and the endgame conditions determine whether you can win by solving hostage rescue and abductor capture
- timer / tarot deck — Tarot deck acts as a countdown; certain cards trigger end-game if not managed
Video topics + discussion points
Quotes (from this video)
- just make a damn call if you're going to save the rest of the hostages from bear wrath you'll need to find out who you're supposed to call
- keep cool to try to bring his rage level down a little bit
- secret extraction
- so basically our timer just went down
- we're gonna spin these two cards to change one of the fours into a success
- Barrett Mullins just wants to call his mama