Hostile Takeover: Designer Blog Part 1

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Designer Blog Part 1

When I got the news that I would be creating the first big Shadowrun-themed board game, I was ecstatic. Shadowrun and I have a long relationship from decades of being a gamer, and my local gaming crew has run RPGs off and on over the course of its existence. Getting the chance to create a milestone event like Hostile Takeover is not only my pleasure, but also truly an honor. Off went the gamer’s hat and it was replaced by the designer’s cap.

Hostile Takeover needed to be epic in feel and execution. Not a game about individual runners sneaking around in the shadows and alleyways, like what happens in the roleplaying game; instead this needed to be a game from the other side of the plot—the megacorporations. This was going to be a game where players were the ones doing all the string pulling, but without losing any of the gritty feel of sketchy missions, random violence, and constant under-the-table double crossing that a good Shadowrun game should have!

That in mind, the initial designs for Hostile Takeover began to take shape.

I knew the game needed to be set in Shadowrun’s iconic Seattle in the 2070s, which gave me a solidly defined base of information to build off of. The map has already been drawn, the megacorporations have already been laid out, and much of the cast of supporting roles exist in the thousands of pages that have been previously written. All we had to do was put all of this together in a fun, exciting game of manipulation and scheming for three to six players.

Many of the best board games in the market combine resource management, a little bit of luck, and oftentimes a set limit on game turns or play time. Mixing all of these things into one game plan, Hostile Takeover will not only require players to think their strategies several turns in advance but also be ready to adapt when the hidden card draws and dice rolls throw unavoidable monkeywrenches—and monkeywrenchers—into the works.

As the game starts to take shape on the designer table, I decided I wanted three major elements in the game to give it the Shadowrun feel: shadowrunners accomplishing missions, players negotiating and manipulating each other for fun and profit, and the potential for an underhanded snatching away of victory from their opponents. The game should have all of these things … and more.

The rough draft of the game started to take form as a badly photoshopped map of Shadowrun’s Seattle, a growing list of shadowrunners, and twelve megacorporation statistic cards to represent who will be hiring them. While the next chapter in Hostile Takeover’s Designer Blog will share a bit more light on how the game is evolving into what I hope will be a fan favorite, I think a great way to close out this segment is with the current list of the megacorporations (you never know what’s going to happen between now, final play testing, development and production) that players of Hostile Takeover will be using to vie for dominance of Seattle: Ares, Aztechnology, Evo, Horizon, Mitsuhama, NeoNET, Regency Megamedia, Saeder-Krupp, Shiawase, Telestrian Industries, Universal Omnitech, and Wuxing!

See you around chummers! Stay tuned for more on this game as it evolves!

Bryan Steele

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