You’re stuck at home because of a worldwide
pandemic. What to do? Play Pandemic,
the board game! I’m an old hand at Pandemic
with 70 games under my belt since 2009. I guess I have plenty of experience
figuring out how to save the world! Not, that the team always succeeds – it’s a
cooperative game – but I’m pretty sure I have more wins than losses under my
belt.
Here’s a blurry picture from a game earlier this
month. It’s early in the game: Turn #2, with an eerie beginning (from randomly
drawn cards during setup): Huge number of cases in East Asia (red cubes)
centering in China, and some in Europe (blue cubes) including Milan. Humph.
Looks like Covid-19. Well, maybe a mash-up with SARS given the outbreak in
Toronto where one of the players has reduced the disease down to one blue cube.
Well, there’s also the outbreak in Kinshasa (yellow cubes), not quite in the
historical location for Ebola.
In Pandemic,
players zip around the world trying to reduce disease outbreaks while racing to
find a cure for each of four regional diseases (color-coded). Cards turned over
in the top right infection deck cause (disease) cubes to be added to global
cities. Player cards (lower right) serve several purposes. They can be used to
fly between cities, build research facilities (you start the game with the CDC
in Atlanta represented by an ecru house), and to find cures. A player needs to
collect five cards of the same color, then get to a research station to find a
cure. This is not easy because there’s a hand limit of seven cards; players can
pass cards to one another but only under very limited circumstances.
Spread throughout the player card deck are several
Epidemic cards. This is the focus of the excitement and game tension that makes
Pandemic (in my opinion) a pleasure
to play! An Epidemic does the following: First the Infection Marker is moved up
one step; this marker determines how many infection cards are drawn each turn. Next
the bottom card of the deck is drawn and three cubes added to that city,
representing a new nasty proliferation of the disease. Finally, all the cards
in the discard are shuffled and placed back on
top of the infection draw deck, which means the cities that recently added
cubes are going to have more! Why would this make you shudder? Once a city has
three cubes, if its card is drawn again, an outbreak happens – a cube is added
to each adjacent city! And if an adjacent city already has three cubes, the
outbreak cascades!
Clearly this is a race against time. Players win if
they can discover all four cures. But they must do it before the player draw
deck runs out or eight outbreaks have taken place, in which case the players lose!
Disease wins and we are overrun.
A nice feature of Pandemic is that each player has a specific skill. The medic (white
pawn) can remove all disease cubes in a single action; normally only one cube
is removed per action. The researcher (not in the pic) allows discovering a
cure with four cards of the same color rather than five. The construction
expert (green pawn) can build a research station in any city he/she is in for
one action. The two other roles involve helping move players around the board
and passing cards to each other more easily. Pandemic is for 2-4 players with five of these “roles” to choose
from.
Regulating the game difficulty is a matter of
shuffling the appropriate number of Epidemic cards into the player deck. The
game recommends four Epidemics in your introductory game. I’ve found this works
well when teaching the game to new players! It’s usually winnable for newbies
but nail-biting to the end! With a few games under your belt, you’d want more
of a challenge – the standard five Epidemics. And if you want an extra-difficult
game, you can include six Epidemics. (The game does not come with a seventh
card.)
Interestingly, in my first 70 games, I had not
attempted six Epidemics. After getting used to the standard game, I started
including the expansion, Pandemic: On the Brink. Besides providing eight more role cards for variation, the expansion
ups the ante in three ways. First, you can replace some or all of your standard
Epidemic cards with Virulent Strain Epidemic cards that add more difficulty
(each card has its own twist). Second, you can have a fifth disease (purple
cubes) that show up as a mutation. Third, you can add an antagonist player, the
bioterrorist. I’ve played the first two aplenty, but have yet to introduce the
bioterrorist. I very much enjoy the expansion; I feel it breathes new life into
the standard board game.
Given Covid-19, I needed a challenge: six standard
epidemic cards. Lost the first two games. (The picture is game #2.) Won the
third! Not sure if it was a fluke. Have yet to get the game to the table again…
except my new distraction is revisiting Bios Megafauna.
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