Pandemic Legacy, Season 1, June
After the last two lost games, we were eager to change something in the way we played the game. As in first concentrating on getting one thing done, and then the next, and so on.
Because of the previous lost games we got a lot of funded events and even adding one for playing with five (+5 funded events). Not only were they dealt in the player deck, they surfaced a lot to, which was handy (number one rule in (un)funded events : don't let them lie around, use them when you can, they are lifesavers).
Leander played the Researcher, Tarek the Quarantine Specialist, Hannes the Medic, Kobe the Scientist and I the Dispatcher.
A cure for the (easy) blue disease was quickly found and all blues removed from the field, quickly followed by the black disease. The red took a little bit longer, but we managed to eradicate that one as well, making it a lot easier in the infection stage, because only the CoDA-disease would get tougher.
Because we eradicated at least one disease and cured all three curable, we only needed to solve one more objective. We discussed this at the beginning of the game, when we needed to choose the roles we were going to play. As we decided that our game-end upgrades needed to be positive mutations of the Red and/or Black disease (to make them easier controllable in the future), we first focused on eradicating as much diseases as possible. Therefor we used the medic (obvious), the dispatcher (to get everybody where they needed to be), the researcher (for changing cards from hand to hand), the quarantine specialist (to buy us some time with the faded figures) and the scientist (for needing less cards to find a cure, which we were not able to use in this game due to circumstances). Because of the choice of roles it is evident that we would go (if we got there) for the objective to quarantine 7 faded cities, because we would be working on that throughout the game. The other objective to build a military base in all regions was in this setup not even possible.
Because we won this game, I would say we chose wisely. We'll see what this brings in the next game, to make sure we learned something.
As game end upgrades we took the positive mutation Common Structure (You no longer need to be in a research station to discover a cure for this disease) for both the red and black diseases.
At the beginning of the game we received some extra help in our battle against the diseases in the form of equipment. Which are extra help you can put on cards in the player deck. Which we did when possible, we just never played them in this game :
- Equip : ad a military equipment sticker to a card in your hand if you are at a military base, or ad a medical equipment sticker to a card in your hand if you are at a research station. Each city card can only have one sticker (we decided to put most of these stickers on yellow cards, because they are CoDA, and cannot be used to cure the yellow disease).
- Game end upgrade available : players may add 3 equipment stickers to any city cards in the player deck as a game end upgrade (one sticker per city card)
- Equipments :
1. Med.-Hazmat Suit : Discard this card when starting your turn in a city containing faded figures. You do not have to take a scar (x3)
2. Med.-Field Hospital : Discard to add a research station to your city, regardless of panic level, for this turn only. It may not be made permanent
3. Med.-Induced Pluripotent Stem Cells : This card can be used as a city card of any color when finding a cure
4. Mil.-Grenade Belt : Discard at any time to remove 1 faded figure from the city you are in (x2)
5. Mil.-Drone Escort : Discard this card when you Drive/Ferry into a collapsing or fallen city. You do not need to spend any additional cards (x2)
As a win bonus for july we got the following
- Add 1 equipment sticker to a city card in one player's hand (or)
- Add 3 roadblock markers anywhere on the board
Can't wait for the next game, which will be 18/02
- 1
- 0
- Apple iPhone 5s
- 1/33
- f/2.2
- 4mm
- 160
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