Options

[Pandemic] - Game 11 - Game Over - The Bio-Terrorist Wins - So it ends...

stever777stever777 AFK most SaturdaysRegistered User regular
edited October 2013 in Critical Failures
pandemic.jpg
pic469441_md.jpg

Welcome to Pandemic, Z-Man Games' game of global disease containment. In this game, players take the roles of five Center for Disease Control (CDC) operatives, racing against time to cure outbreaks.


You and your companions are highly skilled members of a disease-fighting team waging a battle against five deadly diseases. Your team will travel across the globe, stemming the tide of infection and developing the resources you'll need to discover the cures. You must work together, using your individual strengths to destroy the diseases before they overtake the world. The clock is ticking as outbreaks and epidemics accelerate the spread of the plague. Will you find the cures in time? The fate of humanity is in your hands!

Five diseases have broken out in the world and it is up to a team of specialists in various fields to find cures for these diseases before mankind is wiped out.

Players must work together, playing to their characters' strengths and planning their strategy of eradication before the diseases overwhelm the world with ever-increasing outbreaks. For example, the Operation Specialist can build research stations, which are needed to find cures for the diseases. The Scientist needs only 4 cards of a particular disease to cure it instead of the normal 5.

But the diseases are breaking out fast and time is running out: the team must try to stem the tide of infection in diseased areas while also towards cures.

A truly cooperative game where you all win or you all lose.


This will be a Play-By-Post Bio-Terrorist Variant Game of Pandemic for 4 players, participants from sign-ups.
The Bio-Terrorist challenge places one player at odds with the other players, seeking to panic and overwhelm the world with a fifth disease.



Flaming_Biohazard_by_steelfox1.jpg


[RULES]
[EXPANSION RULES]
[RULES SUMMARY]
[Discussion and Sign-ups]

Hosting Android: Netrunner - Thread 2: The Revenge

The Black Hole of Cygnus X-1
stever777 on
«13456

Posts

  • Options
    stever777stever777 AFK most Saturdays Registered User regular
    edited July 2013
    A QUICK TUTORIAL ON PANDEMIC

    Pandemic is a cooperative game. You and your fellow players are members of a disease control team, working together to research cures and prevent additional outbreaks. Each of you will assume a unique role within the team, with special abilities that will improve your team’s chances if applied wisely. The object is to save humanity by discovering cures to five deadly diseases (Blue, Yellow, Black, Red and Purple) that threaten to overtake the planet. If you and your team aren’t able to keep the diseases contained before finding the necessary cures, the planet will be overrun and the game will end in defeat for everyone.

    The Board & Cards
    pandemiconthebrinkmap.png
    pandemiccards.png

    -The Turn Phases-
    Each turn, the current player must:

    1. Take 4 actions
    2. Draw 2 cards to add to his hand
    3. Take on the role of the Infector (cards drawn & tokens placed by Host)

    After the Infector has gone, the player’s turn is over and the next player begins his turn.

    -Actions-
    A player gets 4 actions to spend on her turn. A player may select from any of the available Basic and Special actions and spend 1 action to perform it. A given action may be performed more than once during a turn, so long as 1 action is spent for each instance. Each player’s Role will grant them special abilities that are unique to that player. Players may also pass if they have nothing else to do. Unused actions may not be saved from turn to turn.


    BASIC ACTIONS

    Charter Flight

    Play the card corresponding to your pawn’s current location, and move to any city on the board. Discard the card to the Player Discard pile.

    Shuttle Flight
    If your pawn is in a city with a Research Station, move it to any other city with a Research Station. (See below for details on building Research Stations.)

    Direct Flight
    Play a card from your hand and move your pawn to the pictured city. Discard the card to the Player Discard pile.

    Drive (or Ferry)
    Move your pawn to an adjacent city. Cities are adjacent if they are connected by a red line. Red lines that go off the edge of the board “wrap around” to the opposite board edge and continue to the indicated city. (For example, Sydney and Los Angeles are considered to be adjacent)

    The Dispatcher may move other player’s pawns on his turn (using any of the available Basic actions) as if they were his own pawn. He may also spend an action to move a pawn to any city that contains another pawn. He may only move other players’ pawns if they permit him to do so.
    Note: For the Charter Flight action, the Dispatcher must play the card corresponding to the current location of the pawn he wishes to move.


    Pass
    A player may also elect to pass (and do nothing) for an action.


    SPECIAL ACTIONS

    Discover A Cure

    Once your team has discovered all four cures, you win!
    If your pawn is in a city with a Research Station, discard 5 cards of the same color to cure the corresponding disease. Place the spent cards into the Player Discard Pile.

    The Scientist only needs 4 cards of a color to discover the cure of the corresponding disease when performing the Discover Cure action.

    Build A Research Station
    Building Research Stations helps your team move from place to place.
    Research Stations are also required for discovering cures. Play the card corresponding to the city your pawn currently occupies, then place a Research Station in that city. Discard the card to the Player Discard Pile. If there aren’t any Research Stations left in the supply, select one of the Research Stations already in play and transfer it to the city your pawn occupies.

    The Operations Expert does not have to play the card matching the city his pawn occupies when performing the Build A Research Station action. He simply spends an action to add a Research Station to his current city.

    Treat Disease
    Over the course of the game, your team can treat diseases to buy the time needed to discover cures. Remove a disease cube from the city your pawn occupies. (Each removed cube costs one action.) Place the removed cube back into the stock by the side of the board. If players have discovered a cure, instead of one cube, remove all cubes of a cured disease in your current city for one action.

    Eradicating a Disease
    If a cure for a given disease has been discovered and all of the disease cubes of that color have been removed from the board, flip the Cure marker for the disease to the “Sunset” side. From now on, cards of this color have no effect when drawn on the Infector’s turn. Cubes of the eradicated color will not be used again for the rest of the game.

    The Medic may remove all the cubes of a single color (instead of 1) when performing the Treat Disease action. Also, if the Medic at any time finds herself in a city that contains cubes of a disease that has been cured, she may immediately remove all of those cubes. This unique ability is in effect during all players’ turns and does not cost any actions to perform.

    Share Knowledge
    Sometimes it’s hard for one player to get the cards necessary to discover a cure. The Share Knowledge action (while difficult to perform) can be useful in these cases. Transfer a card from one player to another. Every card transferred costs 1 action. Both your pawn and your fellow player’s pawn must be in the same city, and you may only transfer the card of the city that you are in together. (For example, if you are together in Moscow, only the Moscow card may be transferred from one player to the other.) If either player holds more than 7 cards as the result of a transfer, the excess cards must be immediately discarded to the Player Discard Pile.

    The Researcher may give a fellow player any card from his hand when involved in a Share Knowledge action. He is not restricted to giving the card of the current jointly-occupied city, like other players are. This freedom only applies when the Researcher is giving a card—he always receives a card with the same restriction as other players. The Researcher can utilize this ability when involved in Share Knowledge actions on any player’s turn.

    -Special Event Cards-
    The Player Cards deck contains some Special Event cards. These cards may be played at any time (even on a fellow player’s turn) and do not require an action to play. When you play a Special Event card, immediately follow the instructions on the card, then discard the card into the Player Discard Pile.

    -Hand Limit-
    Players have a hand limit of 7 cards. If the number of cards in hand ever exceeds 7 as a result of drawing cards (or performing the Share Knowledge action), the player must immediately discard cards in excess to the Player Discard Pile. Players may choose which cards to discard. Players may play Special Event cards (including any they have just drawn) instead of discarding them, to help reduce their hand to 7.

    -Sharing Information About Cards-
    Players may openly discuss strategies during the game, but like the real world, the players do not immediately know everything that the other players do. To simulate this, if you are playing the Normal or Heroic Games, players may not show the contents of their hands to their fellow players during the game. Players may however, freely tell each other what cards they have. The Introductory Game has no such restriction and players may decide to play their hands openly. Because Pandemic is a test of cooperation and mettle (and not of memory), players may freely examine the contents of the Player Discard Pile and the Infection Discard Pile at any time.

    -Infector Phase & Outbreaks-
    Draw cards from the Infection Draw Pile equal to the current Infection Rate and add one cube to the pictured cities, using a cube of the same color as each card. Resolve the cards in the order you draw them. If, however, the pictured city is of a color that has been eradicated, do not add a cube. If a city already has 3 cubes in it of the color being added, instead of adding a cube to the city, an outbreak occurs in that color. When this happens, instead of adding a 4th cube, add a cube of the outbreaking color to each adjacent city. Each time a city outbreaks, move the Outbreaks Marker up one space on the Outbreak Indicator. If the number of outbreaks ever reaches 8 (and the Outbreaks Marker reaches the skull symbol), the game immediately ends in defeat for all players. Also, if there are not enough cubes to add to the board when infecting, the game immediately ends in defeat for all players.

    Chain Reactions
    If any of these new cubes would cause the total number of cubes of that color in an adjacent city to exceed 3, additional outbreaks may occur, causing a chain reaction. Note that each city may only outbreak once in each chain reaction.

    DEFEAT OR VICTORY!
    The game ends immediately in defeat for all players if any of the following conditions occur:
    -A player needs to add disease cubes to the board and there aren’t any left of that color in the supply.
    -The eighth outbreak occurs (the Outbreaks Marker reaches the skull symbol on the Outbreak Indicator).
    -There are not enough cards in the Player Draw Pile when a player must draw cards.

    Players collectively win the game immediately when the cures for all five diseases (Blue, Yellow, Black, Red and Purple) have been discovered OR cures for the standard four diseases have been discovered and there are zero Purple cubes on the board. Players do not need to administer cures to every infected city in order to win the game—victory is instant when any player discovers the fifth and final cure or fourth cure with no Purple cubes on the board.

    The purple disease can be cured if a player, for an action, discards 5 city cards (in any combination of colors) at a research station.
    At least one of these cards must depict a city which currently contains one or more purple cubes.


    The Bio-Terrorist wins if the players lose and there is at least 1 purple cube on the board.
    The Bio-Terrorist immediately loses (and is out of the game) if the players eradicate the purple disease.
    The other players lose by all the normal means, but also if there are no purple cubes in the supply when one is needed.
    Everyone loses if the players lose and there are no purple cubes on the board,or if they lose after eradicating the purple disease.

    Bio-Terrorist Secrecy
    The Bio-Terrorist takes his turn after every player turn (after the infection phase). The Bio-Terrorist player does not draw cards (except by using actions to do, see below) and does not perform an infection phase.
    The Bio-Terrorist moves secretly about the board, keeping track of his moves and other actions on the Location Sheet. If at any time the Bio-Terrorist is in the same city as another player’s pawn, the Bio-Terrorist is spotted and must place his pawn on the board. If he (or another player) later moves so that the Bio-Terrorist is alone in a city, he is no longer spotted (he is hidden) and removes his pawn from the board.
    When the Bio-Terrorist moves by Direct or Charter Flight actions (see below), he discards the used card face-up into the Infection Discard Pile and announces that his pawn was sighted at that airport. He need not reveal if he used the card for a Direct Flight or a Charter Flight nor on which of his actions the flight took place.

    Bio-Terrorist Actions
    On each of his turns, the Bio-Terrorist takes 2 of the following actions, plus 1 extra Drive (or Ferry) action. The extra Drive/Ferry action is optional and may be before, after, or in-between the Bio-Terrorist’s other two actions.

    BIO-TERRORIST ACTIONS
    The Bio-Terrorist takes his turn after every player turn (after the infection phase). The Bio-Terrorist player does not draw cards (except by using actions to do) and does not perform an infection phase.

    The Bio-Terrorist’s Basic actions are available whether he is spotted or hidden.

    BASIC ACTIONS
    (ALWAYS AVAILABLE UNLESS CAPTURED)


    Drive/Ferry
    Move to an adjacent city along a connecting red line.

    Direct Flight
    Discard an Infection card to move to the city pictured on the card. Announce that the Bio-Terrorist has been sighted in the new city’s airport.

    Charter Flight
    Discard the Infection card matching your current city to move to any other city. Announce that the Bio-Terrorist has been sighted in the old city’s airport.

    Draw a Card
    Draw a card from the top of the Infection Draw Pile to add to your hand. Your hand limit is 7 cards. If you ever have more than 7 cards, you must immediately discard the excess to the Infection Discard Pile (without effect).

    Pass
    Do nothing for 1 action.


    HIDDEN ACTIONS
    (MAXIMUM ONCE EACH PER TURN, ONLY WHILE HIDDEN)

    The Bio-Terrorist’s Hidden actions are available to him only while he is hidden. Each of these actions can only be performed once per turn.

    Infect Locally
    Place a purple cube in your current city, conducting any outbreaks.

    Infect Remotely
    Discard an Infection card to place a purple cube in the pictured city (even if a player pawn is present there) conducting any outbreaks. Do not place a cube matching the color of the city pictured on the card.

    Sabotage
    Remove a research station from your current city, by discarding an Infection card of matching color to this location. Return the removed research station to the supply.


    CAPTURED ACTIONS
    (THE ONLY ACTIONS AVAILABLE WHILE CAPTURED)

    While the Bio-Terrorist is captured, only the following three actions are available to him (until he escapes).

    Escape
    Discard an Infection card to escape via a Direct Flight (make sure to announce a sighting) to the pictured city.

    Draw a Card
    Same as the Basic action.

    Pass
    Same as the Basic action.

    Capturing The Bio-Terrorist
    If the Bio-Terrorist’s pawn has been spotted and is on the board, a player in the same city as the Bio-Terrorist may, for an action, capture him.
    The Bio-Terrorist must immediately discard all cards in hand to the Infection Discard Pile (without effect).

    stever777 on
    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • Options
    stever777stever777 AFK most Saturdays Registered User regular
    @ObiFett is our Bio-Terrorist & @jdarksun has already posted he'd like to play so we have 2 slots open.

    Sign up in bold limegreen.


    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • Options
    ObiFettObiFett Use the Force As You WishRegistered User regular
    YES YES YES YES YES

    Although, I don't have to be the bioterrorist. We could RNG it from the signed up players.

  • Options
    stever777stever777 AFK most Saturdays Registered User regular
    edited July 2013
    Nope!
    You asked and begged and bugged.
    You're it.
    ;)

    E - I'm not sure I would've run this variant without you asking me to.

    stever777 on
    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • Options
    ObiFettObiFett Use the Force As You WishRegistered User regular
    I just wanted to play the variant. :)

    I am more than happy to be the bioterrorist, but if others want to try it as well, it would be fair to RNG it.

  • Options
    stever777stever777 AFK most Saturdays Registered User regular
    I'll run it more than once.

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • Options
    ObiFettObiFett Use the Force As You WishRegistered User regular
    edited July 2013
    Your expansion rules link is broken

    edit: This one works

    ObiFett on
  • Options
    CesareBCesareB Registered User regular
    ObiFett won't get away with this! Not on my watch.

  • Options
    ObiFettObiFett Use the Force As You WishRegistered User regular
    k, so after reading the rules for bioterrorist, it specifically mentions that the scientists are not allowed to "leave the table to hold private conversations". Are we gonna make it so that the other players in the game can't use PMs?

  • Options
    stever777stever777 AFK most Saturdays Registered User regular
    Yes, sir.
    Just like MEQ.

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • Options
    stever777stever777 AFK most Saturdays Registered User regular
    edited July 2013
    ObiFett wrote: »
    Your expansion rules link is broken

    Both are screwed.
    I'll have to upload the pdf's & link em.

    E - Altho the summary is pretty damn good.

    stever777 on
    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • Options
    stever777stever777 AFK most Saturdays Registered User regular
    Added "Bio-Terrorist Actions" & "Capturing The Bio-Terrorist" to the second post.

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • Options
    stever777stever777 AFK most Saturdays Registered User regular
    Both Rules links fixed.

    C'mon!
    1 more playah!

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • Options
    SeGaTaiSeGaTai Registered User regular
    Put me in coach

    PSN SeGaTai
  • Options
    stever777stever777 AFK most Saturdays Registered User regular
    Added "Bio-Terrorist Secrecy" to the second post.

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • Options
    stever777stever777 AFK most Saturdays Registered User regular
    We will let the non-Terrorists decide on how many Epidemic cards will be in this game.
    4 (Introductory), 5 (Normal), 6 (Heroic - really NOT recommended) or 7 (Legendary - Are you nuts??!!)
    Please indicate choice in bold limegreen!


    @jdarksun
    @CesareB
    @SeGaTai

    You may then choose your roles in that player order.
    I know, there are 2 Operations Experts shown.
    Only one is available.
    Also, the Bio-Terrorist is not available, for you guys....
    pandemicroles.png
    pic542183_lg.jpg

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • Options
    jdarksunjdarksun Struggler VARegistered User regular
    Medic and Dispatcher seem like they'd be super, super important if we only had three guys.

    I vote for Normal.

  • Options
    stever777stever777 AFK most Saturdays Registered User regular
    Guys, one thing that'll be different from the normal games will be that you will get your cards PM'd to you, instead of listed in the thread, due to a certain baddie who may like to know what you have in hand. You can only discuss your strategies here in the thread. You can reveal all you want, and even lie, if you think it'll help your cause.

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • Options
    CesareBCesareB Registered User regular
    I also vote for Normal, and I agree that Medic and Dispatcher would be great picks. We probably want someone who helps us get to cures faster. I don't think the Field Operative worked out very well in our last game. Scientist is the obvious choice, but I bet Archivist would be pretty useful as well.

  • Options
    SeGaTaiSeGaTai Registered User regular
    normal it is

    PSN SeGaTai
  • Options
    stever777stever777 AFK most Saturdays Registered User regular
    Check out the OP.
    :^:

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • Options
    stever777stever777 AFK most Saturdays Registered User regular
    edited July 2013
    @jdarksun select Role.

    stever777 on
    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • Options
    jdarksunjdarksun Struggler VARegistered User regular
  • Options
    CesareBCesareB Registered User regular
    I played Dispatcher last game, so Medic.

  • Options
    ObiFettObiFett Use the Force As You WishRegistered User regular
    Time to go read all of your old games and find holes in your strategies to exploit.
    I'm going to lose horribly

  • Options
    SeGaTaiSeGaTai Registered User regular
    edited July 2013
    Troubleshooter seemed pretty good last game, tempted by containment specialist but similar to medic, or just stick with needing a scientist?

    SeGaTai on
    PSN SeGaTai
  • Options
    jdarksunjdarksun Struggler VARegistered User regular
    For the Troubleshooter's peak action, will the non-Terrorist players be able to share that information just among themselves, or will the Bio-Terrorist also get to know?

  • Options
    SeGaTaiSeGaTai Registered User regular
    yea suppose that's a good point-guessing I would get the cards via PM and then have the option of sharing as much as I want with you guys.

    PSN SeGaTai
  • Options
    stever777stever777 AFK most Saturdays Registered User regular
    jdarksun wrote: »
    For the Troubleshooter's peak action, will the non-Terrorist players be able to share that information just among themselves, or will the Bio-Terrorist also get to know?

    All knowledge must be shared in the thread, so, if you are open about it, yes, he will know.
    If you can make it covert, he will have to guess but, of course, so will the other non-terrorists.

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • Options
    jdarksunjdarksun Struggler VARegistered User regular
    Well, that negates a lot of the benefit of Troubleshooter. Scientist, maybe?

  • Options
    ObiFettObiFett Use the Force As You WishRegistered User regular
    excellent

    I've already ruined plans without even having to lift a finger...

  • Options
    stever777stever777 AFK most Saturdays Registered User regular
    Well, he looks at the cards at the start of his own turn and those cards get drawn at the end of his turn, so the BT can't really do anything in between, since his turns are in between the others' turns.

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • Options
    SeGaTaiSeGaTai Registered User regular
    Tempted by Troubleshooter then possibly still or archivist, really just want to use one of the non-main classes. You two have a preference?

    PSN SeGaTai
  • Options
    CesareBCesareB Registered User regular
    Archivist is actually pretty interesting since it might allow us to get by without sharing too much info publicly. If jdark or I discard a card that we probably shouldn't have, you can always scoop it back up.

  • Options
    SeGaTaiSeGaTai Registered User regular
    Give me the archivist

    PSN SeGaTai
  • Options
    stever777stever777 AFK most Saturdays Registered User regular
    edited August 2013
    @jdarksun - Dispatcher Turn
    847p.png
    You all start in Atlanta, at the Research Station, (red cross icon), except for the Bio-Terrorist.
    He starts in any city he chooses, under-cover.

    3 cities received 3 disease cubes.
    3 cities received 2 disease cubes.
    3 cities received 1 disease cubes.
    These cities are not in danger of receiving more cubes until an Epidemic card is turned over from the Player Deck.
    Then, those cards are shuffled and placed on top of the Infection Deck and that's when the trouble starts, as outbreaks begin to occur.
    Obviously, the 3 cube cities are the most dangerous, as they could outbreak the fastest.

    The purple cubes will begin appearing on the board as the Bio-Terrorist makes trouble.

    You can click on the board to see it enlarged to read the cities and texts.

    Jdarksun has 4 actions to play.


    Starting info -
    Roles, locations & current hand sizes -
    jdarksun - Dispatcher; Atlanta; (2)
    CesareB - Medic; Atlanta; (2)
    SeGaTai - Archivist; Atlanta; (2)

    ObiFett - Bio-Terrorist; ? (2)

    pandemicacts.png
    pandemicroles.png
    pic542183_lg.jpg

    On each of his turns, the Bio-Terrorist takes 2 of the following actions, plus 1 extra Drive (or Ferry) action. The extra Drive/Ferry action is optional and may be before, after, or in-between the Bio-Terrorist’s other two actions.

    BIO-TERRORIST ACTIONS
    The Bio-Terrorist takes his turn after every player turn (after the infection phase). The Bio-Terrorist player does not draw cards (except by using actions to do) and does not perform an infection phase.

    The Bio-Terrorist’s Basic actions are available whether he is spotted or hidden.

    BASIC ACTIONS
    (ALWAYS AVAILABLE UNLESS CAPTURED)


    Drive/Ferry
    Move to an adjacent city along a connecting red line.

    Direct Flight
    Discard an Infection card to move to the city pictured on the card. Announce that the Bio-Terrorist has been sighted in the new city’s airport.

    Charter Flight
    Discard the Infection card matching your current city to move to any other city. Announce that the Bio-Terrorist has been sighted in the old city’s airport.

    Draw a Card
    Draw a card from the top of the Infection Draw Pile to add to your hand. Your hand limit is 7 cards. If you ever have more than 7 cards, you must immediately discard the excess to the Infection Discard Pile (without effect).

    Pass
    Do nothing for 1 action.


    HIDDEN ACTIONS
    (MAXIMUM ONCE EACH PER TURN, ONLY WHILE HIDDEN)

    The Bio-Terrorist’s Hidden actions are available to him only while he is hidden. Each of these actions can only be performed once per turn.

    Infect Locally
    Place a purple cube in your current city, conducting any outbreaks.

    Infect Remotely
    Discard an Infection card to place a purple cube in the pictured city (even if a player pawn is present there) conducting any outbreaks. Do not place a cube matching the color of the city pictured on the card.

    Sabotage
    Remove a research station from your current city, by discarding an Infection card of matching color to this location. Return the removed research station to the supply.


    CAPTURED ACTIONS
    (THE ONLY ACTIONS AVAILABLE WHILE CAPTURED)

    While the Bio-Terrorist is captured, only the following three actions are available to him (until he escapes).

    Escape
    Discard an Infection card to escape via a Direct Flight (make sure to announce a sighting) to the pictured city.

    Draw a Card
    Same as the Basic action.

    Pass
    Same as the Basic action.

    Capturing The Bio-Terrorist
    If the Bio-Terrorist’s pawn has been spotted and is on the board, a player in the same city as the Bio-Terrorist may, for an action, capture him.
    The Bio-Terrorist must immediately discard all cards in hand to the Infection Discard Pile (without effect).

    Once you decide on your final actions, post them in the color of your pawn on your turn.
    (Obi's pawn is actually black but I like red better.)
    Bio-Terrorist actions are in the current post's spoiler.

    jdarksun - mediumorchid
    CesareB - darkorange
    SeGaTai - dodgerblue
    ObiFett - red

    stever777 on
    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • Options
    jdarksunjdarksun Struggler VARegistered User regular
    1) Discard Seoul and fly CesareB there.
    2) Move
    CesareB to Tokyo.
    3) Move
    SeGaTai to Chicago.
    4) Move
    SeGaTai to Los Angeles.

  • Options
    ObiFettObiFett Use the Force As You WishRegistered User regular
    I don't take my turn until after the Infection Phase, right?

  • Options
    stever777stever777 AFK most Saturdays Registered User regular
    edited July 2013
    @ObiFett - Bio-Terrorist Turn
    n51o.png
    Roles, locations & current hand sizes -
    jdarksun - Dispatcher; Atlanta; (3)
    CesareB - Medic; Tokyo; (2)
    SeGaTai - Archivist; Los Angeles; (2)

    ObiFett - Bio-Terrorist; ? (2)

    pandemicacts.png
    pandemicroles.png
    pic542183_lg.jpg

    On each of his turns, the Bio-Terrorist takes 2 of the following actions, plus 1 extra Drive (or Ferry) action. The extra Drive/Ferry action is optional and may be before, after, or in-between the Bio-Terrorist’s other two actions.

    BIO-TERRORIST ACTIONS
    The Bio-Terrorist takes his turn after every player turn (after the infection phase). The Bio-Terrorist player does not draw cards (except by using actions to do) and does not perform an infection phase.

    The Bio-Terrorist’s Basic actions are available whether he is spotted or hidden.

    BASIC ACTIONS
    (ALWAYS AVAILABLE UNLESS CAPTURED)


    Drive/Ferry
    Move to an adjacent city along a connecting red line.

    Direct Flight
    Discard an Infection card to move to the city pictured on the card. Announce that the Bio-Terrorist has been sighted in the new city’s airport.

    Charter Flight
    Discard the Infection card matching your current city to move to any other city. Announce that the Bio-Terrorist has been sighted in the old city’s airport.

    Draw a Card
    Draw a card from the top of the Infection Draw Pile to add to your hand. Your hand limit is 7 cards. If you ever have more than 7 cards, you must immediately discard the excess to the Infection Discard Pile (without effect).

    Pass
    Do nothing for 1 action.


    HIDDEN ACTIONS
    (MAXIMUM ONCE EACH PER TURN, ONLY WHILE HIDDEN)

    The Bio-Terrorist’s Hidden actions are available to him only while he is hidden. Each of these actions can only be performed once per turn.

    Infect Locally
    Place a purple cube in your current city, conducting any outbreaks.

    Infect Remotely
    Discard an Infection card to place a purple cube in the pictured city (even if a player pawn is present there) conducting any outbreaks. Do not place a cube matching the color of the city pictured on the card.

    Sabotage
    Remove a research station from your current city, by discarding an Infection card of matching color to this location. Return the removed research station to the supply.


    CAPTURED ACTIONS
    (THE ONLY ACTIONS AVAILABLE WHILE CAPTURED)

    While the Bio-Terrorist is captured, only the following three actions are available to him (until he escapes).

    Escape
    Discard an Infection card to escape via a Direct Flight (make sure to announce a sighting) to the pictured city.

    Draw a Card
    Same as the Basic action.

    Pass
    Same as the Basic action.

    Capturing The Bio-Terrorist
    If the Bio-Terrorist’s pawn has been spotted and is on the board, a player in the same city as the Bio-Terrorist may, for an action, capture him.
    The Bio-Terrorist must immediately discard all cards in hand to the Infection Discard Pile (without effect).

    Obi's turns will take place mostly behind the scenes. I will post any info that becomes common knowledge from his actions.
    And, screw it, I'm using the red pawn for him, when he's on the board.

    stever777 on
    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • Options
    ObiFettObiFett Use the Force As You WishRegistered User regular
    My orders have been in for a bit.

Sign In or Register to comment.