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[Pandemic] - Game 15 - Game Over - You're Fine

stever777stever777 AFK most SaturdaysRegistered User regular
edited August 2014 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 four 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!

Four 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 Base Game of Pandemic for 5 players, participants from sign-ups.

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

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  • stever777stever777 AFK most Saturdays Registered User regular
    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 four deadly diseases (Blue, Yellow, Black, and Red) 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 four diseases (Blue, Yellow, Black, and Red) have been discovered. 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 fourth and final cure.

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  • stever777stever777 AFK most Saturdays Registered User regular
    edited July 2014
    Looking for 2 more players.
    Preda is a reserve.

    We will let the group decide on how many Epidemic cards will be in this game.
    4 (Introductory), 5 (Normal), 6 (Heroic) or 7 (Legendary)
    Please indicate choice in bold limegreen!


    @CesareB
    @JaysonFour
    @Marikir

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  • Grunt's GhostsGrunt's Ghosts Registered User regular
    I'll join.

    JaysonFour
  • MarikirMarikir Registered User regular
    I personally would be okay with any number of Epidemics I believe, but am leaning toward 5 Epidemics.

    (However, if the group wants to tackle 6, that would be fine.)

    steam_sig.png "Hiding in plain sight." PSN/XBL: Marikir
  • KaneskiKaneski Registered User regular
    Sure. I'll bite. Though not really bite anything, because.. you know.. disease. Preference for 5 or 6.

  • JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    I'd say 5, myself.

    steam_sig.png
  • The EnderThe Ender Registered User regular
    Are you still in need of a player?

    With Love and Courage
  • stever777stever777 AFK most Saturdays Registered User regular
    The Ender!!!

    Well, GG did play last game.
    @Grunt's Ghosts, you will be put back on the list.
    (Altho' your av tells me otherwise...)
    :p

    [Pandemic] - Discussion and Sign-ups

    Starting tonight.

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  • stever777stever777 AFK most Saturdays Registered User regular
    edited July 2014
    We are currently close to 5 Epidemics winning.

    4 (Introductory), 5 (Normal), 6 (Heroic) or 7 (Legendary)
    Please indicate choice in bold limegreen!


    @CesareB
    JaysonFour
    Marikir
    Kaneski
    @The Ender

    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.
    pandemicroles.png
    pic542183_lg.jpg

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  • CesareBCesareB Registered User regular
    Yeah I agree with 5 Epidemics.

  • stever777stever777 AFK most Saturdays Registered User regular
    edited July 2014
    5 Epidemics wins!

    @CesareB
    @JaysonFour
    @Marikir
    @Kaneski
    @The Ender

    You may then choose your roles in that player order.
    pandemicroles.png
    pic542183_lg.jpg

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  • CesareBCesareB Registered User regular
    So just generally speaking Ops Expert and Researcher feel like the most potentially useful on turn 1 itself, but I'm interested to talk a bit about what roles we should take as a team before I settle on one personally.

    I think that the original 5 are probably the best ones but as long as we keep to "2 movers, 2 curers, 1 treater" things should be fine. Not sure if having a Generalist is worth it except possibly as an Ops Expert replacement.

  • KaneskiKaneski Registered User regular
    I'm going random. 5 epidemics is barely a cough! :)

  • stever777stever777 AFK most Saturdays Registered User regular
    Random is a legit choice.

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  • The EnderThe Ender Registered User regular
    Oh, we can go random?


    I'll roll the die as well.

    With Love and Courage
  • MarikirMarikir Registered User regular
    I would think that the Researcher would be really good if it's the first player after we've all been dealt our cards. I like the Ops Expert simply due to them being able to plant those precious Research Stations all around the world and jet all around. I see the Medic as basically necessary. Of the other two base roles, I think Scientist works better. Dispatcher I can see replacing if we want to explore another role, but have no idea/preference what to replace it with.

    steam_sig.png "Hiding in plain sight." PSN/XBL: Marikir
  • CesareBCesareB Registered User regular
    See I love Dispatcher and think it's basically the best role, but I could see replacing the Ops Expert since we probably only want to place a few research stations anyway and the chance that we have free moves to do so on the Ops Expert's turn seems small-ish. Weird how different people can place such wildly different values on things like that.

    I do agree the Medic is basically a necessity and the Scientist is probably better than the Archivist/Field Operative/Epidemiologist who fulfill the same purpose.

    If you guys are serious about going random though it's gonna weigh on my selection. Like, I don't really want to be the Medic (mostly since I'm going first) but I really really don't want to play a game without a Medic at all.

  • KaneskiKaneski Registered User regular
    I will definitely go random.

  • JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    I'll go ahead and pull Medic. From my understanding, it would be my job to get things under control - to travel to a region with lots of breakouts and to buy us more turns with which to beat diseases. If we get a cure, I wander over that way to clear out and eradicate diseases.

    steam_sig.png
  • MarikirMarikir Registered User regular
    Well, if Medic is covered then the only other ones that I would think is necessary would be Scientist and Researcher. If either isn't chosen by the time it gets to me, I'll take one of them to cover it.

    (As an aside, I thought the roles were normally handled out as random. Is that a first edition thing? I'm noticing a few changes between this version and the 2nd edition version I have and am used to.)

    Regardless, I think that if @CesareB‌ wants to, they can kick off the choosing.

    steam_sig.png "Hiding in plain sight." PSN/XBL: Marikir
  • CesareBCesareB Registered User regular
    Alright then I'll go with Researcher. Cards for everyone!

  • JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    I hope we land a Dispatcher- the Dispatcher/Researcher combo could really cover bases quickly. If the Researcher could give someone enough for a cure, the Dispatcher can scoot them to that person. The more cures we bang out fast, the easier it'll be. The Field Operative could also fit in that combo- get them a trio of cards and scoot them to the right area to work on a cure over time.

    Containment Specialist might help out, too... they can stamp down hotspots until I could get there.

    steam_sig.png
  • stever777stever777 AFK most Saturdays Registered User regular
    edited July 2014
    Marikir wrote: »
    (As an aside, I thought the roles were normally handled out as random. Is that a first edition thing? I'm noticing a few changes between this version and the 2nd edition version I have and am used to.)

    No, you're right.
    They are random in the game but I like giving players choice.
    Even with choosing, diseases have been winning a bunch.

    Also, you're up for choosing your role.
    @Marikir


    NM, you're the Scientist, I see.

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  • stever777stever777 AFK most Saturdays Registered User regular
    edited July 2014
    Geth roll 1d8+1d7 for Kaneski-The-Ender

    Kaneski gets Epidemiologist
    The-Ender gets Containment Specialist

    Kaneski-The-Ender:
    1d8+1d7 9 [1d8=6] [1d7=3]

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  • Goose!Goose! That's me, honey Show me the way home, honeyRegistered User regular
    Aw damn it, can I reserve?

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  • stever777stever777 AFK most Saturdays Registered User regular
    Goose! wrote: »
    Aw damn it, can I reserve?

    Sure!
    I'll put you on the future player list, too.

    [Pandemic] - Discussion and Sign-ups

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  • stever777stever777 AFK most Saturdays Registered User regular
    @CesareB - Researcher Turn
    dxs02qR.png
    You all start in Atlanta, at the Research Station, (red cross icon).

    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 card 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.

    Please ignore the purple cubes, as we are not playing with them this game.

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

    CesareB has 4 actions to play.


    Starting hands -
    Roles, current hand sizes & cards -
    CesareB - Researcher (2) - Essen; Kinshasa
    JaysonFour - Medic (2) - Kolkata; Shanghai
    Marikir - Scientist (2) - Khartoum; Sydney
    Kaneski - Epidemiologist (2) - Baghdad; Bangkok
    The Ender - Containment Specialist (2) - "Airlift" Special (Move Any Pawn To Any City.); "Gov't Grant" Special (Build Research Station in any city for free.)
    pandemicacts.png
    pandemicroles.png
    pic542183_lg.jpg
    Once you decide on your final actions, post them in the color of your pawn on your turn.

    CesareB - peru
    JaysonFour - darkorange
    Marikir - grey
    Kaneski - coral
    The Ender - tan

    Since your colors are quite alike, I arranged the pawns in player order at Atlanta.

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    GethMarikir
  • CesareBCesareB Registered User regular
    Hmm, we've got a lot of curing and treating ability, but not much in the way of moving. But those special cards might just cover that weakness. Tehran looks like it will be the big early problem since our Medic and/or Containment Specialist will almost certainly be moving toward Yellow. Maybe we should burn our Government Grant immediately (in Baghdad or Cairo I guess?) so that someone can get out there shortly. I was also thinking about sending Kinshasa to someone, either JaysonFour (so he can fly in and clear out Africa) or Marikir (to get him halfway to a yellow cure). Other than that I'm not sure what I should be doing. Probably moving toward Asia? Or if we do put down the Research Station I could fly toward the Middle East... So many options.

  • KaneskiKaneski Registered User regular
    I think red is a thing we don't need to worry about for now. And not even a blue on board. So, yellow focus.

    I reckon the Medic and Containment Specialist need to hover around the south american/african hotspots each to prevent cascading breakouts. For now, until we get a feel for the infection deck cycle - it's just do whatever. Gov grant in the mid east is good idea. Save the airlift for emergency containment specialist move and/or disease-eradicating medic shenanigans.

  • stever777stever777 AFK most Saturdays Registered User regular
    Hard to see but there is a blue cube in Atlanta.

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  • CesareBCesareB Registered User regular
    So @The Ender are you ok with using your Government Grant card immediately? And if so where would we want it? Cairo is closer to the African hotspots as well as Europe, but Baghdad gives better access to Tehran and points east. My inclination would be Cairo since we'll probably manage a Resarch Station somewhere in Red anyway.

  • MarikirMarikir Registered User regular
    I would probably give me the yellow and I'll focus on that. I'll head south when it gets to my turn so that if any other yellows pop up in people's hands besides Cesare's, we can trade quicker.

    However I'm open to suggestions of course.

    steam_sig.png "Hiding in plain sight." PSN/XBL: Marikir
  • CesareBCesareB Registered User regular
    Marikir wrote: »
    I would probably give me the yellow and I'll focus on that. I'll head south when it gets to my turn so that if any other yellows pop up in people's hands besides Cesare's, we can trade quicker.

    However I'm open to suggestions of course.

    More likely than not nobody else is gonna want to treat Atlanta and Mexico City so you may as well pick those up while the big-time treatment guys can get down to Bogota and/or Lima.

  • The EnderThe Ender Registered User regular
    CesareB wrote: »
    So @The Ender are you ok with using your Government Grant card immediately? And if so where would we want it? Cairo is closer to the African hotspots as well as Europe, but Baghdad gives better access to Tehran and points east. My inclination would be Cairo since we'll probably manage a Resarch Station somewhere in Red anyway.

    Sure; popping the grant on Cairo sounds like a pretty good way to kick things off.

    With Love and Courage
  • MarikirMarikir Registered User regular
    CesareB wrote: »
    Marikir wrote: »
    I would probably give me the yellow and I'll focus on that. I'll head south when it gets to my turn so that if any other yellows pop up in people's hands besides Cesare's, we can trade quicker.

    However I'm open to suggestions of course.

    More likely than not nobody else is gonna want to treat Atlanta and Mexico City so you may as well pick those up while the big-time treatment guys can get down to Bogota and/or Lima.

    Oh, good point. Yeah, I can be a mop up person. If no one gets those before me, I'll plan on cleaning those and ending in Mexico City.

    steam_sig.png "Hiding in plain sight." PSN/XBL: Marikir
  • CesareBCesareB Registered User regular
    Ok then, I guess this is my turn:

    1) Give Kinshasa to Marikir
    Wait while The Ender plays Government Grant to place a Research Station on Cairo
    2) Fly to Cairo
    3 & 4) Move to Tehran

  • JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    Let's save that Air Drop for an emergency, I think. If something blows up and blows up bad, I want to be able to clean it up quickly, or if we get some matches going for a cure, we can go cash it in quickly and try to put a lid on one disease before it gets too out of control.

    steam_sig.png
  • stever777stever777 AFK most Saturdays Registered User regular
    edited July 2014
    @JaysonFour - Medic Turn
    ugiMfpm.png
    Roles, current hand sizes & cards -
    CesareB - Researcher (3) - Essen; Toronto; Tehran
    JaysonFour - Medic (2) - Kolkata; Shanghai
    Marikir - Scientist (3) - Khartoum; Kinshasa; Sydney
    Kaneski - Epidemiologist (2) - Baghdad; Bangkok
    The Ender - Containment Specialist (1) - "Airlift" Special (Move Any Pawn To Any City.)
    pandemicacts.png
    pandemicroles.png
    pic542183_lg.jpg

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  • JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    About the only move I see with this hand is to move to Lima via Miami and Bogota, and to treat Lima. That puts me in range to reach and treat Lagos next turn. You guys see any other option?

    steam_sig.png
  • MarikirMarikir Registered User regular
    JaysonFour wrote: »
    About the only move I see with this hand is to move to Lima via Miami and Bogota, and to treat Lima. That puts me in range to reach and treat Lagos next turn. You guys see any other option?

    That looks to be best from my vantage point. You'd skip the two in Bogota, but someone can follow up on that instead of stopping you from getting a three set off the board.

    steam_sig.png "Hiding in plain sight." PSN/XBL: Marikir
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