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Tips & Strategies (15)
Tips & Strategies (15)
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I’ve used this strategy a few times and it makes me feel sorry about my friends. It’s really mean.
While playing as the bio-terrorist, use your first cards to spread some purple cubes near Atlanta and put yourself in a position of being easily captured. People will most likely try to get you, and by doing that they are just wasting actions when they should be positioning themselves around the world.
After that, don’t rush leaving prison. Draw as many cards as you can and spend the rest of the game destroying research centers and spreading purple cubes in remote places such a as Santiago or Johannesburg. You will be unbeatable, and your friends will constantly cry.
Good luck ruining your friend’s games!
The Troubleshooter can travel around the board very easily, since they can fly without discarding a card. Not only does this allow them to build research stations in places you really need to get to easily, but if you also have a Dispatcher playing, it makes a great ferrying system.
Have the Troubleshooter fly ahead to a location you feel is problematic, and then the Dispatcher can transport any other role they want to that same location for an action. It’s a great way to contain Outbreaks and if you need to get someone to a research station so they can turn in that cure fast.
One of the hardest strategies to beat the Bio-Terrorist is when he’s doing all he can to deny the purple cure especially when there is no Archivist or Re-examined Research event card in the game. The person playing the bio-terrorist(BT) needs to pay attention to the cities being discarded by the players, and build up his hand with those cities. The BT can then use remote infection to hit those discarded cities (or travel there), because the players need to have a card with the purple infected city for a cure. If played correctly, this will force the team to hunt down all those purple cubes to get a very difficult win.
I recently taught my parents and their friends the joys of Pandemic, and after a few rounds of them all showing me their cards to help determine their actions, we decided to play the whole game with open (face up) hands. I don’t recommend this for experienced players as for me a lot of the fun is the communication between players about their hands. BUT for first time players (or younger CDC employees) It is quite helpful to play with your cards on the table.
In my group, when we play games with roles or characters, we prefer to be able to select which character we play. It only makes sense – if we’re going to invest our time to play, we want to play as what we enjoy. In Pandemic, choosing your Role can create very strong teams, but this can easily be balanced by simply making the game challenge level more difficult.
With 4 players, each selecting our Role, we use 6 epidemic cards, and the Virulent Strain. It makes for a decently challenging game despite the strong team we’ve put together. If we’re all veteran players, we’ll also add in the mutation challenge.
One of the strong points of Pandemic is the scalability. If you really enjoy a certain role os aspect of the game, don’t be afraid to bend the rules to get it – you can make up for it in many other ways.
Don’t get too excited about getting rid of the bio-terrorist too quickly. He’s not good, but you still have to cure all the diseases to win. If it’s easy to get rid of him (eradicating purple) then do it, but not if it costs you later on.
We generally play challenging games, so it often seems pointless when there is little synergy between the character abilities. To handle that, we deal out two roles to each player and the group figures which ones to select for the game.
Much like the Forecast card, Troubleshooter gives you an advantage of helping your team prepare a plan for the next infection phase. Granted, he can only look at the infection cards that will take up the next infection phase (before any epidemic cards are drawn). Once the next infections are known, everyone can develop a strategy on how to position their people in key places. Of course the troubleshooter can figure out where he needs to go for his next action.
It used to be an argument when my 8 y/o daughter didn’t get the medic or the scientist but now we usually let her choose her role and then the rest of us draw randomly. We find she is much happier and willing to cooperate if she likes who she is playing and our randomly assigned roles still bring replay value to the game.
We often play several games of this one, maybe because we often loose the first one (or two) but if not everyone on your team has played before the ever-changing roles can add to confusion.
Our house rule for the subsequent games is that role cards from the first game are removed from the draw pile for the second.
This has made it easier for newbies to keep track of who can break which rule and focus on their current action.
You’ve got enough to worry about with all the viruses to stop. Capturing the bio-terrorist doesn’t by you much except a turn or two as his hand is reset. You need to focus on the viruses and make sure the bio-terrorist doesn’t run out of his virus cubes either or set you up with another breakout.
we deal out x+1 or x+2 character cards for everyone to pick, x being the number of players, this usually makes for a decent team, where there will be synergy to some extent, but discussion time for which role to use is kept to a minimum
The Field Operative (yellow pawn) is a very useful role. He can remove a cube from the city he occupies, and place it on his role card. That removes an infection cube from the board, which is always good. If the Field Op then collects two more cubes of the same color (once per turn), he can spend the three cubes and just three cards (of the same color) to discover a cure. This effectively increases the hand limit of the Field Op, as he can have two sets of three cards (two potential cures) and still meet the seven card limit.
Started this because my friend is color blind so using names helped.
This also makes it more fun to talk about. This a rule when I host, not a tip.
In a cooperative game like this there always seems to be a type “A” personality that starts directing everyone’s turn. To avoid this simply make that person the bio-terrorist. This should give everyone else an opportunity to do what they want, not what type “A” wants.