Michael Weber
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In Legacy you play each month of a year one or two times. So you should get 12-24 games out of your Legacy session.

What I find amazing is that some people on BGG claim that the game is too easy. Those people easily beat the game in 12 playthroughs, they claim. Now I am wondering just how "easy" the game really is.

So, how many games of Pandemic did you plan in your Legacy experience?

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How many games of Pandemic Legacy did you play before the game ended (including the final game)
12
13
14
15
16
17
18
19
20
21
22
23
24
      386 answers
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Adam Strong-Morse
United States
Michigan
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Of course, because the game is new, current results will skew towards lower numbers than long-term first time through results will reflect. Take someone who played 14 games. If they played 14 out of a total of 14, they'll show up in the data. If they played 14 out of a total of 24, they're barely half-way through, so they won't show up in the data for another month or so. This is a standard problem with looking at cohort data when the data is incomplete.
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Mathue Faulkner
United States
Austin
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Spoiler (click to reveal)
I think the final score is just as indicative of difficulty as the number of games. There were games where we could have won, but we felt like certain objectives were more important than others. Also, 12 easy games and 4 tougher ones still feels too easy. I agree with Rahdo's take on difficulty though. Yes, it's relatively easy, but it fits the Legacy concept better because it could be really frustrating with permanent consequences. Now that I've completed it, however, we're going to run through at a higher difficulty level. Spoiler because of the comments on score...which isn't known until the end.

To be clear, I don't think either result gives a full picture of difficulty.
 
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Jim Alexander
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As I've read comments and watched play-through's of people struggling with this game, while others claim it's way too easy, I generally consider two possibilities (which would also be applicable to any game):

#1) What is the experience level of the players?

#2) Are the rules being following correctly (particularly in instances where the game is easily won)?

Veterans of a game will naturally breeze through it more easily than even those moderately familiar with the game, much less complete novices. But I also consider an incorrect application of the rules -- which can happen innocently enough with any game. Unfortunately, it's practically impossible to gauge the later of the two, as people who are misapplying the rules usually don't know they are doing so at the time they're doing it.
 
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Richard B
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I fully believe that in all cases where the game is determined to be too easy that one or both of the following are true:

1) Using 2 players. (Consolidates cards easier and can use "powerful" characters more often.)

or

2) The rules are not being followed correctly.


There are a lot of rules in legacy. And with each addition, there is more to remember. It's fairly easy to unintentionally cheat in you favor. Or on the flip side, forget a rule that makes your life easier.

I know there are good players, but over the course of 12 games, the Epidemics are going to cause a problem you can't solve in at least one half-month. Also, if a character becomes lost, then you must discard your hand. The dice tower missed this one and was able to cure a disease because of this oversight. Easy to miss, but very impactful.
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Jamie Jones
Canada
Orleans
Ontario
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JimABassPlayer wrote:
As I've read comments and watched play-through's of people struggling with this game, while others claim it's way too easy, I generally consider two possibilities (which would also be applicable to any game):

#1) What is the experience level of the players?

#2) Are the rules being following correctly (particularly in instances where the game is easily won)?

Veterans of a game will naturally breeze through it more easily than even those moderately familiar with the game, much less complete novices. But I also consider an incorrect application of the rules -- which can happen innocently enough with any game. Unfortunately, it's practically impossible to gauge the later of the two, as people who are misapplying the rules usually don't know they are doing so at the time they're doing it.
We finished ours - start to end - in 16 games (12 hours), played one after another. Some of the games we won easily (we won 7 in a row at one point), others we were awful at (We actually lost both January ones).

#1. My team are all members of Z-Force (demo people for Zman) and therefore quite experienced in Pandemic - Though we knew nothing of what to expect in Legacy

#2. We believe we got everything correctly - there was one thing we were stuck on, but after consulting some people who were as far as we were, we realized what we were stuck on.

2b) I don't think being novices will hinder your experience. In fact, you might get even more enjoyment from it being a greater challenge.
Plus the addition/subtraction of your amount of funding from game to game will definitely balance the play out.
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Charles Washington
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Houston
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The four of us finished with a 12-1 record. Of course, this is a pretty good group of co-op players though none of us played Pandemic much.

We have a few perfect 30 point scores on Hanabi, 6 suits, Rainbow as wild official variant and a number of hard won Legendary battles under our belt (Galactus, Deadlands, and Ghost Racers...shudder.)

Our games also took a long time. about 60-75 minutes and plenty of upgrade analysis afterwards. Still, I'm pretty happy with our campaign and look forward to season 2.

 
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Jim Alexander
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madhattersneverland wrote:
2b) I don't think being novices will hinder your experience. In fact, you might get even more enjoyment from it being a greater challenge.
Plus the addition/subtraction of your amount of funding from game to game will definitely balance the play out.
I haven't played it (yet -- and I hope to), but I wholly agree with everything you posted. From what I've seen (and I've watched more than two dozen play-through's) it seems like an incomparable gaming experience. My comment was merely a suggestion as to why some people may be finding it "too easy". None of those I watched playing it found that to be the case, but (as you said) a nice balance of easy and difficult from time to time, which in my estimation makes for an ideal game.
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Craig M
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Let's not forget that the number of characters has an effect on difficulty. We played with 4, but I think 2 or 3 would have been easier.

The self correcting nature of the event cards is interesting. It felt like we played almost the whole campaign without any. It's funny (or depressing) when you flip over the infection deck after an epidemic knowing that an outbreak is coming, look for any event cards that might save you, then realize there aren't any in the player deck.
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Brad Keusch
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Ann Arbor
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At 5-1 so far through May. The game we lost we actually were unintentionally cheating, so that sort of worked out.
Spoiler (click to reveal)
We read the quarantine expert as being able to quarantine remotely on ALL her actions rather than just one. We wondered why anyone would not play with her, yet we still lost
 
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Michael Schneider
Germany
Fürth
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Right now we have a 6-0 win streak, with 14 games of Pandemic (partly 6 of them with ITL) beforehand.

All games were played with two players and we only have three cities at lvl 2 and maybe 5 or 6 at lvl 1 and just a single scar.
But we see that the situation got more intense with these
Spoiler (click to reveal)
faded figures and how they interact with the player cards.
 
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Jim Alexander
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CraigMKM wrote:
Let's not forget that the number of characters has an effect on difficulty. We played with 4, but I think 2 or 3 would have been easier.
I'm curious about this. Having played regular Pandemic, but not Legacy (yet), I am wondering why this seems to be the view of many of those who've played it.

From my (admittedly limited) experience with regular Pandemic, I've found it more difficult with fewer characters in play, as #1) you can't be everywhere at once, and #2) there are fewer special abilities in play.

The disadvantage of the former seems obvious. If there are epidemics scattered across the globe and you have only a two characters, you can't possibly get to all of them in a timely manner. With four characters, you can more easily cover scattered regions.

The disadvantage of the latter also seems obvious -- the more specialists you have with different abilities, the more tools in your arsenal to hold it at bay.

Granted, with fewer characters it's generally easier to acquire the requisite cards to cure a specific color, but even with that, I've found in my own play that the other two (previously mentioned) disadvantages of fewer players outweigh that in overall play -- at least it did for me.

Obviously, since the consensus is opposite of my own experience, I'm just wondering what I'm missing.
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Michael Schneider
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The lesser players the more special events per player and it's easier to coordinate two instead of four (plus there isn't so much happening in a round)
 
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Richard B
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JimABassPlayer wrote:
Obviously, since the consensus is opposite of my own experience, I'm just wondering what I'm missing.
Some characters are much more suited to any given month of play. Meaning their abilities are far stronger. Being able to use those abilities at a higher frequency between epidemics means that you are more efficient. Medic is a simple example. Likewise, each character upgrade you take is made doubly powerful as it can be utilized at a higher frequency.

Also, by having 2 players, you inherently increase the odds of being able to cure the diseases without having to trade cards. This is by far the biggest benefit. If you are able to cure a disease on turn 1 or after your first turn completes, because of positive mutations, you have a better chance to eradicate a disease before an epidemic shows up.
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Dan Kash
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We won with 14 games, Losing both games in August and the first part of December.
The four of us are experienced gamers; we felt we did well but sometimes the epidemic cards just killed us (especially in August).
I think sometimes, depending on the initial setup and when epidemics hit, you just get into a no win situation; If you have bad luck at the start of the game it will really hurt you in later months, but if you are able to eradicate diseases and upgrade in those early months you set yourself up for an easier game.
Anyone that has played Pandemic knows the game is far easier with just two players, I think the designers really should have added in an extra epidemic card or something if you are just playing with two players.

And we messed up a rule here and there, but caught ourselves quick.
I wonder if folks perhaps missed the
Spoiler (click to reveal)
"add faded figures when you draw player cards of a CODA country" rule
 
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Dan Kash
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I should add, that particular rule caused numerous outbreaks for us, in fact i dont know how you could avoid at least a few outbreaks from happening because of that rule.
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Steven Alvarez
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getsumaiki wrote:
I should add, that particular rule caused numerous outbreaks for us, in fact i dont know how you could avoid at least a few outbreaks from happening because of that rule.
Well they don't cause outbreaks themselves, so they can be managed if you keep an eye on the cards that are cycling through your infection discard pile.
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Mathue Faulkner
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Styyx wrote:
getsumaiki wrote:
I should add, that particular rule caused numerous outbreaks for us, in fact i dont know how you could avoid at least a few outbreaks from happening because of that rule.
Well they don't cause outbreaks themselves, so they can be managed if you keep an eye on the cards that are cycling through your infection discard pile.
Yep. It's possible that some of our outbreaks were caused by that rule, but it definitely wasn't a huge factor. It was just another area to pay attention to...
 
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Brad Whiteman
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Overall difficulty of the campaign will heavily be based off of your first couple of games. You get a good or at least average distribution of cubes and your campaign will stay on the easier side. If you end up with one or 2(in our case) nasty setups with multiple chain outbreaks on the first or second player turn and the game will be much, much harder. I honestly think that making the game easier at the start was a purposeful design decision to reduce the risk of a nigh-unplayable board in the middle of the campaign.
 
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Pasquale Cirone
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The "Jihadi Plague" ravaged the Middle East in my game. One or two games where Coda wasn't contained well spread Eastward via Sydney to LA and Northwest to Madrid, Paris and Milan. The world was devastated, but the Nuke wasn't used. Bad losses midway made the 3rd quarter crazy hard to overcome, but wow what a great experience! (The game was 'won' in the end BTW).
 
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Clive Jones

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You should put all that behind a spoiler tag. This is a no-spoilers thread!
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James Pryde
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We finished last night, with a record of 12-1. The three of us are pretty seasoned Pandemic players. Our final score ended up being an 866.

Generally, between review of the previous month, reviewing the game end upgrades, opening the doors, setup, play, and analysis and discussion, we spent 2 to 3 hours on each month. I believe that it was our consistent communication that led to our success.

We're extremely thankful for the FAQ section of this site, as it helped us answer questions that weren't clear from the rules, and did so without spoiling anything.
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