Give me a man ripe for a breakdown, and I'll end the world for you.
Our roads may be golden or broken or lost, but we'll walk on them willingly knowing the cost: we won't take our place on the shelves; it's better to fly and it's better to die, say the wicked girls saving ourselves.
So, in January red became incurable, taking more actions to treat. We managed to scrape a win, though if the game had gone another turn we probably would have lost due to lack of cubes in a colour I forgot to note down. For our end game bonuses, we decide to add a starting research station in Milan, and make our Medic, Mick, less likely to die with the "Grizzled" (Does not receive a scar if in a city that outbreaks) advantage.
So now it's February. The mission briefing is opened. "Red, previously incurable? Now untreatable. Quarantine is the only option." We unlock the quarantine rules (place a quarantine marker in the city you are located in; if that city would gain a cube, instead remove the marker), a "Quarantine Specialist" (place a marker anywhere on the board, not just your current city), and rules for relationships between characters, that give advantages as long as both are in play. We also open our first "package" (box), which provides the markers used for the quarantine rules.
This game we decide to use Mick the Medic and Joan the Quarantine Specialist. We make them colleagues, able to pass cards as long as one person is in the city rather than both. We deal out the diseases, which are scattered around the board in a fashion that isn't too concentrated. Europe has a higher density of disease, so Mick starts in Milan to help with cleanup over there, while Joan stays in Atlanta. Our Win bonus was to remove a cube from the board, so we take back one of the black hotspots a notch.
The game progresses. For the first three quarters, we were doing comfortably; blue was cured early and never got a serious foothold, the cards for black were collected and it was dealt with.
We were doing sufficiently well that I decide to go for broke and eradicate blue while Mick focuses on firefighting outbreaks and collecting enough cards to cure yellow. Which is, of course, when a series of black cards come up in quick succession, causing outbreaks and panicking across the centre of the board. At the end of it, we have a single lonely cube in the black supply, but Joan heads back to Atlanta and cures yellow in the nick of time. And blue has been eradicated.
Since blue was eradicated, we decided to take advantage of this while it was the case and select the first two positive mutations as our end game benefits. Now we can cure it from anywhere (not just a research station), and it does not require an action to do so. We forgot to name it, though! We'll need to do that before our next game, which is probably in a couple of weeks.
This is what the board looked like at the end of February:
I can't wait to see what's next!
- Last edited Sat Apr 23, 2016 9:08 pm (Total Number of Edits: 1)
- Posted Thu Apr 21, 2016 11:54 pm
Minor rules quibble (though it doesn't make much difference) - all players should start in the same location even when you have multiple options.
The Shuttle Flight means it's only one action to move between Research Stations, so it's not that big a deal.