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Pandemic: The Cure – Experimental Meds» Forums » General

Subject: First two play throughs rss

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Kevin Jonas

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This is not strictly a play through report since I don't remember what happened play by play. It also isn't a full review. So I figured general is the best place for this.

I got to play this twice a couple of days ago. We played both games with the mutation, event dice, 4 players, and on standard. The first game we played new roles only. The second game we mixed the roles, handed out two, chose which one to play with.

We beat the first game. If I remember correctly we were half way down the outbreak track and almost to 5 dice on the infection track.

On the second game we lost due to running out of dice. We only had to cure black. We had a lot of blue and red come out on 1 and 6 and had to diffuse the triple outbreak possibility several times. We were one peg away from ending the game due to outbreaks and one peg away from the 5 dice on the infection track.

We all have played Pandemic many times. One guy never played The Cure and one only played it once. We all enjoyed it. The guy that played it once likes dice games but usually has really bad luck rolling dice. It is uncanny, I have been in many dice games with him and he can roll the worst combinations consistently. That is why he has played this game once. On his first time playing he had 5+ dice of a color and it took 5 times to roll to pass. For this game it wasn't as bad, he did have to roll three times to cure purple on one of the runs.

There is one rule we wanted to make sure we played correctly. If you roll a purple 2x when infecting you pull another die out of the bag and re-roll the purple die with the new die. You do keep doing this if you keep rolling 2x on that purple die, correct? If so that is why we ran out of dice on that last game. I rolled 2x six times in a row, with some outbreak event dice triggering.

We all enjoyed the game. Even the guy that rolls bad said he likes the game better with expansion. We all agreed that starting on intro is advised if you play with both mutation and event dice. The new roles were fun and interesting. We were thinking about what we would put on the blank event cards. Maybe something that allows us to re-roll any event die.

Based on the first two plays this expansion seems to put you on the edge of winning or losing more consistently than the base game. However, it is a dice game so more plays are needed to verify. With the base games I have had games where we rolled great and even on hard only had one epidemic. And then I have had intro games that lost due to the infection rate track. We will see if the game averages out better with more plays.
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Mike Sims
United States
Bryant
Arkansas
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So much for Pathos...
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sirpoonga wrote:

There is one rule we wanted to make sure we played correctly. If you roll a purple 2x when infecting you pull another die out of the bag and re-roll the purple die with the new die. You do keep doing this if you keep rolling 2x on that purple die, correct? If so that is why we ran out of dice on that last game. I rolled 2x six times in a row, with some outbreak event dice triggering.


That is correct. And horrible luck.
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Kevin Jonas

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Played for the third time tonight. We won with 4 players, barely. I am now convinced the game is more likely to be on the edge of winning or losing than the base game.
 
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Geppo Muzzak
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Still waiting here, should have arrived yesterday.

I think I'll wait weeks before adding custom cards... basically copying what comes from these forums but I love the idea of re-rolling an event die... another option could be to re-roll the cure (entirely, not just one die) because I think re-examined research can make the difference between win-loss in most circumstances, but as I said, I'm gonna wait for you guys.

What were the new roles played and what was the impression you got from the combination with the other roles in the game so far, Kevin?
 
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Kevin Jonas

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GShock112 wrote:
Still waiting here, should have arrived yesterday.

I think I'll wait weeks before adding custom cards... basically copying what comes from these forums but I love the idea of re-rolling an event die... another option could be to re-roll the cure (entirely, not just one die) because I think re-examined research can make the difference between win-loss in most circumstances, but as I said, I'm gonna wait for you guys.

What were the new roles played and what was the impression you got from the combination with the other roles in the game so far, Kevin?

We were able to play all of the new roles. They work well mixed with the original roles. All of the roles have a general purpose, just a different way to accomplish it. Like the Operations Expert, Celebrity Activist, and Dispatcher move people around. Though, like the regular Pandemic, there are roles that work really well together and some that don't. Like Medic and Epidemiologist work really well together. But Epidemiologist and Containment Specialist don't, they have conflict of interest.

Also, one can see how the new roles work better with the new hot zone dice. Like the double planes of the Celebrity Activist or the operation center of the Operations Expert allow you to easily bypass the tower event die.
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J
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We've been experimenting with the new role combinations (but still playing the basic game), and the quarantine specialist has worked really well. With 4 characters (what we play with) an infection rate of 3 is 12 infection dice rolled between her turns. Each one has a 1/6 chance of landing where she is, so roughly 2 dice put back in the bag per round, which is like 4 free treat actions.

She's better than that, though, because her prevention is guided, not random. She can treat one area, and then choose to end her turn in a city full of untreated dice ready to outbreak. She gets even better when you're up to 4 or 5 infection dice a turn, or get an outbreak that puts dice in the treatment center back on the board. You can be smart about what to leave in the treatment center or the bag given where she is (well, if all those black dice in the treatment center come back out, at least she's sitting on location 3 to absorb them). It also feels way less bad to give her sample dice to someone else, because she still works great without all her dice, whereas the medic really suffers.

The archivist I was less impressed with so far. He has a powerful ability on one side of his die, but if you don't roll it he's pretty generic. Characters like the medic or the troubleshooter have less variance.

The operations expert was a disaster in the one game (still 4 characters) I tried him, he just didn't accomplish a whole lot, but he may be meant for the expansion scenario rather than the basic game.

So far our dream team is Scientist, Researcher, Medic, Quarantine Specialist, but we're experimenting with all the characters.
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