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Subject: Double Legendary (8 epidemics) rss

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James Coates
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For a challenge, my friends and I have been attempting double legendary (8 epidemic) games. This is done by creating 8 piles, 6 with Epidemics that start the player deck. The remaining 2 piles are added to the bottom with an Epidemic card after Epidemics 1 and 2.

My friends and I finally scored a victory after about 10-12 games with Researcher, Medic, Dispatcher (in that order). We had some luck with Black getting eradicated after the 3rd epidemic, and 2 of the bottom cards in subsequent epidemics being Black certainly helped. Blue and Yellow were both cured around epidemic 5, and were narrowly kept in check with the Medic and Dispatcher combination of autocuring. Near the end Red was raging with 4 cities at 3 cubes each, and outbreaks had totalled to 7. We managed to trade enough Red cards to the Dispatcher get the last cure before outbreak and epidemic 8 which was near the bottom.

Researcher-Medic-Dispatcher seems to be the strongest 3 person team that we have found so far. We were trying Scientist instead of Dispatcher but the earlier cures don't seem to outweigh the 1-2 punch of M-D autocures to get eradications. The Dispatcher seems almost as good for aiding cures as you can meet more frequently and get back to stations more quickly. It certainly feels like you need to get at least 1 eradication to keep the outbreak count under 8, as it is very difficult to cover the entire board.

We haven't experimented too heavily with the new roles but they seem a bit weak in comparison to R-M-D. It also seems that 3 person is the easiest to possibly win with. With only 2 it's hard to cover the whole board, and with 4 it takes a long time for the Medic's turn to come around. I'd like to know if anyone else has any thoughts or experiences with playing at higher difficulty. Thanks
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Steve Duff
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Auspice wrote:
This is done by creating 8 piles, 6 with Epidemics that start the player deck. The remaining 2 piles are added to the bottom with an Epidemic card after Epidemics 1 and 2.


Gee, it seems so obvious now, but that's a great idea.
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James Coates
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Actually it was posted in another thread as well for 7E so I can't take the credit. I'd estimate the win % with R-M-D, 8E to be maybe 15% given optimal play, but we haven't played enough games to really get a good sample size. Prior to our win we had 2 games lost with cures in hand, and a few quicker losses with M-R-S.

The game is definately very intense but quite elegant at higher difficulty. Generally our strategy is to move as little as possible and cure as much as possible while in a city, as it will get more cubes before the end of the game. We're usually pretty aggressive with meeting up to push early cures, unless there are chain outbreaks possible we sacrifice some early outbreak count.

I'm still not sure what to make of the new roles. Troubleshooter can be good - I had one extremely lucky game of M-T, 6E won with 0 outbreaks. He may be the best partner for the Medic in 2 player games, the Medic does heavy cures while the Troubleshooter gets to isolated upcoming outbreaks in 2 moves with any card. With 2 players you're less likely to get decked so 2 survival roles can be viable.

I think even the new Operations Expert takes too long to set up stations, I can't see how he's better than the Dispatcher. The problem with stations is you have to travel to one just to shuttle flight to another. We've found charter flight and/or Government Grant enough most of the time.

The Field Operative seems about equivalent to the Scientist, haven't really tested him enough. 3 cards for a cure is very good but you only get 8 or 9 turns total to collect cubes in a 3 player game (dependending on turn order).

Containment Specialist is about as good as the Medic at the start of the game, but Medic becomes so powerful after cures that I can't say he's better at all. He's pretty decent with a Dispatcher however - M-C-D may work.

Archivist can get to a trouble color and retrieve it but I find he takes way too many actions versus say the Troubleshooter. Picking up used cards doesn't seem all that great either - if someone is using the color you're picking up, then you're both in the same area which is generally bad.

Epidemiologist might be decent in a 4 player game, but only being able to take 1 card a turn seems just too slow. Generalist also seems weak, 1 extra action just doesn't feel like enough either.
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Simon Lundström
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Now who are these five?
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Not to take you down to earth, but it just struck me that with that many outbreaks (read: epicemics) in the deck, there won't be that many cities with sickness before the next outbreak happens, which will force a re-shuffle. So the "old" cities won't be revisited, so to speak.

(*Note: Yeah, I'm still annoyed that the game switches the meaning of "Outbreak" and "Epidemic")
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James Coates
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Outbreak = 4th cube gets added to a city with 3 cubes of that same color
Epidemic = player deck card that triggers Epidemic event
Well at least as I understand it

This a good point about some of the initial cities getting buried in the infection deck, unfortunately you don't know which ones got buried until you draw cards after E1. I think the fact that you'll always be drawing active cities is balanced by the fact that you'll never be drawing new ones. The infection rate rises very fast in 8E: by early-midgame you'll be drawing 3 per turn, and 4 per turn by the midgame. You also see a lot more back-to-back Epidemics, causing a lot of situations where you're very likely to redraw the bottom city after an Epidemic. With just 3 player turns on average between Epidemics, you're drawing 1/3 of the active cities each time given ideal spacing.
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Steve Duff
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He's saying they should be swapped in name when designing the game. The cards should say Outbreak, because that's a new incidence of disease, etc.
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James Coates
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Ah I gotchas, yea I'd have to agree though I never thought about it
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