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Author Topic: Pandemic IV - Legendary (Game over, Players win)  (Read 23092 times)

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Qvist

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Pandemic IV - Legendary (Game over, Players win)
« on: January 11, 2013, 07:27:49 am »

Time for some real challenge, the Legendary difficulty. I never tried it before, but I guess you'll all fail.  :P
Even if you don't participate, send me a PM with the number of turns you think they survive or if they'll even win. The closest submission wins and may choose from a selection of games I provide the next game I moderate. Isn't that something?

Here are the rules for the base game: http://files.boardgamegeek.com/file/download/2ccgb5zbx6/Pandemic_Rules.pdf?
Here are the rules for the expansion: http://files.boardgamegeek.com/file/download/4oxrcf4len/PandemicOTB_rules.pdf?

Pandemic is a cooperative game. You and your fellow players are members of a disease control team, working together
to research cures and prevent additional outbreaks. Each of you will assume a unique role within the team, with special
abilities that will improve your team’s chances if applied wisely. The object is to save humanity by discovering cures to
four deadly diseases (Blue, Yellow, Black, and Red) that threaten to overtake the planet.
If you and your team aren’t able to keep the diseases contained before finding the necessary cures, the planet will be
overrun and the game will end in defeat for everyone... Do you have what it takes to save humanity?


Setup:
This is a 4 player base game with randomized roles.
We're playing only the base game, but with roles, events rules (8 event cards) and events from the expansion.
Difficulty level: Legendary, so there will be 7 Epidemic cards.
Player cards are not visible to everyone, they will be sent via PM.

Short Rules Summary:
1.) On your turn make 4 of the following 8 availiable Actions:
a.) Drive/Ferry Move your pawn to an adjacent city.
b.) Direct Flight Play a card from your hand and move your pawn to the pictured city.
c.) Charter Flight Play the card corresponding to your pawn’s current location, and move to any city on the board.
d.) Shuttle Flight If your pawn is in a city with a Research Station, move it to any other city with a Research Station.
e.) Build A Research Station Play the card corresponding to the city your pawn currently occupies, then place a Research Station in that city.
f.) Discover A Cure If your pawn is in a city with a Research Station, discard 5 cards of the same color to cure the corresponding disease.
g.) Treat Disease Remove a disease cube from the city your pawn occupies. If the cure of that color is already discovered, remove all disease cubes from that city.
h.) Share Knowledge If your pawn and another player’s pawn are in the same city, you may transfer the card of the city that you are in together to this player.

2.) Draw 2 Player Cards
Hand Limit is 7 cards. Special Event cards can be played at any time.

3.) Infector
Draw cards from the Infection Draw Pile equal to the current Infection Rate and add one cube to the pictured cities, using a cube of the same color as each card. If a city already has 3 cubes in it of the color being added, instead of adding a cube to the city, an Outbreak occurs in that color. That means that you move the Outbreaks Marker up one space on the Outbreak Indicator. And any adjacent city gets a cube of that color instead what may cause another Outbreak and more and more chain reactions.

Winning/Losing conditions:
a.) There aren’t enough cards in the Player Draw Pile to draw.
b.) There aren’t enough cubes left of any color in the supply.
c.) The eighth outbreak occurs.

Roles:
The Dispatcher may move other player’s pawns on his turn (Basic actions a-d) as if they were his own pawn. He may also move a pawn to any city that contains another pawn.
The Operations Expert may build a Research Station without discarding the corresponding card of the city he's standing on. Once per turn, for an action, while his pawn is at a research station, he may discard any city card to move to any city.
The Scientist only needs 4 cards of a color to discover the cure of the corresponding disease.
The Researcher may give a player any card from his hand when involved in a Share Knowledge action even on another player's turn.
The Medic may remove all the cubes of a single color when performing the Treat Disease action. If the cure of the city he's standing on is already discovered, all disease cubes from that city are automatically removed without spending an action.
The Archivist's hand limit is 8 cards. Once per turn, for an action, you may draw the city card matching the city your pawn currently occupies from the Player Discard Pile.
The Generalist gets 5 actions to spend each turn.
When the Containment Specialist enters a city, if 2 or more cubes of the same color are present, 1 of them is removed.
The Epidemiologist may take a non-matching city card from a player whose pawn is in the city you are in.
The Troubleshooter At the start of your turn, peek at the number of cards equal to the current infection rate on top of the Infection Draw Pile. When moving to a city via a Direct (not Charter) Flight, the utilized city card doesn't get discarded.
The Field Operative may once per turn, for an action, take 1 cube from a city he is in to his Role card. He may cure a disease at a research station by turning in 3 cubes and 3 cards, all of the same color.

Event Cards:
Airlift: Move a pawn (yours or another player's) to any city. You must have a player's permission to move their pawn.
Borrowed Time: The current player may take 2 additional actions this turn.
Commercial Travel Ban: The Infection Rate becomes 1 until the start of the current player's next turn.
Forecast: Examine the top 6 cards of the Infection Draw Pile, rearrange them in the order of your choice, then place them back on the pile.
Government Grant: Add a Research Station to any city for free.
Mobile Hospital: The current player may remove 1 cube from every city he Drives/Ferries to during this turn.
New Assignment: Any player (including the current player) may discard their current Role card and select a new one from the unused ones in the box.
One Quiet Night: The next player to begin the Playing the Infector phase of their turn may skip that phase entirely.
Rapid Vaccine Deployment: Play immediately after a cure is discovered to remove up to 5 cubes of the cured disease. These cubes must come from connected cities.
Re-examined Search: The current player may draw any one city card from the Player Discard Pile and add it to his hand.
Remote Treatment: Remove any two cubes from the board. Play at any time during any turn before the infection phase of that turn begins.
Resilient Population: Take a card from the Infection Discard Pile and remove it from the game.
Special Orders: During this turn, the current player may move one other player's pawn (with permission) as if it were his own.

Forum Rules:
Please try to look in this thread at least once per day.
I don't think we need a move deadline. But try to make a move within 2 days.
I'll then update the map regularly.
Communication isn't only allowed, it's demanded.
In your turn, write all your 4 player actions in bold (The terrorist send his move via PM).

Example:
Charter Flight to Essen (discard Santiago)
Build a Research Station (discard Essen)
Discover the blue Cure (discard Paris, Madrid, London, Atlanta, San Francisco)
Treat Disease


Sign-up:
Please post here if you want to sign-up. This is no newbie game, so experienced players are preferred. Signup closes when 4 players have signed up.
Even if you don't participate, send me a PM with the number of turns you think they survive or if they'll even win. The closest submission wins and may choose from a selection of games I provide the next game I moderate. Isn't that something?

Signed up (4/4):
shraeye
TheMunch
theorel
Tables
« Last Edit: June 18, 2013, 05:48:12 pm by Qvist »
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Galzria

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Re: Pandemic IV - Legendary (Signups open 0/4, with mini-game)
« Reply #1 on: January 11, 2013, 09:14:27 am »

Sooo torn. I do love me some Pandemic. Especially the impossible kind. But I'm doing so very much right now! Hmm...

7 Epidemics? Mutation and VS as well? Oooh....

I don't know!

I'll do this for now:

/in-if-you-don't-reach-4

and see where it leads me.
Logged
Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Qvist

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Re: Pandemic IV - Legendary (Signups open 0/4, with mini-game)
« Reply #2 on: January 11, 2013, 09:29:45 am »

Sooo torn. I do love me some Pandemic. Especially the impossible kind. But I'm doing so very much right now! Hmm...

7 Epidemics? Mutation and VS as well? Oooh....

I don't know!

I'll do this for now:

/in-if-you-don't-reach-4

and see where it leads me.

No, only 7 Epidemics, without VS and Mutation. I think that would be really impossible.

Galzria

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Re: Pandemic IV - Legendary (Signups open 0/4, with mini-game)
« Reply #3 on: January 11, 2013, 09:34:03 am »

Sooo torn. I do love me some Pandemic. Especially the impossible kind. But I'm doing so very much right now! Hmm...

7 Epidemics? Mutation and VS as well? Oooh....

I don't know!

I'll do this for now:

/in-if-you-don't-reach-4

and see where it leads me.

No, only 7 Epidemics, without VS and Mutation. I think that would be really impossible.

I won a 6 Epidemic VS+M game two weeks ago F2F - but I've never tried with 7. ;D The formatting by playing PBF I think increases the team's odds to win, as it essentially becomes a trackable math game. What's the % chance of A, B, or C - and where do we stand if each hits? It's a lot harder to keep track of all of that in F2F. Still, playing with the full 7, VS + M probably WOULD be too hard... but man would it be a blast!
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Qvist

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Re: Pandemic IV - Legendary (Signups open 0/4, with mini-game)
« Reply #4 on: January 11, 2013, 09:44:49 am »

With how many players did you beat it?

Galzria

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Re: Pandemic IV - Legendary (Signups open 0/4, with mini-game)
« Reply #5 on: January 11, 2013, 10:06:51 am »

With how many players did you beat it?

3. Random role assignment (Although we drew Medic - Containment Specialist - Epidemiologist; So the Epidemiologist ended up curing 3 of the 5 by just shadowing the two containment powers around the board).
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Qvist

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Re: Pandemic IV - Legendary (Signups open 0/4, with mini-game)
« Reply #6 on: January 11, 2013, 10:10:28 am »

Then 4 players will make it even harder. Maybe I should give this a solo run and try it out.

shraeye

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Re: Pandemic IV - Legendary (Signups open 0/4, with mini-game)
« Reply #7 on: January 11, 2013, 02:47:53 pm »

4 players is harder than 3, I've found.

Me/TheMunch/raerae recently won a game with 3 players, using 6 Epidemics.  Also just the original roles (we had Medic, Researcher, Dispatcher).


I'll play.

Munch is in too. 

In fact, we're about to play a practice round.
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Galzria

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Re: Pandemic IV - Legendary (Signups open 0/4, with mini-game)
« Reply #8 on: January 11, 2013, 02:52:12 pm »

4 players is harder than 3, I've found.

Me/TheMunch/raerae recently won a game with 3 players, using 6 Epidemics.  Also just the original roles (we had Medic, Researcher, Dispatcher).


I'll play.

Munch is in too. 

In fact, we're about to play a practice round.

Yes, 4 is harder than 3. You have more roles to work with, but the number of turns each player gets per Epidemic that hits is reduced - and you really, really feel it. Not to mention that City cards getting spread around to that fourth person make getting the proper number in one person's hands is a real PITA, even with good transfer powers.

Hardest I've ever set it and won was a 4 player VS game with 6. I'll take 3 player VS + M over that any day. I've come CLOSE in a 4p VS + M with 6, but never won.
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

shraeye

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Re: Pandemic IV - Legendary (Signups open 0/4, with mini-game)
« Reply #9 on: January 11, 2013, 03:34:56 pm »

We just played with 7 Epidemics and were very close to a win.  Two players (Medic, Epidemiologist), original Special event cards

We lost after the 6th epidemic was drawn, on Outbreaks.  We used One Quiet Night too early, making a 2-draw infector turn totally safe instead of saving it for the 4-draw infector turns.  Other tiny mistakes appeared (including misreading Johannesburg as Buenos Aires).
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theorel

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Re: Pandemic IV - Legendary (Signups open 0/4, with mini-game)
« Reply #10 on: January 11, 2013, 03:39:41 pm »

I'm gonna have to play this one.
Just won 6 + VS + mutation on New Year's Eve FtF.  It was down to the wire though (the last infector phase could have lost the game if we'd drawn 1 more red card...we drew 2 total that phase, drawing 5 due to the VS effect).
4 players, we had Dispatcher, Operations Expert, Generalist, and Field Operative.  Used new assignment to turn the generalist into a medic.
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shraeye

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Re: Pandemic IV - Legendary (Signups open 0/4, with mini-game)
« Reply #11 on: January 11, 2013, 04:26:09 pm »

Yayyy! We beat a game with 7 Epidemics, 2 players (archivist/scientist).  Totally ready for this game.

Some keys
-use Resilient Population smartly
-use Forcast before level-4 infectors (and only when somebody could ACTUALLY get to the serious places if they are serious; otherwise it's the difference between wondering if you're screwed, and KNOWING that you're screwed--very unhelpful)
-DON'T get unlucky and draw epidemics back-to-back
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TheMunch

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Re: Pandemic IV - Legendary (Signups open 0/4, with mini-game)
« Reply #12 on: January 11, 2013, 04:35:19 pm »

:D
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Qvist

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Re: Pandemic IV - Legendary (Signups open 3/4, with mini-game)
« Reply #13 on: January 11, 2013, 05:32:17 pm »

So, will raerae join too?
Or will you join us Galzria?
What about SFS, Schneau and Tables, Davio, mith, Voltgloss, bozzball, Jimmmmm of the previos games? Anyone interested to take the last spot?

Galzria

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Re: Pandemic IV - Legendary (Signups open 3/4, with mini-game)
« Reply #14 on: January 11, 2013, 05:46:31 pm »

So, will raerae join too?
Or will you join us Galzria?
What about SFS, Schneau and Tables, Davio, mith, Voltgloss, bozzball, Jimmmmm of the previos games? Anyone interested to take the last spot?

Like I said, I've got a million things going on right now. I'd love to play - and if the last spot doesn't fill then I will - but sitting out certainly wouldn't be a bad thing for my own sanity. :P
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Voltgloss

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Re: Pandemic IV - Legendary (Signups open 3/4, with mini-game)
« Reply #15 on: January 11, 2013, 05:48:48 pm »

Gonna pass for now, I think.  I have a good balance right now between RL and ongoing games, and I need to try to maintain that.  ;D
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Tables

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Re: Pandemic IV - Legendary (Signups open 3/4, with mini-game)
« Reply #16 on: January 12, 2013, 01:02:15 pm »

7 Epidemics, 4 players, that means, uh... 55 cards in the starting deck, right? So one Epidemic every round, roughly... that's intense.

I will join, why not?
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Qvist

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Re: Pandemic IV - Legendary (Signups full, game starts soon)
« Reply #17 on: January 12, 2013, 04:40:42 pm »

Ok, great.
I'll start the game probably in a few hours.

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Re: Pandemic IV - Legendary (Signups full, game starts soon)
« Reply #18 on: January 12, 2013, 08:31:08 pm »

/in for minigame
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Qvist

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Re: Pandemic IV - Legendary (Signups full, game starts soon)
« Reply #19 on: January 12, 2013, 08:38:13 pm »

Game starts!

Starting cubes:

Santiago (3), Los Angeles (2), Miami (1)
Ho-Chi Minh City (3), Manila (2), Shanghai (1)
Algiers (3), Cairo (2)
Madrid (1)



Player 1: TheMunch (Medic): Chicago, Resilient Population
Resilient Population: Take a card from the Infection Discard Pile and remove it from the game.

Player 2: shraeye (Scientist): Chennai, Lagos

Player 3: Tables (Generalist): Taipei, Riyadh

Player 4: theorel (Field Operative): Miami, Bogotá

TheMunch (Medic) is next.

Qvist

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Re: Pandemic IV - Legendary (Signups full, game starts soon)
« Reply #20 on: January 12, 2013, 08:40:24 pm »

Now that you know the starting conditions, please send in your guesses, if you want to join the mini-game.
Deadline will be in 24 hours.


Watno you may change your guess after you've seen the starting conditions if you wish.

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Re: Pandemic IV - Legendary (Round I, TheMunch's turn)
« Reply #21 on: January 12, 2013, 09:37:10 pm »

So, medic and Field Operative means cures are going to be easier.
Medic is great for keeping disease under control.
Generalist, well...it could be worse.

Seems like movement and sort of by extension sharing knowledge will be hard.

I'm in a good position to start working on a yellow cure immediately, but there will probably be an epidemic before my first turn (75% chance), and so Miami may be more useful for moving around the board by then.

We've got no immediate prospects for Research Stations (which would help with the movement problem).

Santiago is annoying...but also not very dangerous (as long as Lima isn't near the bottom of the deck, we can probably just suffer the outbreaks?).

We should have 8-cards per epidemic until the last one, right?  So, exactly 1 epidemic per round until the end.  No possible double-epidemic draws is at least a little reprieve.

Anyways, that's the general stuff I can think of at the moment.  Specific stuff:
Assuming Munch doesn't draw the epidemic: Munch->Algiers, shraeye->Ho Chi Minh seems like the way to go.
If Munch did draw the epidemic: Technically Ho Chi Minh is a little more dangerous than Algiers (more adjacent same-colored cities).
I think that doesn't really matter, and we should just try to hit as many outbreak-dangers as we can as quickly as we can.

I'll note that Tables is in range of all current outbreak dangers (4 spaces, which means he can treat them as Generalist without burning a card).  But I don't think that impacts anything unless we draw an epidemic.

Thoughts?
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Re: Pandemic IV - Legendary (Round I, TheMunch's turn)
« Reply #22 on: January 12, 2013, 10:17:06 pm »

HCMC and Algiers are both incredibly dangerous.  Though 4 connecting cities isn't devastating for outbreaks, it's very dangerous that they have a neighboring city in our Infector Discard, AND that city is already at two.

It could make an early outbreak very bad news.



One interesting thing about this many epidemics, is that we actually have very little opportunity (some, to be fair, but it's low) to draw cards different than our starting 9 plus the ones off the bottom for each epidemic.


I agree that we could suffer some outbreaks in Santiago for a bit, but if we leave it completely alone, it will outbreak more than 3 times (barring very good luck).  That is not good.
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Re: Pandemic IV - Legendary (Round I, TheMunch's turn)
« Reply #23 on: January 12, 2013, 10:24:02 pm »

Thoughts:

I have chicago.  I can set up shop if need be over in Red.
Tables has Rhiyad.  He might be beneficial in Black.
Theorel started with 2 cards.  There are three Yellow cubes nearby between miami and LA.  We might be very close to a yellow cure (although he goes fourth and it might take him more than one turn to accomplish all of this so it might be 8 turns before yellow cure actually happens.
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Re: Pandemic IV - Legendary (Round I, TheMunch's turn)
« Reply #24 on: January 13, 2013, 06:58:31 pm »

I think our best bet might be, try to treat Santiago and one of the other three cube cities before they outbreak, then Res Pop the third. If we can reach all three though, that's even better.

Theorel probably wants to get the Yellow cure, so, Shraeye likely black (but it's hard to tell this early, but certainly we'd expect Shrae to get at least 1 cure). Me and Munch aren't really good curers, so we'll see what happens.

I think Munch wants to go to HCM and treat it early, as that's the biggest threat that can be dealt with. After that... I dunno.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.
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