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Bungeyjump
Nov 9, 2003
Bungeyjumpingpeopledie
You pick your team for each game, after doing the initial setup and drawing starting hands. There are 5 characters available to choose, so you could keep one character each, but being a bit flexible with who plays who is probably more useful for winning!

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Yoshimo
Oct 5, 2003

Fleet of foot, and all that!
Ideal, thank you. We are all mainly roleplayers so I think the preference is to have our "own" characters. Even if we repeatedly get pumped, although I think we should be fine, the medic and the dispatcher are the folks who can always make it along...

Orvin
Sep 9, 2006




Yoshimo posted:

Ideal, thank you. We are all mainly roleplayers so I think the preference is to have our "own" characters. Even if we repeatedly get pumped, although I think we should be fine, the medic and the dispatcher are the folks who can always make it along...

Just an FYI with some minor spoilers.

You will gain additional character choices as the game progresses. You should be able to complete the game with a winning record with the starting characters, but some of the later character abilities will make things easier. Also, the game adds a small incentive to choose in unplayed characters.

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD

Orvin posted:

Just an FYI with some minor spoilers.

You will gain additional character choices as the game progresses. You should be able to complete the game with a winning record with the starting characters, but some of the later character abilities will make things easier. Also, the game adds a small incentive to choose in unplayed characters.

Here's how minor this spoiler is: you probably figured it out while taking the Legacy Deck out of its shrink wrap.

shalcar
Oct 21, 2009

At my signal, DEAL WITH IT.
Taco Defender
May

Our group was cruising really well with good wins and zero funding, but May just totally wrecked us. Roadblocks seem ok but feel really only designed to deal with completely collapsed board sections, which we have not had yet. What we have had, though, is a huge run of bad luck with CodA exploding out of the Middle East into Africa and Europe and my group is starting to feel like there isn't much we can do other than watch the game wreck itself. The Colonel seems pretty underwhelming at actual control and the disease we put the most upgrades on to make it the easiest to fight has basically had the cities all taken over with the Faded. We thought that would make it easier, but it dramatically spiked the difficulty.

Are we completely screwed?

Xelkelvos
Dec 19, 2012
So, best/worst non-Generalist or Civilian characters?

Finished Early May
Lost. CoDa started in Delhi and the game started with four or five of the nine seeded cities with CoDa and two of them with three Faded. Barely got one turn around the table before losing to a lack Faded tokens (probably the least worst outcome). We realized that we've been skimping on building permanent basses. It also didn't help that we tried with the Operations Expert and the person playing them was way too focused in rushing a victory condition rather than getting the Biard relatively stable first.

As far as best and worst at this point, Quarantine Specialist is probably as important as the Medic at this point. Colonel doesn't seem as useful. We're also planning to put Veteran on Dispatcher who's also been a favorite since they also have Pilot so flight is done on other turns only in emergencies.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Responding to above:
quarantine expert is by far one of the best roles in the game, especially if you pair her with the ability that allows her to quarantine to nearby cities if she is in a base

Carteret
Nov 10, 2012


Tekopo posted:

Responding to above:
quarantine expert is by far one of the best roles in the game, especially if you pair her with the ability that allows her to quarantine to nearby cities if she is in a base

You are mean. And also, absolutely correct.

Yoshimo
Oct 5, 2003

Fleet of foot, and all that!
March spoilers query

where does the Military Bases sticker go? Looks like it's supposed to go in Rule Sticker F but not sure..

Edit - duh it's X.

Indolent Bastard
Oct 26, 2007

I WON THIS AMAZING AVATAR! I'M A WINNER! WOOOOO!
If too many cities are faded, thereby generating faded tokens when those cities cards are drawn from the infection deck, are we screwed? Especially since we lost the (Sept or Oct spoiler)--> soldier (goddamn traitor!)

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl

Indolent Bastard posted:

If too many cities are faded, thereby generating faded tokens when those cities cards are drawn from the infection deck, are we screwed? Especially since we lost the (Sept or Oct spoiler)--> soldier (goddamn traitor!)

Hold out hope. There's a way back. In the meantime, the Quarantine Specialist, the Colonel and the Equipment Cards are your best tools for stabilizing.

Kore_Fero
Jan 31, 2008
November

The team went into full vaccinating mode. The Immunologist and Operations Expert were played to really crank out the deployment of the cure. Coda was pushed out from North America and Australia. Unfortunately, we had a couple of fallen cities that are really hurting our ability to counter faded build-ups so we lost the first November game to a chain of outbreaks. We managed to build a Research Center right in the middle of the Red coda zone with a Vaccine factory in Kolkatta so we are all go for wiping a good portion of coda cities out in the next game. Still, we are not in the last month yet so everyone is anticipating a curve ball, especially with the threat in the November briefing.

So far this game has been a real hit with everyone in my my gaming group. Adults can get very excited about opening cardboard windows!

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams
Just beat April, so April rules question:
OP mentions that you take a scar if you end your turn in a faded city, but I don't remember reading that on any of the 5 new rules that came out, but I also had an uneasy feeling that I was missing something as we finished April

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


FISHMANPET posted:

Just beat April, so April rules question:
OP mentions that you take a scar if you end your turn in a faded city, but I don't remember reading that on any of the 5 new rules that came out, but I also had an uneasy feeling that I was missing something as we finished April
I haven't managed to find a copy of the full rules online, so I'll need to fish my copy out when I get back home and see where the rule is.

apostateCourier
Oct 9, 2012


FISHMANPET posted:

Just beat April, so April rules question:
OP mentions that you take a scar if you end your turn in a faded city, but I don't remember reading that on any of the 5 new rules that came out, but I also had an uneasy feeling that I was missing something as we finished April

That happens if you start your turn there.

Indolent Bastard
Oct 26, 2007

I WON THIS AMAZING AVATAR! I'M A WINNER! WOOOOO!

apostateCourier posted:

That happens if you start your turn there.

This is correct.

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams
Which letter rule is that in?

Indolent Bastard
Oct 26, 2007

I WON THIS AMAZING AVATAR! I'M A WINNER! WOOOOO!

FISHMANPET posted:

Which letter rule is that in?

Rule E Starting Turns with Faded Figures - When you begin your turn, if your pawn is in a city with one or more Faded figures, take one scar and add it to your character card. If you cannot add a scar, your character is lost.

And don't forget: Base rules - Characters are scarred when they are in a city that outbreaks no matter what disease it is that outbreaks.

Xelkelvos
Dec 19, 2012
gently caress, we've been forgetting rule E for the last game or two. I'll probably have to bring it up even if it makes the game that much harder

Kore_Fero
Jan 31, 2008
December

We scored 682 with red c0da. Immunologist just destroyed c0da in final two games and the vaccinated cities seemed to remove a lot of difficulty in December. The final search was very easily accomplished with our character selection. It felt more like a victory lap than a finale. Still a great experience and the group felt they earned it after some hard fought months.

End game thoughts

After we finished we went to take a look through the unopened/unrevealed parts. Box 8 was disappointing but I get why some groups might have needed a pick-me-up if they were doing that badly. I was expecting something like a plot switch over to the military side but I guess that would be too divergent for something that could technically happen as early as March.

As far as powerful character/ability combos go, Dispatcher with Pilot and Colleague relations is a card trading powerhouse. We also gave him Forecaster as he was the character with the most mobility to put out incoming fires on his turn.

Lastly, do you think that c0da colour have a significant effect on the difficulty of the campaign?

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.
Just got to May and Exactly what I knew would happen, happened. Zombies. Or not-zombies, same thing. loving called it as soon as I opened the box, I told everybody at the table that eventually that was probably going to happen, but I was just guessing. Very cool. Can't wait to see how much worse it gets by the end of the year

Yoshimo posted:

March spoilers query

where does the Military Bases sticker go? Looks like it's supposed to go in Rule Sticker F but not sure..

Edit - duh it's X.

If you forget which sticker it was, you should be able to always turn it over and look at the back. Unless you already peeled it off I guess :cheeky:

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams
We've gotten past May in our game, with no losses so far, with a team of Operations Expert, Scientist, Quarantine.. person, and Medic. Our last game we swapped the Medic for the researcher because we'd been doing such a great job of keeping the non-CoDa diseases under control. But slotting the researcher in didn't end up being super useful, especially because the scientist just wanted me to follow him around so I could give him whatever cards I had all the time and I had to run about treating things so the world didn't explode. We also never used any road blocks so the Colonel wasn't very useful, but maybe that will change, as the Quarantine Specialist is the only way we can really control the faded at this point.

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

FISHMANPET posted:

We've gotten past May in our game, with no losses so far, with a team of Operations Expert, Scientist, Quarantine.. person, and Medic. Our last game we swapped the Medic for the researcher because we'd been doing such a great job of keeping the non-CoDa diseases under control. But slotting the researcher in didn't end up being super useful, especially because the scientist just wanted me to follow him around so I could give him whatever cards I had all the time and I had to run about treating things so the world didn't explode. We also never used any road blocks so the Colonel wasn't very useful, but maybe that will change, as the Quarantine Specialist is the only way we can really control the faded at this point.

We're at the same part and we've been using the researcher a lot, in fact when we only have 3 people I usually favor the researcher over the scientist. Especially since we made the researcher a co-worker with the quarantine specialist so they can pass cards even easier. We lost a couple games by working too much on treatment, so we've been pushing real hard to focus on the objective and get that done fast rather than spend a bunch of time stalling to clear the board state.

We were all so scared we were going to lose the medic, who was amazing early game and managed to get a scar, so we used an end-game upgrade to give the medic grizzled. But... now that its all zombies and poo poo we aren't even using the medic anymore! That's a Legacy game for you, I guess!

And the point of the road blocks is that they're another way to stop the faded, yeah.

Nique
May 18, 2006

Been playing just as 2 players and have finished August ...

We have only 2 lost games, got no scars, and when we uncovered the Immunologist we don't have a singled Faded city that is anything past Unstable, so we can't even progress that objective. Is this going to be a problem?

Also, is the game going to step up? We are finding it absurdly easy, for example on the 'find the virologist' objective we passed about 10-15 turns trying to get the right cards for it as the game state was so under control. We have 2 diseases at level 3 positive mutation and we eradicate them within a few turns every single game since about April. One of us is medic with the pilot upgrade and treat nearby city (1/turn), and the other is quarantine specialist with paramilitary escort upgrade. We also have 6 military bases on the board so that objective automatically completes every game. We're enjoying it and the legacy mechanics but our regular on the brink games were so much harder

cheato
Sep 10, 2005

Oh, well of course, everything looks bad if you remember it.
My wife picked this up recently for my birthday, and we just finished up our 2nd attempt of January after getting totally outbreak murdered in our first game. Unfortunately, we were one goddamn move away from the victory before running out of cards :argh: As bummed as I am that we had lost the first two games, especially given the fact that we've played a decent amount of vanilla Pandemic albeit many years ago, we've really enjoyed Legacy. I can totally understand why it shot up to the top of the rankings on BGG. I'm hoping we can change some of our strategy, since I think we can improve upon that quite easily (more below).

Our first game was total bad luck: 4 or 5 infect cards of our initial 9-card setup were black, and we had a multiple chain reaction outbreaks caused by some really close-together epidemics. We have a handful of cities at panic level 1 but a couple at 3 now. We didn't even have a red card though and were able to obtain one of the disease upgrades since we cured and effectively eradicated it.

The game we just played we only had 3 or 4 outbreaks, spread out across the map with no chain reactions. I thought we did well overall and were going to achieve victory, but had there literally been one more card in the deck, she would have been able to play her cards for the cure of the last disease on the final turn.

Some thoughts on our strategy/roles:
We played the first two games as the generalist and medic, and soon after this last game we realized that we would have been much better off with either a scientist or a researcher instead of the generalist. I have to admit though, the last time I played Pandemic was a number of years ago, but I'm not sure if I ever would have used the generalist now that I think about it. No clue why I picked it and especially why my wife let me. We did have a couple of card limit/trading conundrums towards the end, but as the researcher, I could have held onto whatever cards and then simply dumped them all while in one place. Seems extremely useful for 2 players, and with how our game ended, would've almost certain meant the difference in winning.

Any thoughts on roles for 2 players specifically and what others have found to work well? We did read the premise for February, and it seems like the game wants you to change how you approach completing the objectives, so obviously the strategy won't be static throughout, which is such a cool idea. We hosed up in our first games and maybe need to change it up with being a quarantine specialist and a researcher, e.g., for the next go.

Also, I read in a few places with how it's "too easy", but that certainly has not been our experience thus far. Granted, our bad luck did play a huge part in our first loss. Just hoping we can start feeling good about ourselves and can avoid having to open package 8 :unsmith:

Ubik_Lives
Nov 16, 2012

cheato posted:

Some thoughts on our strategy/roles:

Any thoughts on roles for 2 players specifically and what others have found to work well? We did read the premise for February, and it seems like the game wants you to change how you approach completing the objectives, so obviously the strategy won't be static throughout, which is such a cool idea. We hosed up in our first games and maybe need to change it up with being a quarantine specialist and a researcher, e.g., for the next go.


Feb Spoilers

Medic + Researcher is good in my opinion. Medic can take Local Connections + Pilot which is great for getting to hot spots and wiping them out. Researcher works on your cures and other objectives, and because the Researcher is a new character, you can give her a relationship with your Medic, either Rivals or Co-Workers to get some remote card trading going.

The Quarantine Specialist is awesome in my opinion, but I played four player, so I'm not sure who to combo her with.

I imagine the Generalist wouldn't be bad in two player, because you could afford to pile on the upgrades to make the four upgrade slots count for something. In a four player game, you will have more upgrade slots to fill, so that bonus isn't nearly as appealing.

Or if you can't decide, play it four player with with two characters each. It will be a bit harder, because you'll need to spend more time trading cards between characters, but you'll be able to mix and match characters without having to worry about it too much.

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams
We somehow managed to win in August last night, despite having 6 outbreaks in a row.

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams
We lost our first September game

Paranoid Soldier Spoilers below

We lost our Operations Expert (we'd never used the Paramilitary upgrade, so it went by birthday). It was amaaaaaaaaaazing how mad everyone else got at this turn of events. In a game that's constantly changing, where your strategy for last month may not work next month, they got soooooo mad that our military base strategy was going to have to change! As if Pandemic Legacy was some calculation devoid of any enjoyment and the only goal is to "solve" it. Everyone's mad. You're supposed to be mad! You got betrayed! But they're mad at the game for being a bad game now. We probably went too gungho searching this time around anyway. We found the Viroligist (that's the first one you find, right?) easily first time in July. Didn't find the Immunoligist in August, so we decided to focus too hard on searching in September at the expense of dealing with diseases. Second part of September is going to be a little rough, as we only have the 3 objectives now

WhiteHowler
Apr 3, 2001

I'M HUGE!

FISHMANPET posted:

We lost our first September game

Paranoid Soldier Spoilers below

We lost our Operations Expert (we'd never used the Paramilitary upgrade, so it went by birthday). It was amaaaaaaaaaazing how mad everyone else got at this turn of events. In a game that's constantly changing, where your strategy for last month may not work next month, they got soooooo mad that our military base strategy was going to have to change! As if Pandemic Legacy was some calculation devoid of any enjoyment and the only goal is to "solve" it. Everyone's mad. You're supposed to be mad! You got betrayed! But they're mad at the game for being a bad game now. We probably went too gungho searching this time around anyway. We found the Viroligist (that's the first one you find, right?) easily first time in July. Didn't find the Immunoligist in August, so we decided to focus too hard on searching in September at the expense of dealing with diseases. Second part of September is going to be a little rough, as we only have the 3 objectives now
My group (including me) had the same reaction.

September spoilers:
It's not the twist. It's not even losing a character with no chance to save him.

It's that they loving do it in the middle of a game. Without warning, you lose a character (and are stuck with a lovely Civilian). You also lose the "build military bases" objective, which we had already completed during that session. And if you lose -- which you probably will -- that's two less available objectives in the next game.

We went from being on a pretty good path to victory to being mathematically eliminated without any warning and with no way to prevent it.

I don't dislike the twist. I think it's a cool story point. Kind of sucks that you can randomly lose a character that has been helpful (and that you may have invested upgrades in), but whatever. I just think they should have done it between sessions.


That said, my four-player group finished the season tonight.

End-of-game spoilers:
We won with 722 points. We would have 802, but we left one military base on the map because we didn't really need to destroy it -- it wasn't in a region with any faded cities. We could have easily obliterated it if we'd known it was worth endgame points. I actually had the card in my hand. Oh well.

We had immunizations by the second half of October, but then a really bad initial deal, horrible infections, a bunch of faded-spawning player card draws, and a quick epidemic doomed us from the start. We died on turn 7, and that was with us spending every turn just trying to stop the damage. If we'd lasted literally one more turn, our Operations Expert was about to drop two Vaccine Factories, which we would have made permanent. Alas, that's Pandemic.

We won November fairly easily, and we got North America immunized (our CODA was yellow, and it spread a bit into the USA). Two permanent immunization factories set us up well for December.

Real bad draws the first half of December. Once we realized we probably weren't going to win, we abandoned the search for the stockpile and worked on immunizing as many faded cities as possible. We got some of South America and a bit of Africa done, so we ended in a good place.

Second half of December wasn't bad at all. A lot of our initial infection was on immunized cities, which helped a lot. Only five remaining faded cities, which we fixed up quick. Our Dispatcher player switched to Soldier, which was HUGE since we'd added a ton of equipment to our player cards. She was able to pull a few colors needed for the search, and she also grabbed Binoculars from the discard pile. Her last turn she pitched six cards and Binoculars for the win.

Overall we had a lot of fun. None of us were very happy about September (and we even briefly debated just stopping altogether), but it was pretty rewarding to pull it out and end on a high note.

Dr. Video Games 0069
Jan 1, 2006

nice dolphin, nigga
Just finished the campaign last night, thoughts below. Spoilers for the whole thing.


We lost 3 games total - an early one, I wasn't at the session so I blame the group, a second one where someone was misusing a new character (Colonel) and no one understood the character's powers well enough to correct them, and our first time in November, when we let things get out of hand and were punished with a few unlucky draws in a row. We never lost a month twice, and we finished all searches the same month they were assigned. Never lost a character other than Sagitarius (the Soldier with Paramilitary Escort), no characters had more than 1 scar and I think only 2 or 3 even had scars. Yellow was our C0dA color, but I'm proud that our ground zero city never got past panic level 1 and ended up having our first permanent vaccine factory (Sao Paulo). C0dA also only spread to 3 or 4 cities outside of its region before we got it under control. Our priorities for upgrades were the diseases - we got black and red to level 3 pretty early on, which was very useful, though we never even eradicated blue until I think November.

The Medic was the most played, I think in 13 out of 15 games. She had military dog tags and the adjacent cure power (Local Connections?), but somehow had no relationships. Scientist was probably the second most, and had the card trade relationship with Researcher, who also got a fair amount of play as a result. Quarantine Specialist put in a respectable showing, Ops Expert maybe even moreso with the adjacent quarantining upgrade. We kept planning to phase out the Ops guy when we had enough structures, but his mobility just kept being too useful. Dispatcher got a few plays but was highly divisive in our group, Soldier was fun while he lasted but you know how that goes. The Colonel only saw one game after his miserable first outing, and the Generalist saw no action after January. The Virologist and Immunoligist only got one or two plays each, showing up way too late in the day to be useful once we got on top of the vaccination game.

We only stickered two unfunded events (roadblocks and remove a single cube), and those were late in the campaign. We put a lot of equipment stickers on, both between and during games, but got little use out of them in an average game. We had a lot of permanent research stations, and I think 5 permanent military bases at one point (free objective! almost).

We ended with around 805 points, just enough to get into the Legendary ranking. Our main downfall was leaving military bases on the board - after losing that objective, it just wasn't worth the effort to mop up the last one, and we even built a few more in December. Those things are surprisingly useful, despite being evil, and how were we to know it was going to cost us points? (well, we figured if there was scoring, it probably would)

Overall thoughts - One of the highlights of the campaign for me were the first C0dA reveal and the accompanying new objective. It was cool that it made the game easier, but still raised the stakes, so it didn't screw you over midgame. I'm actually disappointed that they didn't make more use of the purple token. I think it was in one other month? And of the search objectives, most of them didn't even do anything when you achieved them. The Sagitarius one was cool in theory, but it felt too much like being punished for doing well. It was my first outing as the Soldier, I'd hardly gotten a chance to try him out, and I lost not only his power, but also a full hand of cards and had to start over at a research station. It would have stung a lot less if they gave me a consolation thing, like letting me sub in another character or even gave me a new one. Would also have been cool if it changed whoever he had a relationship with, or given you a free upgrade to replace the trap one. I've been hearing a lot about how people disliked this part, and I agree, but if it was handled better I'd have been totally fine with it as a device.

I like the way that most of the changes to the gameplay still felt like Pandemic - quarantines, roadblocks, and vaccines were similar to the treat disease action, while still feeling unique and having their own strategic niche. Military bases had just enough differentiation from research stations, and their "replacement" of the vaccine factories was interesting in that they fit into the research station network, but you had fewer of them and they didn't have the military base powers. Getting new stuff, especially opening the boxes, was always fun, but the tradeoff is that months where you don't get anything new feel like a letdown. I liked equipment cards a lot, but wish they showed up earlier in the campaign - it took a while to get them onto cards, so there were even fewer situations late in the campaign where they got a chance to be useful, and holding a bunch of useless equipment feels like a waste. While we didn't need the funded events, they do add some spice to the gameplay which was somewhat missed. The search action was ok - I didn't mind it as a mechanic, but I was disappointed that searches so rarely uncovered anything interesting, usually just a card saying "you found the guy", and there's no benefit to finding them early.

So... I liked the experience a lot, thought it was unique and in some places incredibly well implemented, but still wish it was better? I feel like this genre of game has a lot of possibilities, and hope that there are better ones to come. They must be incredibly hard to playtest though. Maybe with what they've learned from this one, Season 2 will be better.

stev
Jan 22, 2013

Please be excited.



Cracked this open today. Got as far as beating March.

It wasn't until a few hours after the game that I realised that our Quarantine Specialist mis-read the card. They'd been using all of their actions per turn to place quarantine zones, rather than one per turn, so they were keeping C0DA constantly in check and we barely had to worry about it. :psyduck: I was starting to think the quarantines were incredibly overpowered when we breezed through March, though it still went right down to the wire in February even with this nonsense.

I mean, it's our collective responsibility for not reading the rules properly but drat. I sort of want to start over now.

Dr. Video Games 0069
Jan 1, 2006

nice dolphin, nigga

Steve2911 posted:

Cracked this open today. Got as far as beating March.

It wasn't until a few hours after the game that I realised that our Quarantine Specialist mis-read the card. They'd been using all of their actions per turn to place quarantine zones, rather than one per turn, so they were keeping C0DA constantly in check and we barely had to worry about it. :psyduck: I was starting to think the quarantines were incredibly overpowered when we breezed through March, though it still went right down to the wire in February even with this nonsense.

I mean, it's our collective responsibility for not reading the rules properly but drat. I sort of want to start over now.

The QS's special action, to place a quarantine anywhere, is once per turn. Regular quarantines aren't limited.

stev
Jan 22, 2013

Please be excited.



Dr. Video Games 0069 posted:

The QS's special action, to place a quarantine anywhere, is once per turn. Regular quarantines aren't limited.

Yeah but our QS had been acting as a sort of quarantine god and placing four per turn while barely ever leaving base. The rest of us barely used them as a result.

UrbanUrsine
Oct 17, 2007
I just found this thread, so I feel the need to share! We've been playing with a consistent group of three, and just beat our first August game last night.

We're 8-1 so far, having lost the first game in June when we decided to try out a new team that included the Soldier (who we were pretty unimpressed by), and the game decided to decimate us with non-CoDA outbreaks. We won the second June game with the same team because we're stubborn jerks, then went back to what have become our standbys.

We're regularly rotating between the Medic, Scientist, Quarantine Specialist, and Ops Expert. As others have noted, the Quar Spec has been worth its weight in gold, especially once we gave her the power to quarantine adjacent cities from military bases. We thought her utility would start fading over time, but that hasn't been the case as much as we thought. The Medic has been our real workhorse outside the CoDA region, with the upgrade to treat an adjacent city and the relationship that lets him trade cards more easily with the Scientist as he gallivants around. (The Scientist and Quar Spec can pilfer the discard pile from each other, which also helps.) CoDA is in yellow, which we've enjoyed because it's easy to keep it isolated (Madrid is the only place it's escaped to), send the Quar Spec down there, and let her do her thing. A couple of unlucky games have the eastern seaboard, South America, and northern Asia in riots, but so far nothing's Collapsing or Fallen, we found both the Virologist and the Immunologist, and because we've been very thorough in following up cures with eradications, we placed the last of the available disease upgrades after last night's win.

It kind of feels like we've been playing easy mode when we look at how others have fared, but it certainly doesn't feel that way in play! One of our players is already covetously eyeing the nuclear option as an upgrade she thinks we'll need before we're through.

Oh, and for those still playing and trying to keep tabs on the rules, I didn't see it linked upthread, but this Boardgamegeek FAQ has been extremely useful. Plus it hides each month's answers in separate spoiler windows.

UrbanUrsine fucked around with this message at 19:44 on Mar 22, 2016

stev
Jan 22, 2013

Please be excited.



Hit June now. It's odd how rarely scars come up. We've had one all campaign so far. There doesn't seem to be any reason to ever leave characters in a position where they could get one. Either they lay a quarantine down, they remove enough cubes to avoid an outbreak or they move out of the faded area before the end of their turn. We've never had a situation where someone's had no choice but to risk scarring. Does that sound very wrong?

UrbanUrsine
Oct 17, 2007

Steve2911 posted:

We've never had a situation where someone's had no choice but to risk scarring. Does that sound very wrong?
Not really. We've only had two scars applied in our game through September; one was the result of a misunderstanding of how one character's rules worked, and the other was taken in an absolute last-ditch effort to win a game. As terrible as scar-taking is, I think it's meant to be a pretty rare thing. At least until the Self-Sacrifice action comes into play, that is.

UrbanUrsine
Oct 17, 2007
Just finished November tonight, still trucking right along.

We only narrowly missed on finding Patient Zero in October, so it felt really weird to have Team Bravo hand him to us before November started. Felt kinda cheap, y'know? I get why, there's not really enough time left to introduce the vaccination mechanic if you wait until December, but still.

November itself went incredibly smoothly; we finally took our first Unfunded Events after last game, which turned out to be super-useful, and immediately switched from the Quarantine Specialist to the Immunologist but kept the Medic and Scientist. Vaccinated most of Africa and the one non-yellow CoDA city (Madrid), blew the two military bases on the table (Istanbul and Santiago, our lone Collapsing city), and finished with plenty of deck to spare. Took two starting vaccine factories to end the game, which should hopefully get us a good start on the final objectives.


Hoping for Christmas in Karachi tomorrow, and then to see what the endgame brings!

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


UrbanUrsine posted:

Just finished November tonight, still trucking right along.

We only narrowly missed on finding Patient Zero in October, so it felt really weird to have Team Bravo hand him to us before November started. Felt kinda cheap, y'know? I get why, there's not really enough time left to introduce the vaccination mechanic if you wait until December, but still.

November itself went incredibly smoothly; we finally took our first Unfunded Events after last game, which turned out to be super-useful, and immediately switched from the Quarantine Specialist to the Immunologist but kept the Medic and Scientist. Vaccinated most of Africa and the one non-yellow CoDA city (Madrid), blew the two military bases on the table (Istanbul and Santiago, our lone Collapsing city), and finished with plenty of deck to spare. Took two starting vaccine factories to end the game, which should hopefully get us a good start on the final objectives.


Hoping for Christmas in Karachi tomorrow, and then to see what the endgame brings!
The stuff you wrote about November is probably the stuff I most dislike about the game as a whole, although I still had a brilliant experience with the game and Pandemic: Legacy is worthy of awards. I wonder what they are going to do with season 2, however.

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams
Regarding the November thing
I was really thinking there were going to be two wildly different endings, one if you found the cure and one if you didn't, so Team Bravo was kind of a bummer. Also, the wording is really bad on that card, we had found the the paniced soldier but not patient zero, and we almost didn't scratch the card. It wasn't until I found an errta that explained it better that we scratched it off (after we'd started our November game). Kind of a weird for a game that is so precise with language at times to allow rules to apply to future elements without spoiling those elements, and then just fall over on its face when it's time to be clear and direct.

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UrbanUrsine
Oct 17, 2007
Finished the game tonight!

December:
Echoing Kore_Fero's thoughts from higher up the page; having vaccinated half of the CoDA cities in November made December a lot simpler, as did drawing three vaccinated cities in our initial infection stage, so we saw like three Faded figures all game and the Immunologist absolutely wrecked that objective. (We never at any point regretted dropping the Quar Spec for him.) Some good draws got us two sets of Binoculars--and a relationship let us recycle them--which made the stockpile search much easier than it could have been, so December was pretty much a breeze. We definitely felt like we earned it with our prior work, though, and the black disease with some bad Epidemic draws (resulting in our third Scar of the campaign!) gave us a run in the mid-game to make it interesting.

I did get a chuckle out of the mission briefing this time around. Lot of blowharding about how much infrastructure and fear we set up for the New World Order; yeah, good luck with your three roadblocks, zero military bases, and one Collapsing city, douchebags. We are clearly the worst unwitting conspiracy agents.


FISHMANPET posted:

Regarding the November thing
I was really thinking there were going to be two wildly different endings, one if you found the cure and one if you didn't, so Team Bravo was kind of a bummer. Also, the wording is really bad on that card, we had found the the paniced soldier but not patient zero, and we almost didn't scratch the card. It wasn't until I found an errta that explained it better that we scratched it off (after we'd started our November game). Kind of a weird for a game that is so precise with language at times to allow rules to apply to future elements without spoiling those elements, and then just fall over on its face when it's time to be clear and direct.
Agreed on all counts. If it wasn't for that Boardgamegeek FAQ I mentioned upthread, we definitely would not have scratched the Team Bravo card based on the wording. Definitely one of the weirdest and weakest spots in the rules, especially when just changing an "or" to "and" would have made it perfectly clear.

Endgame:
Scored 686 after taking the 200 point (!) hit for Team Bravo's help with Patient Zero. Now that bit of aid feels really cheap, ugh. (Not even prorated based on how much help they have to give you? Come on, guys.) I was kind of surprised that using or not using the nuclear strike event didn't come into play, as that felt like a potentially major turning point. I generally expected the ending to diverge more based on our results than a couple sentences of postgame flavor text, and I think the endgame felt rushed overall for how much time we invested.

The thing that pleasantly surprised me was how much the events of our campaign seemed to perfectly fill in details of the overall narrative. The way CoDA developed was spot-on in inducing exactly the right WTF reaction in our group. Our traitor was the Soldier...who just so happened to be used in the one game we lost, then vanished in the middle of the next month. The lone military character that saw regular use wound up being the designated base-demolisher once the Zodiac bases started turning up (mostly in CoDA country). The relationships we chose played out perfectly given how we used the associated characters in our games (particularly with the Medic and Immunologist being Rivals). We took the threat from November's mission briefing seriously, and made sure to kill all the bases before the end just in case that became a thing, which played into the ending (if just numerically). And so on; a lot of this was minor and lucky, but it still helped make the campaign a little more immersive.

I wonder how much CoDA being yellow helped, as well as how much it helped that we focused on such a small pool of characters, upgraded them, and never really dug into the others. The Dispatcher and Generalist each got used once in January, and the poor Colonel, Researcher, and Virologist never saw play at all.


All of the above noted? This was an amazing experience, and as much as it stressed me out to play it, I'm a little sad that it's over. It definitely feels over, though--I've seen the story, and I don't exactly have the urge to go buy another copy and do it again. But I am looking forward to seeing where they go with the next season.

UrbanUrsine fucked around with this message at 07:08 on Apr 16, 2016

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