Showing posts with label Pandemic. Show all posts
Showing posts with label Pandemic. Show all posts

Sunday, June 29, 2008

Introductory Level Pandemic

I recently received Pandemic for my birthday, even though it's not my birthday yet. I need to do a proper birthday post, but that can come later. Anyway, for the last week my project has been to explore Pandemic in a slightly rigorous way. I played the solitaire game on introductory level with all 10 different character combinations.

Yes, I know introductory level is for babies and sissies... but at the moment I'm more interested in seeing how the game works than plonking hundreds of cubes on the board. Anyway, out of 10 plays I had 9 wins. Here's a brief summary:

1. Researcher and Medic - WIN - 1 outbreak - 3 epidemics - 1 eradication
2. Researcher and Dispatcher - WIN - 4 outbreaks - 3 epidemics
3. Ops Expert and Dispatcher - WIN - 0 outbreaks - 3 epidemics
4. Ops Expert and Researcher - WIN - 3 outbreaks - 3 epidemics
5. Scientist and Researcher - WIN - 0 outbreaks - 1 epidemic
6. Ops Expert and Medic - LOSE - 8 outbreaks - 4 epidemics
7. Scientist and Dispatcher - WIN - 6 outbreaks - 3 epidemics
8. Scientist and Ops Expert - WIN - 0 outbreaks - 2 epidemics
9. Dispatcher and Medic - WIN - 6 outbreaks - 3 epidemics - 1 eradication
10. Scientist and Medic - WIN - 0 outbreaks - 3 epidemics

In the game that I lost the character whose turn was next had a cure ready and was at a research station, so I lost it by one action! I think I'd been a little negligent looking after the yellow disease in South America, but there's a reason for that. Anyway, the first point I'd like to address is:

WHICH IS THE BEST CHARACTER?

There are essentially 3 skills in the game: finding cures, moving, and curing the population. The important thing to realise about that game is that although curing the population is in your face as the obvious and most urgent thing to do, it's actually the least important with regards to winning the game. Not doing it will lose you the game, but doing it won't win for you. Finding cures is most important. Moving is a secondary function which assists you in doing the other two things. I tend to categorise curing the population as a tertiary action which is only there as a minor concern to stop the game ending before you win. With that in mind, the roles of the characters are:

DISPATCHER - helps movement.
OPS EXPERT - helps movement.
MEDIC - helps cure the population.
RESEARCHER - helps find cures.
SCIENTIST - helps find cures.

Yes, the Ops Expert is all about movement! By establishing research centres he lets the other character move around the board freely. In particular, if the other character needs the Beijing card to find a cure and the Ops Expert can get to Beijing, he can establish the research centre and still have the Beijing card when the other character gets there. That's much more difficult for other characters. Not having to go to a research centre can save each character a couple of movement steps, which can possibly add up to a complete turn of actions over the course of one card transfer.

The Dispatcher is obviously about movement, and I think he's more powerful than the Ops Expert. He just needs to get to Beijing and he can drag the other character straight to him. He can then send the other character away again, in many cases. I've realised the Dispatcher can be lots of fun, but more on that below.

The Researcher is a brilliant character because of her ability to transfer cards. Other characters go to such a lot of effort to transfer cards and it's often the rigmarole involved in that which loses them the game. The Scientist is similarly excellent because she just needs to get fewer cards. It's much more often the case that the Scientist will draw a cure from the deck and not require any card transfers at all.

That leaves the Medic as my least favourite character, because he performs only the tertiary function. He's hard to move, he's not much use in finding a cure. While he's doing nothing the diseases keep spreading, and THEN he acts like a hero cleaning them all up. Well, it might be too late! If he'd been more useful earlier in the game ten million people wouldn't have died in Calcutta!

I suppose the strongest character would be the Researcher, though the Scientist is very close. However my favourite for making cunning plans is the Dispatcher, and particularly his ability to move another character as if he was moving himself.

WHY DID I LOSE ONE?

The game I lost was with the Operations Expert and the Medic. As I've mentioned, the Medic is the worst character for finding a cure, and the Ops Expert is not much more help, so this is probably the worst possible combo. That game was also the one where an epidemic came out earliest, so the diseases were hitting us before we'd found any cures. Now here's something I learned from Critical Mass: if you haven't had an outbreak, adding 3 cubes in an epidemic won't cause the first one. Because if you haven't had an outbreak then the cards for all of the cities with cubes on them are on the top of the deck, not on the bottom. However in this game I had an early outbreak and I think the second epidemic caused a further outbreak... and it was all downhill from there. I was amazed we got to 3 cures before the game ended in a couple of nasty chain reactions. It also seemed that we just didn't have the cards we needed to get to anywhere useful, and whatever colour cards I decided to discard would be the ones I drew next. I will play that scenario again a few times to see what my success rate will be like.

WHAT WAS THE EASIEST WIN?

I was completely stunned in one game when the Scientist and the Researcher pulled off a win after only 1 epidemic. However these are the two characters best suited to finding cures, and they just hung around each other near the research stations, and kept transferring cards and finding cures. I had the extra bonus of being dealt the Atlanta card to start with, so I could fly directly to the most dangerous spot to treat the disease. This game took just 8 turns.

BASIC STRATEGY?

As you need to find cures to win the game, I only try to manage the disease cubes, not remove them, and focus on finding cures instead. Yes, it's vital to remove a third cube (leaving 2) from any city, but it's more important to transfer cards than to remove the the second cube (leaving 1).

If you need to remove cubes or transfer cards (other than with the researcher) then you'll need a good transport network to move around in, so establish some research stations as early as you can. I like to start the game, if possible, by flying somewhere, driving to the next city, and establishing a research station there. Often I just don't have appropriate cards and that makes the game difficult. It's ALWAYS worth the effort to use a card to establish a research centre on a city of each colour, because if you need to transfer cards you can use the research station to get to the vicinity quickly.

Transferring cards is *so* difficult without the Researcher that I tend to wait for almost enough cards for a cure to accumulate in one hand before making plans to transfer. When we do get on the trail of a cure I try to get the characters to cooperate to get all of the cards and a research centre in the same place.

WHAT DID I LEARN?

Lots of things. The powers in this game work together pretty sweetly sometimes, and there's scope for clever moves.

1. I tend to not notice when I hold cards for nearby cities and hence could use the "fly anywhere" ability. I need to keep more of an eye on that.

2. It's a very strong position to be holding a card for a city already containing a research centre. This can only happen with the Ops Expert or with a government grant. It allows you to move to any research centre, then to the one you hold the card for, then to anywhere. Maybe the Ops Expert should be looking to set up that sort of move.

3. The Ops Expert is effective as a trailblazer who goes into an area and establishes a research centre so other characters can get in there fast.

4. The Dispatcher can move another character on his own turn. It wasn't until game 9 that I realised that that includes driving. That's so cool! I had found a cure for a disease and desperately needed to remove some of its cubes from the board before it outbroke. So the Dispatcher drove the Medic through that area, and the Medic removed 8 cubes on the Dispatcher's turn - the Medic's presence removes cured diseases. I look forward to figuring out more fun ways to use the Dispatcher now that I've realised that.

WHAT NEXT?

I have unfinished business with the Medic and the Ops Expert. I want to see whether I got unlucky, or whether they really are hard to win with. After that, I think I will repeat this experiment on normal level. That'll keep me quiet for a while.

Monday, April 21, 2008

New Games Played at ConVic

ConVic is a weekend-long games convention hosted by unhalfbricking.com in Melbourne twice a year. Scrabblette, the kid and I went down for the weekend - the third time that the kid and I have been. Every time we go we have a better time as we know more of the people from the previous time and are less stressed about dealing with Melbourne :-). This post is about the new games played on our trip, but I would like to mention what great guys brendanm, karlsen and aaronseeber are for giving us lifts around town.

Tier Auf Tier - For some reason I was enchanted by the pictures of this game and imagined it would be super fun. Instead, it was just a bit ho-hum. I tried my best to make life difficult for my opponents, but the structure seemed to be a bit more stable than made for a good game. However if a cute little kid asked me to play with them, I would.

Ingenious: Travel Edition - Scrabblette demanded that I buy this when we were visiting Mind Games in Swanston St. It is a lot more convenient than the big box of the standard game, and we played while waiting for dinner in an Italian restaurant. The scoring track could be better - sliders would have been much nicer.

Streetcar - I played a 6 player game of this which lasted a bit too long for my tastes, but with fewer players I think it would be OK. It seems to be very much my sort of game, but I found the other players interfered with every plan I tried to hatch, and I just got frustrated. Scrabblette says I should buy it, I say I might when I've learned to like it.

Flaschenteufel - I have played this before, but we used the wrong rules. We USED to play that whoever had the bottle scored all of their points negative, which meant people regularly spent the whole game negative. This time we played that only the kitty scored negative, which didn't scare Brendan at all as he manipulated the cards so as to claim the last 5 or so tricks, and the kitty was a minor inconvenience in comparison. THAT obviously wasn't right either. aaronseeber suggests that maybe the bottle means you score negative for the kitty and nothing for your tricks. We'll try that next time.

Himalaya - I've played this before as well - the first game I every played against CyberKev, and I remembered it fondly. This time I remembered that the other players kept ruining perfectly sensible plans, and my opinion of it dropped a little.

Axiom - aaronseeber was the brave man who tried to understand the rules of this game and explained it to me. It certainly is a brain-burner. We spent a few turns discussing what good and bad moves were. Then Darren came along and started discussing with Aaron how best to beat me. When they missed a potential attack by me I decided to win while I still could and claimed the victory to their shock. I'd like to play it again - it's quick and intriguing - but I might eventually end up disliking it.

Race For the Galaxy - Just like San Juan! Yeah, but with a crappy theme and more complicated. Yes, there was something interesting in there, but I'm not really a huge fan. I had the military starter hand and implemented a military strategy fairly effectively, but lost to aaronseeber's produce / consume / buy VPs strategy. Meh... I'd play it again.

Key Harvest - I really really wanted to play Key Harvest, so I put it on the table and as I hoped, some people came. This was a game I added to an order to get free shipping, and although I researched it pretty carefully I wasn't sure I was going to like it. It has strong connection elements, but I wasn't sure about the sales mechanism. It turned out I did like the sales mechanism (quick summary - I choose what's for sale and set a price, you can pay me that much for it, or I can pay the bank that much) as I set high prices which reflected what the field was worth to me, and when people paid it I felt I'd screwed them down. Brendan played a very good game and I think I beat him by a point. I like Key Harvest a lot.

Kingsburg - This is another I've done research on, and I suspected I'd like. I was right, and I like it even more than I expected to. I was taught by Neil from Albury. I was wary of the invasions, and pursued a defensive strategy which worked just well enough to win the game. I'm thinking about getting it - it's good, but is it good enough to be played regularly?

Pandemic - This was my number one priority to play, and when I had the chance I grabbed Randy and made him teach me. We played very quickly so as to finish before the Take It Easy tournament, and as Randy was the experienced player he made a lot of suggestions which I followed. He was the dispatcher and I was the researcher, and we won almost comfortably. I did like this, and will get my own copy if I can. It will be a good solitaire game, though I suspect as with most cooperative games it will suffer from the "do what the most experience guy says" syndrome.

Caylus Magna Carta - I didn't like Caylus much, but since Agricola came out I can see that it did some good things. I figured that if they could put the good things into a much shorter game it might work. Y'know... I really really hate the provost. If he just moved at a constant rate that would be OK, but I do not like the mechanism of being able to pay to move him backwards. That costs both games 2 or 3 rating points from me. Magna Carta was better than Caylus, but I think I still only rate it a 5.

Tri-Virsity - This is a rummy game with letter cards where your melds have to be words. Scrabblette suggested I buy it, and we've played three games of it already. It is a bit frustratingly random, as one player can go out on their first time and another player can have a fistful of consonants, but it's OK.