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298 lines
19 KiB
Plaintext
Episode: 2569
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Title: HPR2569: Pandemic: Reign of Cthulu board game review
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr2569/hpr2569.mp3
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Transcribed: 2025-10-19 05:53:05
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---
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This is HPR Episode 2,569 entitled Pandemic, Ray Monsey Through Award Game Review, and
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is part of the series' tabletop gaming.
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It is hosted by Klaatu and is about 19 minutes long, and carries a clean flag.
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The summer is Klaatu Reviews Award Game.
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This episode of HPR is brought to you by AnanasThost.com.
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Get 15% discount on all shared hosting with the offer code HPR15.
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Better web hosting that's honest and fair, at AnanasThost.com.
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Everyone, this is Klaatu, you're listening to Hacker Public Radio.
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I'm going to do a game review because I haven't done a game review in a long time, so this
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game is called Pandemic, but it's not probably the Pandemic that you are used to, if you're
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used to Pandemic at all, so I guess I should back up.
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So there's this series, guys, and it's called Pandemic.
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Pandemic is an interesting board game because it doesn't pit player against player.
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It pits player against sort of an artificial intelligence, if you will, or against the
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game mechanic itself.
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Really fun game, and the setup is that there's a biological threat.
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Now I've heard a lot of people describe that as a zombie threat, but I think the game
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itself is actually fairly generic.
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It's just something is happening, a pandemic is occurring, and it's up to the players
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to contain the biohazard.
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The way that you contain the biohazard is that you've got characters on the board, and
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you have a certain set of movements each turn.
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So as you can move to different reports of an outbreak in some region on the board, and
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once you get there, then you can spend some movement turns on containing the biohazard.
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Once you've kind of locked down a location, that location is quarantined and safe and secure,
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and then you can move on to other locations.
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Now if you're the only player, then that's what you do.
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If you've got two players, then you both can attack different or contain rather different
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areas in tandem, so that possibly you're reducing these outbreaks sooner or faster.
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Now the mechanic working against you is the spread of the disease itself, and so for
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each movement that the players make, the game itself gets to make some.
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Now that of course is executed by you, the player, so you draw a card from sort of the
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threat deck or whatever, and certain things happen, and more outbreaks occur.
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So you're up against kind of this unpredictable rate of outbreak that occurs as you play
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the game.
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Now, having described all of that, I don't even know if I've played the canonical
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version of Pandemic before, that the game that is Pandemic, I've never actually played.
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There is however a variety of Pandemic that I have played, and it is the so-called
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Cthulhu edition, and I chose the Cthulhu edition because I'm a big lovecraft fan, I've read
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probably all of his work at this point, and so I figured, well that could be a fun twist
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on Pandemic.
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So in the Cthulhu edition of Pandemic, you've got your board, and there are different regions,
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Arkham, Dunwitch, Innsmouth, Kingsport, and probably another one that I'm forgetting.
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But there are names that you would probably recognize if you were a lovecraft, an
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avid lovecraft reader.
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So in each region on the board, there is a portal, a mystical portal.
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This portal is meant to be opened by a group of cultists, and once the portal is opened,
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lets an elder god in from the other side, it manifests them into the world.
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You want to prevent this from happening, you do not want the portals to be opened, you
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want to decommission each portal.
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As you are working to do this, however, cultists are gathering in each region on the board,
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and when I think three or four of them at a time gather in one location, then they perform
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a ritual that has some evil effect.
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At the same time, they are summoning shogoths, which are big, ugly monsters that can move toward
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the portal and open a portal and let an elder god into the world.
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So you are doing a race against time as cultists gather, summon horrible beasts, and attempt
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to release the elder gods, the evil elder gods into the planet.
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The way that this works is really interesting, and it's one of those really great studies
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on single player game design that I think I just, I love analyzing how this stuff works.
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So when you start the game, you get to play, you get to choose a character.
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The characters are each a little bit different, and that's kind of nice because in board
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games a lot of times with the players, it's just a superficial difference between one
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player and another.
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And this they actually have different abilities.
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So for instance, you might play a driver who can move one extra space during their turn.
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Or you might play a detective or a police, I forget what they are, but there's some
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kind of official which implies that they have a little bit of extra power.
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I mean, they carry a gun, for instance.
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And so when they go to clear out space with a bunch of cultists on it, they can clear
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out two cultists instead of just one.
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There's something like that, don't quote me on any of these rules, don't play by these
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rules, but that's the gist of it.
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There's some little ability within each character that lets them do something a little
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bit special.
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And that's kind of nice because it makes you think, okay, well, this actually matter in
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terms of which character I play.
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Once you've chosen your character, you get to draw some cards, and each player starts
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with some number of cards, but the cards are location cards.
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So there's a card set for Kingsport, there's a card set for Arkham, there's a card set
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for Innsmouth, there's a card set for the other one, Kingsport, oh, Dunwich.
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Yeah, so you have these, and once you collect enough of them, then you are able to go to
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a portal, spend those cards in order to secure the portal.
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But you have to have, like, I think four cards of the matching of a matching set before
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you can go close a portal.
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So cards are valuable.
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You want to get cards.
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Now, as long as you're playing with another person, I've played two players before, no
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more than that.
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As long as you're playing with another character and another player, then you can each,
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you can swap cards, you can trade cards with each other, but only as long as your characters
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on the board actually meet up in the same location.
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And there are, so there are regions, the Dunwich Arkham, Kingsport, Innsmouth on the board,
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but then within each region, there are locations, there are spaces that you can go.
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So as long as you're both on the same space, then you can swap cards back and forth as
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a move action.
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So it costs, but it is something that you can do, such that if you know that there's
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a portal in Arkham that needs to be closed, you have three Arkham cards, and your partner
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has one, then you can meet up, swap card, or, you know, collect the cards in such a way
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that one of you has all four of them, and then that person can run off to the portal in
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Arkham, and the other player can run off to Innsmouth to contain a gathering of cultists.
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How do cultists gather?
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Well they gather at the end of each, at the end of, once both players have gone, the
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game gets to take a turn, and the game takes a turn by adding some number of cultists to
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the board, and that is, the number of cultists gathering on the board depends on how many
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players you have.
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So it scales.
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So if you're just one person playing a single-player game, you don't have eight cultists manifesting
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on the board, and you try to contain them all, that would be a little bit much.
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So it'll scale with the number of players.
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So some number of cultists manifest on the board in some location.
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If three, I think three cultists manifest in one space, not just in one region, so there
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can be like, there can be six cultists in Arkham, but if they're all on a different space,
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it's at the theater, and one's at the asylum, and one's at the, the, the, the, the, the
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wharf, and one's at the bus station, it doesn't matter.
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But if they all congregate in one spot, then they do a ritual to summon a showgoth, and
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the showgoth appears somewhere and starts moving around, and then you have to kind of take
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care of it before it reaches a portal, something like that.
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Okay, so that, that populates the board with a threat.
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Additional to physical threats on the board, there are certain cards that summon a, a curse
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or I think actually an elder god.
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So at the top of the board, there are about seven different cards faced down, randomly
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chosen from a, from a special stack.
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And if a particular card is drawn during the game's turn, then you reveal one of these
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cards along the top of the board.
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They can be any number of lovecraftian style gods, and I don't believe all of them are
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actually mentioned a whole lot in lovecraft.
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Some of the names are completely foreign to me, so I don't know if they're just made
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up, or if they're just in stories that I haven't read, I'm not sure.
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But most of them are at least lovecraftian, and they, they have some kind of lasting
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effect on the board, you know, they, they, they might make it so that one extra cultist
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is summoned each, each round, or, or it might mean that, that each player takes some kind
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of penalty, which I'll talk about in a moment.
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So, so these are sort of lasting effects that, that now occur during the game, so they're,
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they're rules that you're just stuck with, additional rules that you're stuck with,
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and that hurts.
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And if all seven cards along the top of the board get turned over, then you lose all the
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elder gods have been summoned, they've taken over the world, and everything descends into
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madness.
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And that's another mechanic of the game, is the madness mechanic.
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A big part of lovecraftian horror is the idea that a normal human just can't, can't
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take the, the sheer absurdity and grotesqueness of, of primordial reality.
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And so if you come face to face with a showgoth or an elder god, then you would probably just
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go completely insane.
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And in this game, there is a mechanic for that.
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So under certain conditions, you'll need to roll a, a sanity die, and it's a special
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die with, with little symbols on it, and you, you roll that, and if, if sometimes it
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just rolls to nothing, a blank side, but other times it, it displays a symbol.
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And you only have, you have some number of sanity tokens, and once you go insane, then
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you turn your player card over and your, your abilities, your player abilities have changed.
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So maybe you have fewer turns that, that round, your each round, or maybe you've lost
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your special ability that you got as, as, as that character, maybe both, who knows.
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So that also hurts.
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Now, you can spend some turns to go to a sanctuary and restore your sanity, but that requires
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you to spend the time to go restore your sanity.
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So whether you want to do that or not, it depends.
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In addition to all of that, there are relic cards, and relic cards are things that, they're
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items that you find along the way.
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And they give you special bonuses, special power-ups that you can play during your turn.
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Sometimes a relic is powerful enough to force you to roll your sanity die to make sure
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that you don't go insane, whilst invoking some ancient, forgotten lore.
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Other times that's not that big of a deal, and you can just use the card for free.
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Either way, their, their power-ups, they help you do something special, like maybe you
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can defeat a show-gatherer, maybe you can wipe away all the cultists in a square on one
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turn instead of three turns, or whatever.
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So actual gameplay goes a little bit something like this, you and your partner, or your, your
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group of friends, however many people you're playing with, I think you can play up to six.
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You guys can sort of discuss who should go do what?
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Initially, you've got some cultists on the board that get manifested, you know, before
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everything happens.
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So that's usually your first target, is let's go to where those cultists are, and take
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some cultists out.
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And in order to do that, you simply have to be on the same space as a cultist, and then
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you use another move action to get rid of the cultist.
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I don't know what happens to the cultists, not really explicitly said.
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I don't know if we're killing them, or if we're just arresting them, or what.
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But I mean, that's also good opportunity for you and your friends to come up with exactly
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what you've done as well, and that can get a little bit wacky.
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But either way, the cultist, it gets displaced from the board and is no longer a problem.
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So that's usually your first, your first angle of attack is to, to go deal with any cultists
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out there.
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Because as I said, they're going to multiply at the end of everyone's turn when the, when
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the game gets to go, more cultists are going to appear.
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Now, once that starts happening, once the cultists start appearing more often, generally,
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I think what I'm not making, I'm not giving advice here, but I'm just saying in the way
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that I've been playing it, is that one person or one group of people deals with the cultists,
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just man, you know, crowd control essentially, and someone else goes around and deals with
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the portals.
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Because the portals have to get closed off in order to, well, in order to win the game,
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that's the win condition for each portal in each region.
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So that's four portals have to get crossed off.
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Like you have to secure them with a special ritual as long as you have all the cards that
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you need that you can do that.
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So one player has to do that.
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Now the, the back and fourth part usually happens when you realize that, well, I've got two cards
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that I need and you've got one and you've got one.
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So let's all figure out how to meet up.
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But every move is precious, right?
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So if you, if you're going to go meet up with someone else to trade cards or if you're
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going to go restore your sanity or whatever, these are moves that you cannot use to do
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something that probably needs to get done, for instance, killing a monster or a cultist.
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So the, the turn management becomes a part of the, is probably one of the main mechanics,
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a player mechanics of the game.
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That's the, that's the thing that you really have to think about as well.
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How many turns do I have to use up to get from here to, to, to there in order to get
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something that I need and then, and then go back to the portal to finish the job, that sort
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of thing.
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The card drawing that happens when the game, at the games, you know, at the end of the,
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the player's turn is kind of the, the wild card.
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It can, it could summon a monster.
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It could summon an elder god.
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It can do lots of different things.
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Something usually, something bad happens and you, you're never quite sure what it's going
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to be.
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That's, that's, that's the elements of complete unpredictability.
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The game is a lot of fun and there are a couple of different editions of it.
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There's, there's pandemic, the, the canonical original version.
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There are spin-offs like pandemic, Cthulhu, rain of Cthulhu, pandemic survival, pandemic,
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rising tide, pandemic, legacy, pandemic contagion.
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There are a lot of different versions and a lot of different spins on the same theme,
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because it's a good mechanic.
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It's a mechanic that works.
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And there's also a lot of stuff online where you can, you know, there are like little
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additions to the game to make it more challenging, less challenging.
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And in fact, it's kind of built into the game that there's a little bit of an adjustment.
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If you find that as you get good and get to know your partner really well, that you're
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getting maybe too good at the game, you can just, you can adjust the, the hard level, you
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know, you can just say, okay, well, instead of, instead of playing by the rules for two
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people, we'll play by the rules for three people and, and, and kind of increase the rate
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of, of propagation and generally turn up the difficulty level.
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So it's, it's kind of nice that way too.
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And something that you don't really often see in board games, I don't think.
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I feel like a lot of times that the board game is, is, is what it is.
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And, and, and that was designed that way and that's it.
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But this, I mean, it, it, it scales for people so you can just kind of fudge it a little
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bit and, to make it more difficult as needed.
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Their expansion packs and things like that too.
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And, and I mean, it's, it's a game.
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So you can always create house rules to, to make them a little bit more interesting.
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But there's a big following online for this game.
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So you're, you're bound if you, if you look up on the internet for, for, for mix, you
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know, remixes of a pandemic or, or, or add ons to pandemic, you will find really interesting
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ways to make the game fresh and new, which is probably an argument for getting the original
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pandemic.
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Because in terms of, of the game being forked and modded, a lot of that is happening
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for, for pandemic proper rather than something like, Cthulhu, I mean, I don't know, maybe
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they port.
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I'm not sure.
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I haven't really looked into it.
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But that's just something to be aware of.
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You should definitely try this game if you've never played a, a game where you are playing
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against the game mechanic.
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A lot of people I've met, more people than I, I've met than I had expected have, have
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thought that board games were always player against player.
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And that kind of surprised me.
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I don't know why it surprised me because for most of my life, I thought board games
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were necessarily player against player as well.
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But I think it's really a lot of fun to be able to play a board game where you're playing
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with your friends rather than against your friends.
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And a lot of people that I've met have really found that puzzling.
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Like why would I ever want to not play against someone?
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But once you try it, I think you'll find that it's a lot of fun to be able to play with
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your friends against a mechanized villain rather than doing the whole, okay, now we're
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going to play against each other and see who wins, which, I mean, you know, if you have
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a certain relationship with your friends, maybe that's fun.
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Maybe you guys have a lot of fun rigging each other about who's going to win and stuff
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like that.
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But if you've never tried it, I'm just saying you should try it because sometimes that
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shift in psychology of, okay, everybody, now we're going to work together and we're going
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to, we're going to support each other in tackling this common problem and work against this,
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this, this mechanic and see if we can solve the puzzle together.
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It's a lot of fun and it brings out a lot of surprising, a lot of surprising emotions and
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feelings as, as you work together to solve a problem rather than working against each
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other.
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I'm not saying it's bad to work against each other.
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I know it's just a game.
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I'm just saying, if you've never tried working together at beating a game mechanic, then
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it's worth, it's worth a shot and pandemic is one of the better ones.
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So give it a try.
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That's about it for this episode.
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Thanks for listening.
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I'll talk to you next time.
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