If you're planning to play the board game Pandemic Legacy Season One and don't want to be spoiled, you may want to skip this post! 🙂 You have been warned.
I'm mildly impressed with the group of friends I occasionally have the opportunity to play board games with — and I mean occasionally now that two of them have kids and have, in the process, become the most boring and/or tired people in the world. The reason I'm impressed is that we've managed to stick with a single game for several sessions and consistently finish playthroughs of it on a weeknight, which with previous campaign-based titles has always been a bit of a challenge.
Anyway. The game in question is Pandemic Legacy, Season One, a game I've had on my shelf for a long time, but which up until recently I had only played the first scenario through with my wife. At the time of writing, we've now finished the first five "months" of the game and are looking forward to seeing the rest of the campaign through to its conclusion.
If you've never played Pandemic, it's a cooperative strategy game in which a team of players, each controlling a character with a unique ability that benefits the entire group in some way, work together to try and discover cures for four deadly diseases that are sweeping the globe. The way in which this is done is treated in a rather abstract manner — it's about collecting sets of coloured cards — but aside from this aspect, the game is heavily thematic, with the majority of its mechanics depicting how the team fights back against the diseases… and how the diseases resist attempts to defeat them.
If you've never played a legacy game, meanwhile, the gist is that you're supposed to play a complete campaign of multiple games — between 12 and 24 in the case of Pandemic Legacy. Over the course of this campaign, permanent changes are made to the game. New rules are added to the book, new mechanics are added to the possible actions players can take, new pieces are added to the available components and new objectives are added.
Some of these additions are fixed according to what point in the campaign you're at; others are only added according to your actions, either positive or negative. For example, successfully eradicating a disease in a single play session allows you to apply a positive mutation to it in all future sessions, making it easier to deal with; conversely, allow a city to outbreak because it has too much disease in it and it will begin to panic, with increasingly negative consequences occurring as the panic level rises.
So far, the basic mechanics of Pandemic have evolved gradually, initially with one of the four diseases that could not be "cured" like the other three. From here, this continued to mutate so that it couldn't be treated, only quarantined, and in our most recent missions it has evolved further so that its victims become "Faded" — essentially zombies — who pose a serious threat to any players who start their turn in the same location as these unfortunate individuals.
As the disease mutated, so too did the array of available actions we had on offer, as well as the characters we could put in our team. Initially we gained the ability to quarantine areas to temporarily prevent the disease intensifying or causing an outbreak in an area, and subsequently we have gained the opportunity to build military bases and set up roadblocks to help minimise the impact of any outbreaks which might occur, increasingly likely as they seem.
The nice thing about the additions so far is that the game doesn't feel like it's become more complicated as such, there's just more for you to do — and because the "zombie" disease behaves a bit differently to the others, we have to adjust our strategies a bit accordingly, too. Whereas once we could leave the Medic character in a heavily disease-stricken area to clean up a bit when his turn rolled around, now it's unsafe to do so if Faded are around, since it is indeed possible for characters to be permanently "Lost" if they're caught in the wrong place at the wrong time once too many — and before that, they suffer permanent "scars" that have a negative impact on their game mechanics!
Thus far things haven't been too difficult — we've only lost one game in the campaign to date, and that was mostly down to a seriously unfortunate run of bad luck — but it's clear the challenge factor is ramping up gradually. I feel like now we're roughly around the halfway point of the campaign, things are going to get a lot more difficult — but there's still a lot of boxes, envelopes and flaps to open so I'm very intrigued to see what happens in the coming missions.
And when we get to the end, there's apparently a second "season", too! I'm definitely on board. Pun genuinely not intended.