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The world is on the brink of disaster. In Pandemic Legacy, your diseasefighting team must keep four deadly diseases at bay for a whole year. Each month will bring new surprises, and your actions in each game will have repercussions on the next. Will you let cities fall to the diseases? Will your team be enough to keep the viruses at bay for a whole year? Craft your own unique Pandemic experience with Pandemic Legacy.
ACCT_ELITE
11-5 for the whole campaign. Not a good but we managed to get the best rank at final score. All the losses were because we mistook the "set up buildings" action as research stations only before June. In my opinion, the thematic part can be improved, as the story only unfolds and progresses in September and that the villains really don't do anything special to hinder or actually affect much of our gameplay. Pros: +legacy beginners +casual players +family +strategy beginners Cons -low on strategy and luck based (you just need to deal with what pops up on board) To sum up, as a legacy fan who owns Gloomhaven and plays about 50 games, it's not that great in gameplay compared to Gloomhaven, but as a pioneer in legacy games, it's a must-have legacy game or you can turn to season 2 if you only get to have one. (Pandemic legacy season 2 is better in my view. There is resource placement to plan and multiple interesting choices can be made in terms of strategy. Also, a far more better upgrade system. Just finished March)
143245
A fantastic spin on the traditional Pandemic experience. Without spoiling anything, there are a number of changes that occur throughout the game that I think give it a fresh enough experience that should give even the seasoned Pandemic player something new to tinker with (and that's well appreciated). In particular, I think the Legacy system is really well suited for this sort of endeavor and in the event of a sequel, I wouldn't hesitate to pick it up. If nothing else, to get 15-25 games out of a boardgame which ran about $55 isn't bad. The opportunity cost itself works out to a series of evenings which have wondrous and fresh experiences, even if they do seem familiar. This is one of the few games which really ventures into new territory without dropping the replay value considerably (e.g. TIME Stories). On that note, there are some problems which I think exist here that Pandemic doesn't normally exhibit. First, we find that the game is sort of tied to a group of people so if you find yourself gaming with larger groups and different people each week/month/session then this becomes a much more difficult sell. Second, while the game's Legacy component does overcome some of my problems with how Pandemic became stale, ultimately this game will come to an end, and when it does, it's less attractive than normal Pandemic as the expansions aren't intended for this (but someone might be able to finagle it, who knows). So while I do like this more than regular Pandemic (at this time rated a 6) for the exhilarating romp through a new disease evolution which is unlike most other games, ultimately it's going to end and fall over to the memory pile so I find it difficult to rate it a 9 or 10 when it's not expected to live past the number of iterations or time span that my other favorites have. Second, it's not a game I can suggest for just anyone, it requires a certain group to play (although, with the right group, one of the fall months can be super funny). Finding a rating on BGG sort of implies some sort of replay-ability, and after 16 games of it, I'm glad to be done. In that regard, I think P:L is a comfortable 7, maybe a strong 6.
adanryd
Beat board game experience I have had. We couldn’t set it down for any other game until we finished.