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Lead the Netherlands into the Industrial Age in the latest version of the cooperative classic! It is the dawn of the Industrial Age in the Netherlands. For centuries, the country has relied upon a series of dikes and wind-powered pumps to keep it safe from the constant threat of flooding from the North Sea. But this system is no longer enough.
biasedisland
We have strayed away from coops so most of ours are finding new homes. We liked this rendition but it didn't live up to the original. If you're looking for a different Pandemic try Iberia or Fall of Rome. Traded away.
agentpatman
This was obviously another game in the pandemic system so not much different on that front. However in this one you will be focusing on building more infrastructure like windmill pumps and dikes to prevent the flow of the water. The water flow adds some interesting decisions as removing water cubes doesn't help as they come right back. Instead you need to block the water in the first place to be able to move it and add pumps to help you get the water out for no actions. The difficulty is higher than the original and there are some setups that fail immediately at the start of the game due to existing water in purple territories and having to apply 3 more damage to multiple purple cards. I get that it's supposed to start off with a challenge but it's unfortunate that the game can end in turn one due to random setup when they could have added a rule that if you draw multiple purple during setup to ignore the third. All in all its different enough that I owe multiple but that difference might not be big enough for most people.
Akado
"Rising Tide" must be Dutch for "Snowball Effect." An interesting take on pandemic, where outbreaks constantly happen and require careful management. And, like all elegant solutions, careful management is very fragile and prone to sudden and inevitable betrayal. There's more depth here than with regular pandemic, as long-term elements (ports and pumping stations) are available from Turn 1, and also with how the removal of dikes is quite meaningful later in the game. The unfortunate part is that new players won't know which dikes are "better" or "safer" to remove, and the rules do have a typo about water flowing. That being said, this was an interesting game and I would play it again, but the complexity takes it beyond an entry level game and that means I don't need to own it, as I have other not-quite-entry-level games I would rather play. It's also very fiddly, with windmills always removing a cube but water always pushing out more cubes.