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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.
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.
ajewo
Another alternate version of Pandemic where players build dikes or water pumps to prevent the Netherlands from being flooded. + Theme (Dutch, historic, flooding water, dikes, pumping water) + Components + Variable goals each game, including some goals that you cannot complete early on or have to hold during the whole game (replayability, variability) + Population cubes (the more population an area holds, the sooner water in that area becomes a problem) + Rising water level after each storm does not only increase the amount of cards to flip each turn, but also increases the permanent sea level, which increases the general pressure on the players + Building pumping stations that help every turn + Completing a goal grants a instant bonus: timing when completing a certain goal can be relevant + Challenging difficulty / different difficulty levels + More challenging and more variable than regular Pandemic + Modest sized game box # No hidden information # Alpha leaders may be a problem # Luck of the draw (from player and event deck) - Thematic map, however, the way the map is drawn makes it hard to keep a good overview of all the breaches - Each area appearing more than once in the deck (stupid memory element) - Dutch names are hard to pronounce Notes: The most challenging Pandemic title so far, with loads of variety because of goal variety. Can be harsh (I have litterally lost on my first turn). how often does pandemic start with most of the cubes on the board... Never. Rising tide however does. In addition every card is doubled so you can be hit twice in a row before being able to recover. Similar games: * Pandemic: Fall of Rome (dice roll, every card is doubled, moving cubes in direction to Rome, legion management / pick-up-and-delivery) * Pandemic: Iberia (cure diseases in Spain, historic theme, building railroads) * Commissioned (religious theme, reversed: players add cubes instead of removing cubes from the board) * The Captain Is Dead (cooperative, Sci-Fi game, similar gameplay, thematic, all about planning ahead and activating stations for certain effects)
andrewrothfuss
I was admittedly skeptical about this one, but WOW! Yes it's just Pandemic under the hood, but I love the change in dynamic, it's very refreshing.