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Face dangerous new threats as a fifth virus spreads across the globe and Hot Zones make their entrance, changing the rules? for the worse! Fortunately, new medical experts have joined the fight to help you. Experimental Meds is a healthy dose of expansion contents to Pandemic: The Cure.
elwatoplus
Excellent expansion. It adds more characters to increase the replayability and a few modules to Make it more difficult.
Cheesechick
I like the the way the Hot Zone dice work generally. They're probably fairly situational - they didn't really swing things too much one way or the other in our game, but I'm willing to bet depending on the state of your board they could make a big difference. I also like the purple dice, but here's where we get into tricky territory. It feels weird to say, but I think the systems in The Cure may actually be [i]too[/i] interconnected. The great thing about original Pandemic's expansion challenges is that they each push your strategy in a different direction - generally by making one of the ways you die more likely. The concerning thing to me here is I'm not sure how we could have played differently. The loss conditions are so entwined that making progress against one generally means you're making progress against all of them. If you love The Cure, this is probably a good addition. If you're a veteran Pandemic player who found it a little too swingy, though, I'm not sure this will do much to change your mind. Personally I'm somewhere in between, so I'm happy to keep this, but it's not [i]quite[/i] the game-changer I wanted.
andersed
The new roles are overpowered compared to the old, some of them shouldn't be used in the same game. Hotzones are fiddly without being very interesting, luckily the mutation challenge is ver cool.