Co-op Case Study: Pandemic Legacy — Season Two

Pandemic Legacy was innovative enough that it’s worth talking about twice, so here’s a look at the second entry in the trilogy. And, whereas we played just a few games of Season 1, we played through the entire Season 2 campaign, with a win-loss pattern that resulted in 21 total games(!). Definitely a top co-op (and we’re looking forward to Season 3).

This article originally appeared on the Meeples Together blog.


Pandemic Legacy: Season 2 by Rob Daviau & Matt Leacock

Publisher: Z-Man Games (2017)
Cooperative Style: True Co-Op
Play Style: Action Point, Card Management, Exploration, Legacy, Set Collection

Overview

The players take on the role of various specialists who are trying to salvage a post-apocalyptic world that ended 71 years ago. As in Pandemic (2008), they’re fighting disease, and as in Pandemic Legacy: Season 1 (2015), that’s part of an ongoing campaign, but there’s also a lot more story and a lot more hard choices in this sequel. Continue reading

Co-op Case Study: Pandemic Legacy — Season One

Pandemic Legacy: Season 1 was an amazing innovation when it was released in 2015, and it continues to be one of the newest foundational games in the co-op hobby. What made it so great? It’s not just that it broke new ground with its Legacy-campaign play, but also that it integrated that fully into its existing simulation.

This article originally appeared on Meeples Together.


Pandemic Legacy: Season 1 by Rob Daviau & Matt Leacock

Publisher: Z-Man Games (2015)
Cooperative Style: True Co-Op
Play Style: Action Point, Card Management, Legacy, Set Collection

Overview

The players take on the role of various specialists who are trying to cure four pandemic diseases that are ravaging the world. As in Pandemic (2008) they must balance removing disease cubes (to avoid losing the game) and collecting sets of cards (to win the game). However, there’s a twist: the game repeats over 12-24 sessions, with characters, the gameboard, and the rules all evolving over time. Continue reading

A Legion of Legacies, Part Three: Legacy Mechanics

I’ve written two previous articles on Legacy games. The first, on Legacy Play, overviewed the form, its advantages, and its controversy. The second, on Legacy Venn, examined which gaming elements combine to create the Legacy category. What I didn’t talk about in those articles is the specific mechanics that support Legacy play.

There’s a good reason for that: Legacy games are largely black boxes. There are two reasons for that. First, many of the mechanics of a Legacy game are explicitly boxed up in cardstock containers that you only break open as the game proceeds. Second, a strong anti-spoiler culture has arisen around these games, making casual discussion of their Hidden Secrets entirely verboten. As a result, it’s hard to really know what’s in these games, and it’s also hard to talk about them. Continue reading

New To Me: Fall 2017

As usual, this is my quarterly list of games that I played in the last three months that I had never played before. Many of them are fairly new games, but sometimes there are older games too, that I’ve just now played for the first time. Also as usual, the ratings all match my personal enjoyment of the game as a eurogamer who likes medium-weight games. YMMV. 

The Very Good

Terraforming Mars (2016). One of last years’ most popular games finally got a play from  me this fall. It turns out that it’s largely a card-driven engine-building game, not unlike Master of Orion: The Board Game (2016), which I also wrote about recently. You’ve got six different resources, which get produced each turn, and various cards can give you more production, more resources, or the ability to use the resources. There also is a board, which lets you build cities, waterways, and forests, and there’s definite strategy based on board position, but it’s the least part of the game.

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The Tao of Board Gaming VII

The Tao of Board GamingKoans I-III can be found in The Tao of Board Gaming I (December 2009). Koans IV-VI can be found in The Tao of Board Gaming II (April 2010). Koans VII-IX can be found in The Tao of Board Gaming III (October 2012). Koans X-XII can be found in The Tao of Board Gaming IV (May 2014). Koans XIII-XV can be found in The Tao of Board Gaming V (December 2014). Koans XVI-XVIII can be found in The Tao of Board Gaming VI (April 2016).

XIX. The Buddha Nature of Cooperative Games

One day a seeker came to speak with a lama about the Buddha nature of cooperative games.

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A Legion of Legacies, Part One: Legacy Play

Six years ago, Rob Daviau come up with an interesting new idea that would form the basis of RIsk Legacy (2011). Imagine a game that can be played multiple times, forming a campaign; but also imagine that game changing over time, with secrets being revealed from game to game, while the game itself is irrevocably changing. Cards are destroyed and stickers are applied to various components; the board, the cards, and the player roles all mutate, both improving and degenerating over multiple plays. It turns out that this second element, of dramatically changing game elements, bolsters the first element, of multiple plays, creating a real gaming innovation.

Risk Legacy was immediately a hit, but it took several years (and a few more outings) for the “Legacy” idea to catch on more broadly. It’s only recently that it’s blossomed, with multiple Legacy games coming out in 2017-2018. Continue reading