Bioterrorist Variant For Pandemic: Infection Card To The BT. The BT Does

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Bioterrorist variant for Pandemic

Pandemic designed by Matt Leacock, published by Z-Man Games.


Bioterrorist variant by Eric Endres (Grudunza), adapted from an idea by Linoleumblownaparte.
Version 0.9 as of March 17, 2008

Play with 3-5 players, with one as the Bioterrorist (hereafter referred to as “BT”).

Use only 4 epidemic cards (or 5 to give the BT a very distinct advantage).

Deal one Infection Card to the BT. The BT does not receive any Player Cards.

The BT does not use a pawn. His movements/actions are done in secret (see below). The other
players may wish to use a token or marker to represent the BT’s last known location.

The BT plays last in the turn sequence.

At the beginning of the BT's turn, he reveals where he currently is located. On the first turn of the game, this will be the city of the
Infection Card he was dealt, which is then discarded to the Infection Card discard pile.

The BT gets a number of actions on his turn, equal to the total number of players, including himself (3-5).

The BT’s actions may include any of the following:


-
# The BT may move from one city to an adjacent city for one action per move (as usual).
-
# The BT may add one cube to a city for one action per cube. The BT may not add a cube of a particular color to a city that
already has three of that color (in other words, he may not directly cause an outbreak).
-
# For one action, the BT may fly to (and only to) a city if he discards the Infection Card for that city (Note: This may not be
done with the initial Infection Card that he was dealt... that is discarded immediately upon revealing his starting position).
-
The BT must use all of his actions somehow... he must either move or add a cube with all of his actions. He may not, for example,
with 4 actions available, move to a city, add two cubes and then remain in that city.

The BT actions are done secretly! Once the BT player has determined what he wants to do for the turn, he places any disease cubes
to the appropriate places and makes a note of where he ends his turn on a piece of paper, not revealing that yet. That will always be
revealed at the beginning of the BT player's following turn, unless another player guesses where he is (see Police Action below).

After he has taken his actions and recorded his final location, the BT player draws one Infection Card and adds it to his hand. The
BT's hand limit is 3 cards. Any cards discarded for flights, or for exceeding the hand limit, or just for the heck of it (which is always an
option for the BT to do on his turn), are placed face-up in the Infection Card discard pile.

There is no Infection Phase after the BT player’s turn.

Police Search. Any of the other players can spend one action on their turn to call in a "police search" to sweep a particular city for the
BT. The player does not need to be in the same city that they are identifying, but must be in a city of the same color. The BT player
must disclose if he is in that city, in which case he is considered to be detained and loses his next turn.

Crossing Paths with the BT. In order to help the other players narrow down where the BT is, the BT player must observe each of
the other players’ actions and tell them... at the end of their turns... if they passed through the city where he is located at any
point on their turns. The BT does not disclose his exact location when this happens... he only indicates at the end of the other
player’s turn that at some point during that turn their paths crossed. (This may include the cities where the player began or ended
their movement.) The other players must still spend an action on a Police Search and guess the right city in order to know for sure
where the BT is. (The BT does not need to indicate when he crosses paths with other players during his own movement on his turn.)

Winning the game. The other players win if they cure all four diseases, as usual, and the BT player wins if they don't.

Notes: This was created in response to a suggestion by Linoleumblownaparte on this thread: http://www.boardgamegeek.com/thread/300076 His
idea was that a bioterrorist player could add cubes and would have a secret goal color, where if that color ran out of cubes, then he would win, but
otherwise he would lose. I think that idea might very well work on its own, but reading that gave me the idea for a different version where the
bioterrorist’s actions functioned in a similar way to games like Scotland Yard or Fury of Dracula, with the whereabouts of the criminal only partially
known. Also, the idea of a secret color goal is a cool one, but might prove next to impossible on certain games where that particular color might be
easily cured/eradicated early on. So I also wanted to simplify the goal to make it more general... representing some terrorists who don’t care if they
die in the process of their destruction. So, as long as the game ends in defeat for the good guys, the bioterrorist wins. Please contact “Grudunza”
on BGG with suggestions for improvement. This PDF file will be updated periodically until a final version is reached.

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