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Field guide

How to play Pandemic

2–4 players — fully cooperative: everyone wins or everyone loses Medium — co-operative hand management

What is Pandemic?

Pandemic is the cooperative classic by Matt Leacock in which a team of specialists races to cure four diseases spreading across the globe. There are no individual winners — you win together or you lose together, and losing is entirely normal on the way to learning the game.

The tension is relentless. Each player gets 4 actions per turn, then the board fights back: new infections every single turn, and buried Epidemic cards that make the sick cities sicker and the pace faster. One badly-timed chain of outbreaks can unravel a careful plan in seconds.

Never played a co-op board game? The rules feel familiar — move, play cards, take actions — but the whole table talks openly, plans together, and thinks of the four turns ahead as one shared budget of actions. The trap that beats new groups isn't a bad rule read; it's playing your own turn well while the team drifts. Cures win the game, and cures need five matching cards in one person's hand.

Components

What's in the box, and what each piece does at the table:

  • 1 board — the world map: 48 cities in four colored regions, linked by travel lines. Its margins hold the two doomsday clocks — the infection rate track (2‑2‑2‑3‑3‑4‑4) and the outbreaks track (0 to 8) — plus the four cure slots.
  • 7 role cards + 7 colored pawns — each player gets one specialist who breaks a rule in your favor: the Medic sweeps whole cities clean, the Dispatcher moves other people's pawns, the Researcher hands cards to anyone, the Scientist cures with 4 cards instead of 5, the Operations Expert builds stations for free, the Quarantine Specialist blocks infections around them, the Contingency Planner reuses spent events. The roles are the game's difficulty dial — a lucky combination of two roles can make a game feel easy.
  • 59 player cards (48 city, 6 epidemic, 5 event) — your hand and your clock. City cards fuel travel, research stations, and cures; event cards are free one-off rule-breakers playable at any moment; epidemic cards are the disaster shuffled in during setup, and this deck running dry is one of the three ways to lose.
  • 48 infection cards — one per city. Flipped every turn to say who gets sick next; the discard pile is public information and your best forecasting tool.
  • 96 disease cubes (24 each in blue, yellow, black, red) — the diseases themselves. A city holds at most 3 of a color; a 4th triggers an outbreak. Running out of any color in the supply loses the game — the cubes are literally a timer.
  • 6 research stations — plastic buildings. Cures may only be discovered at one, and any two stations act as a permanent shuttle route between them.
  • 4 cure markers — vials flipped onto the board as each disease is cured; flipping the fourth ends the game in victory.
  • 1 infection rate marker + 1 outbreaks marker — the two things you must watch every single turn.

Setup

  1. Place the board and set both markers at their starting points: outbreaks on 0, infection rate on the leftmost 2. Put the 4 cure markers, cube supply, and research stations beside the board.
  2. Assign roles. Deal each player a random role card and the matching pawn. Read them aloud to the table — the whole plan should be built around what your specific team can do.
  3. Open the CDC. Put all pawns in Atlanta and place one research station there. Atlanta is your only lab at the start, so your first strategic question is always where the second station should go.
  4. Deal starting hands from the shuffled city + event cards: 4 cards each with 2 players, 3 with 3 players, 2 with 4 players. Bigger teams hold fewer cards each — which is exactly why sharing cards matters more the more of you there are.
  5. Bury the epidemics. Split the remaining player cards into as many equal piles as your chosen difficulty — 4 epidemics for introductory, 5 for standard, 6 for heroic — shuffle one epidemic into each pile face down, then stack the piles into the draw deck. This guarantees the epidemics arrive spread out rather than clumped, and adding piles shortens the whole game.
  6. Infect the world. Shuffle the infection deck and flip 9 cards: 3 cubes on the first three cities, 2 on the next three, 1 on the last three. Those 9 cards form the face-up infection discard pile.
  7. First player: whoever was sick most recently.

How to play

Turns pass clockwise, and every turn is the same three phases in order: 4 actions → draw 2 → infect.

1. Take 4 actions (any mix, repeats allowed): - Drive/ferry — move along a line on the map. - Direct flight — discard a city card to fly to that city. - Charter flight — discard the card matching the city you're standing in to fly anywhere. - Shuttle flight — hop between any two research stations. - Build a research station — discard the card matching your current city. - Treat disease — remove 1 cube here (or all cubes of a cured color, in one action). - Share knowledge — give or take a card while you and a teammate are both in the city that card names. - Discover a cure — at a research station, discard 5 cards of one color to cure that disease.

2. Draw 2 player cards. Hand limit is 7. Draw an Epidemic and resolve it immediately: increase the infection rate one step, infect by taking the bottom infection card and dropping 3 cubes there, then intensify by shuffling the infection discard pile and placing it back on top of the deck. That last step is the cruel one — every city already infected this game is now queued to be hit again.

3. Infect cities. Flip infection cards equal to the current infection rate and add 1 matching cube to each city named. A city that would take a 4th cube of a color outbreaks instead: no cube there, but one cube to every connected city, and the outbreaks marker climbs. Chain outbreaks are how teams die.

A turn, played out. Ana (Researcher) is in Cairo holding three black cards, and Beto (Scientist) holds two more. Cairo has 3 black cubes and Khartoum next door has 2 — one bad flip from a chain. Ana's four actions: treat Cairo twice (down to 1 cube — the outbreak risk is gone), then drive to Khartoum and treat once. Beto flies to Cairo next turn, Ana uses her role to hand him all three black cards from anywhere in the city, and with five in hand he shuttles to Atlanta and cures black. The lesson: cure cards live in one hand, so the whole team's job is getting them there before the board burns.

How to win

You win the instant the fourth cure is discovered — you never have to clean the remaining cubes off the board.

You lose the moment any one of three things happens: - The outbreaks marker reaches 8. - A color's cubes run out and one is needed — the disease has won. - The player draw deck empties — you ran out of time.

How teams actually win: concentrate, don't spread. Cards must pile up in one hand, so the player closest to five of a color should be fed, not the player who happens to hold a matching card. Treat to prevent, not to tidy. A city at 3 cubes is an emergency; a city at 1 cube is scenery — spending actions on scenery is the most common way to lose. Read the discard pile. After an epidemic, everything in that pile is coming back immediately, so you know exactly which cities are about to burn. And use the Medic's sweep: once a disease is cured, they clear entire cities with a single action, which quietly buys the team whole turns.

Losing your first few games is expected — start on introductory difficulty (4 epidemics) and add one when you win comfortably.