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22

Good question! Amazingly enough, there's a definitive answer. The reason is described in detail in this board game geek thread, where game designer Tom Lehmann explains that playtesting showed the game became too long and boring with 5 players. Basically the game becomes 50% longer, and there are large gaps where individual players don't get to do anything. ...


14

It's the dispatcher ability minus bringing people together. For example, you can use it to move the containment specialist or (with a cure) the medic through cities to remove cubes. We've done this to get double duty out of the medic late in the game when we were racing the board. You are using your own move actions (and any constraints or benefits they ...


11

You can play it on any player (not just yourself) at any time. That one player is then allowed to choose a specific role from the available ones. The thread here has the game's designer clarifying that it is intended to only affect a single player. He doesn't specifically comment about choosing versus random, but since earlier people mention choosing and ...


10

To answer all your questions, but not in order: Other things you should know: Also adds some rather nice storage trays for the viruses, and some smaller pawns (including for the original base roles) which fit on the board better. All of this stuff will just fit in the original box, but only if you're good at packing (the virus trays could actually do to ...


9

Only one player can change their role. The game's designer Tom Lehmann answered this in a thread on BGG: Matt's and my intent is that any one player may change their role.


8

This card is definitely ambiguous, which is strange, as all the other virulent strain Epidemic cards are quite clear about when they take effect. However, Tom Lehmann, the game's designer, has actually answered this specific question on BoardGameGeek: Hidden Pocket is resolved after Infect (and before Intensify). So, if the Virulent Strain disease ...


7

The rules don't specifically say: The Bio-Terrorist wins if the players lose and there is at least 1 purple cube on the board. The Bio-Terrorist immediately loses (and is out of the game) if the players eradicate the purple disease. They are out of the game, but it doesn't say what to do with their cards. Personally, I would just have them ...


3

The strategy in the Bio-Terrorist variant is sufficiently different that it probably makes sense to start at 4 epidemics until both sides are comfortable with how it works. It is easy for players to be too focused on stopping the terrorist and lose to the normal mechanics, or to completely ignore the terrorist and lose to the new mechanics. A balance ...


2

Maybe this is obvious, but remember not to stare at your location on the board. The other players will notice it more easily than you think, and they will have an easier time locating you. I often find myself weighing two options: A strategy which will cause maximum damage to the players A strategy which will be the biggest nuisance for the players to ...


1

The way I think of it is similar to dbyrne's (maximum damage/biggest nuisance). What you want to do is force the other players to spend as many actions as possible to deal with each one of your actions, where "force" means doing something that, if not dealt with, will put the other players in danger of either having too many outbreaks or running out of cubes ...



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