Pandemic: Rising Tide, You and Your Fellow Players Are Dutch Civil Officials Trying to Keep the Ever- Encroaching Waters at Bay

Pandemic: Rising Tide, You and Your Fellow Players Are Dutch Civil Officials Trying to Keep the Ever- Encroaching Waters at Bay

A game by Matt Leacock and Jeroen Doumen TM A cooperative game for 2–5 players, ages 8 and up. 45-60 minutes. Flooding from North Sea storms and overflowing rivers constantly endanger the Netherlands. With one quarter of its land reclaimed from the sea—or below sea level—the Dutch have long depended on dikes and wind-powered pumps (windmills) to keep them safe. Now, as their population expands with the dawn of the Industrial Age, it is up to you to build the needed canals, dams, and delta works to protect them from the rising tide. OVERVIEW In Pandemic: Rising Tide, you and your fellow players are Dutch civil officials trying to keep the ever- encroaching waters at bay. Can you control the water flow long enough to build the modern hydraulic structures that will help you defend against the flood? Pandemic: Rising Tide is a cooperative game. The players all win or lose together. The goal is to construct 4 modern hydraulic structures to defend against floods. The players lose if: • not enough water cubes are left when needed (the flooding is too widespread), or, • not enough Player cards are left when needed (your team runs out of time). Each player has a specific role with special abilities to improve your team’s chances. Once you are familiar with the game, alternative objectives are included for greater variety and challenge. CONTENTS NOORDERZIJLVEST Primary Defense Line: 66 Km STORM! RIJN EN IJSSEL FLEVOLAND EMERGENCY MEETING PUMP OPERATOR Primary Defense Line: 114 Km 1. SEA LEVELS RISE ZUID-BEVELAND Move the Sea Level marker upward KROMME RIJN Primary Defense Line: 113 km 1 space. If needed, add water cubes to the Noordzee and Zuiderzee. HOEKSE WAARD MAIL EXCHANGE ZUID-BEVELAND Primary Defense Line: 131 km 2. MAJOR BREACH Draw the bottom card from the WEST-BRABANT Dike Failure deck and degrade that region 3 times. Discard that card. 3. WHEN IT RAINS, IT POURS Shuffle the cards in the Dike Failure discard pile and put them on top of the When you do the Pump action, you Dike Failure deck. may remove a water cube from an NOORDERZIJLVEST adjacent region instead Move 1 or more pawns to After removing this cube, you may IJSSEL EN RIJN any 1 region containing remove 1 additional cube offrom your own. another pawn. your region. ZUID-BEVELAND Choose 2 players in Play atany any region(s).time. They each select Not an action.1 card from their hands HOEKSE WAARD HOEKSE and swap them. Play at any time. Not an action. 7 Pawns 7 Role Cards 78 Player Cards 56 Dike Failure Cards Play (56 Region Cards, 14 Event Cards, 8 Storm Cards) 1. Do 4 Actions 2. Operate Pumps 3. Draw 2 Player Cards (and resolve storms) 4. Dikes Fail 5. Water Flows 4 HydraulicHand Structure limit is 7 cards at all times Tokens 1 Sea Level Marker 1 Reminder Marker SETUP SET OUT THE BOARD AND PIECES 1 Place the board within easy reach of all players. Place the 5 ports, 5 pumping stations, and 36 water cubes nearby. Place the 4 hydraulic structure tokens on the board as shown. Play Place 1 dike on the board in each of the red dike locations . You will use all 50 dikes. 1. Do 4 Actions 2. Operate Pumps Note: Two dike locations begin with 2 dikes. 3. Draw 2 Player Cards (and resolve storms) 4. Dikes Fail Return all 12 Objective cards, all 36 population cubes, and the Population Loss card to the box. 5. Water Flows These components are used in a gamePlay variant. Hand limit is 7 cards at all times Play 1. Do 4 Actions Play 1. Do 4 Actions 2. Operate Pumps 1. Do 4 Actions BETUWE 2. Operate Pumps 3. Draw 2 Player Cards (and resolve2. Operatestorms) Pumps 3. Draw 2 Player Cards (and resolve storms)4. Dikes Fail 3. Draw 2 Player Cards (and resolve storms) PLACE SEA4. Dikes FailLEVEL MARKER5. Water Flows AND4. Dikes INITIAL Fail WATER CUBES ON 5. Water Flows Hand limit is 7 cards at all times 5. Water Flows 2 THE BOARDHand limit is 7 cards at all times Hand limit is 7 cards at all times Place the Sea Level marker on the lowest “2” space of the Sea Level track, then place 2 water cubes in both the Noordzee and Zuiderzee. These are seas. Water cubes are used to determine how much water flows into the regions (land spaces) of the board, and the number of water cubes in the seas increases as the sea level rises. Place the indicated number of water cubes into the following regions (all bordering the Zuiderzee): • 1 cube in Wieringermeer • 2 cubes in Markerwaard • 2 cubes in Flevoland • 2 cubes in Noordoostpolder Note: These regions have 1 or 2 below their names as setup reminders. 3 DEGRADE REGIONS Shuffle the Dike Failure cards. Flip over 3 of them. For each card, degrade the matching region 3 times. To degrade a region, remove a dike from it. Dikes bordering two regions belong to both of those regions. If there are multiple dikes in the region, collectively decide which 1 to remove. If there is no dike in the region, add 1 water cube instead, to a maximum of 3 water cubes in a region. During setup only, attempting to place more than 3 water cubes in a region has no effect. Example: Bianca draws 3 cards and degrades each card’s region 3 times. She draws: WALCHEREN PEEL EN MAASVALLEI PEEL EN MAASVALLEI HYDRAULIC STRUCTURES • Walcheren Peel en • the second (and removes Maasvallei Peel en HYDRAULIC STRUCTURES 3 dikes). (and removes DELTAWERKEN AFSLUITDIJK NORMALISERINGSWERKEN RUIMTEMaasvallei VOOR DE RIVIER DELTAWERKEN 2 Placedikes a dike adjacent and to Seal the Zuiderzee Place up to 4 dike Remove up to 6 water AFSLUITDIJK card (and adds Place a dike adjacent to NORMALISERINGSWERKEN the sea on: from the Noordzee, tokens on any yellow cubes from any green Seal the Zuiderzee RUIMTE VOOR DE RIVIER the sea on: Place up to 4 dike converting it into a region(s). regions. • VOORNE-PUTTEN from the Noordzee, Remove up to 6 water adds• VOORNE-PUTTEN 1 water converting it into tokens on any yellow a cubes from any green • GOEREE-OVERFLAKKEEHYDRAULIC low-elevation STRUCTURES region. 2, not 3, cubes • GOEREE-OVERFLAKKEE low-elevation region. region(s). (The dikes can be placed on • SCHOUWEN-DUIVELAND regions. HYDRAULIC STRUCTURES HYDRAULIC STRUCTURES cube, • SCHOUWEN-DUIVELAND since (Build this structure while in regions containing water cubes.) • WALCHEREN (Build this structure while in (The dikes can be placed on regions containing water cubes.) • WALCHEREN Wieringermeer or Fryslân) for a total of 3 water cubes, • ZEEUWS-VLAANDEREN Wieringermeer or Fryslân) • ZEEUWS-VLAANDEREN there wasn’t a third dike to (The dikes can be placed on since regions can’t have more regions containing water cubes.) (The dikesDELTAWERKEN can be placed on AFSLUITDIJK NORMALISERINGSWERKEN RUIMTE VOOR DE RIVIER DELTAWERKEN AFSLUITDIJK NORMALISERINGSWERKENremove).regionsPlace containing a dike RUIMTE adjacent water VOOR tocubes.) DE SealRIVIER the Zuiderzee Place upDELTAWERKEN to 4 dike RemoveAFSLUITDIJK up to 6 water NORMALISERINGSWERKEN RUIMTE VOOR DE RIVIER the sea on: from the Noordzee, tokens on any yellow cubes from any green than 3 water cubes). Place a dike adjacent to Seal the Zuiderzee Place up to 4 dike• VOORNE-PUTTENRemove up to 6 waterconverting it into a region(s).Place a dike adjacent to regions.Seal the Zuiderzee Place up to 4 dike Remove up to 6 water the sea on: from the Noordzee, tokens on any yellow cubes from any green the sea on: from the Noordzee, tokens on any yellow cubes from any green • GOEREE-OVERFLAKKEE low-elevation region. • VOORNE-PUTTEN converting it into a region(s). regions. •(The VOORNE-PUTTEN dikes can be placed on converting it into a region(s). regions. • SCHOUWEN-DUIVELAND • GOEREE-OVERFLAKKEE low-elevation region. (Build this structure while in regions• GOEREE-OVERFLAKKEE containing water cubes.) low-elevation region. (The dikes can be placed• WALCHEREN on Wieringermeer or Fryslân) (The dikes can be placed on LAND VAN MAAS EN WAAL • SCHOUWEN-DUIVELAND • SCHOUWEN-DUIVELAND NOORDERZIJLVEST (Build this structure while in regions containing water• cubes.)ZEEUWS-VLAANDEREN (Build this structure while in regions containing water cubes.) MARKERWAARD Flip over 3 more Dike• WALCHERENFailure cards.Wieringermeer or Fryslân) For each card, degrade• WALCHEREN its regionWieringermeer or2 Fryslân) times. • ZEEUWS-VLAANDEREN (The dikes can be placed on • ZEEUWS-VLAANDEREN regions containing water cubes.) (The dikes can be placed on (The dikes can be placed on regions containing water cubes.) regions containing water cubes.) NOORDERZIJLVEST Flip over 3 more Dike Failure cards. For each card, degrade its region 1 time. FRYSLÂN BETUWE Place these 9 cards faceup on the Dike Failure discard pile. The other Dike Failure cards form the Dike Failure deck. 2 Note: Unlike in the original Pandemic, there are two cards for each region in the Dike Failure deck. Play 1. Do 4 Actions 2. Operate Pumps BUILD DIKE 3. Draw 2 Player Cards (and resolve storms) Place a dike on your region, provided it contains 4. Dikes Fail no water cubes. 5. Water Flows BUILD PUMPING STATION Hand limit is 7 cards at all times Discard a card matching your region to build a pumping station there. DRIVE/FERRY BUILD PORT Move to an adjacent region. Discard a card matching your region to build a port there. SAIL SHARE RESOURCES Discard a Region card to move to Either: give a card that matches yourthe current region region named to on the card. another player or take that card from another player.

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