Full manual text
INTRODUCTION
To get started, review the new roles, new events, and rules below. You can then
play the base game with these new features or also add a challenge to vary the
game some more. We suggest that you try the three challenges in order.
Welcome to On the Brink! Tis expansion adds a fifth player, six new roles, eight
new special events, and three fiendish challenges to Pandemic.
CONTENTS
Six new roles, a revision to one original role, and eight new special events add
variety to the base game. We’ve also included rules for adding a 5th player to
your games, as well as a new Legendary difficulty level.
NEW ROLES, EVENTS, & RULES
...makes one disease become particularly deadly in unpredictable ways.
THE VIRULENT STRAIN CHALLENGE
...adds a fifth (purple) disease that behaves differently than the original four.
THE MUTATION CHALLENGE
...pits one player against the others.
THE BIO-TERRORIST CHALLENGE
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2 MUTATION!
CARDS
3 MUTATION
EVENT CARDS
1 EPIDEMIC CARD 1 REFERENCE
CARD
1 PURPLE
STATUS TILE
1 PURPLE
CURE MARKER
6 new heroic roles, 1 revised Operations Expert, 1 Bio-Terrorist.
For Legendary difficulty.
For a fifth player.
COMPONENTS
8 ROLE CARDS
8 SPECIAL EVENT
CARDS
8 VIRULENT STRAIN
EPIDEMIC CARDS
1 BIO-TERRORIST
LOCATION PAD
6 PETRI DISHES
WITH LABELS
4 BLANK CARDS
12 PAWNS 12 PURPLE
DISEASE
CUBES
All cards included with On Te Brink have this icon on them so that you can easily
separate them from the base game’s cards if you need to.
Stick the provided labels onto the
petri dish lids, then store all of
your wooden bits inside!
Make your own roles and
special events!
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NEW ROLES
For a greater variety of special abilities, add these Role cards to the Role cards
from the base game before shuffling and dealing one Role card to each player.
Te revised Operations Expert replaces the Operations Expert Role card from
the base game.
NEW ROLES, EVENTS, & RULES
Your hand limit is 8 cards.
Once per turn, for an action, you
may draw the city card matching
the city your pawn currently
occupies from the Player Discard
Pile.
EPIDEMIOLOGIST
You may take a non-matching
city card from a player whose
pawn is in the city you are in.
Note: You may do this once per turn,
for an action, only on your turn (other
players cannot give you a non-
matching city card on their turns).
When you enter a city, if 2 or
more cubes of the same color are
present, remove 1 of them.
Notes: Tis effect occurs even if this
pawn is moved by another player (such
as the Dispatcher or with the Special
Events Airlift or Special Orders). If
there are multiple diseases with 2 or
more cubes present, remove 1 cube
from each such disease.
FIELD OPERATIVE
Once per turn, for an action, take 1
cube from a city you are in and
place it as a “sample” on your
Role card.
You may cure a disease at a
research station by turning in 3
cubes (from your Role card) and 3
cards, all of the same color.
Note: You may return cubes from your
Role card back to the supply at any time.
At the start of your turn, examine
the number of cards equal to the
current infection rate on top of
the Infection Draw Pile and then
replace them (in the same order).
When moving to a city via a
Direct (not Charter) Flight, reveal
the utilized city card to the other
players, but do not discard it.
You may build a research station
in your pawn’s current city for
one action.
Once per turn, for an action,
while your pawn is at a research
station, you may discard any city
card to move to any city.
Te Bio-Terrorist role is not a normal
role and is used only when playing the
Bio-Terrorist challenge. See that
section of the rules for a description of
this role and its abilities.
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ARCHIVIST
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GENERALIST
You get 5 actions to spend each
turn.
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CONTAINMENT SPECIALIST
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TROUBLESHOOTER
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OPERATIONS EXPERT (REVISED)
BIO-TERRORIST
•
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NEW SPECIAL EVENTS
During step 7 of Setup, separate the 5 Special Event cards from the base game and
add them to the 8 new Special Event cards. Shuffle these cards face down and add
2 Special Event cards per player to the Player cards before shuffling them and
dealing Player cards to each player.
(Tis is a rules change from the base game.) Put
the unused Special Event cards back in the box without looking at them.
Play the new Special Events normally, with the following notes:
Pandemic can be played with 5 players. During setup, deal a Role card and a
Reference card (included) to the fifth player. Players each receive a starting
hand of 2 Player cards (as in the 4-player game).
BORROWED TIME
Te player drawing Borrowed Time
may not immediately play it to
continue taking actions. (Tis is
because that player is now in the
Draw Cards step of his turn and is
already past the phase during which
he performs actions.)
MOBILE HOSPITAL
Te Medic removes only 1 cube
(of an uncured disease) per city
with this event; the Containment
Specialist first removes 1 cube if
there are two or more cubes of a
color present, and then removes 1
cube with this event.
RAPID VACCINE DEPLOYMENT
You may take cubes from only one
city if you wish. Cities are considered
“connected” if there is a red line
connecting them. You must take at
least one cube from a city for it to be
part of the connection.
For example, you cannot take cubes from
both Mexico City and Santiago unless you
take at least one cube from Lima.
SPECIAL ORDERS
As when moving another player’s
pawn with the Dispatcher’s power,
the current player must discard (or
reveal) any cards used to move that
pawn by Direct or Charter flights.
Any powers triggered by the pawn
being moved (such as the powers of
the Containment Specialist or
Medic) still apply.
5-PLAYER GAME
LEGENDARY DIFFICULTY LEVEL
Feeling invincible? Try the Legendary difficulty level. Use the extra Epidemic
card included in this expansion to bring the number of Epidemic cards in your
game to 7. Set up as usual, but separate the player deck into 7 piles before
shuffling an Epidemic card into each pile. Not for the faint of heart...
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ADDING CHALLENGES
THE VIRULENT STRAIN CHALLENGE
Each challenge adds some difficulty, so depending on your experience with
Pandemic you may wish to try each new challenge at an easier difficulty level than
you normally use when playing the base game. Very experienced players may wish
to tackle two challenges at once; the Virulent Strain challenge can combine with
either the Mutation challenge or the Bio-Terrorist challenge. (Te Mutation
challenge and the Bio-Terrorist challenge cannot be combined.) Enjoy!
In the Virulent Strain challenge, one of the diseases in the game will suddenly
go out of control in horrible and unpredictable ways.
Perform setup normally, with the following changes:
Put the normal Epidemic cards in the box—they’re not used.
Shuffle the Virulent Strain Epidemic cards facedown
and draw a number of them equal to your chosen
difficulty level. (4, 5, 6, or 7 cards.)
Without looking at them, add these Epidemic cards to
the Player cards to form the Player Draw Pile, using
the setup method described for normal Epidemic
cards in the game rules (steps 8 and 9, after dealing
cards to players).
Put the unused Virulent Strain Epidemic cards back
in the box without looking at them.
Te game plays as normal until the first (Virulent Strain) Epidemic card is
drawn. When a player draws the first Epidemic card, determine which disease
will be the Virulent Strain for the rest of the game. After performing the
Infect step of this first Epidemic card, count the cubes on the board for each
disease; the disease with the most cubes on the board is the Virulent
Strain. (If several diseases are tied for most cubes on the board, randomly
determine the Virulent Strain from among these tied diseases.) Place the
Epidemic card next to that disease’s cube pile as a reminder.
Note: If you are also playing with the Mutation or Bio-Terrorist challenge, the purple
disease cannot be the Virulent Strain. Ignore it when determining the Virulent Strain.
DETERMINING THE VIRULENT STRAIN
SETUP
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WINNING AND LOSING
Players win and lose the Virulent Strain challenge the same as in the base
game. Good Luck!
In addition to the normal Epidemic effects, each
Virulent Strain Epidemic card has its own unique effect
which applies to that disease (only). Read the card
aloud and follow its instructions.
Some cards are marked with an icon indicating that
they trigger a Continuing Effect. Tese cards should
be kept face up as reminders, since they will continue
to cause an impact for the remainder of the game.
A player would need to turn in 6 city cards of
the Virulent Strain color to cure this disease,
except for the Scientist, who could turn in 5
cards, or the Field Operative, who could turn in
4 cards and 3 samples.
Te effects of the event Mobile Hospital (when
applied against Virulent Strain cubes in cities
that a player is in or has entered) will negate the
effects of Government Interference. the
Containment Specialist’s power does not negate
the effects of this card, nor do the events Remote
Treatment or Rapid Vaccine Deployment
(unless all Virulent Strain cubes in the city in
question are removed).
VIRULENT STRAIN EPIDEMIC EFFECTS
COMPLEX MOLECULAR STRUCTURE
GOVERNMENT INTERFERENCE
Normal Epidemic
Effects
Virulent Strain
Epidemic Effects
Continuing
Effect Icon
Notes:
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THE MUTATION CHALLENGE
Put the 12 purple cubes near the board
within easy reach.
•
SETUP
discovering cures to all 5 diseases OR
discovering cures for all 4 standard diseases and—at the same time or
later—fully treating the purple disease (resulting in 0 purple cubes on
the board).
Te Mutation challenge adds a fifth purple disease to the game that appears
and multiplies in unpredictable ways.
Immediately after dealing Player cards to each
player, but before adding the Epidemic cards,
shuffle the 3 Mutation Event cards face-down
into the Player Draw Pile.
After determining the initial infections,
put the two Mutation cards on top of
the Infection Discard Pile.
Te players lose by all the normal means, but also if there are no purple
cubes in the supply when one is needed.
Note that there are only 12, not 24,
purple cubes in the supply!
Te players win immediately by either:
a)
b)
Put the Purple Disease Status tile
on the board above the Cures
Discovered Area as shown.
Place the purple Cure Token vial-side
up with the other four tokens.
Perform setup normally, with the following additions/changes:
WINNING AND LOSING
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HOW THE MUTANT (PURPLE) DISEASE SPREADS
When the game starts, there is no purple disease on the board. Once in play, the
purple disease behaves like other diseases in all respects (infection, outbreaks,
treatment, curing, and eradication), except as specifically described below.
Purple disease cubes enter play in three ways during the game:
If a Mutation! card is drawn during the infection phase
of a player’s turn, draw a city card from the bottom of
the Infection Draw Pile and place a purple cube in the
depicted city. Do not place a cube of the depicted city’s
color in that city.
MUTATION! CARDS
If a Mutation Event card is drawn during the Drawing
Cards phase of a player’s turn, follow the instructions
on the Mutation Event card and then discard it.
Two of the three Mutation Event cards (Te Mutation Spreads! and Te Mutation
Treatens!) require a card to be drawn from the bottom of the Infection Draw Pile;
when resolving them, do not place a cube of the depicted city’s color in that city.
Drawing a Mutation Event card does count as one of the card draws for that phase.
Notes:
Drawing a Mutation! card does count as one of the infection draws for that phase.
Te Special Event Resilient Population cannot be used to remove a Mutation! card
from the Infection Discard Pile.
Notes:
If a player draws both a Mutation Event card and an Epidemic card, resolve the
Mutation Event card first (if a player draws 2 Mutation Event cards, then the
player chooses which card to resolve first).
MUTATION EVENT CARDS
During the infection phase, if an Infection
card is drawn for a city with at least 1
purple cube on it, add both 1 purple cube
and 1 cube of the indicated color (unless
that disease has been eradicated), resolving
any outbreaks normally.
INFECTION PHASE
Example: A player draws Cairo
during his infection phase; Cairo
already has a purple cube in it. Te
player places 1 black cube plus 1
purple cube in Cairo.
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CURING THE PURPLE DISEASE
Te purple disease can be cured if a player, for an action, discards 5 city cards
(in any combination of colors) at a research station. At least one of these cards
must depict a city which currently contains one or more purple cubes.
Conduct purple disease outbreaks normally (unlike in the Bio-Terrorist
challenge, where they act differently).
When drawing a card from the bottom of the Infection Draw Pile to resolve
step 2 of an Epidemic, do not place a purple cube if one is already in the
pictured city; just place three cubes of the indicated color normally.
Te purple disease can be eradicated normally by treating all purple cubes on
the board after curing the disease.
Note: If the purple disease is eradicated and a Mutation! card is later drawn during
the infection phase, discard it to the Infection Discard Pile (without effect). Tis card
still counts toward the number of Infection cards drawn that phase.
To cure the purple disease, the Scientist discards any 4 city cards and the Field
Operative discards any 3 city cards and turns in 3 purple sample cubes; in
both cases at least one of the city cards discarded must depict a city currently
containing one or more purple cubes.
RESOLVING EPIDEMICS
RESOLVING OUTBREAKS
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Select a player to play the Bio-Terrorist and
hand him the Bio-Terrorist Role card, the black
pawn, the Location Pad, and a pencil. Te black
pawn is off the board at the start of the game.
After placing the initial cubes on the board, deal 2
Infection cards face down from the Infection Draw Pile
to the Bio-Terrorist. (Te Bio-Terrorist player draws
and uses only Infection cards, not Player cards.)
After the board is completely set up, the first player
chosen, and after looking at his cards in hand, the
Bio-Terrorist decides which city he will begin the
game in. It can be any city on the board. Once he has
decided, he secretly writes the city name in the
“Starting City” space of his Location Sheet.
Te Bio-Terrorist challenge places one player at odds with the other players,
seeking to panic and overwhelm the world with a fifth disease.
Note: Tis challenge works with 3 or 4 players. 5 players (1 Bio-Terrorist and 4 other
players) is not recommended.
Perform setup normally, with the following additions/changes:
Put the 12 purple cubes near the board
within easy reach.
Put the Purple Disease Status tile
on the board above the Cures
Discovered Area as shown.
Place the purple Cure Token vial-side
up with the other four tokens.
SETUP
Use 2 Event cards per player in the
game, counting the Bio-Terrorist as a
player for this purpose (only).
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THE BIO-TERRORIST CHALLENGE
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Te Bio-Terrorist moves secretly about the board, keeping track of his moves
and other actions on the Location Sheet. If at any time the Bio-Terrorist is in
the same city as another player’s pawn, the Bio-Terrorist is spotted and must
place his pawn on the board. If he (or another player) later moves so that the
Bio-Terrorist is alone in a city, he is no longer spotted (he is hidden) and
removes his pawn from the board.
Te Bio-Terrorist takes his turn after every player turn (after the infection
phase). Te Bio-Terrorist player does not draw cards (except by using actions
to do, see below) and does not perform an infection phase.
When the Bio-Terrorist moves by Direct or Charter Flight actions (see below),
he discards the used card face-up into the Infection Discard Pile and
announces that his pawn was sighted at that airport. He need not reveal if he
used the card for a Direct Flight or a Charter Flight nor on which of his actions
the flight took place.
A pad of Bio-Terrorist Location Sheets have been supplied for recording
Bio-Terrorist actions. Players may copy these sheets for their personal use.
Action
Tracker
Use one row per
turn to record
your movements
and other actions.
A handy guide so
that you can plan
without the players
seeing which part
of the board you’re
focusing on.
Fold here to hide
your action tracker
from the players.
Record the city in
which you begin
the game here.
Keep track of
who played and
who won.
Ideas for how to
record your
actions.
SEQUENCE OF PLAY
BIO-TERRORIST SECRECY
THE BIO-TERRORIST LOCATION SHEET
Play Log
Reference Map
Notation
Suggestions
Starting
City Space
Fold Line
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On each of his turns, the Bio-Terrorist takes 2 of the following actions, plus 1
extra Drive (or Ferry) action. Te extra Drive/Ferry action is optional and
may be before, after, or in-between the Bio-Terrorist’s other two actions.
With each action description below, we have used “Atlanta” as our example; the
Bio-Terrorist player should substitute the relevant city name during the actual game.
In our examples we have used a colored-in pawn to represent a spotted (on-board)
Bio-Terrorist, and a greyed-out pawn to represent a hidden (off-board)
Bio-Terrorist.
BIO-TERRORIST ACTIONS
Te Bio-Terrorist’s Basic actions are available whether he is spotted or hidden.
BASIC ACTIONS (ALWAYS AVAILABLE UNLESS CAPTURED)
Example: Te spotted Bio-Terrorist discards
the Atlanta Infection card, moves from
Algiers to Atlanta, and announces a sighting
at Atlanta’s airport. However since there is
no player in Atlanta, he becomes hidden and
removes the black pawn from the board.
Example: Te hidden Bio-Terrorist
discards the Algiers Infection card, moves
from Algiers to Atlanta, and announces a
sighting at the Algiers airport.
Example: Te hidden Bio-Terrorist moves to
Atlanta from Washington. Tere is a player in
Atlanta, so the Bio-Terrorist is spotted when he
arrives and places the black pawn on the board.
Move to an adjacent
city along a connecting
red line.
Drive/Ferry
Draw a card from the top of the Infection Draw Pile to
add to your hand. Your hand limit is 7 cards. If you ever
have more than 7 cards, you must immediately discard
the excess to the Infection Discard Pile (without effect).
Do nothing for 1 action.
Discard an Infection card
to move to the city pictured
on the card. Announce that
the Bio-Terrorist has been
sighted in the new city’s
airport.
Discard the Infection card
matching your current city to
move to any other city. Announce
that the Bio-Terrorist has been
sighted in the old city’s airport.
Draw a Card
Pass
Direct Flight
Charter Flight
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Example: Te Bio-Terrorist was captured
earlier by the Generalist. He discards the
Atlanta Infection card and escapes from
the Role card to Atlanta. He is temporarily
sighted in that airport, but since there are
no players in Atlanta, he becomes hidden;
the black pawn stays off the board.
Te Bio-Terrorist’s Hidden actions are available to him only while he is hidden.
Each of these actions can only be performed once per turn.
HIDDEN ACTIONS (MAXIMUM ONCE EACH PER TURN, ONLY WHILE HIDDEN)
Example: Te Bio-terrorist is hidden in
Atlanta, and places a purple cube there.
Example: Te Bio-terrorist is
hidden in Los Angeles, and discards
the Atlanta Infection card to place
a purple cube in Atlanta, even
though a player is there.
Example: Te Bio-terrorist is hidden in
Mexico City with a research station. He
discards the Bogotá Infection card (its
color matches Mexico City’s color) and
removes the research station.
While the Bio-Terrorist is captured (see below), only the following three
actions are available to him (until he escapes).
CAPTURED ACTIONS (THE ONLY ACTIONS AVAILABLE WHILE CAPTURED)
Discard an Infection card to
escape via a Direct Flight (make
sure to announce a
sighting) to
the pictured city. Take the
Bio-Terrorist pawn back from
the player who captured it.
Escape
Remove a research station from
your current city, by discarding an
Infection card of matching color
to this location. Return the
removed research station to the
supply.
Sabotage
Discard an Infection card to place a
purple cube in the pictured city (even if a
player pawn is present there) conducting
any outbreaks as described below. Do
not place a cube matching the color of
the city pictured on the card.
Infect Remotely
Place a purple cube in your
current city, conducting any
outbreaks as described below.
Infect Locally
Same as the Basic action.
Draw a Card
Same as the Basic action.
Pass
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He fills in his Location Sheet like this:
C) Te players are aware that he’s in Tehran, but the Bio-Terrorist has an ace up
his sleeve... for his second* action he discards the Tehran Infection card from
his hand to secretly perform a Charter Flight to Milan. He announces a sighting
at the Tehran airport, but it won’t do the players any good as he is long gone!
* Remember, the Drive that he performed at first was free and did not count as one of
his two actions.
He fills in his Location Sheet like this:
He fills in his Location Sheet like this:
While captured, the Bio-Terrorist can do only the Draw a Card, Escape, or
Pass actions.
(Since the Bio-Terrorist loses all cards in hand when captured—and he
needs a card in order to Escape—his first action after being captured will usually be to
Draw a Card.)
After the Bio-Terrorist performs an Escape, the Bio-Terrorist
completes the rest of his turn normally.
A) At the start of his third turn, the Bio-Terrorist is
spotted in Karachi. Te first thing he does is use his
free Drive/Ferry action to secretly Drive to Tehran,
taking his pawn off the board as this causes him to
become hidden.
Note that he doesn’t tell the players where
he’s gone—he simply removes his pawn from the board and
leaves them guessing.
B) Now hidden, he uses his first* action to Infect Locally, placing a purple
cube in Tehran.
Since he didn’t discard a card to place the cube (as he would have
had to with an Infect Remotely action) the players will certainly deduce that he
Infected Locally and is hidden in Tehran.
Place the Bio-Terrorist’s pawn on
your role card. Te Bio-Terrorist
must immediately discard all
cards in hand to the Infection
Discard Pile (without effect).
A SAMPLE BIO-TERRORIST TURN
Example: Te spotted Bio-Terrorist is in
Manila with the Archivist. On her turn, the
Archivist spends an action to capture the
Bio-Terrorist. She takes the black pawn and
places it on her Role card. Te Bio-Terrorist
player discards all of his Infection cards.
If the Bio-Terrorist’s pawn has been spotted and is on the board, a player
in the same city as the Bio-Terrorist may, for an action, capture him.
CAPTURING THE BIO-TERRORIST
Capture (special player action)
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If a player during the infection phase draws
an Infection card for a city that currently
contains at least one purple cube, place
both a purple cube and the indicated cube
(resolving purple outbreaks as described
below and any other outbreaks normally).
Epidemics: When drawing a card from the bottom of the Infection Draw Pile to
resolve step 2 of an Epidemic, do not place a purple cube even if one is already
in the pictured city; just place three cubes of the indicated color normally.
Outbreaks of the purple disease (in the
Bio-Terrorist challenge only) are so intense
that they “flare out”, leaving the cities they
break out from with just one purple cube.
During a purple disease outbreak, first
remove two purple cubes from the city
(returning them to the supply) and then
add a purple cube to each adjacent city. If a
purple disease outbreak results in “chain
reaction” outbreaks, do not add purple
cubes back to those cities that have already
had a purple outbreak while resolving these
chain reaction outbreaks.
Note: Tis purple outbreak “flare-out” rule
applies only to the Bio-Terrorist challenge, not
to the Mutation challenge.
PURPLE “FLARE-OUT” OUTBREAKS
Example: A player draws Hong Kong during
her infection phase; Hong Kong already has
a purple cube in it. Te player places 1 red
cube plus 1 purple cube in Hong Kong.
Example: A purple outbreak has occurred
in Kinshasa! Two purple cubes are
removed from Kinshasa and returned to
the supply. One cube each is placed in
Lagos, Khartoum, and Johannesburg.
Oops! Johannesburg already has 3 purple
cubes... it can’t take a 4th purple cube and
instead outbreaks in a chain reaction! Two
purple cubes are returned to the supply
from Johannesburg. Kinshasa already had
an outbreak in this chain reaction, so does
not receive a purple cube. Khartoum does
get a second purple cube. Te Outbreak
Indicator is moved forward two spaces.
INFECTING CITIES CONTAINING PURPLE CUBES
CURING THE PURPLE DISEASE
Te purple disease can be cured if a player, for an action, discards 5 city cards
(in any combination of colors) at a research station. At least one of these cards
must depict a city which currently contains one or more purple cubes.
Te purple disease can be eradicated normally by treating all purple cubes on
the board
after curing the disease.
To cure the purple disease, the Scientist discards any 4 city cards and the Field
Operative discards any 3 city cards and turns in 3 purple sample cubes; in both cases
at least one of the city cards discarded must depict a city currently containing one or
more purple cubes.
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discovering cures to all 5 diseases OR
discovering cures for all 4 standard diseases and—at the same time or
later—fully treating the purple disease (resulting in 0 purple cubes on
the board).
Te Bio-Terrorist wins if the players lose and there is at least 1 purple cube
on the board. Te Bio-Terrorist immediately loses (and is out of the game) if
the players
eradicate the purple disease.
Te players lose by all the normal means, but also if there are no purple cubes
in the supply when one is needed.
Everyone loses if the players lose and there are no purple cubes on the board,
or if they lose after eradicating the purple disease.
Te Bio-Terrorist may listen to the other players as they discuss their plans and
cards. Te other players may not leave the table to hold private discussions nor
pass notes to each other. Te Bio-Terrorist may not reveal Infection cards in
his hand until playing them. Te Bio-Terrorist is on the “honor system” for
recording his own location during the game, and for honestly reporting when
he is spotted. Te Bio-Terrorist may taunt the other players on his turn, but
should refrain from interrupting player discussions on their turns.
As the Bio-Terrorist can do nothing on player turns and players can do nothing
on the Bio-Terrorist’s turns, we recommend that everyone keep this in mind,
be considerate, and try to play reasonably briskly (although tricky situations
that warrant some discussion can arise and this recommendation is not
intended to prevent such discussions).
Published by Z-Man Games Inc.
6 Alan Drive, Mahopac, NY 10541
For comments, questions, suggestions,
please contact zman@zmangames.com
www.zmangames.com
Playtesters: Jim Boyce, David Cortright, Barry Eynon, Chris Farrell, Jay
Heyman, Dave Helmbold, Wei-Hwa Huang, Trisha Lantznester, Donna
Leacock, Chris Lopez, Ron Sapolsky, Don Woods, and Michelle Zentis.
On Te Brink Game Design by: Matt Leacock & Tom Lehmann
Painted Art by: Régis Moulun
CREDITS
Te players win by either:
a)
b)
WINNING AND LOSING
ETIQUETTE
Special Tanks to: Scott Di Bartolo, Wei-Cheng Cheng, Eric Herman,
Christian Kuntz, Brian Lee, Jeremy Moritz, Kwanchai Moriya, Kima
Pesan, Jack Reda, Ole Steiness, and Isaiah Tanenbaum
Graphic Design and Rules Editing by: Joshua Cappel
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