
2017 · Ambiental
Pandemic: Rising Tide
Players take on roles in the Industrial Age Netherlands, working to prevent catastrophic flooding as sea levels and storms rise. On each turn players move around the map, build and upgrade dikes, operate wind- and steam-powered pumps, and spend resources to construct four modern hydraulic structures at strategic locations. Water levels are tracked with cubes; floods spread when containment fails, and players must predict and manipulate water flow to prioritize interventions and coordinate actions. Cooperative planning and managing escalating water threats determine success or failure as the team attempts to protect the countryside from being reclaimed by the sea.
- Jogadores
- 2–5 melhor com 3
- Tempo de jogo
- 45 min
- Idade
- 8+
- Complexidade
- 2,5 / 5
Sobre o jogo
- Publisher
Onde comprar
Preços das lojas e cópias usadas, verificados todos os dias.
Nas mesas da Ludoya
Todas as estatísticas na Ludoya- 36
- Partidas registradas
- 43
- Jogadores
- 1h 16m
- Partida média
- 18
- Em ludotecas
- 2
- Em listas de desejos
9,4/10
de 7 avaliações na Ludoya
Evan10,0 I don't have much basic pandemic experience. I have a little Pandemic Legacy experience. Generally speaking Pandemic is not a game or game system that gets me very excited. What brings this game to my attention is the co-designer Jeroen Doumen, who is a part of Splotter Games. Splotter's work always has my attention. So, let's talk Pandemic Rising Tide. At the start of this game, you populate the whole board with wooden sticks which represent dikes holding back water. Then you flip some cards, and degrade the matching regions by removing dikes. If a region is out of dikes, then instead you add some water cubes. The game starts slow and then gets super intense, as once a certain number of events hit, the water level of the ocean goes up, and if you've lost dikes along the coast, water starts pouring in. In our game we lost due to running out of water cubes to place. I'm excited for my next go at it. Something I found delightful about this game, other than the fact that the water cubes are this beautiful translucent blue, is that the water flows very logically. A spot with 3 water sets it's adjacent spots to 2 water. Spots with 2 water set their adjacent spots to 1 water. I also think the tools the game gives you to remove water are fascinating. One thing you can do is build a windmill sort of thing, which removes 1 water each turn from a spot the windmill can reach from a chain of contiguous flooded spots. It doesn't work at all if the mill is sitting on dry land. Where to build these things is a really compelling strategy decision. You win the game when you construct all the buildings, which can be fairly far flung on the board, and when built they activate a strong one time ability. Other than those things, there are enough Pandemic mechanisms shining through that players familiar with Pandemic were able to jump right in and play. :star: Art, Iconography and components functional :star: Clever or interesting mechanisms :star: Reasonably low downtime between turns with mildly AP players :star: Multiple plays stay interesting :star: Low or mitigatable luck elements :star::star::star::star::star: Raw enjoyment
Rob Millward8,0 Best re-theming of Pandemic. Works amazingly well
Dúvidas de regras
Respondidas a partir do manual pelo assistente de regras da Ludoya.
Can I build a dike in a region that has water cubes?
No — the Build Dike action requires your current region to have no water cubes (some Events or effects may let you ignore this restriction). (see page 5)
How do pumping stations remove water — can they reach any region?
In the Operate Pumps step each pumping station removes 1 cube from a low‑elevation region you choose that it can trace a path to through regions that each contain a water cube; paths cannot cross seas or dikes. Operate multiple stations in any order. (see page 6)
What happens when I draw a Storm card?
Immediately: the Sea Level marker moves up, draw the bottom Dike Failure card and degrade that region three times (removing dikes first, then adding cubes and causing floods if necessary), then shuffle the Dike Failure discard pile onto the deck; return Storm cards to the box. (see page 7)
If the Player deck runs out while drawing, do we reshuffle the discard pile?
No — if there are fewer than 2 cards left when you are about to draw, the game ends and you lose; do not reshuffle the discard pile. (see page 7)
How do floods and chain reaction floods work?
When a flood occurs place 1 water cube in each adjacent low‑elevation region not protected by a dike; if a target region already has 3 cubes it triggers a chain reaction flood that spreads similarly (but you don’t add more than one cube to the same region during that resolution). Seas cannot be flooded. (see page 8)
Can water flow across dikes or into high‑elevation regions during the Water Flows step?
No — water never flows across a dike or into high‑elevation regions; during Water Flows resolve seas (if at 4), then regions with 3 cubes, then regions with 2 cubes in that order. (see page 8)
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Jogue Pandemic: Rising Tide com a Ludoya
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Dados do jogo (jogadores, tempo de jogo, idade, créditos) do BoardGameGeek.









