Welcome to Gamersphere NZ! One of the largest collections of board games for sale in New Zealand.

We are currently making some changes to our website. Please excuse the dust as we make this change

Promotion

We've got a wide range of stock on clearance check out the sale now!

Pandemic The Cure Experimental Meds 0.71 kg

$9999
Tax included, shipping and discounts calculated at checkout.


Would you like to add a donation towards Carbon Removal?
Here at Gamersphere all our deliveries are carbon-neutral. We're now giving our customers the ability to contribute at checkout

Carbon-neutral shipping with Shopify Planet
Add {cost} to support groundbreaking carbon removal technologies.

PANDEMIC THE CURE IS REQUIRED TO ENJOY THIS GAME.


PANDEMIC: THE CURE EXPANSION: EXPERIMENTAL MEDS


This expansion adds two thrilling challenges to the dice-based Pandemic: The Cure.


Use as Directed


You’ve traveled the world, collected disease samples, and researched cures. But new challenges are emerging. The Experimental Meds super-expansion builds on the Pandemic: The Cure dice-based game of curing diseases. Adapt to the escalating situation as a fifth purple disease with a unique set of dice behaves in unpredictable ways. Purple dice can lead to even more infections or modify your attempts to find a cure in strange—and sometimes beneficial—ways. Counter this threat with one of the eight new roles, including the Celebrity Activist, Archivist, and Field Director. Each role brings its own game altering abilities and dice to the table, offering even more varied approaches to your disease-fighting efforts. Combined with the eleven new event cards, Experimental Meds provides tools to handle any threat. 


DANGER ZONE


If you’re looking for even more of a challenge, try the Hot Zones Challenge. Rather than representing a new disease, the eleven Hot Zone dice represent different effects—positive and negative—that existing diseases have on that region. Some results might let you move a hot zone or infection die from your current region to an adjacent one. Others might force you to spend extra dice to travel to a region, or draw an additional infection die from the bag during an outbreak. No matter what dice are present, each hot zone offers a unique challenge to you and your team. 


DETAILS


Designer: Matt Leacock, Tom Lehmann


Contents:



  • Rulebook

  • 8 Role Cards

  • 40 Player Dice (in 8 colors)

  • 11 Event Cards

  • 3 Blank Event Cards

  • 12 Purple Infection Dice

  • 11 Hot Zone Dice

  • 5 Hot Zone Reference Cards

  • 1 Purple Cured Diseases Card

  • 1 Mutation Reference Card

  • 1 Sticker Sheet


Players: 2-5 Players


Time: 30 mins


Ages: 8 years +

Key product features

Publisher: Z-Man
Release Date:
Discontinued:
  • No

Specifications

  • Current Supplier Availibility
    Available
  • Game Publisher
    Z-Man Games
  • Game Family
    -
  • MPN
    ZM7151
Carbon-neutral shipping with Shopify Planet
Carbon-neutral shipping on all orders
958kg
shipping emissions removed
That's like...
3923
kilometers driven by an average gasoline-powered car
We fund innovations in...
Direct Air Capture
Bio Oil
Mineralization
Z-Man

Pandemic The Cure Experimental Meds

$9999

PANDEMIC THE CURE IS REQUIRED TO ENJOY THIS GAME.


PANDEMIC: THE CURE EXPANSION: EXPERIMENTAL MEDS


This expansion adds two thrilling challenges to the dice-based Pandemic: The Cure.


Use as Directed


You’ve traveled the world, collected disease samples, and researched cures. But new challenges are emerging. The Experimental Meds super-expansion builds on the Pandemic: The Cure dice-based game of curing diseases. Adapt to the escalating situation as a fifth purple disease with a unique set of dice behaves in unpredictable ways. Purple dice can lead to even more infections or modify your attempts to find a cure in strange—and sometimes beneficial—ways. Counter this threat with one of the eight new roles, including the Celebrity Activist, Archivist, and Field Director. Each role brings its own game altering abilities and dice to the table, offering even more varied approaches to your disease-fighting efforts. Combined with the eleven new event cards, Experimental Meds provides tools to handle any threat. 


DANGER ZONE


If you’re looking for even more of a challenge, try the Hot Zones Challenge. Rather than representing a new disease, the eleven Hot Zone dice represent different effects—positive and negative—that existing diseases have on that region. Some results might let you move a hot zone or infection die from your current region to an adjacent one. Others might force you to spend extra dice to travel to a region, or draw an additional infection die from the bag during an outbreak. No matter what dice are present, each hot zone offers a unique challenge to you and your team. 


DETAILS


Designer: Matt Leacock, Tom Lehmann


Contents:



Players: 2-5 Players


Time: 30 mins


Ages: 8 years +

View product