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2014 · 2-5 players · 30min · weight 2.07 · 11,107 ratings
At a glance — v4 wide
Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v2.
Roll role dice, lock biohazard faces, re-roll others push-your-luck style, assign resolved faces to actions: treat disease, travel, collect samples, attempt cure.
- [3]push_your_luck_escalation— “re-roll any non-biohazard dice as many times as you want; each re-roll inches global infection clock forward”
- [2]dice_mitigation— “role-specific dice pools give distinct face distributions; Medic clears whole regions with single face”
- [2]variable_player_powers— “roles have distinct dice icons creating clear asymmetry; Dispatcher's transport faces, Medic's treat faces”
- [3]escalating_threat— “biohazard bag draws increase infection rate over time; eradication removes dice from bag entirely”
- [2]bag_composition_meta— “infection dice accumulate in bag; bag's composition determines outbreak probability; eradication removes color”
Archetype fits — v4 deep
How well this game shape maps to mobile archetype templates. Composite is a weighted sum of the 10 fit dimensions.
| Archetype | Composite | LTF | Session | Combo | Arc | Share | 5in | Onboard |
|---|---|---|---|---|---|---|---|---|
| Coop Cooperative Game + push_your_luck_escalation (3) + variable_player_powers + bag_composition_meta + escalating_threat is exemplar coop shape — Pandemic family genuinely defines this archetype. 30-min length dead-center coop window. | 6.60 | 8.0 | 10 | 7 | 9 | 5 | 5 | 7 |
| Balatro push_your_luck_escalation (3) + dice_mitigation + escalating_threat (3) is a tight roguelite arc — re-roll-or-stop is high-density. 30-min match in Balatro window. Fixed roles cap content extensibility. | 5.50 | 7.0 | 7 | 5 | 8 | 4 | 5 | 6 |
| Wordle 30-min still longer than 90s, but tight epidemic arc with clear win/loss could compress to a daily-seeded scenario. | 4.40 | 7.0 | 4 | 3 | 7 | 4 | 5 | 5 |
| Snap Coop game — no PvP shape applicable. | 4.10 | 5.0 | 5 | 3 | 7 | 3 | 4 | 4 |
| Cozy Cooperative Game triggers Coop-or-Solo (no cap). Epidemic-pressure tone is tense; not cozy. Score against tone. | 3.90 | 4.0 | 5 | 3 | 5 | 3 | 5 | 5 |
Translation candidate
Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.
Dice-based, short turns, and small map make it phone-native; Asmodee Digital had a Pandemic port (since pulled).
Rules card
Synthesized from sources below. Readiness: ready. Confidence: 0.90.
Readiness
ready (confidence=0.90, rules=0.90, fun=0.90). BGG rank: 612; year: 2014; weight: 2.07; playtime: 30 min
| Source | Quality | Role | Note |
|---|---|---|---|
bga_tutorial | 0.85 | rules authority | BGA implementation rules summary |
bgg_comments | 0.75 | player voice | positive/player-voice sample |
llm_memory | 0.65 | draft synthesis | sonnet-self-rated-7 |
wikipedia | 0.15 | context/reception | possible-title-mismatch: Pandemic (board game) |
Core Loop
A dice-based reimplementation of Pandemic where all game elements use dice instead of cards and cubes. Players are specialists rolling custom dice for their role to take actions. On your turn, roll your role dice (6-7 dice depending on role) and assign them to actions: treat disease (remove disease dice from a region), travel between regions, collect samples (take disease dice onto your role board as samples), discover a cure (spend 4 matching sample dice at any CDC location), charter a flight (wild movement), or set up a CDC station.
After taking actions, you draw "infection" — roll the biohazard dice (drawn from a bag based on infection rate) to add disease to regions. If any region exceeds 3 disease dice, an outbreak occurs, spreading disease to adjacent regions. The cure discovery mechanic mirrors the original but uses dice collection instead of card sets.
Turn Structure and State
- BGA tutorial is present; useful for exact turn flow and implementation gotchas.
- BGG description anchor: Pandemic: The Cure, a dice-based version of the popular Pandemic board game, sets up in less than a minute and plays in 30 minutes. As in the board game, four diseases threaten the world and it's up to your team to save humanity. You and your team must keep the world's hotspots in check before they break out of control, while researching cures to the four plagues. Players roll dice each turn to determine the [...]
Win Condition and Arc
Win by curing all 4 diseases (getting 4 cure markers on the CDC board). Lose if: 8 outbreaks occur, any disease die supply runs out, or the game timer (biohazard bag draws) runs out. The arc mirrors Pandemic's race-against-outbreaks structure but with the variability of dice rolls each turn.
Decision Primitives
BGG mechanisms: Cooperative Game, Dice Rolling, Hand Management, Point to Point Movement, Push Your Luck, Re-rolling and Locking, Set Collection, Solo / Solitaire Game, Tags, Variable Player Powers
Memory-derived primitives:
- Dice rolling with assignment (allocate dice faces to actions)
- Cooperative action planning
- Push-your-luck element (can re-roll unassigned dice once per turn)
- Escalating infection (biohazard bag draws increase over time)
- Sample collection as deck-building analog
v4 controlled primitives: push_your_luck_escalation, dice_mitigation, variable_player_powers, escalating_threat, bag_composition_meta
Top iOS archetype fits: coop 6.6, balatro 5.5, wordle 4.4.
Why It Is Fun
The dice allocation system gives players more agency than pure card draw — you see your dice, can partially choose what to do, and can re-roll once. Roles have distinct dice icons, creating clear asymmetry. The physical act of rolling handfuls of custom dice and assigning them is satisfying and faster than the card game.
Player-voice evidence:
- make it stand out on it's own. The Cure manages to create a totally vibe thanks to the unpredictability of the dice and I think that's awesome. Superb production values on this one to boot.
- I like dice games anyhow, but the custom dice sets for each role makes this one a real winner for me. Keeps the feel of Pandemic, but I love the small footprint, quicker play, and in depth teamwork required.
- A faster play than the traditional Pandemic, but with all the same tension that the original game has.
- Incredible adaptation. It retains the flavor of pandemic, but distills it down to 30 minutes. You do lose some of the scale of traveling around the world, but it certainly scratches the right itch. Very playable for single player, and...
- I'm a huge fan of the original Pandemic, and this one captures the feel of that game while at the same time bringing something different to the table. It's a lighter, quicker version of the board game, with a bit more luck (and therefore...
Friction and Failure Modes
- Treat Sonnet-memory edge rules as draft until confirmed by manual, BGA, or transcript.
- Wikipedia source is flagged as a possible title mismatch; do not use it as evidence.
Translation and Design Hooks
- Use this card to ask: which primitive carries the fun if theme/licensing is removed?
- For iOS, look for short-session compression, clear state visualization, and a digital-only twist.
- For new tabletop design, look for the tension source and decide whether to preserve or invert it.
Edge Rules and Gotchas
- Re-roll rule: after your initial roll, you may re-roll any dice not yet assigned — but only once per turn total
- The biohazard bag: infection dice accumulate in the bag over time (some are put back each epidemic); the bag's composition determines outbreak probability — very similar to Pandemic's epidemic shuffle mechanic
- Eradication: if you cure a disease and there are no remaining disease dice of that color on the board, it's eradicated — its dice are removed from the biohazard bag entirely
- Some role dice have "+" faces that add extra dice to that action's effect (e.g., treat 2 disease instead of 1)
- The Medic role can clear all disease dice of one color in a region with a single die face, rather than one at a time
Sources Used
[
{
"kind": "bga_tutorial",
"path": "data/bga_tutorials/150658.md",
"quality": 0.85,
"note": "BGA implementation rules summary"
},
{
"kind": "bgg_comments",
"path": "data/bgg_comments/150658.txt",
"quality": 0.75,
"note": "positive/player-voice sample"
},
{
"kind": "llm_memory",
"path": "data/llm_memory_sonnet/150658.md",
"quality": 0.65,
"note": "sonnet-self-rated-7"
},
{
"kind": "wikipedia",
"path": "data/wikipedia/150658.md",
"quality": 0.15,
"note": "possible-title-mismatch: Pandemic (board game)"
}
]
Sources (4)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.
BGG tags
Legacy — v3 deep
Earlier paragraph-form enrichment, kept for reference until v4 deep covers all candidates.
- Roguelite outbreak run: 7-day campaign across procgen disease bags, between-day relic drafts (custom dice faces, role swaps), run ends if any single disease cures fail twice
- Async cooperative daily: fixed seed per day, 3 friends each take one role, asynchronous turn submissions, leaderboard ranks teams by epidemics-triggered
- Idle/incremental cure-research layer: passive sample collection while offline, active push-your-luck cure attempts when you log in, season pass for new pathogen archetypes