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Pandemic

Pandemic - The Cure Experimental Meds

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  • 5 Maximum Players: 5
  • Co-Operative Mechanic: Co-Operative, Dice
  • 8+ Recommended Age: 8+
  • Medical Theme: Medical

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

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  • Free Delivery on orders over $75 Free Delivery on orders over $75
  • Unopened? 30 days returns Unopened? 30 days returns
Description

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

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

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.

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.

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

Shipping & returns

Good Games uses Australia Post for shipping of orders across Australia as they have the widest reach and offers our customers conveniences like Parcel Lockers, Parcel Collect, and mail redirection.

Good Games offers two service levels of shipping; Standard and Express.

  • Standard is shipped using Australia Post eParcel Post and generally takes between 1 - 7 working days for most parts of Australia. The is a tracked shipment.
  • Express is shipped using Australia Post Express Post and takes around 1 - 3 working days. Express orders are also prioritised, and will be sent the same business day if possible. We recommend ordering before 11 am and contacting us if you urgently need your order. This is a tracked shipment.
  • New Zealand shipments are sent via Australia Post International Standard and take between 3 - 14 working days for delivery. This is a tracked shipment.
  • Store Pick-up is offered for singles purchased from tcg.goodgames.com.au. Please allow for between 2-10 working days for your order to be available for pickup. This delay is the transfer time required.

Estimated shipping if ordered today

  • Order Placed
  • 15:00
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Note: Times are provided as a guide only and should not be relied on for time-sensitive orders. Delay may occur outside our control.

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