Pandemic is not Chutes and Ladders. It's not Candy Land. Or even Risk.
First published in 2008, it is enjoying an explosion of interest — for obvious reasons — that has put it just behind Monopoly and Clue on Amazon's board-game sales chart.
The game's goal is easy to grasp: stop an infectious disease from spreading across continents and killing millions. The stakes couldn't be starker — either everybody wins or everybody loses.
Players begin in Atlanta at the headquarters for the Centers for Disease Control and Prevention (CDC), then travel across the globe, taking actions to slow disease transmission and save lives. You don't move plastic pawns or metal thimbles across a board; you deploy field tents and maps on a board, performing various roles — medic, researcher, quarantine specialist.
Instead of traditional competition and a single champion, players work together, looking for a cure to halt the spread of a virus. Which has made Pandemic something of a staple in classrooms (and medical schools) eager to foster cooperation among students.
"Really, it's the grandfather of cooperative gaming," said J.P. Nery, owner of Chicagoland Games Dice Dojo. "Pandemic was not the first game to introduce the idea — you don't roll the dice then come to a winner — but it did bring the concept of cooperative board games into the mainstream."
It was created by Matt Leacock, a former graphic designer. He's unsure of the exact inspiration for Pandemic but notes he developed it between the SARS epidemic of 2003 and the H1N1 swine flu outbreak of 2009, with warnings about the spread of infectious diseases in the 21st century on his mind.
Now 48, he's intently following coronavirus news — along with everyone else — and is contemplating the endgame. He spoke about the legacy of his scarily prescient creation. The following has been edited and condensed for space and clarity.