Pandemic is not Chutes and Ladders.
Pandemic is not Candy Land. Or even Risk. The goal, the finish line, is easy to grasp — stop an infectious disease from spreading across continents and killing millions — but hard to reach. And the stakes couldn’t be starker: Everybody wins or everybody loses.
Still, it is just a game.
Albeit, a very popular one. Pandemic, the best-selling board game — currently just behind Monopoly and Clue on Amazon’s board-game sales chart — has sold more than 2 million copies since first published in 2008, becoming a major franchise with a half-dozen Pandemic spin-offs. Players begin in Atlanta at the headquarters for the Centers for Disease Control and Prevention, 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.
Any win, though, is strictly zero-sum.
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.
“The way that earlier generations grew up with board games like Monopoly in their closets, Pandemic is becoming that for younger generations,” said J.P. Nery, owner of Chicagoland Games Dice Dojo in Edgewater. “It’s a modern classic. Really, it’s the grandfather of cooperative gaming. 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. Now you see these games in Walmart.”