Pandemic is widely considered a modern classic and deservedly so. When it emerged on the scene in 2008 there was very little like it. Its triple threat of social puzzle solving, clever mechanisms, and fresh theming were, to forgive the pun, infectious. Melding co-operative hand management, variable player powers, point-to-point movement, and set collection to create a fast-paced game of disaster mitigation was a truly groundbreaking accomplishment. There had been co-operative games before, sure, but none that presented its players with such an immediately accessible and tantalizing scenario to overcome. That an entire game of Pandemic took less than a single hour was but the period at the end of the sentence declaring Pandemic a bona fide smash hit, an achievement that would be foolish to claim it did not deserve. But looking past its reputation, influence, and accessibility, is it truly a great game? A game that immerses its players in its system, that forges an intoxicating social contract around the table that demands to be returned to again and again? No, I regret to say that it is not. For every mechanical innovation or brilliant idea it brings to the table, there is another aspect of it that is overly random, clumsy, or tedious. And though Pandemic is undoubtedly an important work in the pantheon of tabletop games, it is also one that is hard to muster up the desire to play very often due to its multitude of issues. Pandemic is a game about treating and containing the simultaneous outbreaks of 4…