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Instructional Objective
Competing Products
Pandemic is similar to Patient X in that the topic is diseases and how they spread. It is
also similar in that the game is won or lost depending on how far the disease spreads.
However, Patient X is significantly different because it includes factual content about
diseases, whereas to play Pandemic, the players do not need any knowledge about
diseases to win; Pandemic is all about luck of the draw and rolls of the die. With
Patient X, players will learn about the symptoms of diseases, how they are
transmitted, as well as how to prevent and cure diseases.
Facts There are three major groups The players must determine
of microbes: viruses, bacteria, if they are battling a virus,
and protozoa. bacteria, or protozoa.
Bacteria live almost By listening to the details
everywhere: in soil and water, presented in the case, players
in plants, and in animals. can determine if the disease
Adaptable to widely varied was caused by a bacterium.
conditions, bacteria can By listening to the details
withstand extremely harsh present in the case, players can
environments, such as hot determine if the disease was
springs and tundra. caused by a bacterium.
If conditions turn
unfavorable, some bacteria can
remain dormant until things
improve.
Processes Weather cycles (or wet The Fate cards integrate these
weather after a drought) can processes into the game.
disrupt the balance of the
species.
Environmental changes, such
as land-clearings in forests,
irrigation canals, and rice
cultivation, created patches of
stagnant water where
mosquitoes could breed.
Agricultural lifestyle changes
encouraged people to live in
greater proximity, making it
easy to mosquitoes to transfer
disease-causing microbes from
person to person.
Pathogen life and
transmission cycles are often
processes. Think malaria and
HIV replication cycles.
Epidemic waves are cyclical.
Game Materials
In the box you will find:
One large playing board
Time Required
It takes approximately one minute to set up the board and cards. Players will
probably spend two to three minutes reviewing the rules. An initial roll of the die
determines who is playing the disease. Total set up time is five minutes. How many
players, as well as how informed the players are about the diseases, determine the
length of game play. Therefore, estimated playtime is between 30 and 60 minutes.
The Rules
To begin, shuffle each deck of cards and place them face down in the designated
spots on the board. Each player chooses a pawn and places it on the start space. In
order to determine roles and to select a starting player, each player must roll the die.
The player that rolls the highest number will play the role of the DISEASE. The other
players will be RESEARCHERS, working together to try and stop the disease from
taking over. The disease gets the first turn and play continues clockwise around the
table. It is also important to note: The DISEASE does not move a pawn around the
board, but does get a turn to roll during each round of play.
Now, the DISEASE player chooses a Case Sheet from the set. It is recommended that
players start with CASE ONE to help later on when keeping track of games that have
been played previously. The RESEARCHERS share one Notepad throughout the game
and copies of the Research Booklets are distributed amongst the team to share.
After the DISEASE player gets the Case Sheet, he or she reads the “Meet Patient X”
section aloud. During this time, the RESEARCHERS listen carefully and write any
important notes on the notepad. RESEARCHERS must use the Research Booklet as a
reference. It includes important information about all of the possible diseases, their
symptoms, and how they might be transmitted, tested, and cured. In this manner,
the RESEARCHERS will be able to collect notes about PATIENT X that will help them to
determine what disease they are up against.
OUTBREAK SPACE: If a player lands on this space, the DISEASE gets to roll the die
and that number of people become infected. The disease selects the correct number
of tokens needed to cover up healthy individuals on the board. Remember that each
red token is worth one. Always cover from the innermost circle outward, and stack
tokens on top of each other as the disease spreads into the outer circles.
PATIENT HISTORY SPACE: If a player lands on this space he or she must draw a
PATIENT HISTORY CARD. The card will say one of the following: Interview with
Patient X, Symptom, Transmission, or Test Results. Depending on the card pulled, the
DISEASE reads one clue from that category off of the Case Sheet, starting with number
one. The RESEARCHERS listen carefully and jot down notes on the team Notepad.
Some of the information given will tell about the disease. Other information will help
RESEARCHERS to eliminate other diseases from the list of possibilities as they consult
the Research Booklet. After each card is read, it should be placed in a discard pile
off to the side of the board.
EXPERTISE SPACE: If the player lands on this space, the DISEASE draws a EXPERTISE
CARD. (The disease must draw and read the question aloud because the answer is
provided right there on the card!) If the team answers the question correctly, they
can “heal” people (by removing tokens). If they answer incorrectly, the disease gets
to infect people (by adding tokens). The number of individuals affected depends on
how far the disease has spread. Players would add or remove from the outermost ring
that has tokens on it. Therefore, if the disease has already spread to the last circle,
the question is worth 4 points (four red tokens). If the disease is still in the second
circle, question is only worth 2 points (two red tokens).
FATE SPACE: If the player lands on this space, he or she draws a FATE CARD. These
cards represent uncontrollable circumstances and relate news regarding the outbreak.
They should not be written down as clues! Some of the cards are beneficial to the
RESEARCHERS and others help the DISEASE to spread. The numbers represent the
number of individuals that become diseased (red cards) or healthy (green cards) as a
result. It is also important to know that some of the FATE CARDS are FLIGHT CARDS in
disguise! If a player pulls a FLIGHT CARD he or she must hold on to that card for a
later time in the game.
FLIGHT SPACE: Members of the RESEARCH TEAM can only play a flight card when they
land on this space. Read the FAQs section to learn which players will be allowed to
use this card to win the game!
Alternate Rules
Classroom/Group Play
1. Use only the Patient History cards to quiz students as a whole group on their
Epidemic knowledge.
3. A variation of the above: The teacher plays the role of the Disease and
facilitates a whole group learning experience as the class is divided into groups
of Researchers.
2. Use blank cards and have students generate additional Patient History cards.
Motivational Issues
Jess Schell’s book The Art of Game Design was relied upon heavily in the creation of
this game.
Experience: Patient X enables players in the Researcher role to experience fighting
(and perhaps defeating) a disease by using the knowledge they’ve gained in their
studies as well as the knowledge they’ve gained during gameplay.
Goals: The goal of the game for researchers is to determine what disease Patient X
has and therefore stop the spread of the disease. Sub-goals are to determine if the
disease is caused by a bactertium, virus, or protozoa; how the disease is transmitted,
and so on. The goal of the disease is to spread faster than the researchers can heal or
diagonse the disease.
Problem Solving: The above goals and sub-goals are problems that must be solved.
Curiosity: The unusual design of the game, mysterious title, and silhouette will
arouse player curiosity. They will want to know more about Patient X. Players will
want to gather enough information to diagnose the disease.
Challenge: Players are challenged to “save the world.” Players will want to show
their teammates that they are able to contribute to solving the mystery. The person
playing the disease can choose what information to give those playing Researcher,
challenging the Disease to select the information that will be most likely to confuse or
delay the researchers from discovering what disease it is.
Fantasy: While Patient X dies in some cases, no one actually dies as a result of this
game. The case studies describe the victim (Patient X) in a way that encourages the
players to feel empathy. The victims are male and female, young and old, and of
various nationalities. Players can fantasize about being a researcher who is able to
stop the spread of disease and possibly save the world.
Empathy: Schell states that empathy is an integral part of gameplay (Schell, page
123). As mentioned above under Fantasy, players in the Researcher role will
empathize with the characters described in the cases. Therefore, they will be
motivated to play because they can heal the infected, diagnose the disease, and stop
its spread--perhaps saving Patient X and possibly saving others.
Competition: Players in the role of researcher work to defeat the Disease. Disease
tries to infect enough people to defeat the researchers.
Cooperation/Collaboration: Players in the role of researcher work together as a
team, sharing information, knowledge, and strategies to defeat the Disease.
According to Schell, players will be motivated so as to “enjoy the deep pleasures that
come from group problem solving and being part of a successful team” (Schell, page
355).
Surprise: All players will be surprised by the Fate cards, which can heal patients or
infect more patients.
Chance: All players experience chance through rolls of the die, which spaces they
land on, and what cards they draw.
Interest: The players are immediately hooked by the Case study. Throughout the
game there are peaks of interest as the players learn more about Patient X, followed
by periods of rest.
Visible Progress: All players see their progress in the game by the number of (or lack
of) tokens on the board. Researchers are motivated to reduce the number of tokens
while the Disease is motivated to increase the number of tokens.
Fun: The playtesters were observed to be having fun while playing this game. (They
were smiling, laughing, and didn’t want to stop playing.) When asked what was fun,
they said they especially liked the Patient History cards as well as working together to
solve a problem.
Design Process
Our choice of “epidemics” as a game topic came out of our initial conversation about
the game. Our team was most interested in pursuing this topic as we saw the most
potential for interesting content. We began our design process by brainstorming and
researching epidemics in order to learn as much as possible about the subject matter.
The Centers for Disease Control website provided the necessary information for the
content of the game. We then reviewed the game Pandemic for ideas on how to
structure a game about epidemics. Unlike Pandemic, which requires little if any
knowledge of epidemics, we wanted Patient X to be not only fun, but also a learning
experience for the players.
Initially, we planned to have geography and historical perspective play a large role in
the game. We also contemplated including only water borne diseases. But as we
began designing the game, we realized that we needed to focus on the science of the
epidemics and simplifying the gameplay. Each member of our team focused on
specific elements of the game.
Two rounds of playtesting were conducted in order to gather feedback about the
game. Each member of our group playtested the game with various groups of two to
four players. Feedback from our playtesting that we incorporated in our game
revisions included:
1. Building stories into the scenarios.
2. Simplifying the game by removing scoring system and focusing specifically on
the cards.
3. Adding more opportunities for expertise cards to be drawn as they were
popular with the playtesters as well as an excellent vehicle for students
(players) to learn content.
4. Add more challenge to the game by having the disease spread more quickly.
There are many lessons learned from this design process. The most important is to
have a clear objective for how to win the game. Once that goal was clear, the rest of
the game design centered around keeping gameplay interesting and well balanced.
While it was interesting learning about the diseases, an more thorough understanding
of the game’s content at the start of the design process would be helpful in the
future. It was a challenge trying to learn about game design and apply it to content
that we were unfamiliar with.
References
"Great Dorm & Grown-Up Party Games: Pandemic." About.com. Web. 9 Oct. 2010.
<http://youngadults.about.com/od/dormlife/gr/pandemic.htm>.
Schell, J. (2010). The Art of Game Design. Burlington, MA: Morgan Kaufmann
Publishers. (Original work published 2008).
"Science Standards." California Educational Standards for Grades 9-12. Web. 10 Oct.
2010. <http://www.cde.ca.gov/be/st/ss/documents/sciencestnd.pdf>.
"Standards for Science Teacher Preparation." National Science Teachers Association.
Web. 8 Oct. 2010. <http://www.nsta.org/pdfs/nstastandards2003.pdf>.