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Microdemic - Can You Save The Lemurs?
Microdemic - Can You Save The Lemurs?
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ACTIONS
You may do up to 4 actions each turn.
Select any combination of the actions listed below.
You may do the same action several times, each time
counting as 1 action. Your roles special abilities may
change how an action is done.
+Drive (Or ride in a litter, carried by grateful lemurs)
Move to a city connected by a white line to the one
you are in.
+Treat Disease (give drugs to lemurs)
Remove 1 disease cube from the city you are in,
placing it in the cube supply next to the board. If this
disease color has been cured (see Discover a Cure
below), remove all cubes of that color from the city
you are in.
If the last cube of a cured disease is removed from
the board, this disease is eradicated. Place a second
cube of the matching color on the Tracking card.
+Share Knowledge (Hey, look at this sick lemur!)
You can do this action in two ways:
Give a cube from the numbered space that matches
the city you are in to the other player, or take cube
from the numbered space that matches the city you
are in from another player.
The other player must be in the city with you, and
both of you need to agree to do this.
If the player who gets the card now has more than 7
cubes on his role card, that player must immediately
remove a cube from his role card, placing it in the
supply next to the board.
+Discover a Cure (IVE SAVED THE LEMURS!)
At the research station in Antsiranana (indicated by
the research station icon on the board), discard 5
cubes of the same number from your hand to cure
the disease of the matching color. Each number
has a matching color, indicated by the color of the
numbered spaces on your role card, and also by the
matching citys color. Place 1 cube of the disease to
cover the picture of the disease on the Tracking card
to indicate that the disease is cured.
If no cubes of this color are on the board, this disease
is now eradicated. In this case, place another cube
over the (\) symbol to indicate that it has been eradicated.
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PLAYER HAND
After doing 4 actions, roll two dice. Add blue cubes
to the matching numbers on your role card.
HAND LIMIT
If you ever have more than 7 cubes on your role card,
remove cubes until you have 7 cubes on your role
card.
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LEMURDEMIC ROLL
If there is no marker on the No lemurdemic box on
the Tracking card, you must roll an die to determine
if there is an lemurdemic. If you roll a 2-6, there is no
lemurdemic this turn. If you roll a 1, place a marker
on the No lemurdemic box, and immediately do
the following steps in order:
1. Increase (The lemurs are forgetting to wash their
hands!)
Move the infection rate marker forward 1 space on
the Infection Rate Track.
2. Infect (Lemurs are forgetting to cover their sneezes!)
Roll a die. Unless the disease color of the city matching the rolled number has been eradicated, put 3
disease cubes of that color on
the named city. If the city already has cubes of this
color, do not add 3 cubes to it. Instead, add just
enough cubes so that it has 3 cubes of this color and
then an outbreak of this disease occurs in the city
(see Outbreaks below).
If the Turn marker is at the end of the Turn track and
there is no marker in the No lemurdemic box, and
lemurdemic triggers automatically.
This does not happen on the turn where the turn
marker is moved into the right-most space on the turn
track, but the following turn.
If the Turn marker is at the end of the turn track and
there is a marker in the No lemurdemic box, then
remove the marker from the No lemurdemic box,
and place the Turn marker on the left-most space on
the Turn track.
Either way, after resolving any lemurdemics, the
Turn marker must be placed on the left-most space
on the Turn track, and the No lemurdemic box
should not have a marker in it.
The No lemurdemic box does not count as a space
in the Turn track.
INFECTIONS
Roll as many dice, one at a time, as the
current infection rate. This number is below the
space of the Infection Rate Track that has the Infection Rate cube. Roll these dice one at a time, infecting the city named on each card.
To infect a city, place 1 disease cube matching its
color onto the city, unless this disease has been eradicated. If the city already has 3 cubes of this color,
do not place a 4th cube. Instead, an outbreak of this
disease occurs in the city (see Outbreaks below).
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OUTBREAKS (Lemurs are sharing toothbrushes!
Ick!)
When a disease outbreak occurs, move the outbreaks
marker forward 1 space on the Outbreaks Track.
Then, place 1 cube of the disease color on every city
connected to the city. If any of them already has 3
cubes of the disease color, do not place a 4th cube in
those cities. Instead, in each of them, a chain reaction
outbreak occurs after the current outbreak is done.
When a chain reaction outbreak occurs, first move
the outbreaks marker forward 1 space. Then, place
cubes as above, except do not add a cube to cities
that have already had an outbreak (or a chain reaction
outbreak) as part of resolving the current Infection
roll.
As a result of outbreaks, a city may have disease
cubes of multiple colors on it; up to 3 cubes of each
color. This does not affect infections. If the outbreaks
marker reaches the last space of the Outbreaks Track,
the game ends and your team has lost!
TURN END
After infecting cities, your turn is over. The other
player begins their turn.
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GAME END
The players win as soon as cures to both diseases are
discovered.
The players lose if 8 outbreaks occur all the lemurs
perish in terrible agony, and youre left in a terrible,
lemur-less world.
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Solo lemur
Microdemic also may be played as a solo game. This
does not alter the rules in any way, and the player
must take turns with each role as normal, going
through all of the required steps before beginning
a turn with the other role. The colors on the turn
tracker found on the Tracking card will aid the player
in tracking the alternating turns.
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