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Digital Subscriptions > Tabletop Gaming > Issue 12 Oct/Nov '17 > A WORLD OF DIFFERENCE

A WORLD OF DIFFERENCE

Matt Leacock and Rob Daviau are back to change the world again in the second season of Pandemic Legacy. We caught up with the pair for a spoiler-free chat about the sequel to their tabletop masterpiece
Pandemic Legacy’s second season once again comes in two differently-coloured – but otherwise identical – boxes. The artwork literally completes the circle of the first game.

The first Star Wars film wasn’t retitled as Episode IV: A New Hope until four years after it was first released in 1977, once George Lucas’ ambitious space opera had already proved it was a cultural tour de force set to redefine the world of cinema. It was a confident statement: there’s more to be told here.

When Pandemic Legacy launched in 2015, it made no such hesitation. The red and blue boxes – each with identical contents, allowing two groups to keep track of their progress separately – boldly declared that this was merely Season One: the beginning of something big.

“About halfway through development, we started to realise it felt a bit like a TV series,” Pandemic creator Matt Leacock recalls. “[Publisher] Z-Man actually came up with that concept and put it on the box. They were like, ‘Oh, I guess we may be doing another one!’”

“We realised we could probably do this again and find something new, but Season One was just designed as ‘let’s try Pandemic Legacy’,” adds his co-designer, and the person widely considered the trailblazer of the legacy genre, Rob Daviau. “Towards the end they were like: ‘Great! …what are you doing next? This looks like it’s going to be good.’”

Just as Star Wars’ unprecedented special effects and sweeping sci-fi storytelling were rooted by the influence of classic Japanese and Italian cinema, Pandemic Legacy wasn’t just the start of something new – it was the culmination of years of innovation and invention on the tabletop. Leacock’s Pandemic had quickly earned a place alongside Catan, Ticket to Ride and Carcassonne as an approachable yet strategically satisfying gateway game upon release in 2008, spawning several spin-offs and expansions, while Daviau had begun to put forward his revolutionary ideas for an evolving board game in his celebrated 2011 reimagining of Risk.

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About Tabletop Gaming

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