Save Patient Zero
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Save Patient Zero

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A new pathology has just appeared! Patient Zero has been identified, and it's up to you to find the antidote as soon as possible to save the patient and humanity!A new pathology has just appeared! Patient Zero has been identified, and it's up to you to find the antidote as soon as possible to save the patient and humanity!Save Patient Zero pits two labs against each other. Each lab employs one or two scientists (i.e., players), while another player plays a lab computer named Savvy. The labs compete to identify an antidote of three molecules, with the labs typically sharing no information with one another; whichever lab finds the antidote first wins.The general idea of the game is to use lab tools in the best sequence possible to identify the three molecules out of 25 that make up the antidote. (These 25 molecules are arranged in a 5x5 grid on each lab's worksheet.) At the start of the game, Savvy looks at the top three molecule cards in that deck, then sets them aside. These are the molecules the labs must identify. On a turn, each lab submits a tool card to Savvy to show what they want to do in the round, and whichever lab submits first takes its action first in that round. Actions include:Samply: Draw three sample cards from your lab's deck, and give them to Savvy. Each sample card depicts five molecules, and Savvy will identify which of them show at least one molecule used in the antidote.Mikroskopo: Choose two cards from your lab's deck, and give them to Savvy, who will treat them like the cards in "Samply".Dedukto: Receive five molecule cards from Savvy. You (but not the other lab) now know these molecules are not in the antidote.Centrofugo: Place your centrifuge on your lab worksheet so that it points to four molecules. Savvy then indicates whether any of these molecules are in the antidote.Scanpad: Place a cardboard device on your worksheet to highlight six molecules in a 2x3 grid. Savvy then indicates how many molecules highlighted (0-3) are part of the antidote.Spionado: Savvy takes two lab cards from the opposing lab that do not have any molecules in the antidote on them, then shows them to you.Antidote: Circle three molecules on your worksheet. If all three are in the antidote, you win! If not, Savvy will indicate how many of the circled molecules are in the antidote.Each lab has a limited number of actions in its deck — eighteen total, with three Samply, two Dedukto, one Scanpad, two Antidote, etc. — so use them wisely, especially the Antidote because if you fail to identify the correct three molecules a second time, then your lab loses the game automatically.To play Save Patient Zero as a two-player game, each lab draws three molecule cards from the deck, and the opposing lab must identify these three molecules before you can identify the three molecules they drew. Each lab takes the role of Savvy for the opposing lab.

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A new pathology has just appeared! Patient Zero has been identified, and it's up to you to find the antidote as soon as possible to save the patient and humanity!

A new pathology has just appeared! Patient Zero has been identified, and it's up to you to find the antidote as soon as possible to save the patient and humanity!

Save Patient Zero pits two labs against each other. Each lab employs one or two scientists (i.e., players), while another player plays a lab computer named Savvy. The labs compete to identify an antidote of three molecules, with the labs typically sharing no information with one another; whichever lab finds the antidote first wins.

The general idea of the game is to use lab tools in the best sequence possible to identify the three molecules out of 25 that make up the antidote. (These 25 molecules are arranged in a 5x5 grid on each lab's worksheet.) At the start of the game, Savvy looks at the top three molecule cards in that deck, then sets them aside. These are the molecules the labs must identify. On a turn, each lab submits a tool card to Savvy to show what they want to do in the round, and whichever lab submits first takes its action first in that round. Actions include:

Samply: Draw three sample cards from your lab's deck, and give them to Savvy. Each sample card depicts five molecules, and Savvy will identify which of them show at least one molecule used in the antidote.

Mikroskopo: Choose two cards from your lab's deck, and give them to Savvy, who will treat them like the cards in "Samply".

Dedukto: Receive five molecule cards from Savvy. You (but not the other lab) now know these molecules are not in the antidote.

Centrofugo: Place your centrifuge on your lab worksheet so that it points to four molecules. Savvy then indicates whether any of these molecules are in the antidote.

Scanpad: Place a cardboard device on your worksheet to highlight six molecules in a 2x3 grid. Savvy then indicates how many molecules highlighted (0-3) are part of the antidote.

Spionado: Savvy takes two lab cards from the opposing lab that do not have any molecules in the antidote on them, then shows them to you.

Antidote: Circle three molecules on your worksheet. If all three are in the antidote, you win! If not, Savvy will indicate how many of the circled molecules are in the antidote.

Each lab has a limited number of actions in its deck — eighteen total, with three Samply, two Dedukto, one Scanpad, two Antidote, etc. — so use them wisely, especially the Antidote because if you fail to identify the correct three molecules a second time, then your lab loses the game automatically.

To play Save Patient Zero as a two-player game, each lab draws three molecule cards from the deck, and the opposing lab must identify these three molecules before you can identify the three molecules they drew. Each lab takes the role of Savvy for the opposing lab.

GTIN: 7640139532848

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At Good Games, we want our customers to be completely satisfied with their purchases. If you have any concerns regarding your purchase, please contact us.

CHANGE OF MIND

We are not required to provide a refund or replacement if you change your mind, however in most cases we will be happy to as long as the product is sealed in their original packaging, unused, unopened and in brand new resalable condition and it is within 30 days of your original purchase (or delivery date if shipped)

Please note you would be responsible for returning the product, as well as the original cost of shipping.

FAULTY PRODUCTS

If a product that you have purchased from one of our stores does not meet expectations of the item as it was advertised, or the product is faulty, then please return the product to where you made the purchase for an exchange or refund, in accordance with Australian Consumer Laws.

You can choose a refund or exchange if an item has a major problem. This is when the item:

  • has a problem that would have stopped someone from buying the item if they had known about it
  • is unsafe
  • is significantly different from the sample or description;
  • or doesn’t do what we said it would, or what you asked for and can’t be easily fixed.

Alternatively, you can choose to keep the item and we will compensate you for any drop in value.

If the problem is not major, we will repair the item within a reasonable time. If it is not repaired in a reasonable time you can choose a refund or replacement.

Please keep your proof of purchase – e.g. your receipt, invoice or confirmation email.

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