🏠 Create & share your house rules with a free link or QR code
Create accountSign in →
🦠

Pandemic: In the Lab

A new way to find cures. Lab procedures, shared research, and an optional competitive element.

👥 2–5 Players⏱️ 45–90 Minutes🎂 Ages 8+📊 Medium-High Difficulty

1 Overview

Pandemic: In the Lab is an expansion for Pandemic requiring the base game. Its centerpiece is a completely redesigned cure system, instead of discarding 5 cards at a Research Station, players now work through a multi-step laboratory process to develop cures. This makes curing diseases a collaborative puzzle rather than a single action, fundamentally changing late-game pacing.

2 The Lab Mechanic

The expansion includes a separate Lab board. Curing a disease now requires multiple steps across multiple turns and potentially multiple players:

  1. Collect Samples: Players in cities with disease cubes can collect samples (matching City cards) and bring them to the Lab
  2. Test: In the Lab, spend an action to place collected samples into test tubes on the lab board. You need a minimum number of samples per disease before testing can begin
  3. Analyze: Spend subsequent actions to move samples through analysis stages on the lab board
  4. Cure: When analysis is complete, the disease is cured. All cubes of that color can now be removed more easily (eradication threshold lowers)

The Lab also has a Lab Director role, one player manages the lab while others handle field work. Coordination between field players and the Lab Director is the core challenge.

3 Isolation & Quarantine

In the Lab adds an Isolation mechanic. Players can "isolate" a city, placing an isolation marker that prevents new disease cubes from spreading to or from that city. Isolation is temporary (expires after a set number of rounds) and costs resources to maintain.

Used correctly, isolation can contain a dangerous cluster while the team focuses elsewhere. Used carelessly, it creates a false sense of security while other cities deteriorate.

4 Virulent Strain Option

In the Lab can be combined with the Virulent Strain challenge from On the Brink. This makes one disease significantly harder to cure through the lab process, extra analysis steps are required and Virulent Strain events further delay progress.

5 New Roles

  • Lab Director: Takes additional lab actions per turn; can manage multiple diseases simultaneously in the lab
  • Virologist: Can collect samples without spending a full action; moves samples through analysis stages faster
  • Immunologist: Can treat diseases in the lab without being physically present in the city

6 Strategy

Designate Your Lab Director Early

The lab works best when one player fully commits to lab operations. Rotating lab duty creates inefficiency, analysis steps take multiple turns, and interrupting the process wastes work already done.

Prioritize the Fastest Disease to Cure

Not all diseases cure at the same rate, whichever has the most samples collected progresses fastest. Focus field players on feeding samples for one disease at a time rather than spreading collection across all four.

Isolation Is a Temporary Fix

Isolated cities still have cubes in them, they just can't spread. Use isolation to freeze a dangerous cluster while you cure the disease, then clear isolated cities after the cure is found. Don't use isolation as a long-term solution.

7 Strategy & Tips

The Lab Director Role Changes the Game

In the Lab adds a Lab Director role whose abilities are specifically designed to optimize the multi-step cure process. While any player can perform lab actions, a player specializing as Lab Director can move samples through analysis stages more efficiently and trigger key lab abilities. If your group runs the In the Lab module, designate a Lab Director and have that player manage the lab board while others handle field operations, containment, and sample collection in cities.

Parallelize Lab and Field Work Every Round

The multi-step cure process takes multiple player turns. The most efficient team structure ensures at least one player is always advancing lab progress while other players gather samples, contain outbreaks, and manage infections. Groups that have everyone converge on the lab simultaneously neglect containment; groups that have no one managing lab stages fall behind on cures. Assign responsibilities explicitly at the start of each round.

Isolation Timing Is Everything

Isolation markers are powerful but temporary. Deploy them when a city is at 3 cubes and on the verge of triggering an outbreak, buying 2 to 3 rounds for your team to clear it. Do not use isolation on cities manageable with regular treatment actions; save isolation for genuinely dangerous situations. Prioritize cities that neighbor other high-infection cities since those are most likely to chain-outbreak and cascade across a region.

Plan Sample Collection Routes in Advance

Collecting disease samples requires being in a city with matching disease cubes. Long travel chains to collect samples from remote cities waste precious turn economy. Plan the Lab Director's collection routes so they chain multiple collection points in one set of turns rather than making individual trips across the board between each collection action.

8 Common Mistakes

  • Underestimating how long the lab process takes. New players assume the new cure system is just "more steps for the same result." It is meaningfully different. Each step requires an action; analysis stages may involve multiple players over multiple turns. Factor the full lab pipeline timeline into your planning and build toward cures much earlier than you would in the base game.
  • Using isolation reactively after outbreaks. Placing an isolation marker after a city has already erupted does not undo the damage. Isolation is most valuable when placed on a 2-cube city that is about to become a 3-cube outbreak risk. Used proactively, it buys multiple turns of containment; used reactively after the outbreak, it merely prevents immediate spreading.
  • Ignoring the lab board states during play. The lab board has multiple visual progress states for each disease's analysis. Players who do not regularly glance at the lab board miss stalled analysis stages that need attention. Make it a habit to check the lab board status at the start of each round and call out stages that are falling behind.

9 In the Lab vs. Other Pandemic Expansions

  • On the Brink: Adds 5 challenge modules including Bio-Terrorist, Mutation, and Virulent Strain. Can combine with In the Lab. Best expansion for groups that find the base game too easy and want harder challenge variants.
  • In the Lab: Redesigns the core cure mechanic with a multi-step laboratory process. Changes the fundamental game loop rather than adding separate challenges on top. Best for groups who want a different feel from Pandemic. Harder and longer than the base game.
  • State of Emergency: Adds emergency events, field operatives, and a mobile hospital. Focuses on crisis response and field work rather than cure research. Pairs well with In the Lab for a complex combined game experienced groups will find rewarding.

For a first expansion, play In the Lab alone before adding other modules to manage complexity. It pairs most naturally with On the Brink's Virulent Strain challenge for experienced groups looking for maximum difficulty.

🎲 House Rules

Play Pandemic: In the Lab your way?

Save your house rules and share a link or QR code — friends can pull them up at the table.

Create house rules →