FORBIDDEN! You laugh at the sound of the word! After all, you’ve heard it before…and survived! This time, there’s not even a sinking island. What could go wrong? Flying deep into the heart of the desert, your team searches for a fabled city of advanced knowledge, great wealth, and unimagined wonders. But the expedition goes awry quickly as you crash land amongst the buried ruins. To escape, you must dig through the city and discover its ancient secrets before sun and sand entomb you with storms of time.
How it Plays
Forbidden Desert is a cooperative
game where all players work together.
Having wrecked amidst the remains of a lost civilization, your team must
find parts in which to reconstruct an ancient airship for escape from the
inhospitable ruins. Alas, time is not on
your side!
The “game board” is comprised of twenty-four, face-down land
tiles in a 5x5 grid. The epicenter remains
empty – this is the eye of the sandstorm.
The backs of three tiles have a water droplet – two of which will be a
well, the third a useless mirage – and one tile has the rubble of your ill-fated
aircraft on which your pawns begin. Each
individual is assigned a role (either randomly or by mutual consent) which
grants him/her a special ability that should prove helpful during play. Turns proceed in two simple phases, but are
packed with lots of angst, which grows more intense as the game progresses.
4-players crash land. |
To handle the game’s “archeological” exploits during the
first phase, Forbidden
Desert uses an action
point allowance mechanic whereby players can perform up to four actions on
their turn from a list of select options.
For one action point, they can move one tile up, down, or sideways. They can clear sand from a location, one
marker per point. They may elect to excavate
a cleared tile, thus flipping it over and discovering what’s buried beneath. It also costs a point to collect an airship
part once revealed and another to use a role’s unique characteristic.
Once flipped, land tiles uncover some interesting
goodies. Many are lost, advanced
technical gadgets that your team can use to help survive the ordeal. Others provide clues to the airship. You need to find four parts and each has two
associated tiles that, once discovered, provide coordinates in which to locate
and collect its corresponding piece. And
two tiles unearth wells which will soon prove essential to your band’s survival.
Discovering what lies beneath. |
The second phase provides most of the game’s tension, as
well as its neatest mechanic. This is
where you draw storm cards – a number equal to the storm’s intensity level,
which is marked on a separate track (between 2-5). Most of the cards indicate the direction and breadth
in which the storm travels. As it moves,
the ferocious winds shift land tiles around and deposit a layer of sand on
those it passes over. A tile with two or
more sand markers is impassable until cleared of all but at least one; nor can
it be excavated until swept completely. A few cards force players to drink water,
unless they have some way to beat the heat.
The amount of water you have is tracked on your personal role card. When it’s completely depleted, you
perish. Finally, some cards indicate
that the storm’s intensity increases, meaning you’ll likely be drawing more
cards.
There is only one way to win: find and gather the airship’s
four parts and get the team back to the cleared launch pad. However, there are three ways to lose. If one team member runs out of water, the game
ends. If you run out of sand markers,
then your party is simply overwhelmed.
Likewise, if the storm’s intensity level reaches the maximum height on
the track, everyone succumbs to its ferocity.
In any event, your group perishes and you all sleep with the Pharaohs.
Mirage or Oasis?
Playing Forbidden
Desert reminds me of the
Jimmy Stewart drama, Flight of the Phoenix
(1965). While the initial premises behind the desert crashes are different, the
solutions and challenges are eerily similar.
To survive, the disparate castaways must reconstruct a working aircraft
from old parts while enduring fierce sandstorms and a dwindling supply of
water. At least, hopefully you and your
fellow board game players can avoid the movie’s infighting, back-stabbing,
tragic deaths, and marauding raiders!
Like its predecessor
and model, Forbidden
Desert has a clean,
straight-forward action selection mechanic.
The available options give players choices, but do not overburden
them. It is intuitive, easy to learn,
and very accessible. The use of the
sandstorm meter, flipping of tiles, and accumulating sand markers visually
expresses the team’s progress – and the escalating obstacles to overcome. You see, this design ratchets up the
intensity. A lot!
'X' marks the spot! Once you discover the red tiles, cross-reference them to locate the ship's, um, sundial, I guess? |
Forbidden Desert is much more challenging than its island
cousin. For one, the sandstorm threat is
more threatening and unpredictable than the original’s flooding mechanic. You never know which way the winds will blow
and often they swirl back and forth intensifying its effects. That leads to the second greater
impediment. Whereas shoring up a tile in
the first game cost one point to flip a tile back to normal, here you may have
to clear multiple sand makers off the same location – at a cost of one action per marker!
And time is not a luxury in this adventure. Finally, while Forbidden Desert
also includes very helpful objects that you can discover, you only get to use
each of them once. The items deck is
never recycled.
The increased difficulty places more importance on the
individual roles and their unique abilities.
While these roles give the game character and replayability, a couple of
their associated powers are more helpful than others. The Water Carrier can continue to draw water
from excavated wells and then give water to other players. Otherwise, there are only three ways to
refill your canteen – by excavating two wells and through the use of a
gadget. In both cases, a team member
must be present at the same location on which the action is resolved in order
to benefit. This is often a cumbersome
chore to organize that can waste valuable time.
A few ancient gadgets you might find helpful. They really built things to last back then - just like 1950s America! |
The Meteorologist is the second near-essential role. This player can save action points to deduct
from the number of storm cards drawn at the end of a turn. Less cards equals less bad things
happening. Of course, the trade off is
that he/she will be able to do fewer things.
But many times it’s worth it, especially in the early game to hamper the
storm and prevent it from escalating too quickly.
And believe me, as the storm escalates, the chaos
abounds. Short of memorizing and keeping
track of the directional cards, you have little chance of predicting the
storm’s progress, and zero shot of
controlling it. Thankfully, there are a
couple of respites from the tempest.
Logically, the eye of the storm can never leave the board. Therefore, if you draw a card that would send
it off in such a direction, you ignore it and gain a reprieve as the squall
subsides a bit. Also, as tiles are
excavated and revealed, many of them become irrelevant so that you can afford
to allow sand to pile up on those locations.
Although you must still be careful not to block your team’s mobility too
much, as tiles with two or more sand markers are impassable.
A well - it's a deep subject... |
In spite of this random turmoil, or perhaps because of it, Forbidden Desert poses a nice logic puzzle that
stresses teamwork. Whereas Forbidden Island ’s
primary cooperative element is basically trading treasure cards, team
management in Forbidden
Desert is much more
important in order to clear sand, excavate, and acquire water. As the storm can deposit several layers of
sand on a single location, one individual simply doesn’t have enough time to
move, clear multiple sand markers, and excavate all in one turn. You’ll need to work together. Overall, it’s a reactionary exercise thanks
to the storm’s haphazard nature. But
organizing a well-executed plan based on who is where, with what gadgets, and
which abilities they posses to accomplish what you need is rewarding. The title is a true cooperative
design.
While a great component of the game, the storm mechanic also
brings a little baggage. It is extremely
fiddly. Every turn you slide tiles back
and forth, up and down. Then you lay
markers on those locations that shift – light side up for the first layer, dark
side up for each additional stratum.
Then you remove some as you clear sand, likely to just mark it again at
the end of your turn.
With a healthy steampunk flavor - the location tiles have attitude. |
Also, it’s slightly unintuitive and takes several rounds
before you’re comfortable with how the storm moves. The storm cards have a simple icon that is a
number of tiles and a directional arrow. The rules state to shift that many tiles in the
direction indicated – thus the empty space, or eye of the storm, migrates the
opposite way. However, we kept shifting
the eye of the storm the number of spots indicated on the card and slid the
tiles back the opposite way. It just
seemed more natural to us…perhaps we’re strange? I guess as long as you’re consistent, either
method works just as well.
No surprise for a Gamewright title, Forbidden Desert
is a quality product. Cards are slick
and sturdy. The tiles are thick and
chunky. The storm’s intensity is tracked
on a separate, double-sided board scaled to the number of players. There will be slightly higher than average
wear on the edges of the storm level track and individual role cards (to track
water) due to applying and sliding the plastic indicator tabs. The artwork is superb with a great steampunk
flavor. However, the airship is the pièce de résistance. The four parts you must acquire are tangible,
3D resin – or in the engine’s case, metal – pieces. More than that, there is actually a larger,
plastic airship model on which to place them!
It is completely gratuitous, but really enhances the game’s sense of
adventure.
Chrome (n.) beautiful, over-produced bits unnecessary for game play, but we love Gamewright for including them |
Perhaps the biggest question on your mind is, “If I have Forbidden Island ,
should I really get Forbidden
Desert ?” Unless you just don’t have much of an
opportunity at all to play cooperative games, I would answer, “Yes.” While the action allowance mechanics are
essentially identical and the gist of both feel the same, Desert is nonetheless
more interesting because of its difficulty and the resultant emphasis that
places upon individual roles. If you
don’t have either title and want only one, I would highly recommend Forbidden Desert .
It’s just as accessible as Forbidden
Island , yet is more fun
and challenging. That broadens the
appeal and makes Forbidden
Desert a great bridge
between experienced and casual/family gamers.
Pros:
Easy to learn, yet…
…Very challenging
Variable roles
Stresses teamwork
Great production value
Cons:
Fiddly
Repetitive
Really hard for 3
Water replenishing slows game
Starting to feel similar to designs before it
iSlaytheDragon would
like to thank Gamewright for providing a review copy of Forbidden Desert .
-------------------------------------------
Enjoy this review? Stay up to date on our latest news, reviews, and guides by following us on Facebook, Twitter, and/or Google+.
No comments:
Post a Comment
We'd love to hear your thoughts! Please leave a comment to add your voice to the discussion