They call the island, Forbidden. A little dramatic, perhaps. You don’t believe in any of that superstitious, mumbo-jumbo. But maybe there is a reason for the dour adjective? I mean, every time they want to keep people out, they slap on some ominous-sounding name to discourage snooping, right? Rumor is there are untold treasures hidden away on the island. And they can all be yours! Straight out of a pulp fiction yarn, you and your team ignore the warnings and fly in searching for fortune! Only to find out the island is aptly named, after all! Can the stories of great riches be true, as well? Can you find out before the entire island sinks into the depths – claiming you with it?!
How it Plays
Forbidden Island is a cooperative
game. All players work together,
searching for priceless artifacts and then assemble back as a team to airlift
off before the land completely sinks beneath the murky depths. To discover these objects, players must
collect and trade treasure cards. When
one player has four-of-a-kind, he/she moves to a particular spot on the island
to gather that matching relic. When all
treasures are found, the team can evacuate and revel in their profitable
venture. However, if too much of the island
succumbs to the ocean blue, none will live to recount your tale.
Randomly arranged tiles form the island, effectively
creating the game board. Each tile is
double-sided. All of them begin
face-up. When a location is flooded, you
turn its tile over. If it floods again,
the tile is removed from the game and that spot is no longer accessible. Some tiles also designate a starting
location, a treasure site, or the very important Fool’s Landing – necessary for
evacuation.
4-player setup. It looks pretty stable...?! |
Each player also has a special role. You can randomly assign these or let
individuals fight over them. These roles
are unique, giving their owner a distinct ability they can play to the team’s
advantage. Using them well collectively
enhances your chance of success.
To move about the island, collect treasure, and just plain survive,
Forbidden Island uses an action
point allowance mechanic in which players can do three things during their
turn from a list of five possible choices.
For one point, they can move one tile up, down, or sideways. Or they might elect to “shore up” a flooded
tile, flipping it back to its normal side.
They can give one of their cards to another player on the same spot. They can turn in a set to collect a
treasure. Or they can use their role’s
special ability.
At the end of their turns, players will perform two more
steps. First, they need to draw two
treasure cards. Why do I say “need” to, instead
of “get” to, you might ask? Well, that’s
because treasure cards are not always as pleasing as they sound! Most of these cards are beneficial – either copies of the
artifacts that you’re trying to find or helpful items that will aid
your team during a player’s action sequence.
But a few of them are dreaded “Waters Rise” cards.
*Gulp* !! Hope you brought your high-waters! |
When the waters rise, an indicator on a separate water level
board increases by one. The water level
can be anywhere from 2-5. This signifies
how many flood cards you draw from the flood deck during the final step of your
turn. Each of those card designate a particular
island tile that floods. If it’s at
normal stage, you flip that tile over to its flooded side. But if it’s already flooded, then it sinks
completely and is removed from the game. With the exception of one role, players
cannot move through these vanished spots.
If a player is standing on a tile that permanently sinks, they must
immediately swim to an adjacent tile – if none exists, then they drown! Furthermore, when a Waters Rise card is
drawn, all of the flood cards in the discard pile are shuffled and placed back on top of the flood deck, thus
increasing the likelihood a tile will be removed from the game.
There is only one way to win: find all four treasures
between all members of the adventuring party and collectively make it to Fool’s
Landing with a helicopter (one of the helpful items in the treasure deck). There are many ways to lose. If one player drowns, the entire team is
defeated. If Fool’s Landing sinks into
the depths, then the party is doomed with no means to abandon the island. Likewise, if both tiles of any one artifact’s
location are lost before your adventuring band has a chance to collect it, then
you cannot win. Finally, if the water
level meter hits the maximum, you succumb to a watery grave.
Goodbye Coral Palace. Wait, did we need that?! |
Going the Way of
Atlantis?
When you hear the phrase “sinking island,” chances are that
Atlantis first comes to mind. Everyone
has read about how that fabled isle
sank as the gods’ retribution for the galling nerve to attack Athens .
But if you have a strange sense of humor like mine, you instead remember
the tragic disappearance of Hy-Brazil
in the Terry Jones comedy Erik
the Viking. For but a single drop of
blood spilled upon its soil, Hy-Brazil is doomed to the dim depths, while its
loopy citizens and clueless king obliviously debate the seriousness of their
situation and naively sing together (quite poorly) until the last gurgles
murmur from the highest rooftop as it dips beneath the waves. Such denial is not a recommended strategy in Forbidden Island .
While you may not be singing together, you’ll certainly be
battling together – as in on the same team.
This makes the design ideal for involving even younger children in the
family. Kids can feel as if they’re on
the same playing field as mom or dad. I
don’t always recommend cooperative games as ways to introduce the hobby to
kids, but
that’s my personal preference. I
certainly understand the merits behind cooperative games as a means to avoid
hurt feelings from losing. Either way,
this is a solid family game.
Priceless Plastic |
Forbidden Island will also
succeed with casual gamers looking for more of a social experience. To put it mildly, this is not a heavy design
and is not intended as such. Much of its
accessibility lies within the well-designed action point selection. There are not too many options to overwhelm
new players, yet it gives enough of them to allow for real choices. Additionally, you only do three things per
turn and each individual action is quick.
This keeps downtime between turns at a bare minimum. It runs smoothly and intuitively, therefore
is simple to teach and even easier to learn.
The set collection element is also easy to understand as it
is immediately recognizable. Since it is
a shared collection, it grants a lot of leeway in allocating who collects what
since you can trade cards. However,
there are two built-in restrictions to make the task a little difficult. First, there is a five card hand limit. Once you collect four-of-kind, you’re not as
helpful in hand management until you can turn them in to pick-up the
relic. And trading cards takes an action
– you’re only allowed to give one card per action to an individual on the same
tile (unless you’re the Messenger). So
the overall strategy is readily apparent and unchanging. The crux of the game then becomes a puzzle in
figuring out how to trade cards amongst the team as quickly and efficiently as
possible while still shoring up the island in a race against time.
Better shore up the Temple and Cave...might need them later... |
The special roles really give the game some
personality. Forbidden Island
could feel repetitive after a while with taking the same handful of actions
every turn, but the unique characteristics provide variability and keep things
fresh. And since there are six roles in a game that only accommodates 2-4 players, it offers a good deal of replayability as various combinations all interact
a little differently in that puzzle element mentioned above. They’re fun to use and can be very helpful in escaping
tight spots from time to time.
There is a fair amount of chance involved. Hitting the Waters Rise cards early will ramp
up the rate at which the island sinks.
More significant, the timing of when important island tiles flood can
prove problematic. If you lose Fool’s
Landing or both of a treasure’s location tiles just because they happened to be in the top of the deck, then the game might end pretty early! However, as a lighter design that plays under 45 minutes and is geared towards
casual gamers and families, the randomness is not
unreasonably chaotic.
WHEW! We made it! |
Besides, a little chaos creates tension. Overall, the game is not terribly
challenging. So when things go slightly
crazy, it actually ratchets up the fun.
Some may feel the experience is more reactionary, and they’d be
right. But it adds a wrinkle to the
game’s puzzley nature. After an
introductory game, I recommend playing at the highest difficulty level. Unless you're playing with only two, which is a
little tougher as you’re collecting cards slower.
The production value is second-to-none. The island tiles are solid. The cards are slick and of good stock. The water level meter is sturdy and wears
very little despite frequent use in sliding the indicator up and down. The resin artifact sculpts are pure chrome –
well done, attractive, fun to handle, and completely unnecessary for game play - kudos to GameWright! The artwork is striking with sharp lines and
vibrant colors. The island images have a
great, pulpy flavor that evoke degrees of realism, fantasy, and mystery. At such a low price point for accessibility,
replayability, and production quality, Forbidden Island
is simply the greatest value for any board game actively in print.
Lovely artwork, indeed! |
As a pure, unadulterated family game, Forbidden Island
is a home run. It is on the light side,
has a healthy dose of luck, and you have to crank up the difficulty to really
make it challenging. However, its appeal
is that it’s easy to play, cleanly structured, presents your group with a decent puzzle
aspect, creates some tension, and requires you to actually make decisions. And the 1930's pulp vibe infuses it with a
sense of fun and adventure straight out of an old-fashioned, whiz-bang dime
novel.
Pros:
Easy to learn and play
Excellent for the whole family
Variable roles
Great production value
Cons:
Repetitive
Pretty Random
Fairly easy on all but most difficult start
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