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Gaming Blog

Forbidden Island

23/5/2021

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23rd May 2021

Sunday night game rolls on and I'm logged into Skype and Board Game Arena.

The final game of the night was Forbidden Island: A cooperative race against time to escape a mysterious island about to be swallowed by the ocean.

Forbidden Island is the older sibling of Forbidden Desert, you can read my blog about it here.

Caveat: We played the game digitally but in the past have played the physical game.

What's in a game?
  • ​Tiles: There are 24 square tiles, each one has an illustration that depicts a different location or landscape. These tiles are also double sided, one side features full colour, while the other has a monochrome blue and white illustration of the same subject. 8 of the tiles also display symbols that relate to the 4 figurines (More on figurines below.).
    These tiles are used to represent the titular island.
  • Flood cards: These 24 cards correspond to the 24 island tiles. Each flood card has an identical image to the island tile it represents.
  • Treasure cards: There are 4 types of treasure card that correspond to the 4 elements, fire, earth, water & air. There are 5 of each type, thus 20 in total.
    Also included among treasure cards are special cards, there are 3 types, Helicopter lift, Sandbag & Waters Rise!
  • Player cards: Each player assumes a different role in the game, these 6 different coloured cards explain each role's special ability.
  • Pawns: There are 6 differently coloured pawns that correspond with the 6 player cards.
  • Figurines: There are 4 figurines, each one is a stylised representation of 1 of the 4 elements and are the game's objectives/treasures.
  • Standee: Used to track the rising water level and increasing frequency of flooding that occurs throughout the game.
All the components are made to a level of quality that you'd expect from a modern game. The tiles and standee are appropriately thick, pawns are equally solid, the figurines are fairly chunky and weighty.
Eye-catching, good quality artwork is used on the flood cards & island tiles, they also come with suitably evocative names such as Temple Of The Moon, Cave Of Embers, Breaker's Bridge and so on. Art on the treasure cards is also good and matches the nicely sculpted figurines.
All-in-all, the components are good.

Picture
Island tile layout at the start of the game.
Picture
Examples of treasure cards & flood cards.

How's it play?
Forbidden Island is a race against time to recover 4 treasures (In the form of the 4 figurines.) and escape the ancient island as it collapses into the ocean waves. Collecting treasures is done by heading to certain locations with a set of cards and acquiring them,
Setup
  • Create Island: The island is randomly created each game by shuffling the 24 island tiles and laying them out in a sort of diamond-shape with their coloured sides face-up, this forms the game's 'board'.
  • Set difficulty: A marker on the standee is used to track the game's constantly increasing difficulty. There are 3 starting 'notches' for the marker that represent the 3 levels levels of difficulty.
  • Begin flooding: The island is already sinking into the ocean as the game begins!
    Shuffle the flood deck and place it face-down, then one-by-one draw 6 cards into the discard pile. For each flood card drawn, flip the corresponding island tile to its blue and white side, these locations are now flooded!
  • Deal player cards: Shuffle the player cards and deal one to each player, then place the corresponding pawn on it's starting location as indicated by the island tiles.
  • Deal treasure cards: Shuffle the treasure cards into a face-down deck and deal 2 to each player.
  • Determine starting order.
On to play
During their turn, the active player will have 3 action points to spend on various actions. Once all players have had a turn, then the game gets to have its turn.
  • Actions: There are 4 actions every player can perform, additionally each character will have a unique special ability they can use at the cost of an action point. Actions may be repeated.
    Move: Spending 1 action to move orthogonally to an adjacent tile.
    Shore up: For each action point spent, the active player may flip they are on or an orthogonally adjacent tile from it's flooded side to its normal side.
    Give a treasure card: If you or more characters are on the same tile, the active player may use an action point to give a treasure card to one of the close by characters.
    ​Acquire a figurine: Each of the 4 figurines has 2 island tiles associated with it; if the active player is on one of those 2 tiles and has 4 matching treasure cards, then they can spend an action to acquire that figurine.
    Use ability: Each character has a unique special ability such as being able to move other characters, or being able to move diagonally. Each use of the special ability costs an action point.
  • Special cards: Of the 3 types special card, 2 make be used by players in any player's turn. The Waters Rise! card is explained elsewhere.
    Helicopter Lift: Can move any number of characters from any one tile to another tile.
    Sandbag: Can be played to shore up any island tile on the board.
  • Draw Treasure cards: Once a player has completed their turn, they draw 2 treasure cards into their hand (Max hand size is 5.). If any of the cards is a Water Rise! card, then this spells trouble for the characters, this affects the flood deck and more on this is explained below.
After every player turn, 'the game' has it's turn, which is done using the flood deck.
  • Waters Rise! Strictly speaking, Waters Rise! cards are resolved at the end of a player's turn, but since it affects the flood deck, I'm explaining it here.
    When the active player draws 2 treasure cards, if any of them are revealed to be a Waters Rise! card, then the following occurs.
    Increase flood level: Put the marker on the water level standee up a notch, this may or may not increase the number of cards that will be drawn.
    Shuffle drawn flood cards: All flood cards that have been drawn are shuffled together and placed on top of the flood deck.
    The Waters Rise! card is discarded into the treasure cards' discard pile.
  • Flooding: Reveal a number of cards from the flood deck equal to the value that the marker that the water level standee is pointing at, this will be 2-5 cards. Each corresponding tile will be affected as follows.
    Flood: If a tile is 'normal' when it's card comes up, then it is flipped to it's flooded side.
    Sink: If a tile is already flooded when its card comes up, then it sinks! The tile and its flood card are removed from play for the remainder of the game. This can potentially prove dangerous to characters on that tile. Furthermore, characters cannot cross 'gaps' created by sunken tiles, unless it is the diver character.
    After this discard all the revealed cards (That did not cause sinking.) into the discard pile.
That's it for the game's actions, play then progresses to the next player and alternates until the endgame is triggered.
If, during play either of the decks is depleted, simply shuffle the discard pile back into a deck.

Endgame
As a cooperative game, the players collectively win or lose. Forbidden Island has several ways to lose and 1 way to win!

There are 9 'critical' island tiles on the board.
Each figurine has 2 tiles which are used to acquire the it, if both tiles for a figurine sink before it is acquired, then it's game over as there's now no way to get that figurine.
Similarly, if the Fool's Landing island tile (Which contains the helipad sinks.), then there's no way to escape and it's also game over.
If a tile with a character on it sinks, the character must swim to an adjacent tile, if there are no adjacent tiles, then unless that character is the diver, they will meet their water end! If any character is lost then it's game over for all players!
Finally, if the marker on the water level reaches the skull & crossbones, then well.... you get the idea. Glub!
​
Winning; easier said than done!
Any single player must collect 4 identical treasure cards, then must reach one of the 2 island tiles associated with that treasure and spend an action to acquire that treasure's figurine. This must be done for all 4 figurines.
That's not the end though, now all the characters must reach the helipad and a Helicopter Lift card must be played by any player to escape to victory.

Picture
Game ends in victory, but it was close!
Picture
An even closer end to a game!

Overall
Like other cooperative games I've played, Forbidden Island injects a dose of luck into the gameplay in order to consistently challenge players and how players manage that luck is key to victory.

Broadly speaking the gameplay is; player shores up island - game tries to sink island - player shores up island and so on. Players have to keep the island a safe as possible long enough to survive and get the cards they need to win the game.
It's not as straightforward as it sounds though, the 3 actions points each player is given to do stuff never seems enough. Players have to choose between working towards objectives or saving the island and the clock is always, always ticking.

The way the flood deck works means that tiles which have already suffered a flood will be more prone to suffering further floods because when a Waters Rise! card appears and refreshes the flood deck, cards that were already revealed are put back on the top of the flood deck, meaning they will be the first to be revealed again.
Obviously protecting the critical island tiles is.... well critical but choosing to protect other tiles is a harder choice. Sure you can allow a unimportant tile at the edge of the board to sink and it won't immediately affect the game, however, when a tile sinks, its flood card is removed from the deck, slimming it down and meaning that flood cards for tiles you are trying to protect will appear more often. Keeping cards in the flood deck can act as a buffer against other parts of the islands sinking, provided you're willing to spend the action points of course....

A hand limit of 5 is also another area of the game which forces players to make decisions, just like action points, the hand limit never seems enough.
It takes 4 cards to gain a figurine, giving player's space for only 1 other card in their hand! Through gritted death, players will frequently have to discard useful cards because they're not useful right now.

To win Forbidden Island, the players will need to cooperate, coordinate and optimise the use of action points, they'll need to make every decisions count and use special cards appropriately and decisively.
Choosing when to let a tile sink or save it, or when and what card to give to another player are all vital decisions and most of the time player's will be forced to make compromises, rarely will their decisions be no-brainers.

I find Forbidden Island to be an enjoyable cooperative game and I'm happy to play it.

Sometimes the luck of the draw can go with and give you a slightly easier time or it screw you over (Nothing like drawing Fool's Landing in the starting 6 flooded tiles, drawing Waters Rise straightaway and watching Fool's Landing immediately sink....).
But if it was always easy or fair, what would be the fun it that?
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