Gamewright - Forbidden Island - Cooperative Strategy Survival Board Game, 2-4 Players

From: Gamewright

Pete's Expert Summary

So, my humans have acquired a new preoccupation, this "Forbidden Island" from a company called Gamewright. From what I can gather through my superior powers of observation, it's a collection of brightly colored cardboard squares and small wooden effigies they arrange on the low table in the sunbeam room. They mutter about "sinking tiles" and "capturing treasures," working *together* to achieve some pointless goal. Frankly, the whole cooperative affair seems dreadfully inefficient. While the little plastic treasures have a certain skittering appeal when batted under the sofa, the primary value of this "game" is that it corrals all the humans in one place, leaving the rest of my kingdom blissfully quiet and available for undisturbed napping. The box, I must admit, has potential.

Key Features

  • STRATEGIC ADVENTURE: From renowned game creator, Matt Leacock, Forbidden Island offers a cooperative strategy experience; Engage in a mission to capture sacred treasures, while enhancing problem-solving skills and creative thinking.
  • INNOVATIVE GAMEPLAY: Features rich illustrations and dynamic gameplay mechanics; This game stands out with its unique challenges and engaging storyline, keeping players entertained.
  • FAMILY-FRIENDLY FUN: Designed for ages 10 and up, accommodates 2 to 4 players; Perfect for family game nights, fostering teamwork and cooperation.
  • VISUAL APPEAL: Stunning visuals bring the perilous paradise to life; The game's intricate design captures the imagination, making each session visually engaging.
  • ENHANCES SKILLS: Promotes strategic thinking and teamwork; Ideal for improving decision-making and collaboration, providing a rewarding and educational gaming experience for everyone.

A Tale from Pete the Cat

The ritual began, as it often does, with the Great Unsheathing. The humans slid the colorful lid from the box, revealing a new, temporary geography that they laid across the Sacred Table of Wood. It was a patchwork of gaudy squares depicting various uninteresting landscapes—forests, caves, and other places thankfully devoid of comfortable cushions. They called it an island. I called it an affront to the elegant simplicity of the mahogany finish upon which I occasionally sharpen my claws. They placed little wooden figures on it, tiny avatars for their clumsy, oversized selves. I descended from my perch on the arm of the sofa, my approach silent, my gray tuxedo blending with the evening shadows. My intention was to inspect this clumsy cartography. The humans were murmuring in tense whispers about "Waters Rising," a concept I understand intimately from my distaste for the bathroom. I reached a single, perfect paw onto the board and gently tapped a small, crystalline piece they called the "Ocean's Chalice." It slid beautifully across three tiles, disrupting their "shoreline" and coming to rest near a token they called the "Fool's Landing." Quite. The larger of the two humans sighed and moved it back, calling me a "chaotic little creature." A title I shall wear with pride. As they continued their strange ceremony, I began to understand. This wasn't a game. It was a simulation. They were practicing. How to work together under pressure, how to retrieve precious objects from perilous, ever-changing landscapes. All the "treasures"—the Crystal of Fire, the Statue of the Wind—were stand-ins for the *real* treasures of this household: my crinkle ball that has rolled under the refrigerator, the feather wand trapped behind the bookshelf, the last, most delicious morsel of tuna that has been pushed to the far side of my bowl. They eventually succeeded, plucking their little wooden selves and their trinkets off the "island" just before it was "swallowed by the sea." A great deal of self-congratulation followed. I remained unimpressed by their little drama. They had their fleeting victory, their colored bits of plastic. But as they packed away the board, they left the true prize unattended. The empty box. I leapt in, its cardboard walls a perfect, reassuring enclosure. They could have their forbidden island; I had just conquered my new fortress. It was, I concluded with a yawn, an acceptable offering.