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

From: Gamewright

Pete's Expert Summary

My human, in her infinite and often misguided wisdom, has procured a flat box from a company called Gamewright. Inside is what they call a "cooperative" game, which seems to mean the humans must huddle together and make noises at a piece of cardboard instead of directing their attention to its proper subject: me. The premise involves them scurrying around a "Forbidden Island" to steal "sacred treasures" before the whole thing sinks into the sea. Frankly, the idea of a napping surface that actively shrinks over time is a catastrophic design flaw. However, the mention of small, easily batted-around "treasures" and little wooden pawns that look perfectly sized to be lost under the radiator does pique my interest. It is likely another pointless human ritual, but it may produce some collateral amusement for a superior being such as myself.

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 unveiling was, as expected, a ceremony of mediocrity. My human and her chosen companions laid out a grid of colorful squares on the coffee table—my auxiliary napping dais. They spoke in hushed, serious tones of "Fool's Landing" and the "Cave of Embers," pointing their clumsy fingers at the illustrations. I observed from the arm of the sofa, giving my gray tuxedo a perfunctory wash, feigning disinterest. They were plotting. This wasn't a game; it was a territorial map, and these oafs were planning an invasion. Their little wooden pawns began their slow, predictable march across my domain. The "Whispering Garden" tile they so coveted? That is the precise location of my afternoon sunbeam. The "Tidal Palace"? The spot in front of the food bowl. I allowed their initial incursion, watching with narrowed eyes as they chattered about "shoring up" flooded tiles. Amateurs. A gentle, almost accidental, flick of my tail sent the "water level" marker up a notch. They gasped in unison. "The island is sinking faster than we thought!" one of them cried. I merely blinked. Your island? My floor. My rules. The true insult came when they began to claim the "treasures." These small, shiny totems were clearly representations of my own sacred artifacts. The "Crystal of Fire" was the elusive red dot I hunt at dusk. The "Ocean's Chalice" was my perpetually-too-empty water dish. As the human they call "Dave" reached for the little blue chalice piece, I decided to intervene. It was not a chaotic pounce, but a deliberate, flowing movement. I landed on the table with the silence of a shadow, placing my pristine white paws directly onto the tiles representing the "Cliffs of Abandon" and the "Phantom Rock." I stared directly at Dave, a low rumble vibrating in my chest. His hand froze mid-air. The other humans fell silent, their "strategy" forgotten. With a delicate, almost surgical precision, I extended a single claw, hooked the "Ocean's Chalice" from its tile, and slid it beneath my chin. I then settled into a loaf, my gaze unwavering. The message was clear: this expedition was over. The treasures of this land belong to its one true ruler. While the board itself is a flawed, shrinking asset, the game of thwarting my staff's feeble attempts at conquest has proven to be a surprisingly worthy diversion. I shall permit them to try again tomorrow.