Here's a crazy idea to make Forbidden Island less simple. Just like in Forbidden Desert were there are sand tiles that are placed on top of the normal land tiles through out the game. Why not do the same for Forbidden Island, but instead of sand tiles it would be pictures of various designs of traps, there will be known as Trap Tiles.
They would be placed on top of the land tiles with the treasure symbols or on any of the tiles. There would be 16 or more trap tiles for randomness.
There would also be a new deck of equipment cards to take from. Of course they would count against your hand limit, not only will there be a new equipment deck like in Forbidden Desert but there would be different types of equipment, for example, there would be rope, whips, a diary/journal or anything else that was from the Indiana Jones, Tomb raider, The Mummy or any other adventure movies that was used to disarm the traps.
Now in order to remove the traps off the land tiles the rules are as follows,
1. You have to move on top of the trap tile.
2. In order to remove the trap you must have the equipment that matches the symbol that is on the trap tiles or if symbols painted on the trap tiles is not feasible.
Then, have a number on the tiles showing what amount of equipment cards are needed to put in play in order to remove the trap tile.
3. But if you want to get the treasure, the active player must have four matching treasure cards in the hand and discard them as in the regular rules.
4. If a land tile has a trap on it and that trap is removed but later on that land tile goes underwater and the active player shore up the land tile, then the trap resets and a trap tile is taken from the trap tile stack and placed back on that land tile.
Now, if we want to make things a bit more difficult, we can add two other cards. One card would have the word success and the other the word fail.
After the active player discards the equipment cards, the active player proceeds to take both success and fail cards, then shuffle them face down, flips one of them over, if this is the success card, the trap is removed from the tile.
However, If its the failed card than the active player’s pawn is either removed from the tile with the trap or they can stay on that same tile, but in order to get the treasure the trap still must be removed.
What do you thank?
- Last edited Thu Dec 19, 2013 9:39 pm (Total Number of Edits: 1)
- Posted Wed Dec 18, 2013 12:01 am
Re: Trap Tiles
awesome.. please flesh out the traps and rules.
Re: Trap Tiles
Here's my attempt to clarify the rules to my trap marker expansion Idea for Forbidden Island. I try to make it as clear as possible if it's not pleased ask any questions. This ideas objective is to make the game more challenging and a bit more difficult.
This idea was inspired by the Sand Markers from the game Forbidden Desert. If you are not familiar with it, there is a page here on boardgame geek.
Furthermore, If one thinks of a better rule or a better way to implement these rules, or if any of the rules seem to make the game way too difficult. Please let me know.
So without further ado I present to you the clarified rules to my Trap Marker Expansion idea for Forbidden Island.
Equipment Deck (12 Cards)
12 or more Trap Markers
Placing the New Equipment Deck:
Place, the new equipment deck next to the treasure deck, but giving some space for the different Discard piles.
Placing Trap Markers:
After following normal setup, place 8 trap markers on top of the island tiles that have the treasure symbols. Then draw 4 more cards from the flood deck and place 4 traps on the corresponding island tiles.
You may move your pawn to an adjacent tile for 1 action per move: either up, down, left or right, but never diagonally, however, if a player moves onto an island tile that has a trap marker on it that tile is considered “blocked” and until that trap marker is removed.
The player may not move any direction except the one they came from. For example, if you where on the (Cliffs of Abandon) tile, and you moved to your right on the (Watchtower) tile and that tile is occupied by a trap marker. You may not move to any surrounding tile except back to the (Cliffs of Abandon) tile.
There will be 12 trap markers in the game at once, 8 markers on the item tiles and 4 that are on the normal island tiles. In order to remove Trap Markers you must have 2 or more equipment cards in your hand. 3 equipment cards must be discarded from a players hand in order to remove the traps that are occupying the item tiles but only 2 cards must be discarded to remove a trap occupying one of the normal tiles.
Your pawn also must be on the same Island tile that is occupied by the trap marker, you may remove one marker for 1 action per marker. When a Trap Marker is removed place it back onto the supply pile near the board.
Note: When you remove a trap marker from an island tile, in order to capture a treasure, a player must still discard 4 matching treasure cards from there hand if your pawn is on either corresponding item tiles.
Flooded Tiles with Trap Markers:
If a land tile floods and a trap marker is on it, take the trap marker off the tile, flip the land tile on its flooded side and then place the trap marker back on top of that tile.
Shoring up Tiles with Trap Markers:
If a flooded tile has a trap marker on it, a player must remove the trap marker before that player can shore up that flooded tile.
If a island tile has a trap marker on it and it’s removed but later on that same island tile floods and a player shores up that tile the trap resets and a trap marker must be placed back on top of that island tile.
Equipment: (12 Cards)
There is a new equipment deck that players can draw from.
As in the normal rules, after taking actions you must draw two cards from the top of the treasure deck and add them to your face up hand, or you may draw 2 cards from the new equipment deck or 1 each from both decks.
Important: Equipment cards count against your hand limit and they may only be used by the player who possesses them, however, they may be passed for free at any time to another player on the same tile. Though as a general rule they cannot save a flooded tile once you revealed the matching flood card.
- Last edited Fri Dec 20, 2013 8:56 am (Total Number of Edits: 1)
- Posted Wed Dec 18, 2013 9:46 pm
here's one crazy idea.. all treasure tiles are traps. To solve the trap, one must solve some trivia question / brain bender.. maybe something silly like from "are you smarter than a 5th grader"