Lost in thought.
se·ri·ous·ly - with earnest intent
snap·py - cleverly concise | ru·mi·na·tions - deep or considered thoughts
Impressive, quick playing dice and card game of building and attacking colonial forts in the Caribbean.
Great art and custom coins enhance enjoyable back and forth struggle of this two player gem.
Players alternate building, drawing cards or attacking opponent’s forts in this compact dice and card game with the ultimate goal of achieving either an economic or colonist victory. Forts built from players' collections of varied cubes defend colonists which are added each turn to unlock benefits over time and possibly achieve victory. Drawing cards provides new forts, reinforcement buildings and/or ships to add to your fleet along with the decision of which one of the three drawn cards to pass to your opponent. Attacking by a Yahtzee-style roll of dice targets your opponent’s cube defenses to ultimately destroy their forts and fleet, sending colonists away and slowing their growth, while also providing the means of collecting resource cubes for building new forts of your own. Players may alternately claim economic victory by gaining 20+ coins from putting cards into play.
I enjoy the ebb and flow of Island Siege which usually proves to be a quick exercise in balancing attacks with growth. There’s a charming quality to this impressive design that shines through in its great artwork, balanced game play and short play time that begs for repeated plays. The game has just the right amount of randomness with its sometimes anguishing and sometimes exhilarating dice rolls and card pulls. Plus, there’s room for clever plays and surprising outcomes. As an added bonus the expansion cards integrate very well with the base game, adding a tad more variety and a new type of resource cube for building forts.
PROS+, CONS- & NOTES*
+ Except for starting forts, all cards are unique and provide different abilities.
+ Great artwork enhances the theme.
+ Lavish custom coins included with game.
- Stickered dice while serviceable don’t measure up to game’s other quality components.
* Expect a “take that” nature of attacking and randomness of die rolls.
* Two expansions add more cards and new defense to forts.