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Forbidden Island» Forums » Variants

Subject: Level up! rss

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TheHat TheHat
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Hey everyone! For a class on game design and game play we got the amazing pleasure to play this game. Also for this class, we got to mod it! Inclosed in this post is our team's modifications. We would love to hear your thoughts and see how you like it. Have fun and I look forward to your reactions!

Forbidden Island

Sinking Treasures Further




Card added:

Cannibal card

All players on the same tile as the drawer of this card discard one treasure card, do not play abilities of special cards discarded this way. Add 1 of this card to the deck for the lower levels, add up to 4 for more difficulty!

Super Move

Rule: May only use the super move if all players have one treasure each.

For three actions slide all tiles in making as close to a square as possible.

From then on all players have only two actions per turn.
(may only be used once)

Level up

Whenever a player captures a treasure level that player card up. Treasures cannot be traded.

Character specific changes

Diver
Level 1 .Passive- Can end turn on empty space
Level 2. Passive-May be used as a platform while on any open space
Level 3. Move through 1 or more flooded and/or missing tiles for 1 action.

Navigator
Level 1. Move another player up to 2 adjacent tiles for 1 action.
Level 2. Move any number of players on the same tile up to 2 adjacent tiles for 1 action.
Level 3. Pull up to 3 other players from anywhere on the board to the Navigator is on for 2 actions.


Explorer
Level 1. Move and/or shore up diagonally.
Level 2. Force any player to draw a treasure card for 1 action.
Level 3. Look at the top 3 treasure cards then put them back in any order for 2 actions.

Pilot
Level 1. Once per turn, fly to any tile on the island for 1 action.
Level 2. Once per turn, fly self and any 1 player on same tile to any tile on the island for 1 action.
Level 3. Leave Forbidden Island for 3 actions. (All four players must be on Fools Landing with all four treasures)

Engineer
Level 1. Shore up 2 adjacent tiles for 1 action.
Level 2. Shore up any 2 tiles for 1 action.
Level 3. Slide any tile to any adjacent empty space for 2 actions.

Messenger
1. Give Treasure cards to a player anywhere on the island for 1 action per card.
2. Trade any number of cards with any one player for 1 action.
3. Trade any number of cards between any two players for 2 actions.


Summary



For our design choice modifications we wanted to keep the core random and ever changing game set up and play. In keeping with this we sought to edit a few things; the way players use their powers, making hand management even more important, and adding just a bit more random. With the addition of the cannibal card mass trading and even getting off the island can be dangerous as sticking close to your team can get you bitten. The super move allows more strategies as one player gets to level three, two people get to level three, or everyone gets to level two and are able to use the super move. For balancing we edited some adventure cards base skill to be weaker, such as the divers.
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Evil Cookie
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I like the idea of a cannibal card, but the game can be so difficult to complete, that it seems mean!

I like the idea of the 'level up' but it might make it too complicated and my thoughts about each one

Diver Level 1 - what would be the point of ending on an empty space?

Navigator Level 2 - might make more sense for him to be able to move any person to another persons/his tile?

Explorer Level 2 - Why would the Explorer force someone to take a treasure card for 1 action, why not draw a treasure card for himself?

Explorer Level 3 - seems a bit like cheating...!

Pilot Level 2- perhaps he can fly anyone to another tile for 1 action, rather than to his tile?

Engineer Level 2 - seems quite generous to shore up ANY 2 tiles, maybe this could be in conjunction with Sandbags? So if he has sandbags he can shore up 2 instead of 1?

 
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TheHat TheHat
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We felt that by adding only one or two of the cannibal card into the deck made it pretty balanced.

Diver: He moves through flooded/gone spaces as if they where normal, so he can turn and such, plus once he gets his second power people can use him as if he where a space, which are the reasons for wanting him to end on an empty space.

Navigator: That is an interesting idea which we played around with, but we felt it diminished the need for the messenger.

Explorer: He can force himself to draw a card too. This works well with his third ability. Lets say the Diver has 3 fire cards, the Explorer can look at the top three cards, notice the fire card among them and put it to the top, then force the diver to draw it, thus on the divers next turn he can capture that treasure.

Pilot: His level 2 is that he can fly himself and another player that is on the space as he is anywhere, like a slightly worse helicopter card.

Engineer: We where playing with this idea as well, but we thought it was funner to be able to shore up any two anywhere.

Thanks for your comment!
 
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Evil Cookie
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oh I didn't realise that you 'kept' the powers at each level... that changes everything!
 
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J C
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JMCEE wrote:
Engineer Level 2 - seems quite generous to shore up ANY 2 tiles, maybe this could be in conjunction with Sandbags? So if he has sandbags he can shore up 2 instead of 1?


TheTrueHat wrote:

Engineer: We where playing with this idea as well, but we thought it was funner to be able to shore up any two anywhere.


Another way you could do this is:
Level 1: (normal ability)
Level 2: Shore up any 1 tile for 1 action. (basically a sandbag without a card)
Level 3: Shore up any 2 tiles for 1 action.
 
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