Forbidden Desert Review
I had just gotten Forbidden Island right when Forbidden Desert came out. So despite the fact that Forbidden Desert was the new hotness, I knew I couldn't justify getting it for a while. Well a while passed, and a friend of mine gifted it to me for my birthday. Man did I get a lot of games played that day.
Now I love Forbidden Island, but it is not without it's problems. It was a slimmed down, streamlined version of Pandemic. But in the process of shedding excess rules and mechanics, it's quarterbacking problem became more pronounced. Quarterbacking referring of course to one player instructing all the others what to do with their cold, ruthlessly correct logic.
So Forbidden Desert is Matt Leacock's third cooperative game, published by Gamewright in 2013. It's another iteration of the same fundamental design he's been molding since Pandemic. After escaping from the Forbidden Island by helicopter, you crashed straight into the Forbidden Desert. You must reassemble an ancient Flying Machine who's parts are scattered, buried in the sands. Only once you've done this can you escape before you die of thirst, or are buried in the sands yourself. Today I'm going to look at how it's changed from previous iterations, and how well it handles the quarterbacking problem.
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