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2019 · 1-4 players · 120min · weight 4.16 · 4,476 ratings
Rules card
Synthesized from sources below. Readiness: needs-source. Confidence: 0.12.
Readiness
needs-source (confidence=0.12, rules=0.10, fun=0.15). BGG rank: 725; year: 2019; weight: 4.16; playtime: 120 min
| Source | Quality | Role | Note |
|---|---|---|---|
llm_memory | 0.10 | draft synthesis | sonnet-self-rated-3-unknown |
Core Loop
In the age of exploration the players arrive at a new home far away from their homeland. They try to settle the big island and each player tries to explore one part of it by placing landscape tiles. Landscape tiles grant resources and those are used to erect buildings with special abilities. Barriers on the island have to be removed in order to explore the island even further. Players build valuable statues and supply ships get them the supplies from the old world they need to be a successful settler on Cooper Island.
The special thing about Cooper Island is the way the players mark their victory points. They sail with ships around the island to show their progress. On their way around the island they find smaller islands inshore that grant valuable benefits. After five rounds, a game of Cooper Island ends and the player who developed the best and went on furthest with their ships will win.
•••
The second printing of the German and English versions of the game, along with the Spanish version of the game, include the Solo Against Cooper expansion that was originally available separately as a bonus item.
—description from the publisher
Turn Structure and State
- No manual/BGA/transcript source is present; card relies on memory plus BGG context.
- BGG description anchor: In the age of exploration the players arrive at a new home far away from their homeland. They try to settle the big island and each player tries to explore one part of it by placing landscape tiles. Landscape tiles grant resources and those are used to erect buildings with special abilities. Barriers on the island have to be removed in order to explore the island even further. Players build valuable statues and [...]
Win Condition and Arc
Win/scoring arc needs verification from a rules authority.
Decision Primitives
BGG mechanisms: Income, Layering, Tile Placement, Turn Order: Claim Action, Worker Placement, Worker Placement, Different Worker Types
Why It Is Fun
Fun read needs player-voice synthesis.
Friction and Failure Modes
- Treat Sonnet-memory edge rules as draft until confirmed by manual, BGA, or transcript.
- Needs at least one stronger rules authority before final extraction use.
Translation and Design Hooks
- Use this card to ask: which primitive carries the fun if theme/licensing is removed?
- For iOS, look for short-session compression, clear state visualization, and a digital-only twist.
- For new tabletop design, look for the tension source and decide whether to preserve or invert it.
Edge Rules and Gotchas
No verified edge-rule section yet.
Sources Used
[
{
"kind": "llm_memory",
"path": "data/llm_memory_sonnet/269511.md",
"quality": 0.1,
"note": "sonnet-self-rated-3-unknown"
}
]
Sources (1)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.
BGG tags
Legacy — v2 primitives
Pre-v4 terse primitives. Will be superseded once this game enters the v4 wide pass.
Place a worker, layer landscape tiles on your island to upgrade resource yields, then sail to mark VPs.