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2010 · 2-4 players · 30min · weight 1.74 · 54,333 ratings
At a glance — v4 wide
Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v2.
Take 3 actions to move, shore up sinking tiles, or hand off cards; collect four treasure sets before the island sinks.
- [3]escalating_threat— “sinking tile pressure — flood cards raise water level; tiles flip and eventually sink”
- [0]cooperative_with_traitor— “role asymmetric coop — fully cooperative; no traitor; each role has unique movement/action”
- [2]variable_player_powers— “role asymmetric abilities: Pilot, Diver, Messenger, Explorer each move differently”
- [2]set_collection_diversifying— “set collection for treasure — collect four cards of same type to claim treasure at matching tiles”
- [2]cascading_failure— “rising difficulty clock — water rises on each flood card draw, accelerating island sinking”
Archetype fits — v4 deep
How well this game shape maps to mobile archetype templates. Composite is a weighted sum of the 10 fit dimensions.
| Archetype | Composite | LTF | Session | Combo | Arc | Share | 5in | Onboard |
|---|---|---|---|---|---|---|---|---|
| Coop Canonical gateway coop — escalating_threat + role_asymmetric_coop + sinking_tile_pressure deliver Pandemic-shape coop arc. Visual legibility weak on small screen (4-by-6 tile grid + per-player hands), the canonical hardest dimension for this archetype. | 6.10 | 8.0 | 9 | 5 | 9 | 5 | 5 | 8 |
| Balatro Sinking_tile_pressure is a clean climbing-difficulty arc and 30min hits Balatro window, but co-op shape means decision density splits across players and there's no joker/relic procgen. | 5.70 | 6.0 | 9 | 4 | 8 | 4 | 7 | 8 |
| Cozy Cooperative Game + Solo / Solitaire Game triggers Coop-or-Solo tier (no cap). But escalating_threat + cascading_failure are anti-cozy primitives — losing means drowning. Tone is adventure-tense not gentle; lands 6-7 not 9-10. | 5.30 | 7.0 | 9 | 3 | 6 | 3 | 7 | 8 |
| Snap Co-op vs sinking-island clock isn't adversarial PvP shape; 30min over match window, no factional play. Visual_legibility middling on shrinking tile grid. | 4.80 | 6.0 | 6 | 3 | 7 | 3 | 6 | 6 |
| Wordle Multiplayer co-op with no daily-seed solo loop. Some share-output potential (escape/death summary) but wrong length category. | 4.20 | 5.0 | 3 | 3 | 5 | 4 | 6 | 6 |
Translation candidate
Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.
Tile grid + action-points coop is touch-friendly; the rising-water timer maps cleanly to a digital escalator. No official port despite popularity.
Rules card
Synthesized from sources below. Readiness: ready. Confidence: 0.94.
Readiness
ready (confidence=0.94, rules=0.90, fun=1.00). BGG rank: 1021; year: 2010; weight: 1.74; playtime: 30 min
| Source | Quality | Role | Note |
|---|---|---|---|
llm_memory | 0.90 | draft synthesis | sonnet-self-rated-9 |
bga_tutorial | 0.85 | rules authority | BGA implementation rules summary |
bgg_comments | 0.75 | player voice | positive/player-voice sample |
wikipedia | 0.55 | context/reception | board-game-suffix |
Core Loop
Forbidden Island is a fully cooperative game for 1–4 players. Players are adventurers on a sinking island trying to collect four sacred treasures before the island floods and sinks beneath them. On each turn, a player takes up to 3 actions (move to an adjacent tile, shore up a flooded tile to remove its flood marker, give a treasure card to another player on the same tile, or capture a treasure by discarding 4 matching cards while on the matching treasure tile). After actions, the player draws 2 treasure cards (which may include Waters Rise! cards) and then draws flood cards equal to the current flood level, flipping those tiles to flooded — or sinking them entirely if already flooded.
The flood deck and flood level create escalating pressure: Waters Rise! cards shuffle the flood discard back onto the top of the flood deck, accelerating the re-flooding of tiles that have already been flooded once, making the island shrink predictably from the most-threatened tiles. Players must coordinate card collection and shore-up actions against this escalating clock.
Turn Structure and State
- BGA tutorial is present; useful for exact turn flow and implementation gotchas.
- BGG description anchor: Forbidden Island is a visually stunning cooperative board game. Instead of winning by competing with other players like most games, everyone must work together to win the game. Players take turns moving their pawns around the 'island', which is built by arranging the many beautifully screen-printed tiles before play begins. As the game progresses, more and more island tiles sink, becoming unavailable, and the [...]
Win Condition and Arc
All four treasures must be captured, all players must reach Fools' Landing tile, and one player must play a helicopter lift card. If any player is on a sunk tile with no adjacent tile to move to, the island sinks with both treasure locations sunk before collection, the flood level reaches the skull, or the waters rise card appears with no cards left in the treasure deck — players lose collectively. The arc builds from comfortable early turns to desperate shor-up sprinting as the flood level climbs.
Decision Primitives
BGG mechanisms: Action Points, Cooperative Game, Events, Grid Movement, Hand Management, Map Reduction, Modular Board, Pick-up and Deliver, Set Collection, Solo / Solitaire Game, Square Grid, Tile Placement, Variable Player Powers
Memory-derived primitives:
- Cooperative play (shared win/loss)
- Hand management (max 5 treasure cards; excess discarded immediately)
- Set collection (4 matching cards to capture each treasure)
- Tile flooding and sinking (two-stage: flooded → sunk/removed)
- Escalating flood rate (Waters Rise! reshuffles discard onto flood deck top)
- Role-based special powers (Pilot can fly anywhere, Navigator moves others, Diver swims through flooded/missing tiles, Explorer moves/shores diagonally, Engineer shores two tiles per action, Messenger gives cards across distance)
v4 controlled primitives: escalating_threat, variable_player_powers, cascading_failure, set_collection_diversifying, action_blocking
Top iOS archetype fits: coop 6.1, balatro 5.7, cozy 5.3.
Why It Is Fun
The escalating threat model is elegant: the flood deck acts as a memory puzzle, with experienced players tracking which tiles will resurface. Role asymmetry creates clear specialization without turning any player into a spectator. The game is short enough (30 min) that tension stays high throughout and recovery from mistakes feels achievable until it suddenly isn't.
Player-voice evidence:
- Gave it to my brother-in-law to play with his kid. Great coop intro if one is needed.
- Probably the easiest cooperative game you'll ever play, so a great introduction to the genre. Like most co-op games, it has an action point system and character roles; unlike most co-op games, it has a tile-laying mechanic to set up the...
- Fun co-op. The play count is off on this one. A tense game that I'm always down to play.
- One of the simpler solo/coop games for kids and new gamers. Its a wonderful introduction into co operative games. Great for shorter play, so neither children or new gamers become bored. Modular board and variable player powers make it...
- As the designer says, Pandemic Lite, but it's still great fun. Shorter and less involved than its big brother. A gateway game for nongamers and a filler for gamers, but a damn good one.
Friction and Failure Modes
- Treat Sonnet-memory edge rules as draft until confirmed by manual, BGA, or transcript.
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
- Waters Rise! cards go to the bottom of the treasure deck when drawn during treasure card draw — not discarded — which means they can recur.
- Helicopter Lift card (in treasure deck) can be used as an action to move any number of players to any tile, even mid-game for repositioning — not just for the final escape.
- The Messenger role's special power allows giving treasure cards to a player anywhere on the island (not just same tile), breaking the normal adjacency rule for card transfer.
- Fool's Landing sinking = instant loss regardless of game state.
- If a tile is sunk, the flood card for that tile is removed from the flood deck permanently.
Sources Used
[
{
"kind": "llm_memory",
"path": "data/llm_memory_sonnet/65244.md",
"quality": 0.9,
"note": "sonnet-self-rated-9"
},
{
"kind": "bga_tutorial",
"path": "data/bga_tutorials/65244.md",
"quality": 0.85,
"note": "BGA implementation rules summary"
},
{
"kind": "bgg_comments",
"path": "data/bgg_comments/65244.txt",
"quality": 0.75,
"note": "positive/player-voice sample"
},
{
"kind": "wikipedia",
"path": "data/wikipedia/65244.md",
"quality": 0.55,
"note": "board-game-suffix"
}
]
Sources (4)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.