2019-06-01_Games_World_of_Puzzles

(sharon) #1

june 2019 | GAMES WORLD OF PUZZLES 47


BY THOMAS L. MCDONALD •BOARD GAME REVIEWS•


COOPERATIVE


FORBIDDEN SKY


GAMEWRIGHT, $40


AGE RANGE: 10+


PLAY TIME: 1 HOUR


PLAYERS: 2–5


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T


his hapless group of adventurers
has moved from one disaster
to another, each more difficult
to escape than the last. In Forbidden
Island, they had to get back to the he-
licopter before the lost civilization they
were exploring disappeared beneath the
waves. That helicopter crashed in the
next game, Forbidden Desert, leaving
our heroes to seek an airship to escape
before the desert sands swallowed them
up. Now, in Forbidden Sky, that airship
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feet in the air and they must power a
rocket ship in order to escape.
A few things link these games, de-
signed by Matt Leacock, creator of the
best-selling Pandemic franchise. They’re
all cooperative. They all use tiles to
create changing game boards. They all
generate suspense as the environment
works against them. And each has been
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Forbidden Sky is the most challeng-
ing yet. It also has some of the most
satisfying and frustrating elements of
the series. Let’s get the negatives out of


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were gorgeous, the art and color palette
of Forbidden Sky—sickly purple clouds
with teal and orange pieces—is not
particularly attractive. The components
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as you piece them together. Finally, the
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Still, Forbidden Sky is not without its
charms. Players work as a team to cre-
ate a rocket platform, “wire” it for power,
get to it without dying, and then blast off
to safety. If one player dies or isn’t at the
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everyone loses. As a novel bonus, the
rocket is battery-powered, with lights
and sounds.
During a turn, players can perform up
to four actions: move a pawn, draw a tile,
place a tile, and place or remove a wire.
The tiles create the platform, and each
must connect to at least one copper wire
on an adjoining tile. As tiles are laid, the
platform takes shape, creating spaces
for various capacitors, as well as the
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tallic pieces are linked with magnetized
plastic “wires” in a complete circuit, the
rocket takes off with a swoosh.
There’s a lot more going on here than
we have space to explain. Cards are
drawn to indicate lightning and wind,

which might at any moment fry players
or blow them to their doom. There are
teleporters, Faraday cages, and fraying
safety ropes. Some characters have
special skills allowing them to help other
members of the team. Those are just a
few of the things players will encounter.
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order! Forbidden Sky throws a little too
much at people who just want to play a
game. At times, it tilts the challenges for
which the “Island” series is justly famous
from suspenseful to irritating. At other
times, however, it all works just right,
the team clicks, and you get a satisfying
liftoff. How much you enjoy it will depend
largely on which of these possibilities
you experience. Q

GOOD CHOICE FOR FANS OF: FORBIDDEN ISLAND RATINGC


PUZZLE


FOLD-IT


THINKFUN, $18


AGE RANGE: 8+


PLAY TIME: VARIABLE


PLAYERS: 1–4


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I


’m entering my third decade as a
game reviewer, and it’s not often a
puzzle defeats me. Some of Fold-
It’s advanced challenges, however,
left me a quivering puddle of fail, and
that’s the highest compliment I can
give the game.
Fold-It is a simple idea done well.
Order cards display one to four plates
of food. Four silky cloths are printed
front and back with a pattern of foods
in a 4×4 grid, so four players can try to
solve the puzzle at once. The object is
to fold the cloth so that only the items
shown on the card are visible.
On the basic orders, this is simple to
moderately challenging. The cloth has
a nice feel to it, and folds and unfolds
easily. Heck, you could even use it as


a pocket square for handy entertain-
ment during dull dinners. The puzzles
themselves are fun and the solutions
usually present themselves with time.
Some of the advanced cards, however,
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were a few I never cracked. Unlike most
ThinkFun games, there are no hints or
solutions on the cards, which some
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It’s really just a puzzle and plays best
without any of the “game” rules that are
bolted on after the fact. The box comes
with “recipe cloths,” order cards, and
various tokens. The game element is
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tion in the shortest time possible, with
tokens grabbed and discarded until
slow players are eliminated. It’s neither
an interesting nor satisfying way to
gamify a puzzle and there’s little reason
to bother with it.
This plays best as either a solo
activity or non-competitive challenge

rather than as a game. It’s marvel-
ously clever, well-made, and engaging.
Another version, sans food—Color
Fold—is also available. Q

GOOD CHOICE FOR FANS OF: TANGRAMS RATINGB

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