Forbidden Island – Legendary Level Solo Play-through

I’ve been meaning to do a play-through for Forbidden Island for some time now, but you know how it is, something new and shiny comes along and I get distracted, like a moth to a light.

Well, I’ve dragged myself back on track and here it is, attempting to beat the game on the Legendary level.

Forbidden Island is a great family game, often used as an introductory (Gateway) game for people new to the hobby. It is simple to learn and quick to play, but bang the difficulty up to Legendary and the game starts to offer a little more, becoming a challenging little filler game. If you want to know more about the game, then take a peek at my review.

I only play it on this level nowadays, and have around an 80% success rate, with the majority of the games go right down to the wire, which is what I really like about it.

Loses are usually caused by the spacing of the Waters Rise cards. If they fall within the space of a turn of one another, then you’ll end up losing tiles, as you just can’t shore them up quick enough, and after you’ve recycled the treasure deck, two in quick succession can end the game.

Sometimes, it just comes down to bad luck (bad luck is just a word for a random event that you don’t like!), and it is possible to lose on the very first turn. Fools’ Landing comes up when ‘The Island starts to sink’ becoming flooded, and you are unable to get there to shore it up. You then draw a Waters Rise card, shuffle the Flood discard and pop it back on top of the deck, and then draw Fool’s Landing during the Flood card draw of that turn – game over man!

Mostly, though, if you play to the strengths of the adventurers and keep a few simple pointers in mind, then there’s no reason you shouldn’t do win, or at least take it to the edge.

Get to know the adventurers

There’s nothing deep or meaningful here, the adventurers’ abilities are all very straightforward, but to win at the higher levels you have to exploit them to their fullest. Also, some work better together than others, whilst one or two are only any good in certain situations. Let’s take a look…

The Diver

“Move through 1 or more adjacent flooded and/or missing tiles for one action. (Must end your turn on a tile.)”

Key word here, flooded. I know I’ve spent most of my time using the Diver to only move through missing tiles, and I’ll probably keep doing just that because it’s become a habit, though looking back at my past games the Diver is an adventurer I’ve rarely used. Something else I’m prone to forget is that the Diver doesn’t have to move in straight line when moving through missing/flooded tiles.

Having hardly ever used him I’m not so familiar with his nuances, but he does come into his own towards the end game, when there are a lot of missing/flooded tiles. Keep an eye out for ways to move him across the board using only one action, and this way he becomes a troubleshooter, shoring important tiles up that may be out of reach of the others.

You can set him up for this by deliberately allowing certain tiles to sink, but it’s really only a trick to use when in the final throws of the game, where you just can’t shore everything up and so have to make a choice.

Works well teamed with the Messenger. The Diver can move a long way when the circumstances allow and can be a feed for the Messenger, getting to the same tile and giving treasure cards, which the Messenger can then pass to others without having to be on the same tile as them.

The Engineer

Forbidden Island - Engineer

“Shore up 2 tiles for 1 action.”

Get the Engineer into the thick of it. Wherever there is a cluster of important tiles to look after this adventurer is the one for the job. When the going gets tough you need to be using the Engineers ability over and over to keep your head above water, in more ways than one, by shoring as many as 5 tiles in one turn – 4 adjacent plus the one it’s on.

The Engineer is always good to have in the team whatever its makeup, however, I like to keep the Engineer in a defensive role, hovering around in the area where flooding is densest, and so I like to have a mobile adventurer in the team too, such as the Pilot or the Explorer, who can whip around and take care of the extremities.

The Navigator is a very good pairing too, moving the Engineer into the best position to make the most of his ability.

The Explorer

Forbidden Island - Explorer

“Move and/or shore up diagonally”

It’s important to note that the Explorer can also move/shore up adjacently.

One of my favourite adventurers. Been able to move diagonally is a bigger plus than one may at first realise. It makes the Explorer highly mobile – not necessarily fast, just good at going around corners!

Being able to shore up both adjacent and diagonal tiles makes the Explorer good at troubleshooting as well as defending areas of importance, similar to the Engineer, who I believe makes an excellent partner for this adventurer. Between them they can shore up a lot of tiles without moving much.

Like the Engineer, works well in any team, and works very well with the Navigator, who may move him diagonally.

The Messenger

“Give Treasure cards to a player anywhere on the island for 1 action per card.”

A must have in any team of 3 or 4. The ability to move Treasure cards around is key to winning at Legendary level, as you can’t afford to discard them. The Messenger makes this easier, but you have to work at it. You can’t just rely on passing the cards that the Messenger draws, and so need to use him as an intermediary, getting cards of one player and passing them to another, cutting out the need to move to the second adventurer’s tile.

Obviously, use in a 2-player game is limited, but a worthy challenge for those wanting to stretch their Legendary status!

Works well with any of the others, but in particular the mobile units, such as the Explorer and Pilot. Having the Navigator in the team is an asset too, being able to move adventurers on to the same tile as the Messenger saves an action for that player.

The Navigator

“Move another player up to 2 adjacent tiles for 1 action.”

When moving the Diver the first tile may be missing. The second tile may not be missing because the Diver must end the turn on a tile.

The Navigator is great when used in a 3 or 4-player game, but can be quite limiting with just 2. Use the ability to set up the rest of the team.

In a 4-player game, one trick is to sit the Nav on Fools’ Landing and just have him move the rest of the team to where they need to be. Ideal for getting players on the same tile so they can give treasure cards to one another. However, this can be a bit boring for the person playing the Navigator, but they should think of themselves as the boss, ordering everyone else around!

In my mind the Navigator works best with the Engineer and Explorer, though the Messenger is also useful. Getting the Engineer into a position where they can shore up lots of tiles in one go can be a game saver, as can a similar tactic with the Explorer. The Messenger can be moved around in order to receive treasure cards ready to pass them on across the board.

Be wary, though, of moving other players when there’s something the Nav could do better, such as shore up vital tiles or move themselves to a more advantageous spot – don’t move others just for the sake of it.

The Pilot

“Once per turn, fly to any tile on the island for 1 action.”

Ideal for troubleshooting, getting to those vital tiles and shoring them up. Also great for giving or receiving Treasure cards, as they can zoom across the board every turn, and works really well with the Messenger.

A must have in a 2-player game, as you need that mobility, and I like to play teamed with the Engineer. In higher player counts it’s always good to have the Pilot along, but the make up of the team will often dictate how he’s used and in some circumstances I found I made little use of the ability to hop around; it just wasn’t needed.

Other things to bear in mind

A few things I find useful; in no particular order…

Never discard a treasure card if you can help it. In a 2-player game you will have to unless you’re very lucky with the draw, as you just can’t hold enough cards between you as you try and form a set. But in 3 and 4-player games you should be able to juggle them around by giving treasure cards to the people who can make the most of them. By throwing them in the discard pile you’re reducing your chances of forming that set, and if 2 cards the same go in then you’ll have to wait until the Treasure deck is shuffle for the chance to get them back.

With that in mind, always remember what’s gone into the discard, whether it is Treasure, Special Action, or Waters Rise cards. That way you’ll know what’s still in the deck, which can prove vital as you get to the last few cards.

Remember what’s in the Flood discard pile too, especially when you shuffle it and it goes back on the deck, because then you’ll know what’s coming out over the next turn or two.

If you have to throw a Special Action card away, use it first – you’re allowed, says so in the rules! Always shore something up with Sandbags and always move someone with Helicopter Lift; use them to your advantage.

Don’t be tempted to give Treasure cards to another player too early. At the start of the game it can be tempting to gather like cards together, but if no player has a majority of one type of treasure, then wait until one has, otherwise you may end up passing them back again later down the line.

A Waters Rise card drawn on the very first turn will probably lose you 3 tiles, which can lose you the game if one of them is Fools’ Landing or two of the same treasure type tile – don’t fret, there’s not a lot you could probably have done about it, just start again!

Drawing 2 Waters Rise cards on one turn can actually prove beneficial (Spoiler – I added this after I’d finished the game below!), because you can only shuffle the discard and place it on top of the deck once.

The Play-through

I played a few refresher games first, with 2-adventurers and 3; it’s been around a year since I last played. I’ve opted for a 3-adventurer play-through – I feel it gives me a slightly better chance of success, as it gives me more room to manoeuvre in terms of handling Treasure cards.

Right, into the game.

Apologies for the image quality, I’m still struggling to find a replacement fish for my camera and so resorted to doing this in the garage where the lighting was bright and diffused.

Setup

Here’s the starting layout of tiles that I dealt out randomly.

There are a few things to note here: Fools’ Landing is right on the edge, and there are two main groups of treasure tiles.

Having Fools’ Landing where it is isn’t ideal and I must try to keep a path open to it, otherwise I’d have to rely on the Helicopter Lift cards to get the adventurers there. The groups of treasure tiles may play into my hands depending upon the adventurers I get. I don’t want these removed from the game before their treasure has been claimed – if both of one type go the game is lost – so I will protect them by either having a character sit close by and keep them shored up, or with fast moving ones that can quickly get where they’re needed.

Next thing to do is the ‘The Island starts to Sink,’ phase. I draw 6 Flood cards; Temple of the Sun, Iron Gate, Phantom Rock, Dunes of Deception, Copper Gate, Twilight Hollow. Here’s how things look now…

Forbidden Island

Not bad, quite spread out and only one treasure tile. Can’t say much more than that until I know what adventurers I’ll be using.

The adventurers appear… I randomly draw the Engineer (Red), the Pilot (Blue), and the Diver (Black).

I’m pleased with the Engineer, being able to shore up two tiles for one action always proves very helpful. Of the other two I’d rather have just have had the Pilot and one of the others. I’ve rarely used the Diver and one of the others instead would have given me a better balance. But, we shall see, sometimes mobility is what you need and I won’t need to concentrate so much on keeping paths open to certain tiles.

Placing the adventurer pawns on their starting locations I see they’re all group together and the Engineer is some distance from the flooded tiles.

Initial treasure cards are handed out next – Engineer gets Wind (The Golden Lion) and Ocean’s Chalice. Pilot receives 2 Wind. The Diver, Wind and Sandbags. Not a bad draw, as all the Wind I need to claim the treasure are in hand, but it does mean I have to get the adventurers together to get them all in one place.

Right, with the Water Level set to Legendary, let us begin.

Turn 1 – Engineer

I’ll take the turns in the same order that I drew the Adventurers – Engineer, Pilot, Diver, so turn one belongs to Red, which is unfortunate as I’d rather the order was Diver, Engineer, Pilot, but still…

The Engineer is all about shoring up, but the only flooded tile in reach is the Iron Gate, which has the Diver already on it. I could, though, move to the pilot and give him Wind (Ha-ha! – there, that’s out of the way!). The latter is the better move, as it gets three Wind in one place and if a Waters Rise card does come up then the chances are I’d lose three Tiles anyway.

So, Red moves to Fools’ Landing and gives Wind to the Pilot, then moves to the Watchtower. The Watchtower because it’s next to the flooded Iron Gate. Thinking ahead here. If all goes well the Diver will shore up Iron Gate and then move on, but if a Waters Rise card comes up on the Divers draw, then next turn the Engineer is already in range to deal with it.

Treasure card draw. First up is Fire, and then… a Waters Rise!

Water level goes up one, then the Flood discard pile gets shuffled and placed on top of the Flood deck.

I’ve got a choice to make here. Does the Diver play the Sandbags card now to shore up the Temple of the sun? There’s a 50% chance of losing it when the Flood cards are next drawn, and 100% chance if it isn’t shored up by the end of the next turn. If I were close to gaining the Earth Stone treasure (the purplish thing), then I’d let it go, as there are only two Sandbags cards in the deck and they’re useful, but as I haven’t any Earth cards on the table yet so I’m going to have to protect the Earth treasure tiles.

I also need to think what the Pilot may be able to do on the next turn. At most, the Pilot will only be able to shore up two tiles and worse case only one, so there’s a good chance I could lose five tiles by the end of turn 2, not good to say the least.

I decide to play the Sandbags card and limit my losses; I shore up the Temple of the Sun.

Flood card draw: Dunes of deception, Temple of the Sun, and Phantom Rock.

Here’s how things look at the end of turn 1.

Turn 2 – Pilot

I need to shore up as many tiles as I can. I know what the next three Flood cards will be and so I need to limit what sinks, unfortunately, there’s no way to shore up more than one of those tiles this turn. I could, however, shore up the Iron Gate and the Temple of the Sun.

I’m going to lose two tiles anyway, so I may as well do the latter, it’ll pay off later… maybe!

So, the Pilot flies to the Howling Gardens (A good place to be if the Diver can pass Wind (sorry, these things just keep slipping out…Doh!)) and shores up the Iron Gate and the Temple of the Sun.

Treasure card Draw: Earth and yep, another Waters Rise!

Actually, that may have played into my hands. The single card in the discard pile (The Temple of the sun) goes back on top and so when the 4 cards get drawn I’ll still only end up losing 2 tiles. The thing is, though, that now I can carry on knowing that I have most of the treasure deck still to go through and only one Water Rise card in there, I should have time to advance my cause!

Flood card draw: Temple of the Sun, Iron Gate, Twilight Hollow, and Copper Gate.

End of turn 2.

Forbidden Island

Turn 3 – Diver

The Diver has the opportunity to do a few things. Either shore up 2 tiles, or 1 tile and give the Wind treasure card to the Pilot. It has to be the latter. For starters the Pilot is in the right place to gain the treasure, and secondly, if I do draw the remaining Waters Rise card it isn’t going to hurt me too much at the moment.

The Diver moves to the Howling Garden, Gives Wind to the Pilot, and finally, shores up the Temple of the Sun.

Treasure card draw: Stone and a Helicopter lift.

Flood card draw: Fools’ Landing, Cave of Embers, Temple of the Moon, and Gold Gate. This is both good and bad. The good – The Engineer is in an ideal position to use his power of shoring 2 tiles for one action. The Bad – both the Temples, Moon and Sun, are in the discard pile. I must keep at least one, preferably both, shored up at all times until I have that treasure. Fools Landing must be protected at all costs, lose that, lose the game.

End of turn 3.

Turn 4 – Engineer

The Engineer takes 2 actions to shore up Fools’ Landing, Cave of Embers, and Iron Gate, then moves to Crimson Forest. I moved to Crimson Forest because neither that, or the adjacent tiles, Watchtower, Tidal Palace, Howling Garden, have been flooded yet and with 12 cards to be drawn before it comes back to the Engineer, there’s every chance he will be in the ideal position. It also means a quick hop back if Fools’ Landing becomes flooded again.

Treasure cards draw: Ocean’s Chalice, and Fire. The Engineer now has 2 each of these.

Flood card draw: Lost Lagoon, Breakers Bridge, Cave of Shadows, and Watchtower.

End of turn 4.

For the Eagle eyed – The Watchtower hasn’t been flipped, I noticed just after I took the picture and corrected it.

Turn 5 – Pilot

The Pilot’s going to gain the first treasure, Wind, so that leaves 2 actions. It’s only possible to shore up one tile, but which one, either the Cave of Shadows or the Temple of the Moon? As the Diver is also in the vicinity of the Cave, the Pilot moves to the Cliffs of Abandon and shores up the Temple. Moving to the Cliffs rather than landing on the actual Temple gives me more options next turn. On the Cliffs I’ll have the option to shore up any of 4 tiles, whilst on the Temple I’d only be able to do 2 without moving.

Treasure card draw: Waters Rise – the Flood discard is shuffled and placed on top and the water level is raised, but I still only have to draw 4 flood cards at the moment. The other card is Earth.

Flood card draw: Temple of the Sun, Iron Gate, Gold Gate, which sinks, and Lost Lagoon, which also submerges.

I’m doing okay at this point. All three Waters Rise cards have been drawn and I still have another 6 turns before the treasure deck runs out. I aim to have another 2 treasures by then and hopefully on my way to the last one. The next Waters Rise card will start to signal the end of the game, as things go downhill rapidly when you start drawing 5 flood cards.

End of turn 5.

Turn 6 – Diver

The Diver could consider giving the Earth card to the Pilot, but there are still 2 left in the treasure draw deck, and who knows, the Pilot may get these next round. For now, the Diver shores up Iron Gate, moves to the Temple of the Sun, and shores up Cave of Shadows. This is setting me up nicely for later; when the treasure deck is shuffled I want as few flooded tiles as possible on the board.

Treasure card draw: Earth and another Helicopter Lift. I’m glad the Diver held on to his Earth. Next time the Pilot can fly across and give 2 Stone to the Diver who just happens to be in the right place to cash them in.

Flood card draw: Temple of the Moon, Fools’ Landing, Cave of Shadows, and Cave of Embers.

End of turn 6.

Forbidden Island

Turn 7 – Engineer

The Engineer is in limbo as far as treasure cards are concerned, holding 2 Fire and 2 Ocean’s, which nobody else has any of. But shoring up is what the Engineer does best and so moves to the Watchtower and shores it up, along with Fools’ Landing and Cave of Embers.

Treasure card draw: Wind and Fire – Wind gets discarded as the hand limit is only 5.

Flood card draw: Watchtower, Breakers Bridge, which sinks, Observatory, and Whispering Gardens. Not worried about losing Breakers Bridge, it doesn’t have any current impact on the game – it was on the edge and isn’t a treasure tile.

End of turn 7

Forbidden Island

Turn 8 – Pilot

A few things to think about now. The Pilot could fly to the Diver and pass on the 2 Earth cards, meaning the Diver can gain that treasure next turn. But there are only 8 cards left in the Flood Deck, so on turn 10 I need to have as few flooded tiles as possible, because when the discard is shuffled I’ll start losing flooded tiles.

It will be the Engineers turn then, who is in a good position to shore up 6 tiles with the three actions, and 2 of the 3 Tiles I really need here – Fools’ Landing and Cave of Embers, with Tidal Palace just a move away, so overall not a bad position to be in.

I’ve got to go for it. The Pilot flies to Temple of the Sun and uses the other 2 actions to give the Earth cards to the Diver. The Diver now has 6 cards and has to discard a Helicopter Lift. As you can use the card as you discard it, I’m sending the Pilot to the Tidal Palace.

Putting the Pilot here means another layer of protection for the Important Tiles towards the end game.

Treasure cards draw: Earth and Ocean’s Chalice.

Flood card draw: Howling Garden, Crimson Forest, Silver Gate, and Cliffs of Abandon.

End of turn 8.

Forbidden Island

Turn 9 – Diver

A simple turn for the Diver – Gain the Stone treasure and shore up Cave of Shadows and Howling Garden.

Treasure card draw: Fire and another Helicopter Lift – the Diver has had all 3 of these!

Flood card draw: Bronze Gate, Tidal Palace, Misty Marsh, and Coral Palace.

End of turn 9. The next one is going to be all-important…

Turn 10 – Engineer

Let the nail biting begin; this is the make or break turn.

Why?

The Flood Card draw will be from a shuffled deck and so there’s a good chance something will sink. I need to make sure that the chances of it being anything vital are slim. Both Ocean’s Chalice treasure cards are flooded, but fortunately, neither of the Fire tiles or Fools’ Landing is. Even thought I have two Helicopter Lift Cards I like to keep as good a path clear to Fools’ Landing as possible – belt and braces and all that!

The other consideration to think about is the treasure card situation. It would be best for the Engineer to give at least one Ocean’s Chalice to the Pilot, if not both. I know from what’s been thrown to the discard pile that the remaining four cards in the deck are a Sandbags, Fire, and 2 Ocean’s Chalices. Best thing for me would be to draw Fire and the Sandbags, ensuring the Pilot drew the Chalices. But unfortunately I won’t know what I’ll get until after I’ve made the move.

So, after much deliberation, I’ve decided that the Diver will use a Helicopter lift card (can be used at anytime, not considered an action) and move the Engineer to the Tidal Palace, the current location of the Pilot, and then hand over the 2 Chalice cards, leaving an action to shore up the Tidal and Coral Palaces.

Fingers crossed for the treasure cards draw – anything but 2 chalice cards!

Treasure card draw: Chalice and, wait for it, Fire, Hurrah!

Flood card draw: after shuffling the discard pile… Fools’ Landing, Cave of Shadows, Coral Palace, and Misty Marsh, which sinks.

This is going to be a really close finish, and I don’t think I’m going to survive enough turns. The problem will be getting everyone back to Fools’ Landing quickly enough. Maybe If I get another helicopter Lift when the deck is shuffled, but otherwise…

End of turn 10

Turn 11 – Pilot

I know that at the end of this turn the Pilot will have enough Ocean’s Chalices to gain that treasure next time around, so Ideally I need to be on the right tile to claim it at the end of this one.

My first thought, though, was to use the Pilots ability and fly close enough to Fool’s Landing to shore it up, and then get as close to the Tidal Palace as possible ready for later. But does this matter at the moment, as it isn’t possible for the Engineer to get the Fire treasure and make it to Fools’ Landing in one go, unless I pull another Helicopter Lift card.

The biggest problem is that the Diver can’t make it to Fool’s Landing on the next turn (Future Me – Yes he can – I forgot he can turn when using his ability!), and the treasure deck will be recycled so there will be a chance of drawing a Waters Rise card, and that could mean the end, but I will draw the Sandbags card, so that could be used to good effect.

Would it be better for the Pilot to remain where he is and shore 3 tiles up, because the more that sink the faster the Flood cards will recycle, and if the Diver draws a Waters Rise card, then there is a risk of losing Fools’ Landing.

Decisions, decisions….

Okay, I’m going to shore up as many as I can without moving. The Pilot can gain the treasure on their next go and then fly to Fool’s Landing. I can use the Sandbags to shore up Fools’ Landing in the meantime.

So, the Pilot shores up the Coral Palace, Observatory, and the Crimson Forest.

Treasure card draw: Sandbags and Ocean’s Chalice. I immediately use the Sandbags to shore up Fool’s Landing.

Flood card draw: Iron Gate, Whispering Gardens, which sinks, Howling Gardens, and the Temple of the Moon, which also sinks.

End of turn 11.

Turn 12 – Diver

I need to get the Diver in range of Fools’ Landing, as hopefully the Diver’s next turn will be the last… in a good way!

Taking 2 actions the Diver moves to the Crimson Forest, and then takes another action to shore up the Watchtower. I want to keep a path open for the Engineer, if the Watchtower and the Bronze Gate (which is currently flooded) sink, then the Engineer will be stranded and need a Helicopter lift.

(Future Me – I should have moved the Diver, using his special ability straight to Fools’ Landing and shored up the Watchtower and Bronze Gate!)

Treasure card draw: After shuffling the Discard – Waters Rise and…. Waters Rise, Ouch!

The Flood discard is shuffled and placed on top of the deck and the water level is moved up twice. I really hoped to get away with at least another turn or two before drawing one of these. Drawing two makes no real difference, if anything it’s better for me, as the discard can only be shuffled once and the flood level would be five irrespective of one or two Waters Rise cards drawn.

It does present me with an uphill struggle. Drawing 5 Flood Tiles a turn will cripple me now, with only 14 on the table, but the biggest problem is that the next Waters Rise card will end the game.

Flood card draw: Silver Gate, which sinks, Cave of Shadows, also sinks, Howling Garden, sinks, Iron Gate, sinks, and Fools’ Landing. Well, that didn’t go too well!

End of turn 13

Turn 14 – Engineer

I have something in mind for the Engineer.

First action I move to Cave of Embers and there spend another action to gain the Fire treasure – three down one to go. The final action I move to Bronze Gate. I do this instead of shoring it up, because if it sinks the Engineer can swim to Fools’ Landing, saving me a turn.

My fate is now with the treasure deck, anything but a Water Rise please.

Treasure card draw: Helicopter Lift and Sandbags. I use the Sandbags straight away, nothing to lose, and shore up Cliffs of Abandon. I also decide to use the Helicopter Lift and move the Diver to Fools’ Landing. I just need the Bronze Gate to sink to give me a win next go.

Flood card draw: Coral Palace, Cliffs of Abandon, Temple of the Sun, Bronze Gate, which sinks so the Engineer swims to Fools’ landing 🤗, and the Observatory.

End of a very productive turn 14.

Forbidden Island

Turn 15 – Pilot

With a decidedly cheerful grin, the Pilot gains the Oceans’ Chalice and flies over to join the rest of the gang at Fools’ Landing. The Diver plays the Helicopter Lift card and they all fly away to safety, hurrah!

Hurrah!

As always on the Legendary level, that was a close game and I probably wouldn’t have survived another turn. The Engineer on the Bronze Gate was the clincher. If it hadn’t sunk I could have used the Helicopter Lift I drew to get to Fools’ Landing, but that would mean I’d have had to go through another treasure card draw, with the chance of drawing a Water Rise, and another Flood card draw. As there are only four cards left in the Flood deck, the discard would have been recycled with a chance of sinking Fools Landing. So, it was definitely the Bronze Gate going down that won me the game.

Wrap up

My lack of familiarity playing with the Diver showed through. There were a couple of instances where I could have used the special ability to good effect, but in the end it didn’t really matter.

I’m hoping to do more solo play-throughs, but they do absorb a lot of time. This one, for a game that lasts half an hour, took me about 6 or 7 hours to complete. All the stopping and starting to take photos, the writing up, editing, it all takes so much time – I’m not the fastest of workers as it is!

Finally, apologies once again for the image quality; without a flash some of them are pretty dire. I used to bounce the flash off the ceiling which cuts out any glare, but since I threw my flash gun on the floor I’m having to rely on natural lighting, which in our house just isn’t very good.

I’m having problems finding a replacement flash that does what I want. Things have moved on since I bought my camera and hotshoes have developed some, so I’m having to look at the second hand market.

2 thoughts on “Forbidden Island – Legendary Level Solo Play-through

  1. Nice to see the run through with the dialogue – the pictures work well! 🙂

    Liked by 1 person

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