Showing posts with label forbidden island. Show all posts
Showing posts with label forbidden island. Show all posts

Monday, May 23, 2011

The 2011 Spiel Des Jahres Nominees Are...

Matt Leacock's Forbbiden Island (Gamewright, 2010)

It is the Most Wonderful time of the year for board game designers and publishers. Today, the Spiel Des Jahres (SdJ) jury announced its nominees for the coveted German Game of the Year trophy.

...and the 2011 nominees are:
-Asra
-Qwirkle
-Forbidden Island

But wait, aren't there usually five nominees for the SdJ?

Yes, but this year the SdJ jury decided to split the nominees into three groups. The three already listed are for the regular SdJ trophy. There were three more nominated for "kinderspiel des jahres" (children's game of the year), as well as for "kennerspiel des jahres," which goes to the best complex game of the year.

You can find the full list of nominations at the SdJ website.

A list of 12 other "recommended" games was also announced by the jury. Apparently these are games that didn't make the cut, but might be worth your time and money anyways. Check out those recommended games here.

Thursday, January 6, 2011

Forbidden Hall: Res Life Training Game


So the island is sinking beneath your feet.

Pretty forbidden right?

Forbidden Island, a game published by Game Wright, by Matt Leacock tempts potential adventurers to test their wits and luck against the island of doom.
Actual game of forbidden island.

Its a great game! It teaches players to solve problems under pressure, take calculated risks, develop teamwork and strategy, and its fun too! Great principles to teach your staff!

We run a residence hall on a college campus, and I wanted my RAs to get some training review, to have fun, to run around, and to think and act as a team.

Enter "Forbidden Hall."
A complex web of rooms set to self-destruct in...5, 4, 3...

The game I devised was only a slight modification from Forbidden Island. Instead of island tiles that sank, I made room tiles that would collapse. Instead of drawing flood cards each turn, I would draw earthquake cards every...minute.
Snap! The office is going to be in bad shape!

I gave them clues (relating to serious Res Life issues that could come up...things that would require a little thought) to help them find "treasures" hidden within the building. After starting the timer, I set them loose to strategize, organize and go!
Sample "treasure": aka, something easy to hide, but unique enough to find.

Every minute I drew more cards to determine which rooms were in need of repairs. One of the RAs stayed behind to communicate to the others (via text message) which rooms needed repairs.
Got to "repair" the office if you want to leave the Hall alive!

If an RA occupied a room when it collapsed, everyone lost. If the rooms with the treasures were destroyed before the treasures were found, everyone lost. If the office (where they had to bring all the treasures to at the end) was destroyed, everyone lost.


Good stuff. They were quaking in their boots.

The treasures were pretty well hidden too. I wanted them to feel a sense of anxiety whenever they entered a room...knowing it could collapse at any second.

The outcome?

I'd say it went well. They found all the treasures (all they needed was one of each color) and returned to the office within 6 minutes. Nobody died.

I'd like to say they got a little lucky...which they did. I didn't draw any "waters rise" cards, which would cause the "damaged" rooms to begin to collapse, but they also put their minds together, ran hard, and generally let their imaginations grant them the incentive they needed to find the treasures in just over five minutes.


Looking for a game for your staff? Consider "Forbidden _______." Let me know if you'd like some tips about how to modify it for your purposes!

Tuesday, January 4, 2011

Board Game Are Management Tools


Don't tell me they can't. They can!

Board games Can help train managers. They Can help foster skills for better management decision making.

I am not alone in this bizarre type of thinking.

In an interesting, although somewhat dated, article by Ari Manor, board games are highlighted as versatile training tools. Board games, teach teamwork, decisions under pressure and logic among other skills.

Manor, a CEO himself, says that "Quite a few senior managers say that the skills and habits they acquired in playing games give them an extra edge in business and in management. This includes handling fast changes, taking calculated risks, self-discipline, improved memory, "coolness" under pressure, and determination to carry-through the right strategy - even if it leads to short-term loss."


He suggests several games for developing management skills in the article, which you can find here, none of which I have played, unfortunately, but I am certain that another could be added to the list: Forbidden Island by Matt Leacock.






What better way to learn '"coolness" under pressure' than when the island you traverse with your team mates begins sinking under your feet?!

AND SO, I undertook my own quest to find Forbidden Island's nugget of training treasure.

Details on Thursday!