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> What is it about Desert that keeps one player from dominating it? In my experience with Forbidden Island, having the treasures linked to explicit tiles leads
by sdrothrock 8y ago
> What is it about Desert that keeps one player from dominating it?
In my experience with Forbidden Island, having the treasures linked to explicit tiles leads to a lot of quarterbacking with some players backing up arguments with "facts" like "you're X tiles away, so you can get there, but we can't, so you need to go there first."
In Forbidden Desert, the airship parts are all hidden in random locations indicated by an intersection of two tiles, which are also hidden. So while a potential quarterback can still say "hey, turn over that tile and move there and do that too," there's much less incentive to give or follow orders because it's randomized. This changes as game and player states (through hands) become more visible to everyone, but it's enough of a difference that I've noticed a definite decreasing in the "mood" of the game and quarterbacking behaviors.
For example, in Forbidden Island, I sometimes suggest a house rule where you could ONLY initiate a conversation with someone if it was your own turn -- that is, nobody could actually jump in and tell you what to do in your turn. I've never found that necessary in Forbidden Desert.