
2016 · Fantasy
Islebound
Players command a ship and crew in a mystical archipelago, sailing between island towns to collect resources, hire crew, and commission buildings for a growing capital. Each building grants a unique ability that shapes a player's focus as trader, builder, or invader. Players may recruit pirates and sea monsters to conquer towns, gaining free access to town actions and the ability to charge opponents, or pursue events and influence to befriend towns instead. Victory comes from accumulating wealth and developing the most impressive capital city through trade, conquest, and strategic town interactions.
- Players
- 2–4 best 4
- Playing time
- 60–120 min
- Age
- 13+
- Complexity
- 2.7 / 5
About the game
- Design
- Art
- Publisher
Expansions
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On Ludoya's tables
Full stats in Ludoya- 37
- Plays logged
- 57
- Players
- 1h 20m
- Average play
- 23
- In collections
- 1
- On wishlists
4.9/10
from 11 Ludoya reviews
Evan3.5 This is a quick and light path finding game, where on your turn you sail your movement in number of spaces, then choose to either use the island ability in some way, or prospector and get however much money has accumulated from other player's paying island ability costs. The game feels a little uncomfortable, since at the start of the game getting crew is super important, but then the crew pile runs out fast and those spots become worthless. When you reach an island you have the option to conquer it, which requires spending cards that you then roll dice for, in a way that feels more random than I typically like in a euro. You also have the option to take it with diplomacy which requires spending cubes on a diplomacy track. The track itself has different values for the cube spots, and you fill left to right, so maybe you lined yourself up for a turn to get a lot of valuable cubes on your next turn, and then your opponent spends the cubes they had on the track, and now suddenly you are putting into 1 value spots instead of 3 value spots. The way you get cubes is by resolving events that pop around the board randomly, and all require different things, so there's some substantial advantage to being in the right place at the right time with the right stuff, which also feels more random than I like. Overall, this isn't a bad game. I wouldn't say the randomness is detrimental, just marginally annoying. I would be willing to play this more, but I don't think I need to own it. :star: Art, Iconography and components functional :nostar: Clever or interesting mechanisms :nostar: Reasonably low downtime between turns with mildly AP players :star: Multiple plays stay interesting :nostar: Low or mitigatable luck elements :star::star::star::nostar::nostar: Raw enjoyment
Poteet7.4 Scales decently from 2-4, easy to follow gameplay, gorgeous engaging art, pretty good.
Mitchell C4.6 Pretty standard RRG fair from the designer. The gameplay is a little to straight forward for my tastes.
Free, on web, Android and iOS
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Game facts (players, playing time, age, credits) from BoardGameGeek.




























