|Designer||Rob Daviau, JR Honeycutt, Justin D. Jacobson, Chuck Kennedy, Bruce Lund|
|Publisher||Restoration Games (Website)|
|Players||2 – 4 (5th player expansion available)|
|Playing Time||60 minutes|
Light Dexterity (Interactive Board)
|BoardGameGeek||View on BGG|
No one is going to call this The Curse of Vul-Kar – it’s Fireball Island all the way!
There is a category of game known as Roll and Move. Examples of this are Snakes and Ladders or Monopoly. When you talk about ‘old’ games, these are usually the type of game that people remember and compare new games too.
1986’s Fireball Island was a game like this – roll the die, move your piece. But there was a twist – your playing pieces could be knocked over by a fireball!
Fireball Island was a game aimed at families with younger players (7 and up), so the game mechanics were going to be simple even for the day.
But this didn’t stop the popularity of Fireball Island. As you can see in the US commercial, selling the adventure of exploring an unknown island and collecting the treasure was key.
A big part of the draw though was the vacumould playing board. This was a huge draw, where you didn’t just have a folded board but a three-dimensional island to move around!
YouTube source https://www.youtube.com/user/wheezebucket
And atop the island sits the imposing figure of Vul-Kar, who would throw marble fireballs down the moulded paths to mess with your opponents.
It was different, and it was loved. In today’s language, we would call a game like Fireball Island a Gateway Game – a great game to introduce new players to the hobby. Except it’s been 30 years, and board games have gotten a lot better.
Restoration Games to the Rescue
Thanks to Fireball Island being a nostalgic favourite, kind of like the Nintendo Classic consoles, this was one Kickstarter basically guaranteed to be a hit.
And now it has all been delivered, and I have been able to play the new and improved Fireball Island. And it’s great 😀
Some things change, some things stay the same
Bottom line – Fireball Island: The Curse of Vul-Kar is a bigger and better version of the 80’s classic.
The vacumould board remains, but is now larger and built up in three distinct parts. The detail on the island itself has also been much improved as well, with a lot of great and humorous areas of the island.
This has allowed for more paths on the island as well from the looks of it. I don’t have the original island myself to compare, but there seems to be more room and paths to follow.
The marbles naturally follow these paths, but there is a new twist of trees added to the island, meaning you can steer likely paths of fireballs as well.
There is also the change to Vul-Kar itself. Where in the original game there was one opening in the mouth, now you drop your marble in the top of the statue and there are three possible exits. This helps add a bit of randomness and unpredictability to the game, making it more exciting.
Not only the components got a makeover – the dice for movement mechanic has been completely replaced with card drafting! You will always have two movement cards in your hand, making strategy and planning more important than the original. Of course, you still need luck to draw the right cards, but unlucky draws can be somewhat mitigated now.
So what do you actually do?
At the end of the day, Fireball Island is a set collection point scoring game. As you explore the island, you can pick up treasure and try to make a set of five of most of the items lying around.
You also take holiday snaps of the island. Once you have collected three holiday snaps, you are able to try and make it back to the ‘Hello-copter’ to escape the island. First player back to the chopper gets a nice little bonus score as well!
I know it sounds like I am glossing over most of the gameplay, and I am to an extent. There are some little rules I am not even touching on, because honestly it’s not really important.
Fireball Island is a fun entry-level game, but for players my age and experience that’s not what makes it a good game. What makes Fireball Island a great game is the experience of playing, both the game itself and the friends you play it with.
Players that have played Ticket to Ride will have a good idea what I mean. The idea of Ticket to Ride is simple – collect coloured cards to switch for trains to make routes and score points. Anyone that plays the game will tell you that maybe the mechanic, but it’s not the game. Same for Fireball Island.
Should everyone rush out and buy Fireball Island? No. It’s a great bit of fun and a trip down memory lane for some, but for others I would rather start them off with Downforce or Stop Thief!.
If you play with younger players a lot, then I would say Fireball Island is more likely a better buy for you. The simple rules and fun of dropping marbles into Vul-Kar make for a great time for everyone.
On the flip side, if you remember the original fondly and really want it in your collection again, you would have already bought it. Nothing I can say now would influence you.
If you’re on the fence, play it first would be my advice. You will know after the first game if you are likely to pull it out again or not, and that should be the clincher.
Even if buying isn’t really your concern, play it if you get the chance. Sure there are ‘better’ games out there, there always are. But get a few friends together and enjoy a silly hour – you are unlikely to regret it 🙂
Longterm – the expansions
I backed the pledge level that gave me basically the lot. I think there is only a Secret Cabal promo card that I am missing. And by the lot, I mainly mean expansions.
Everything I have discussed so far has been the retail base game with no additions, and to date I haven’t played with any expansions.
I will be, and they will be getting their own reviews soon, but if you need a game for 5 players I would suggest buying ‘The Last Adventurer‘. On the surface, you can then just have an Indiana Jones-inspired 5th player, but there are some rules additions and extra cards to increase the gameplay options as well.
The other two main expansions are ‘Crouching Tiger, Hidden Bees‘ and ‘Wreck of the Crimson Cutlass‘. Both add new rules and twists, and like most expansions should probably be added once you have gotten the most out of the base game.
Crouching Tiger, Hidden Bees adds more marbles to pour through Vul-Kar as well as a true dexterity challenge in the tiger.
Bee stings can be collected by players, and essentially they halve movement. The tiger can net you three treasures from your opponent – if you can hit them!
Wreck of the Crimson Cutlass adds a new play area in the form of a pirate ship. There is a push your luck aspect of marbles in a collapsable crows nest, and the ability to fire a cannonball – always a bit of fun!
While in theory these all sound like worthy additions, I think only the potential 5th player has an immediate benefit. Extra powers and mechanics can be a lot of fun, but they can also be situational which I think these may be.
And they weren’t exactly cheap add-ons either. For the cost of the Crimson Cutlass, I can buy another game – always something to make you stop and think.
I really like Fireball Island: The Curse of Vul-Kar – but there is a major caveat to this. Personally, I have fond memories of the original Fireball Island. Coupled with ‘Nostalgia Hype’™, this makes me biased towards the new game.
That said, while I don’t think every gamer must have a copy of Fireball Island in their collection, a great fun time will be had by almost everyone that plays it – even if it’s only once.
Great to play with younger players or to catch up with friends while playing, Fireball Island is a great experience for a wide audience.
Until next time,
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