Ready to start exploring a previously uncharted island? Good! You and the other players each have a team of five scientists, and you want to capture animal species so that you can study them — and, of course, score points.
The game board in La Isla consists of a set of oddly-shaped tiles that are placed in a circular arrangement around a central polygonal tile. Thirty-five animal tokens (seven each of five types) are placed at random on spaces numbered 2, 3 and 4 on the game board; these numbers equal the number of camps that surround these spaces.
On a turn, a player has three cards that he places face-down in the A, B and D spaces on his card display. All players reveal their A cards at the same time, then place them in one of the three slots at the top of their display; the image depicted on the top of this card shows the special power that the owner of this card has available. Once a player has filled all three slots on her display, future cards placed with the A action cover an existing card.
After revealing the cards in their B slots simultaneously, the players collect the goods depicted in the lower-left corner of their individual card.
Each player in turn then places one of his scientists on a camp, first paying two resources of the type matching that camp. (If all of a player's scientists are on the board, she moves one of these scientists.) If the player now has a scientist on each camp surrounding an animal space, she takes that animal tile, scoring points for it as noted on the board (4, 3 or 2 points).
Finally, the card in the D slot increases the value of one animal. You (and only you!) immediately score one point per animal of the type you moved up on the scale. If you don't have an animal of that type you don't get any points. Each animal has a points threshold so that if you move an animal up, say, four times, each animal of this type is worth an extra point at the end of the game. The scale goes up to five so that every animal can be worth up five points at the end of the game. When the sum of these values for all five animals equals seven, nine or eleven (based on the number of players), the game ends at the conclusion of the round. Players then tally their final scores to see who wins.
- Accessible and straightforward rules that still support meaningful decisions
- Engaging engine-building with interesting trade-offs and synergy between powers
- High player interaction through competition for scarce animals and shared board space
- Solid replayability due to variable card composition and modular board setup
- Reasonable playtime (~45 minutes) with a strong sense of progression and payoff
- Component quality is mixed: flimsy player boards and a fragile scoreboard
- Card print size and player aids can be difficult to read; full-size cards may be unnecessary but would improve clarity
- Shuffle and setup can be cumbersome due to the deck size and card volume
- Endgame conditions vary with player count, which may lead to pacing fluctuations
- Set collection and area control expressed through animals and track-based scoring.
- Explorers on a modular island board collecting and surrounding animal tokens to score points.
- Euro-style design with engine-building flavor and table-room clashes for scarce resources.
- Bumuntu
- Castles of Tuscany
- Notre Dame: Rialto
Mechanics (from transcript analysis)
- Card-driven action selection — Each round players draw three cards and choose how to allocate their power, resource, or animal movement gains.
- engine-building with limited active powers — Players can hold a maximum of three powers; choosing which to keep creates tactical tension as powers are cycled out.
- set collection — Players aim to collect sets of animals; completing sets yields end-game and bonus points.
- tile/spatial placement and resource management — Players place explorers onto spaces to gain resources, move animals, and activate board effects.
Video topics + discussion points
Quotes (from this video)
- it's a fairly light game with some decent decisions
- i really like the simple mechanisms and that little engine works
- there's loads of different cards here and powers you can't have two identical powers on your board
- i think this is actually one of my favorite light games that fall into that lighter category
- a really nice introductory game and a great game to start feeding their engine-building into a gamer's repertoire
- the end game trigger is going to vary based on the player count
References (from this video)
- Fresh decision space each turn
- Interesting triple-choice for each card
- Implementation complexity of simultaneous roles
- resource management with simultaneous card roles
- island exploration and animal capture
- light thematic
Mechanics (from transcript analysis)
- set collection / scoring tracks — select different card outcomes to score on resource and tracks
- simultaneous card roles — draw three cards each turn and assign one of three functions per card
Video topics + discussion points
Quotes (from this video)
- you take the game of Scrabble and you get rid of all of the letters from the tiles and you replace them with colored symbols
- this is a very tactics heavy game
- from turn-to-turn you are reading hand of cards and planning around options
- the legacy aspect introduces new rules
- it's my number one