Forbidden Legacy ►►► The best boardgame value in 2026!
Transcript
Hey everybody. Today on Roto Run Through, we're taking a look at Forbidden Legacy. But before I get going, please turn your subtitles on to the Klingon channel so that when I make rules goofs, you'll know what they are. And if you've done that, well then welcome to a forbidden city where we will make our forbidden legacy. Here's the situation, folks. A group of hapless adventurers have really had a tough time of it. Started out they were trapped on a forbidden island. may have heard of that game from designer Matt Leok, designer of Pandemic. They escaped but found themselves stuck in a forbidden desert, the second game in the series. Somehow they uh survived the sand dunes and next thing you know, they were in the forbidden sky on a mysterious floating island um that was in the middle of a storm that almost killed them. But at the last moment, they were able to escape and lost got lost in a forbidden jungle, which is the fourth game in the Forbidden series. Now, no surprise, they survived the jungle by going through a mysterious portal. And where did they come out? They came out here. They jumped backwards in time to 1893, and they find themselves on another mysterious floating island, much like the one they found in Forbidden Sky. And folks, this uh island is falling. The nice thing is the game comes with this very cool thick comic book full [snorts] of fun storytelling.
Like here we are. Here's the story I just told you. They made through all the stuff and now they're here. The city is collapsing. What are we going to do? Well, you read the rule book and then you play the first chapter where we have to run around and re-energize the portal that goes in here. But there are mysterious people off in the distance. win the episode to see what happens next. And this is a punch out book because hey, the next page is player aids. So, I've already punched a couple of them and some basic rules for this first mission of the game. There are ultimately seven episodes we will play through and throughout we'll be doing all that legacy stuff, you know, um opening boxes. You can see the game comes with a bunch of mysterious boxes, like six of them. Who knows what's in all these things. who knows what's waiting for us. Um, putting stickers on stuff and permanently changing the game.
And the nice thing is the rules are very clear on the end that after you finish the sevenchapter campaign, you can go back and play any of the chapters again anytime you want. Um, you don't unlock stuff anymore. I don't believe it's just the game is now in a permanent state that reflects the choices you've made to create your forbidden legacy. So anyway, here we are. And I'm playing the yellow and the um gray player today. Each player gets a unique starting special power. Gray here is the spelunker. Uh if gray ever enters a tunnel, they can use them to get any place. Yellow is the mechanic. They can recover gear after we've used it. There are two other characters, the navigator and the explorer. And you can see this is the character Jen and I. We've been playing the blue and green. And I am not going to open these because we've already started putting stuff in there. As you can see at the beginning of the game, you can see, oh my goodness, we have a starting ability and we're going to earn more abilities and lore is going to be unlocked. Lots and lots of lore we will discover over the course of the game.
These characters, they're just starting. The lore is out here waiting to be grabbed. But what we have to do to survive is find these four elemental crystals and plug them into the gate so that we can get out of here before the whole thing collapses. So, how does it work? Well, I'm going to show you. So, um, basically on the back of our playerboard is on your turn, you can do up to four actions. Then you draw two element cards and then you draw threat cards equal to the current difficulty level which is measured by this uh disc here. Uh you have a hand limit of no more than five cards or these element cards any time but you can hold any number of gear cards. So in a two-player game uh each player starts with a hand of four cards. If we were playing with more players, we'd have smaller hands.
And um who is the first player? It's whichever player has the earliest time stamp. And um yellow over here, they started with a one and that's a 126. And I hour 17, an hour and five. This is the lowest one. So yellow will be the first player. Let's get let's uh let's escape this forbidden legacy. So like I said, on my turn, I get to do four actions. What are they? They are move, search, give cards to each other, repair, locate the um the uh what do you call them? The elements that we're trying to get or pick up the elements. Okay, I can do any four of those things. I can do the same thing over and over again. And looking at the situation I'm in, well, as part of setup, we drew eight random cards, including our starting portal. These cards got flipped like um the vault. If you look closely, you'll notice this is in black and white. That means this is about to sink because it was one of the eight locations that was hit as part of setup. Here it is all nice and colorful.
Here it is in black and white. As you can see, the butterfly sanctuary where there's some lore. The under towers where there's some lore. Um what else? The uh the abandoned station, the the globe light pavilion where there's a where there's some gear waiting to be collected. Eight of the locations are about to sink away and disappear unless we can repair them. And here's the deal. You want to collect this lore. Like I said, folks, there will be no spoilers today for anything that's not in the basic rule book. So, I'm not going to tell you what happens with the lore, but um I am going to play as if I want to get the lore because believe me, they are important. So, here we are. Well, first of all, I've got four actions. I think the first action is we don't want this portal to disappear because if this space um sinks away to the ground, you know, a mile below, we instantly lose because the portal will be destroyed. So, of my four actions, my first is going to be a repair. The tile I'm on or an adjacent tile, I can flip it to its intact side.
So, my first to four action, I am flipping. Yay. The portal is back up in Adam. Now I do not want this lore to disappear. So my second action I will move. It takes an action to move one step. Um now if you are the explorer like Jen is you can move diagonally but normally you can only move orthogonally. So that was two. Um three. I'll come over here and now four. I can actually pick up this lore because at any second this under tower which you can see is black and white. It's about to fall away. It could sink and we lose that lore forever. So, I'm going to rush over here and snag this lore. So, that's my fourth action. Um, that is called uh what is it? It is called search on my tile. I can remove a gear token or a lower lore token and open the matching lore panel. So, here we are on the under towers. I am going to collect this. Now, what is supposed to happen is we turn to the next page in the book where uh well, you see here I am in the underwear. I can grab this lore for the Undertowers.
I can peel this back. I will discover some lore about the city and as the yellow player, I'll make it the first lore I've collected. Now, I'm not going to do that. I don't want to spoil what the lore is. I'm only going to tell you one thing. Thus far in the game, the lore does not affect the game you're in. It's setting you up for your next mission for in scenario one. The lore we collect will help us in scenario two. So, you will just have to imagine now that I'm going to go on ahead and open this. I'm going to get the Undertowers lore. I'm going to put it in here. It's going to be mysterious. I'm not going to know exactly what it means, but I know it'll be important, and I will have collected this lore. So, that was it. My four actions. I repaired the portal. I moved. I moved. I picked up some lore.
And by the way, I'm in danger now. The under towers could slip out right from underneath me. So, we'll see what happens. I have done my four actions. Now I draw two element cards. One. And I've got Now I have hit my hand limit. I've got a bit of a problem. I got to draw another one. And I now have too many. If you ever go to more than five, you must immediately discard. So one of these I have to discard now. And that's a bummer. I would like This is a set collection element much like Pandemic Before it. I'd like to keep all these flame. I'd like to keep um both of these because we are definitely trying to set collect. If I am going to get rid of something, maybe I should get rid of this because I don't have any others.
But here's the deal. Here's the deal. Before I left, you know, my first action was repairing the portal. My second action because Jen and I were together could have been to um give Jen a card. I could have given this so that she could have had a set of three water. then I wouldn't have gone over my hand limit. But that would have been my second action. Then my third action would have been to walk here. My fourth action would have been to walk here and I wouldn't have been able to get the lore in time and it could have disappeared right about from underneath me. Although there's a different way I could have gone. You know what? Maybe the smarter way to go, folks. Starting over again. Uh my first action, I um repair the portal because we don't want to lose it. My second action, I give Jen a card. So she's got a nice uh set of cards there. Then my third action is I move here and my fourth action is I don't um come over here to pick it up because remember how I repaired this when I was on it. You can repair something that's next to you.
I could just repair the under tower and the lore is safe and I'll go pick it up next round. And so that meant at the end of my turn when I drew two more cards now I've got my maximum hand size and I don't have to jettison any cards which would be terribly bad news. Very wasteful. Okay, so let's say that was an alternate way I could have gone that um you know by doing some cooperation with Jen. Now Jen's going to have to play these cards. She's going to have to do something pretty quick, but we'll get back to that in a minute. Um I at the end of my turn I drew two elements and now I'm drawing threat cards. Now you'll notice it doesn't say how many threat cards I draw that is based on this difficulty um wheel. We are playing a two-player game, not a three or a fourplayer game. We are playing a two-player game and I have to choose the difficulty. Easy, medium, hard, or yikes, we're all going to die. Now, I'm feeling a little sassy today. Um, I'm going to play on hard difficulty, not normal difficulty. Um, and you can see where this is pointing. This says how many evil, terrible, bad, disaster cards are going to get drawn. Right now, it's going to be two, but pretty soon it's going to go to three and then four and then five. And when I'm drawing five cards every turn, we'll be doomed. So hopefully I can repair the portal before we get to that. So we're starting on hard difficulty level. We're in the two zone. So that means I draw a one and a two. And these are going to be two more sections of the city that are going to be in danger of collapsing. Now, in this
first game, the rules are very clear. These arrows, ignore them. They will come into effect in later missions as more features get added to the game, but for now we ignore these. And um the golden plaza is in danger. Where are you? Down here. And the machine machinarium is also in danger. And unfortunately, that means we might miss out on a chance to get some gear if we don't get down there and save it. All righty. So, that was my turn. Uh I'm the yellow player. It's Jen's turn. And Jen is going to have the same problem with me at the end of this turn. She if she draws two more cards, she's going to have to start throwing them away. So, I think Jen's first action is going to be locating. Remember, we are here to locate the elemental stones um and then pick them up to recharge the portal. Here's how you locate. You discard three cards matching um a set of features, color, number, and shape.
That's how we find out where it is. So, Jen's got cards. She is going to discard this card because it has a color blue. Then she's going to discard one of these two cards for a number and one of these two cards for a shape. So let's say she's going to discard um these three cards as an example. Let's say right. So what does that mean? That um a one of the elements, one of the four elements that we're trying to find is in the blue diamond with the number two. The blue diamond with the number two is right down here. The machinarium which is very far away and remember is about to collapse. So this would not be a good place to put one of them because if um these things are on a place when the thing sinks away, we instantly lose. That's one of the main ways we lose. So not a good All right.
So this is the only color here. So Jen is going to put this on one of the blue locations. But I don't think she wants to combine two and diamond. She's got three diamond and circle. Three circle is over here at Cobalt Laboratories where there's already a gear waiting for us. There's some lore nearby. You know what? That works a little bit better. Jen's going to discard this and this and this. She's holding on to two cards. So, that is blue circle. Um, number three. Here's where it is. Now, which element is she going to place? Well, looking at the three cards, she has water and air. So that means she could either put the water or the air um element on that zone. Either one. Um if these were all water, it' have to be water. If there was a fire in here, you know, somehow then she could put the fire one instead. So which one is Jen going to place out there? Well, right now it's hard to say because I have I don't have fire or water cards. Jen has a water or you know an air and a water.
I don't have any. If Jen had like multiple water, we'd probably want to keep that because to pick a thing up, you have to have three cards of the matching element on top of the cards. These are multi-use cards. The bottom says where the stuff is found. The top says how we actually pick it up. So, um I maybe made a dumb Well, okay, I I already fixed one dumb move. We're going to live with it. We will go like this. We will put the water one up there. And we got to get up there and save it. And so these go into a discard pile. That was Jen's first of four actions. So Jen's uh next action might be, well, we should um walk over here and get up to, you know, get this. We should probably Here's the other lore. We don't want to lose that lore. How can we get to it? Well, Jen's got three more actions. She could go two, three, and then repair this so it's safe. The same way I prepared that. That's not bad.
Let's do it. So Jen goes two, three, and then she'll repair the things she's next to. And so this lore at the butterfly sanctuary is safe for now. All right. So Jen has done four actions. She will now draw two cards. And we're hoping for water symbols. But um yes, we did. So now Jen has two water symbols. If she can get a third one, she can come over here, discard the three water symbols to pick this up, and we'll be, you know, that much closer to winning the game. But in the meantime, bad stuff always happens. Uh, Aqueduct is sinking. Where are you? You are a black card. Uh, oh, there it is. Oh, right where Jen is. Yikes. Sinking right out from underneath her. And a second one. The Gate of Roses, where there's more lore.
Oh, no. You know, if the lore goes, that's just a missed opportunity. We only have this chapter to find the lore of the gate of roses and find out what's going on with that. If this sinks away before we pick up the lore, we won't get it. We won't get those stickers. We won't get to add them to our journal where we, you know, you know, keep track of everything that happened to us. So anyway, it is now my turn again. And um right. So, one thing what I cannot do is you'll notice none of the five cards I have uh have a color on them. So, I can't put something out there. So, I've got a tough choice. At the end of my turn, if I don't use these cards, I'm going to have to start throwing cards away. I'm going to draw two and discard two, and that'll be really, really bad.
But, um, so what should I do? Well, what I could do is instead of running up here to get the lore and save the gate of roses, I could rush over to Jen, let's say, I could go one, two, three. Um, and now Jen's with me. On her turn, she could give me one of these cards. And then I'd be able to say yellow diamond one, wherever that is. Yellow diamond one is down the obelisk. So, I could say, "Oh, something's at the obelisk." I could do that. The problem is I'd have to wait for Jen's turn because on my turn I can give a card to somebody else, but I cannot take a card from them. So, I don't think that makes much sense. I think I'm going to have to burn some cards. That's going to be a little sad.
I tried to avoid it. Um, but say, I've got four actions. One, two. So, I've now got some lore. Again, I talked about this. I'd go, I'd get the sticker. I'd mark it. Um, and I'm again I'm not going to do that cuz I'm not going to spoil the stuff because actually the main thing these lors do is they start dropping hints for what's going to happen in the next chapter and um, you know, and various other things. So, I'm not going to do that. You'll have to play the game for yourself to see it, but I've got this and it means I will well, it means good stuff, but nothing that will immediately help us this game. So, that was one, two, I will go three and I've got the gate of roses. I now would actually have two lore in my book.
Um, and I'd be puzzling over what could it mean? What what what do these encounters what what what do they portend? Um, and now when you're playing a two-player game, there are um there's in this first mansion, there are four lore. I can't pick up anymore. In a two-player game, I get to pick up two, Jen gets to pick up two. So, there's still this one over here, and there's that one over there. Those will be for Jen to pick up. So, anyway, I went 1, two, three, four. That was my whole turn. I didn't play any cards um because I didn't have a color. So now I'm going to draw two and I'm gonna have to give up two. All right. Oh, and here's the water Jen needs. So I'm going to keep this because if nothing else, I'm if Jen can't find him, I might move over to her to give her this so that she could pick this up. So I'm keeping that one. And right, what do I want? Well, here's the problem. I didn't get any colors. So I'm not going to be able to find something again. Again, I'm going to have to just burn more cards. In the meantime, though, I could I've got three greens.
I've got three reds. I've got to give up two of these seven cards. [sighs] Drat. I could have gone over to Jen and given her another one again. Um, right. What do I want to do? Well, one thing I could think about is when I eventually do get some colors, do I Okay, one thing I do want to do, I want to keep at least one shape. You know what? I have two threes. I don't think I need threes twice. Let's go on ahead. Let's see if I were to keep this one. What? All right. So, the mysterious fountain, that's a one. This is in danger. The uh obelisk is safe for now. The sarcophagus is safe. The bronze gate is safe. The right. So, most of the ones are actually safe. Although the bron the butterfly sanctuary has been drawn, so it's in a bit more danger. So, one is a bit better then. I mean, if I were just look through here. All right. Well, let's see. That's one, two, three threes. One, two, three, four twos. Two is probably two is has the most tiles that are in danger. So, I think I'll jettison one of the twos. Not this one because I might have to give Jen this water to pick that up. So, I'll jettison this two. And now I got to And now, because I've gotten rid of a green, I guess I'll get rid of another green.
Will I get rid of the circle or the three? I will get rid of the three because I already have another three. And so, I have kept my hand size. Um, so I'm not being very efficient. Uh, one thing, uh, okay, a minor hint, later in the game, these cards will have more uses than just the main uses. In the first thing, this is kind of tutorial. All they're good for is locating and picking up. But in future adventures, there will be other things they do. Oh, yes. But for now, let's just see where danger hits again. uh the obelisk because we're still only drawing two at a time. The obelisk and the sarcophagus here. The sarcophagus [snorts] is in trouble now as Oh, hey, I was just saying how all the ones are safe. We just put two more one zones in danger.
All right, it is Jen's turn. And here's the deal. Jen would very much like to pick this up. Now, at the end of her turn, she might draw and get the third water. But if she doesn't, she wants to put herself in a position where she can get that from me pretty quickly. Um, she would also like to pick up some lore as well. In the meantime, she can't really get this now. So, I think here's what she's going to do. One, she's going to walk over here. Two, she's going to pick up her first lore. Again, we'd go to the chronicle. We'd get out a sticker. We'd put it in our journal. Um, which I'm not going to do today because I'm trying to maintain some mystery. So that's one, two, and now three. [snorts] So Jen's thinking she should probably start walking over to me, but it's one, two, three, four steps away. There is a way she could go a bit quicker because if you notice, she is on a tunnel. And when you're on a tunnel space, if you want to spend one move action, you can move from a tunnel to any other tunnel anywhere. You can see, so she could go from here all the way over here. She can get the other lore right away. So that's what you normally do. But there's something else. Jen is the spelunker.
Whenever she moves from a tile to tunnel, she can go anywhere. Tunnels are teleporters for her. So right, what did she do? She went um one, two, three. She could go wherever she wants and she wants to end up over here next to me. So, the first thing I do is I can give her this card. Um, so that she can, you know, move on. Uh, what is she gonna do? And by the same token, ooh. Oh, it means we're going to have to throw more cards away, but I think it's going to be I think it's going to be I think it's going to be worth it. So, one, two, three. Jen could go anywhere she wants cuz she's the spelunker. She's going to come over here and join me at the Gate of Roses. And then for her fourth action, this is going to be a little painful, but Jen's gonna give me a card. She's gonna give me this.
And now I've got more than enough fire, but I have to put the fire element on now. Again, I've got too many cards. I've got to jettison something. What am I going to jettison? Um, well, here's the deal. Jen has fixed it so that I'll be able to put something in a yellow zone on my turn. So, do I want to keep the circle or the triangle? I'm not going to do this because I'm going to give this to Jen on my turn. So, I am going to get rid of this, this, this, or this. Um, right. What the heck? [snorts] Let's go on ahead and get rid of that. And I'll just keep on focusing on fire. All right. So, that was one, two, three, four. Jen has come to me and she's done. She's going to draw two cards.
And oh, she's got her water. She doesn't need it from me after all. And she's got a second air as well. And so far, folks, there are four evil cards in this deck. So far, I'm surprised we haven't seen any yet. They're coming. Um I mean, pretty soon they'll be with us, but uh for now, we've dodged a bullet, but things are going to right. So, two more are going to come out. It is the manners and the guard's palace. So, the guard's palace is in trouble and the manners is in trouble. The manners was a yellow. Uh, we go down here. Okay. Boom. My turn. All right. Action. No, I was going to give this to her, but I don't need to give it to her now. Action number one. I am going to discover something. I am going to use this now that I don't have to give this to Jen. I'm going to use this. So, yellow two on a diamond. Where is uh that is where the fire element is.
Uh right here, the temple of the sun right next door. Right where there happens to be a gear. So, yay. I've used some cards. I'm not throwing cards away for once. So, that was my first action. My second action. Do I want to give these to Jen? No, because she'd be over her hand limit and stuff like that, too. I can't take from her. So, my second action is, you know what? I can't come on down here. Jen's got to go down there. She'll use a gate and get down there eventually. And then from that gate, she can get anywhere because she's a spelunker. Because I'm the mechanic, my thing is all about gear. I should get some gear. I think it's time to pick up some gear. So, one, I discovered another um element. Two, I will walk over here. Three, I will get our first gear. And I draw a card. And what have I found? I have found a molecular transmuter.
Repair my tile. and every tile that is adjacent to my tile. So, this is a free action I can do anytime I want, even when it's not my turn. So, that's handy. And in case you're wondering, hey, what does the B mean? I'm not going to tell you that, folks, because there are mysteries um of plenty in this game that will be revealed in later episodes. So, that was one, I gave her a card. No, no. One, I found a thing. Two, I walked over here. Three, I got some gear. And I'd like to get some more gear, please. So, how about I walk over here to Cobalt Laboratories? That's four. Next turn, I'll pick up some more gear. So, I've got some more special powers I could use. That was it. I'm going to draw two. And I think by now we're going to get a bad thing happening because I'm surprised how far it's been so far. No. OH MY GOSH. OKAY. Not complaining.
Not complaining. Didn't expect that to happen. Now I'm definitely in the wrong place. I should have walked this way because now I've got all the flame I need to pick that up. But for some doofish reason, I walked that way instead. Oh, well, we'll worry about that in a bit. So, I've drawn two. Two more cards are going to come out. I swear the the the bad cards are going to be the final four in this deck. This is crazy. Uh, normally this wouldn't have gone this long without seeing the big event. All right. Oh, Cobalt. Now, we're in trouble. Cobalt Laboratories is in danger of sinking, which if it sinks while this is there, we lose the game immediately. So that's one. And the twin observatories, right? Oh, and the other lore is in danger of being lost as well. Okay, it is Jen's turn. Jen, um, well, we don't want to lose that. So, Jen is going to beat feet. One, two, three. She is going to spend these three cards. Not for their bottom info, but for their top info. She's got three water. That's what she needs to collect. Our first Jen has gotten the water crystal. We get the four other crystals and both of us survive and get back to the portal. We win. Okay. So, that was it. Jen went um all right. She was here. One, two, three. And she's got one more action.
Jen says, "You know what? I know you came all the way over here to get that gear. I'm thinking I'm going to take that gear. Why did I not? You know what? I was an idiot. I went this way. Of course, I went that way. You know, instead of coming here, I went back that way to get this one because I knew Jen was going to come over here. I knew she was going to have a turn and her last thing was going to be to GET THE GEAR. THAT WOULD have been the smarter way to go. Come here, get the gear, head back over there where I need to go because of all my fire anyway. Silly, silly adventurer. All right, so Jen gets some gear now. And gear, by the way, does not count for your hand size. You can have as much gear as you want. Jen's got the uh Xyron six. When you draw this card, draw another gear card. So, Jen's also gotten the Magna the Magnetronic Transmitter. So, while you have Xyron 6, you can give your other gear cards to adventurers anywhere on the board at any time. That's cool.
Jen's basically got a gear teleporter. And she's got this transmitter that says, "Give one element card in your hand to another wherever they are." So, Jen's got two teleporters. One can teleport a card. One can teleport gear. Nice. Okay, so that was it for Jen. Those are four actions. And finally, folks, now I think it's unavoidable. Surely, statistically, we've gotten to one of the four evil cards. No, we still haven't. There we go, folks. We're having a time quake. We have a time anomaly. Three steps. Although, you can see there's room for more steps later on. You know how legacy games work. Eventually, this card will evolve. But for now, when we have a time anomaly, um, first of all, you don't draw another card. So, Jen only got one card into her hand this turn. Increase the threat level. And so, things have just ratched it. We were only drawing two cards a turn. Now, we're drawing three cards every round. And now things are really going to speed up. But that's not all.
Shuffle the threat discard pile and put it on top of the deck and discard this card. So all of these card, all the locations that have been hit once, they're going to get shuffled. They're going to go back to the top of the deck and they have every chance of sinking now. And so we've been pretty safe up till now. That was crazy. And here's the deal. We are going to get hit. I mean, three of these remaining cards are time anomalies. Unlike Pandemic where they kind of get scattered evenly, somewhat evenly throughout the deck. Here, I mean, they could just all be clumped up. And it seems like they are clumped up. So things are going to escalate very quickly after we had this slow burn. So all these cards, all these death dealers go back up to the top of the deck. And now we're drawing three ago. And this is not going to be good. And could we lose?
No, we can't lose. The only way we could lose right now is if the temple of the sun sunk. The temple of the sun hasn't been drawn yet. It hadn't flipped yet. So we're safe. But still, this is going to be painful. The twin observatory. Where are you? Twin Observatory. [sighs] Oh, Jen's last bit of lore. The first piece of the city is gone. And with it goes Jen's chance of lore. I'm going to get out of here with two notes in my notebook. Not Jen. She's only going to get out of here with one. Too bad. So sad for Jen. Ouch. But that's not all. That was our first card. Second card. Globe Light Pavilion. Oh, we wanted some gear. Too bad. So sad. It's gone. Gone. Gone. Gone. Um. Right. And a third one. The obelisk.
Alrighty. Where's the obelisky? It's another yellow. It's right here. Gone. And so you can see things are starting to get patchy. If we're in the aqueduct, it's a long way around to get to the sarcophagus. And using these tunnels is going to be more important as we keep going. So anyway, so that was the end of Jen's turn. It is my turn. Um, I have four actions. One, I will come to the Temple of the Sun. Two, I will spend three fire to pick up our second objective. Three, I will get some more gear. It's a time throttle. I anytime I want, I I uh although I have to do it on my turn, I can't do this uh on another player's turn. Most of the time you can do any turn, but this one I can only do on my turn. And um it gives me three more turn, three more actions when we're up against the wall. So anyway, so that was one. All right. One, two, three. And so four, four, four, four.
Well, I'm not in a tunnel, so I can't really get any place fast. You know what? The guard's palace could disappear at any time. The gate of roses could disappear at any time. For my fourth action, I should repair the guard's palace or the gate of roses. But which one? You know what? Uh, well, it's a diamond. We do have a diamond. It's a circle. We do have a circle. It's red. And it's a one or a three. And we don't have a one or a three. If we had a one or a three, I would save that one so that we could make that a place to put the next thing. But that's not what we have. So, um, which one am I going to do instead? Uh, well, it's not like they're really You know what? I I will I will save the Gate of Roses. There we go. So, it has been saved, right? Um, so when that card gets drawn, it won't it won't sink. It'll just get damaged again. But the guard's palace is probably going to disappear sooner than later. Okay, so those are my four action. I get some more cards. And hey, I got a card. And wow, we are just amazing at avoiding the time anomalies.
And now three bad things happen. The aqueduct. The city is continuing to collapse right from underneath us. The po [gasps and snorts] the portal. Now that's scary business, folks. That could be an insta loss. And the vault. Boom. Another one goes. Oh man, the city is falling apart. Did we not say that at the beginning of the comic book? Alrighty. It's going to get harder and harder to get around. Um, and now here's the deal. When we get another anomaly, these cards are going to go back on top of the deck. And for things that have fallen away, oh, they're kind of a reprieve. They won't hurt us. But when this goes back on the deck, this is the number one priority. If the portal goes, which could happen almost immediately at the end of Jen's turn, she might get an anomaly. She'd shuffle this back up and then the portal would go and the game would be over. So Jen has her marching orders. I think she's got to repair the portal. So she's got four actions. One, two, three. She will repair it from a distance. And now four.
Jen's going to move. And she's on a portal. As the spelunker, she could go anywhere she wants. So where should she go? Well, or wait, wait, wait. Is she going to move or is she going to discover something? Cuz she's got a color, she's got a shape, she's got a number. Do we have um red diamond number two? Yes, we do. So, Jen's third act, her last action is not going to be use this to move. Jen is going to discard all three of these cards. Um right to put Oh, wait. No good. Yes. No. No. It's fine. Yes. Um what's she going to put? She can either put the earth or the air one out. And these are the two we haven't done yet. So Jen will go on ahead and she'll put the air one over here because I've got all the air I need to actually collect it. So there we go.
So Jen has put that. This is not in danger yet. The foundry hasn't been hit. So that's a relatively safe face for it. Unfortunately, it's um at the end of nowhere, so we got to work hard to get down there, but we'll get there. Don't worry. So that was Jen's four action. She saved the portal. She set us up for success. She could be using these actions as well, but we're not going to worry about that right yet. Um, she's going to get two cards. Oh, that's a gear. Silly me. And there's going to be an anomaly. I swear there are other anomalies in this. There we go. Here's our second anomaly. Increase the threat level. And so, she only got one card. So, we're going up. We're still only drawing three at a time, but a couple more times we'll start drawing four at a time. Uh, and then she doesn't draw, you know, she she got a card. And then this was second thing we shuffle these. And so you can see how if we shuffle these and the portal went to the top. If Jen hadn't saved the portal, we would have lost instantly.
So we shuffle them up and we draw one, two, three. And the vault. Now the vault has already been lost. So no biggie there. The obelisk has already been lost, which means we got to keep going. All righty. The glo glow pavilion. Because here's the thing I should have said, folks. Once a given tile has been removed, its card is removed as well. Just like um in good old Forbidden Island, um we're still having the same old problems. So, we have to draw three that haven't been removed. So, what was the next one? Global Pavilion. Is that one gone? I believe it is. Uh what about this one? Uh Twin Observatories. We're still just trying to draw three. I should have been removing as we went. Uh but I'm just removing them now because that's gone. Uh Portal, our first card.
Good thing Jen saved the portal. Yikes. We're in so much danger. Two, uh, the aqueduct. Has that already gone as well? Yes, it has. My goodness. So, two, the guard's palace. Okay, something disappeared. And the card is supposed to go when it goes. I should have been doing that earlier. Folks, always watch the thing on subtitles turned. I'm sure Paula was pointing out that I should have been removing the cards as the things went away. So, the guard's palace is number two and the mysterious fountain. We [clears throat] say goodbye to both of those. Okay, running out of time. It is now my turn. And we're in the same situation, folks. There are only two of these cards. I mean, we can see. Oh, wait. Have I miscounted? Have we already seen it three times? There are four of these. Wait a minute.
I guess I was wrong. I guess there's only three. I just miscounted before. All right. So, anyway, so one of these remaining ones is the last time anomaly card. We know that's coming. And when that hits, portal will probably get lost. So, I've got to save the portal now. Now, how am I going to do that? Well, one thing I would like to do is get all the way down here so I could pick this up so we're closer to winning. So, it's probably time to start using some gear, I think. How about give myself three more actions? How about repair? Let's see. This is less ideal. the molecular transmuter. If I wherever I stand, I repair the tile I'm on and everything that's adjacent adjacent is only diagonal. So like if I were here, I'd repair both of these in one action. If I were on the portal, there's nothing else to repair next to the portal. So that's not really useful.
This time is useful, but let's not forget anytime Jen wants, Jen can hand me stuff with her teleports, right? I think we're gonna have to use the time throttle because I'm not at a tunnel. So, I gotta walk one, two, three, four. I save the portal again, and that's my whole turn, unless I want to use the time throttle. We're going to do that. We're using an item. Okay. Um, I get three more actions now. And let's see here. I'm at a tunnel. So, I got three actions. I'm going to step into the tunnel and step out over here. So, that's one, two, three. And now I've made it. I could pick this up now, except I'm out of actions again. Except, don't forget, folks, I'm the mechanic.
Once per turn, I can get a gear token. Um, uh, let's see. I I I can return a gear token to my to my tile if I have a gear symbol for free. If if it has a gear symbol, right? Okay. So, right, right, right, right, right, right, right, hold on a second. So, I did that. I had three. So that's one, two, three. Here's what I need to do. I need to get more time. So because if I were right in instead of going one, two, three, if I went someplace where there's a gear, like if I just take a step here, that's one of my three. I could then use the mechanic to put a gear token back here, but then I'd have to pick it up again.
So it's one, two. So, yeah, it's actually it's it's going to be right. So, I'm just going to stick to the plan. All right. For my three actions, one, two, three. If I had one more action, I'd pick this up and then I'd use the but right. So, I've made it down there. Right. Next turn, I've got But this turn, I'm going to draw more cards and it's going to be bad. There's the third anomaly. And I draw one card for myself. And we know what happens, folks. Things have just gotten or no, we're still only drawing three at a time. That's getting worse. Hey, what's going to happen next? We're going to uh put that shuffle up back at the top and then we're going to draw three. Oh, the portal is sinking again. And two more. Uh the abandoned station. Now say goodbye to it. And the sarcophagus.
And say goodbye to it. Oh my gosh. Yikes. Okay, so it is Jen's turn. So, uh, very exciting. On my turn, I'm going to pick this up. So, we've just got to get this thing deployed and picked up. But we've got to Well, first of all, Jen's got four actions. First of all, once again, protect the freaking portal. Two [snorts] H, right? So, Jen's got a she's got color, but she needs a number and she needs a shape. I need a number. But no, I'm going to play all three of these to pick up. So, so Jen's second action, she's going to go into the tunnel. She can go wherever she wants. Boom. She's going to come right there and join me. Three. She's going to pick this up and get another gear. And it is a tachon net. Draw a discarded gear card from the discard pile. All right, we've only used one.
Jen is going to use the tachion net to get the time throttle back. So, that was one, two, three, and now what is Jen going to do? Um, Jen is going to give me a card so that I can be the one to discover something. I didn't go over my hand limit. That's it. Jen's got three items she could use anytime she wants. She could spend some more time, but she's going to wait. She's going to wait. This is getting scary. We're running out of We're running out of places we can even find the thing. What What do we got here? uh blue circle or diamond. There's a If we get a two, we can put it there. If we get a three, we can put it there. If we get a three, we can put But this is a bad place. These are still This one's in danger. This one's still safe. So, I'm hoping to draw a three. So, anyway, so what did Jen do?
She rescued. She moved down here. She got a gear. And she's got one more action. I guess she will walk over here to start trying to repair these things. But you know what? You know what? You know what? You know what? You know what? Um, we need to repair both of these. I wonder if Jen should use her time throttle now and get three more actions. One, two, three. Just to keep all of this safe. If we have this down here and a road back up here, we can get out of here. So, that's it. Jen is done. She gets a not a number. And now we've got to take the uh discard pile that we've been doing up till now, including the anomalies, shuffle them up, and Jen's got to draw a second card.
So, we're coming down to the wire. Like I said, I am playing on hard difficulty, and I made some very questionable moves early on. So, here's Jen's second card. Oh my gosh. Come on. Oh, the game has it in for us now, folks. Increase the threat level again. And now we're drawing four cards a turn. This is scary stuff. Uh, take this, shuffle it back on top, draw four. Portal is in danger again. Gate of Roses. Hey, remember I saved it earlier, so it bought us some time. Uh, the Undertowers, we saved that. I saved that back at the beginning. And for the golden plaza, which is right here, Jen just saved it.
It would have been lost if Jen hadn't just saved it. So there we go. Phw. My turn. First action. Three cards. And boom. I've got We now have three. [sighs] So I just need a number. But there's no way I can draw them. I' Right. So now we just have to go on defense and try to save this place until we can draw uh a two or a three because the blue one, both blue ones are gone. So we need to draw a two or three. We need to stay close to each other. Although Jen, if she draws it, remember she can teleport it to me anytime she wants. Um so anyway, so that was one. I've got three more turns. I should go someplace where there's a bunch of bad stuff so I can repair multiple things at once. So like if I go 2, three, 4. Oh, shoot. You're right.
Okay. Yeah. 2 3 4. That's not bad. So 2 3 4. I come back up here. So I'll be ready to repair the portal again. But before I do, I will use this repair my tile and every tile that's adjacent to it. So I will repair this and the allimportant portal. Boom. So there we go. And I have no more items. Jen's still got two items. She's got one card. That's it. I'm going to draw two. Please give me a two or three. Wrong number, pal. Wrong color. Well, I mean, do we have a yellow one? We have a yellow one diamond. No, the yellow one diamond is gone. We have the yellow two and the yellow three diamond, but not the yellow one diamond. So, we're drawing four cards and the cobalt laboratory. Um, we say goodbye. We say goodbye to that card. That's one, two, the manners. Good thing Jen saved that. Two, three, the broken bridge. Bye-bye. Oh my goodness.
And four, the butterfly sanctuary. Not that we could get to it anyway, but it's still hanging in there. All right, Jen's up. J, it's it's just all hands on deck trying to save stuff. One. Two. There's a tunnel. She could go any place. We just need to save everything. Three, she'll come over here. And four, she'll save that just so we have more land. We need to keep solid land while we're trying to wait and holding on for that last card. So that's one, two, three, four for Jen. Um, not a number. Not a number. All right, we still have a one. Is there anyone? There is a red one and a yellow one. Oh, if Jen gives me this circle, I could put it there at the bronze gate. Okay. And I have two of the three greens, I need to pick it up as well. So, we we've still we're still in it, folks. We're still in it. So, that's it. Jen draws four. It is the missionarium um is gone along with this gear.
The uh Palace of Lions is gets flipped, but not gone yet. the cottages gets flipped. Not gone yet. And the uh solar clock we've uh just or actually I'm sorry, this gets flipped. It doesn't go away. So, we can still get this gear. It hasn't gone away until the whole thing sinks. So, that was Jen's turn. It is my turn. And I need that circle. Jen needs to give me that circle, but she can't. I can't take it from her. Wait. No. No. No. No. Know Jen can play this at any time for free as an action. Jen is going to give one element card to another adventure.
Boom. Thank you, magnetic spectrometer. Uh, so I haven't done any actions yet. My first action is one circle yellow. Boom. Our last thing is there. Now we just need one more green to be able to go pick it up. So, I've done one action and um where am I? What am I going to do? Uh well, again, we just need to keep stuff alive. So, I'm going to go two, three, four. All right. Just keeping it alive while I'm trying to draw cards. Two, three, four. Give me a Give me um an element. Yes. Okay. And we draw four bronze gate. Oh, folks, now things are very scary. If the bronze gate goes, we lose. If that goes away. Two, Temple of the Sun. Three, Foundry.
And four, uh, shipyard. Shipyard. Shipyard. Shipyard. Boom. If that goes away, we cut off our only way out of here because we can't move diagonally. Now, there is gear. There is a jetpack that let you get around, but oh my gosh, this is getting scary. So, that was it, right? Right, right. Yep. So, Jen, one, repair that. Two, go any place with her spelunker to come over here. Three, save the clock. And four, get a gear. All right, that's not bad. So, we get another gear for her. It is there. It is the jetpack. One adventurer can go anywhere they want. And if and they can carry one other player with them. So even if we did get completely cut off, as long as we can get to each other, Jen can jetpack us to safety. Okay.
All righty. And we again, we're drawing four and we're all Oh, wait. That's the wrong Oh, hey, the deck is empty. Now, in Pandemic, it would be over. But in this game, uh you just keep shuffling. Uh same for this. When that goes, we just reshuffle. So, I think I was at one one temple of the sun. Um, bye-bye to who? Machinarium is already gone. It looks like Machinarium is already gone. I just didn't get rid of the card like I should have. Two, Portal again. Three, Palace of the Lions. And this would have been gone if I hadn't saved it. and four cottages.
Bye-bye. Okay. All right, it's my turn. Okay, I am going to use this. Let's go. One, two, three. I've got it. And now I just have to get out. Um, but all I can do is walk one step closer. Four. I'm done. I get a couple of cards. It's a thing. and a thing. We draw four more bad things. It's the foundry, which apparently is already gone. No, no, foundry is gone. One, two, uh, just a flip. Three, and, uh, four. And oh, by the way, folks, this was super dangerous. We left the portal unprotected. We could have just lost just now, but we got lucky.
All right. Um, it is Jen's turn. She is going to go one, two, thanks to the tunnel. Um, and then use the jetpack to move anywhere she wants and take somebody with her. And we got out of there. We've escaped. And it's really a fun little touch. You notice there's all these little holes. As a reward, we get to lock these in. All right. How's it go? Goes like that. We have won the first of seven missions. And you know, we were still a ways away from dying. So uh in spite of my initial blunders, we uh came out okay. Now [sighs and gasps] when whether you win or lose, there is some cleanup stuff.
You'll notice folks, one thing is still missing. The mystery awaits. Where is the last element for our thing? So anyway, am I going to do the story stuff? Am I going to? No, I am not. I am not going to show you the story stuff, but I will show you something else. Anyway, we would go into the book, we would see the story stuff um that tells us what's happening in the next chapter. We would also um fill in, remember there was the coming soon, what happens. We would uh go on to the next chapter. I'm not going to do that. I'm not going to spoil that stuff. But here's the other thing we do, and this is available right out of the gate, right from the get-go. Whether you win or lose, you make a field observation at the end of every game.
You can take one of these seven different types of upgrades and use them to upgrade cards. Putting stickers on cards, putting stickers, and you can see Gemini, we've already done one of them. Um, but you know, there are other ones, there are shortcuts, there are this is a nice one. Uh, remember how Jen failed to get the lore? You can, if you missed the lore, you can find it still. You can put more gear or more tunnels out. You can increase the alchemical knowledge or new theories to make it easier to find things. And so, every time you play, whether you win or lose, you're going to add one of these. If you win, you go on to the next chapter. If you lose, you get a bonus and you try the chapter again. And, um, I believe the rules say you can go to a lower difficulty level if you want. But anyway, I'm not going to do any of that. I was just trying to show. And again, this is that was not secret stuff, folks. This was all here as part of the endgame sequence. I didn't spoil any of the stuff. This was just from reading the rule book, you would know this is what happens at the end because I didn't want to spoil anything for you folks when it comes to Forbidden Legacy. And now, if you'd like to hear some final thoughts, well, I am here to give them to you folks because my wife Jen and I have now played through all seven chapters of the Forbidden Legacy campaign. And we've kept playing the game. We've uh messed around a little bit with the post campaign gameplay. So, I should be able to give you an idea of everything that comes in this box. Spoiler-free, folks.
I do not want to spoil any of the surprises along the way. That's why I did a run through without spoiling anything. Just kind of giving you an idea of pretty much I didn't show anything that you wouldn't know from just reading the rule book. And now I'm going to give you as best I can an overview of the entire experience spoiler-free. If you stick around to the end, I'll probably do a couple of little spoilers maybe if I think of some stuff I need to talk about. But for now, let's just keep it broad. This has got to be one of the best bargains in board gaming uh this year because you get seven games for the price of one. There are seven Forbidden games inside this box. Which means if you combine with what is it? Forbidden Island, Forbidden Desert, Forbidden Sky, and Forbidden Jungle. There are now 11 unique Forbidden games out there. It's just seven of them come in one box. And I just got to do my cap to Matt Lecock, you know, joined by his frequent legacy collaborator Rob Davio.
The two of them have knocked it out of the park here. I was already a huge fan of the Forbidden series. Um, you know, Forbidden Island, not really for me and my wife Jen. That was too light. But the other three were all fantastic. Yes, even Forbidden Sky, which I know not everybody likes, but Jen and I thought it was great. Um, but this, if I could only own one, um, you know, forbidden game, it would be this one, cuz I get seven games in one box. Um, and there's such a wonderful variety. All seven of those experiences. They they share the same formula. A group of halfless adventurers um are in a bad way. They've got a big issue problem they've got to solve and along the way they've got all kinds of small issues whether it's sinking islands or you know desert sands overrunning them or getting electrocuted or alien bugs chasing them. Those are in the first four games. Now you've got a whole bunch of new problems in here. Some of them are very reminiscent of what we've seen before. Like if you watch the run through, you could see how that was more of a uh well, if you think of the original Forbidden Island as a very gateway, familyfriendly um cooperative g adventure game to share with your friends and loved ones who maybe aren't into gaming. The first chapter of this is basically Forbidden Island turned into a hardcore gamer geek game. you know, for heavy gamers who are more akin to the challenge and complexity of what you'd see in Pandemic or maybe even Pandemic with some
expansion content. And you know, that's just where it gets started. I cannot tell you what gets unlocked in chapters 2, 3, four, five, six, and seven, but there are some very cool ideas. Again, some of the things that get unlocked in this game will be very reminiscent of stuff we saw in previous chapters, but it's always a new twist. It's a new take and for some people it's a big improvement over some of the stuff that had come in previous games and um actually it's interesting of the uh of the seven missions you know I would say there's maybe five missions of completely new stuff [snorts] but then just amongst the new stuff they've got in some of the missions they're mixing up hey let's mix a little bit of mission or of of chapter 2 with chapter five and that's what you get in chapter six and chapter 7 is chapter three, six, and two, you know, I mean, it's it's really interesting how, you know, Matt and Rob have been able to mix and match all these different elements, which again, I'm not going to spoil because they're all fun, uh, and they're all really clever. In the same way, you know, adding aliens in Jungle, you know, makes the original Forbidden Jungle seem like a much bigger, hey, yeah, you still have islands sinking away in Forbidden Jungle, but now there's aliens that are multiplying and spreading all over the place that can sting you, you know, and that's an idea of, you know, taking the one and building on top of the other.
And so, this is the ultimate culmination, you know, culmination of everything they've been doing. I don't know if this is the end, you know. Um maybe maybe we'll have more Forbidden in the future. Matt Leok has dropped hints on Board Game Geek, you know, kind of a is it the end, you know, ellipse question mark. I would love to see some more. I'm still waiting for Forbidden Planet. Come on, it's just waiting right there. But in the meantime, I'm really glad I've got this. And all I can say if there are any of the previous Forbidden games you've enjoyed, there is going to be a lot you can enjoy in here. And uh an interesting thing about it too is the way the overall thing is structured. If you watch the run through at the end, I I I introduced you to basically the legacy elements of this game that when you finish a mission, win or lose, there is a page full of different stickers that you can apply to various elements of the game, mostly to the card you're playing with. turning them into multi-use cards. Um, and every time you uh you find lore, which I didn't show what the lore was, but it's in every mission you're in addition to everything else you got to do, hey, there's these lore tokens spread about. And if you can spend the time to go get them, basically what you're doing is unlocking more stickers that you can apply to various things throughout the campaign. And once you made through all seven chapters, depending on what choices you made, depending on what lore you found, your [snorts] version of the seven chapters
of Forbidden Legacy might be very different than Jensen's in my version of Forbidden Legacy because you focused on different things. You found this lore on this chapter where we never even got to that one because there wasn't enough time to collect all the lore. Um, and again, you know, this is kind of the hallmark of what Lee and Davio have been doing in Legacy Games. And I got to say, I mean, they've just got it down to a science now. There are no rough edges. There are no Wait a minute. What does this mean? Also, I really think it's very very smart that they recognize that [snorts] the best time to apply stickers and make choices that contribute to your greater legacy that make changes to your game. Best to do those between chapters because you don't want to slow down the action while you're actually playing.
I'm looking at you, Clank Legacy series, especially Clank Legacy 2. Much better to say, okay, look, here's the rules. We're going to sit down. we're going to win or we're going to lose, but the rules aren't really going to change after we win or lose. We then get to see, right, what did we discover? How does this change the world as we try again? If we're going to have to try a second time or if we move on to the next chapter. And again, you know, this is, you know, this is at this point, you know, this game defines how to do a legacy game well. Um because, you know, all these pieces just fit together better. The game grows. It leaves you excited wanting more. Uh my wife at one point said that when we weren't playing it, she was thinking about it, which she doesn't often do, waiting to see what is the next chapter going to bring because it's, you know, they'll bring little things, but they'll bring big things, huge game changers. You know, game changers in the way that um, you know, shifting sands in a sliding puzzle radically change the way Forbidden Island work compared to Forbidden Desert. You get to go through that process seven times here and it's fantastic. And then postame, well, what you're left with, like I said, is a unique version of the game with a bunch of stickers. Not all the stickers. I mean, there will be some you skipped over. There will be some you missed.
There'll be some you chose not to take. And [clears throat] um you will have your own copy. And you can now go back and play any of those seven chapters anytime you want. The only change is uh once you finished and you go back and you're now you're just playing the game for fun like oh uh what do you want to play tonight? Hey let's let's play leg you know Forbidden Legacy chapter 3 you know the one with the I'm not saying what it is but it's cool. Um you know Jen and I have pet names for all these different missions we went through and yeah. Okay. We'll just get out. We'll set it up. It's easy. It's it's super duper simple. Um, you know, the rules that are unique to that mission are easy to pull out from everything else in that big cool comic book that leads us through the story and you can just be up and running in minutes and have a really satisfying time. And again, I'm sorry, I forgot I got off track. The only difference is there will be no lore tokens to find. Um, but everything else you'll still play it. You'll and you'll you'll have a great time. So, you'll be done applying more stickers. The game will be your version and it's super replayable. Um, and if anything, you'll find when you go back and play those earlier missions that they are maybe easier than you remember because by the time you finish this chapter, we've become pretty powerful. We've got a whole big collection of unique player powers. Um, we've got upgrades that have been applied to the cards. We've got upgraded that have been applied to things I won't mention. But overall, um, you'll be able to go back to those
earlier missions. One, because you don't have to spend time collecting lore anymore, but two, because you've got all these extra powers, you'll probably want to bump the difficulty level up to the next level. If you beat them on medium, you'll want to play them on hard. If you beat them on hard, you'll want to play them on legacy or um I'm sorry, um what's it called? Super hard. I forget their term. Legendary. Legendary mode. Uh so that they'll still be challenging. Now, I will say I do kind of think they missed a trick once. I mean, it is. I mean, I've still got those lore tokens. Why can't they have some kind of function when I go back in? Why? I I'm kind of surprised that there wasn't something to say, "Hey, you know what? Now that you've won the game and you want to go back, here's the new deck of cards in the last envelope that says whenever you collect lore, draw a card and see what happens." So, there could have been a little bit more. The rules just come right out and say right there.
I mean, it's not even hidden. Um, [clears throat] I mean, heck, it's right here on the last Oh, I have to dig it out. It's on the last page of the rule book. It just clearly says, "Yeah, just you you can toss the lore tokens. They have no function." That's a shame cuz I've got them and I'd like to continue using them and I they're I mean Rob and Matt are clever guys. They could have come up with a million different ways. I mean, heck, the lore tokens could have been difficulty modifiers that Oh, you know what? Every time you play, draw one of these cards that creates a new difficulty thing and if you pick up one of the lures, it weakens that and if you pick up the second lore, it eliminates that thing. You know, that would be a cool way. Come on, Matt. And I mean, here's the deal. I, you know, I expect there's going to be some armchair designers who come up with cool ideas for that. The game doesn't need it, though. All these chapters are great, but it was a missed opportunity. Don't throw the lore out with a bathwater.
Turn it into a cool extra difficulty modifier. I literally just made that up off the top of my head, and I think it would be fantastic. Fingers crossed we get a promo somewhere down the line. But, you know, that's a minor thing. It's not necessary at all, but I would call it just a missed opportunity. But otherwise, I'm going to say this is a box full of fantastic results. Um, you know, actually, speaking of box full, there's one other thing I did want to mention. You know, after you're done, uh, you probably can't tell. This box is very heavy because not only have I got all seven chapters of Forbidden Legacy in here, I've also got the entirety of Forbidden Desert and Forbidden Jungle in here, too. Um, I know not everybody likes the tins. I always love the tins, but this is another great benefit of this, folk. If you've enjoyed, if you, you know, have a collection, partial or complete, of the previous uh Forbidden Games, you can Well, I I don't know.
We're going to use this tin for something cuz it's just a cool box. But all the contents of that plus that now fits if you leave the inserts aside. Don't worry, no spoilers. All you can see on top, hey, there's my um jungle stuff, there's my desert stuff, and then some non-spoiler things. It all fits in one box. And if you've got the Forbidden Sky box, and I'm in the process of trying to get myself another copy of Forbidden Sky, um you could fit the entire all seven games here, plus all four games could fit in two boxes easily, the Legacy box plus the sky box. Um that's just really nice for someone like me who is very shelf conscious and I'm always looking to save space. Now I can just have this on my shelf instead of all of this on my shelf. So, that's just a nice um extra bonus that you basically come with a big box for your um Forbidden series. That's cool. Um but there's not much more I could say really. I would have to start revealing particulars about what happens in the individual chapters. And I again, I don't want to take that away from anybody. Uh you know, the the the clever little twist. I mean, the storytelling is very simple. It's about to the same level of the storytelling as the original Pandong. Oh, you saw it. You saw the opening chapter, you know, you know, every chapter gets one of those one-page comic panel things that sets up the stakes, what we're trying to do, and then there's just a page or two of very simple additional rules, and you're off to the races. Uh maybe some people would hope for, you know, bigger, more
elaborate storytelling, but I mean, this is about the game play. The story is just your reason to go from one chapter to another and have a great time from start to finish. But that's not to say there weren't some fun little Oh, that's fun. That's cool. That's a That's a neat little uh story moment, too. I I thought that was great. Maybe it's especially because it was presented in comic book form, which I am a lifelong comic book nerd since I was a kid of the 70s. All I can say, folks, I mean, I said it right up front and I'll say it again. This is the best bargain you are going to get for cooperative gameplay this year. Uh it is absolutely phenomenal. It is staying on my shelf and I look forward to getting to go back and visit it every once in a while and say, "Oh yeah, this one. The one with a bleep. Can't say what they are, but there are so many cool things in there." Should I spoil it? There are probably some people. No, no, no. I'm not going to spoil anything, but I am going to mention one more thing because I know this is an important topic for a lot of people. Um, this game does not have a reset kit. uh the the legacy campaign, the seven chapter campaign is designed to be played through once and then you just can continue to enjoy it in its final state.
That is the nature of it. It works great. That's what they set out to do. They did a great job. No notes other than they missed a trick with lore. That said, if you're somebody who thinks, "No, I want I mean, here's the deal. I don't think you'll find yourself wanting to play through the ch the the campaign again because it's all available to you and you won't want to give up all the cool toys you have to play with. The game is much more fun once you've unlocked all these things. But if you really want to do that, if you want to revert back to the beginning, this I should say for folks who care about it is a very easy game to make resettable. Here's the trick. Here's how you do it. Uh you saw in my run through, you know, the four starting characters that, you know, each of the four characters has a starting power. Apply those starting powers to everybody in their little notebook and then never use another sticker for the rest of the game. You will need a set of cards or I'm sorry, not cards, you'll need a set of sleeves for the game cards, right? Um, so that when you unlock stickers that you're supposed to apply to the cards, instead you can just handwrite whatever the sticker is going to do and just slip it into the sleeve and then boom, you've got a modified card that all you got to do is just take that little handwritten note out and it goes back to being a regular card when you want to reset and start the whole chapter over. Same thing for everything else. Like I said, there are what you saw in the run through there. Each character is going to get three separate powers. Don't put the stickers in. Just give each character a post-it note right there and write down what their powers are as you unlock them. When you want to reset, just take that post-it note off and the characters
revert back to their chapter one status. And then there are a handful of other things that will get stickers on them throughout the game. In every single case, all you've got to do is just have the Post-it notes and put the Post-it notes on the thing. Um whether it's a card or whatever it might be, just put the Post-it notes on those and you can reset easily. So, you can 100% have a replayable um sevenchapter storyline if you want to do that. So, there's even more value uh for folks who are looking for such things. I don't need to. I I feel no drive. I just want to go back and play with all the cool toys I've unlocked. But it is an option there for people who are looking for that sort of experience. Here's another thing as well. For people who hate legacy, this is unofficial, but I'm just here to tell you folks, you can ignore all the legacy stuff. You could just get this game and just open to any chapter you want and just start playing, right? With no upgrades, with no level ups or anything like that. Um, you know, or you could just go to that page and say, "Hey, you know what? I'm just going to apply all the upgrades." You could do that if you wanted to. Um, right out of the gate, this game is designed so that each chapter is a little standalone episode um that you can just jump to right away and just replay over and over and over again and you could forget all about unlocking stickers and leveling up and all that and it'll still be a great This could have just been shipped as we've got seven new takes on the Forbidden series in this box. Play them in any
order you want. that would totally work right out of the box if that's what you want to do. If you don't care about story spoilers and stuff like that. So, the game's got you covered. Seven Ways to Sunday. I think the only reason you're not going to like this is if you just don't like co-op, which to be fair, if you don't like co-op, you probably weren't watching this in the first place. But if you love the um the style of cooperative play that Matt Lecock um pioneered back with Pandemic over gosh, is it two decades ago now? No, not quite. We're not quite to the 20-y year anniversary of pandemic yet, but it's coming up quick. Oh my gosh, I'm so old. But if you like that kind of thing, well, this is going to give you seven new takes on it. All of which are excellent and fun. Don't take my word for it. Watch the run through I just showed you. It was spoiler-free for the first chapter, and hopefully you could see how much fun that would be, too.
Especially if I were to bump it up to the next difficulty level or unlock some cool powerups and then try the mission again at a higher difficulty level. Chef's Kiss, uh, Leok and Davio. Is this their best Legacy game? Well, for my taste, it is a big step up from Ticket to Ride Legacy or Legends of the West, which I was not a fan of at all. Um, and I would have to say it is it is probably superior to Pandemic Legacy season 2. Um, it's hard to beat season 1. And I might put this on par with season zero. Pandemic Legacy season zero. It's great. What are you waiting for, folks? Um, you know, watch the run through. Decide for yourself. I think it's the cat's pajamas that is Forbidden Legacy. Thanks for watching. Have a very nice day. Talk to you later. So long. Bye-bye.