Is Forbidden Desert good for kids? Age and difficulty

You and your team search a sandy ruined city for the four parts of a buried flying machine, then race to the launch pad and fly away. Each turn you take up to four actions, then storm cards shift the tiles, bury them in sand and raise the thirst. Everyone wins or loses together, and each player has a special power and a water supply to manage.

What age is Forbidden Desert for?

Box says 10+

We suggest 9+ with an adult helping, 10+ on their own.

Each adventurer has special powers, there are clue tiles that point to hidden parts, and the storm deck moves tiles and drains water in several ways at once. A 9 year old can join as a teammate with an adult, and 10 is when they can run their own role and plan with the team.

  • Hard to learn
  • 2 to 5 players
  • 45 minutes
  • About 10 minutes to set up (our estimate)
  • Co-operative: everyone wins or loses together

No direct conflict between players. Content: Desert survival where the team can lose by running out of water or being buried in sand. It is tense but not graphic.

Rated from the rulebook, checked 2026-10-11

How we rate games

Rules as of the Gamewright English rulebook.

Also good for 10 year olds.

How do you set up Forbidden Desert?

Checked against the Gamewright English rules for Forbidden Desert (2013). The rulebook has no printed page numbers, so page numbers here are PDF pages: page 1 is the cover and overview, and setup is page 2.

How do you teach Forbidden Desert to kids?

The box says 10 and up. We suggest 9 and up with an adult helping, and 10 and up on their own. It is a cooperative game: everyone wins or loses together, and teammates are encouraged to give each other advice (page 3).

Say this

  1. Our helicopter crashed in a desert city. We need to find 4 parts of a flying machine and all get to the Launch Pad to fly away.
  2. On your turn you get up to 4 actions: move, remove sand, flip a tile over to see what is under it, or pick up a part.
  3. Clue tiles show a row or a column. When you have found both clues for a part, the part appears where the row and column meet.
  4. After your actions, you draw storm cards. The storm moves tiles, piles sand on them, and some cards make everyone drink water.
  5. If anyone runs out of water, we run out of sand markers, or the storm gets too strong, we all lose.
  6. Each of you has a special power. Read yours out so the team can plan around it.

The rulebook suggests starting at the Novice level for a first cooperative game (page 2) and trying harder levels once you win (page 7). It has no other beginner variant, so the rest below are house rules.

First-game simplifications

  • Official variant Start the Sand Storm meter at the Novice level (page 2).
  • House rule Let a grown-up draw and resolve the storm cards each turn in the first game, so kids see how tiles shift.
  • House rule Let a grown-up remind each kid of their power at the start of every turn in the first game.

Watch-outs for kids ages 9 to 10

  • Every turn has two parts: up to 4 actions, then storm cards. The storm cards come every turn, even if you did no actions (page 3).
  • You can't undo an excavate. Once you flip a tile, that action is spent (page 3).
  • A tile with 2 or more Sand markers is blocked. You can't move onto it, and if you are standing on one you must dig out before doing anything else (pages 3 and 6).
  • You can't place a part until you have found both of its clues (page 4).
  • Tiles that the storm moves take their pawns, sand and parts with them, and each moved tile gets one more Sand marker (page 5).
  • You can share water and pass equipment for free with a player on your tile. Nobody can go above their canteen's maximum (page 3).
  • To win, all the parts must be found, and everyone must be on an unblocked Launch Pad (page 6).

Back for another game?

  • Each turn: take up to 4 actions, then draw as many Storm cards as the Sand Storm level (page 3).
  • Actions: move (up, down, left or right), remove 1 Sand marker from your tile or a next-door tile, excavate your tile if it has no sand, or pick up a part from an unblocked, excavated tile (page 3).
  • Free actions with someone on your tile: share water and pass equipment (page 3).
  • Storm cards: a Wind Blows card slides tiles into the empty space and adds a Sand marker to each moved tile. Storm Picks Up raises the meter. Sun Beats Down makes everyone not in a tunnel drink 1 water (pages 5 and 6).
  • Water tiles: when excavated, a well gives 2 water to everyone on it once. One of the three water tiles is a mirage (page 4).
  • You win when the 4 parts are found and everyone is on the Launch Pad, which must be unblocked (page 6).
  • You lose if anyone runs out of water, a Sand marker must be placed and none are left, or the Sand Storm meter reaches the skull (page 6).

How do you keep track in Forbidden Desert?

Count the flying machine parts your team has found (page 3). The Sand Storm level and each player's water are shown on the meter and the canteen clips, so use those. When you have all four parts, everyone gets to the Launch Pad and flies away, as long as it is not blocked by sand (page 6).

Your pocket card

For the table. The front is your turn, the back is how you lose.

Forbidden Desert, the short version

Win together
  • 1. Actions: up to 4. Move, remove sand, excavate, or pick up a part.
  • 2. Storm cards: draw as many as the Sand Storm level.

Find all 4 parts, get everyone to the Launch Pad and take off.

Three ways to lose

  • Thirst: a player's water reaches the symbol on their canteen.
  • Buried: a Sand marker must be placed and there are none left.
  • Swept away: the Sand Storm meter reaches the skull.

Where do these facts come from?

Age, players and play time come from the publisher. The difficulty and our age suggestions come from reading the official rulebook. We have not built an interactive lesson for Forbidden Desert yet.

What else could you try?

  • Forbidden Island: Work together to grab four treasures before the island sinks.
  • Pandemic: Team up to cure four diseases before they overwhelm the world.
  • 7 Wonders Duel: Build a city and wonders in a tense two-player duel with three ways to win.
  • Abandon All Artichokes: Build a deck and dump the artichokes before anyone else.

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