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Matagot Captain SONAR Board Game - English Edition

£9.9£99Clearance
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Surfacing when the enemy is nearby is risky, and can leave a submarine vulnerable to a killing blow! Fortunately, there are two ways to repair your damage—which is to say you get to erase your engineering marks. Most of the damage symbols are connected by a “circuit;” three icons in the west quadrant connect to one in the east quadrant, for example. Cross out all four and they become completely healthy again. (I’m less mechanically oriented than the typical Ars reader, but I’m pretty sure this means that circuits work differently in 2048 than they do in 2016.)

The quality of all the components is quite good and perfectly fits the scope. I was quite happy to see that the game comes with a lot of additional pens and erasers and not just the bare minimum needed as I very often see in other games. The overall graphic of the boards is not super exciting but it has been well thought to allow a smooth gameplay. All boards are actually fully language independent and they list clearly all the info players need to remind during the game using a good set of icons. From the image above, place the screens in between the players at the center of the table end-to-end. When playing in real-time mode, players use the dark side of their sheet. In turn-by-turn mode, players use the light side. If in case the enemy engineer finds something wrong with the outlining, the responsible player will have to fix it.Mission Vectrum is a mini-expansion for Captain Sonar and contains three different sea cards that can be played individually or as a coherent campaign. Each sea card is included four times: two times for the radio operators and two times for the captains. With its 3 missions, the Vectrum campaign make you dive you into a thrilling adventure. A cutting-edge... Volcano is the campaign's last map and by far its most volatile. Islands will keep emerging semi-randomly (in other words each side will make them emerge where it makes their opponents' lives harder), until enclosed seas are created. The winner is either the submarine that sinks its opponent, or the submarine that finds itself in a bigger sea space when the islands prohibit the subs from reaching one another. The winner of this scenario is the winner of the campaign, no matter the results of the previous naval battles. The radio operator is essentially the goalie, focused more on the other team’s moves than on your own, and any mistakes here are costlier. The engineer crossed off a symbol, thereby disabling a system the first mate was hoping to use? No worries. It’s fixable in a couple more moves or by surfacing. But if the radio operator marks “east” when the opposing captain actually goes “west” (as happened in one of my games)? Or misses a move altogether? The mistake might not be clear until after your boat sinks, and there’s not much team members can do to mitigate the problem.

When all spaces on a gauge are marked, the First Mate announces it loudly and clearly. For example, an announcement of "MINE READY" lets the Captain know that he can drop a mine when he needs it. Private companies are arming the latest prototype submarines to dive into the world's depths in search of rare earth. Under the peaceful surface of the sea, a silent war is being fought with new and unstable technology. One way that can happen is when a sub needs to surface for repairs (or because they moved themselves into a corner–you can’t cross your own previous path), because the forces of entropy and time are going to bring it down, despite the best efforts of the Engineer. When you surface, you have to tell the other team in which segment of the map you’ve done so, and then everyone has to trace out part of an image of a submarine without going outside the lines, like you’re a kid with a coloring book. That visual reference makes the shame of failing over and over on the same dumb bend in the image so much greater as you know that the enemy sub is racing towards your direction. It’s harder than it looks. Don’t judge me! Are you curious to learn more about the game and brave enough to challenge the dark depth of the ocean? If so, let’s dive into the box together. Dive! Dive! Dive! In a 2- or 3-player game, players must use turn-by-turn mode, as one player will need more time to manage all four roles by himself. Role Assignments Depending On The Number Of PlayersWhich leaves the problem of player count. You can play this game with two, or four, or six. But something is missing unless you’re in real-time and at the full eight players. The problem is that any more is impossible and any less is less than ideal. A Captain Sonar egy remek alternatívát kínál azok számára, akik egy valóban feszült, fej-fej melletti összecsapásra vannak kiéhezve. A játék magjáig leásva a mindenki által ismert Torpedót találjuk... The enemy team takes three turns in a row. If the team surfaces during those turns, any remaining turns are lost. Then the game resumes as normal. Real-time Campaign mode, different classes and hulls of submarines, one-use abilities, and a lot of quirkiness.

When all radiation symbols have been crossed out, the submarine suffers 1 damage. The Engineer announces "DAMAGE", then erases ALL breakdowns from the submarine.Right then I knew that Captain Sonar was something special. Located deep in the heart of game publisher Asmodee’s sprawling booth on the Gen Con vendor floor in Indianapolis, a crowd had been growing around us this whole time. Few other games attracted more excitement, or larger groups, during the convention’s opening days. Before the weekend was over, it had sold out. The captain is responsible for activating all the systems. However, the First Mate can also activate the Sonar and drone systems if he wants to.

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