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Matagot Captain SONAR Board Game - English Edition

£9.9£99Clearance
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And that’s when we heard the captain of the enemy team shout from across the table: "Firing torpedo!" The real-time mode is still available for four players in all its chaotic shouting glory, however, Sonar Family, unlike its big brother, was primarily designed to play turn-by-turn. In a two-player game, where each player assumes both roles of The Captain and the Radio Operator, it would be too frustrating to attempt to do both jobs well at the same time. In turn-by-turn mode, the game’s focus shifts from communication to pure deduction, a cat and mouse chase, where the roles of the stalker and prey change, depending on the players’ use of their available tools, like sonar scan. The next defensive system is silence. With this system, you can move four spaces without announcing it to the hearing of the other team. You can make it known to your team members by either showing them the map or giving them directions. When this is done, the engineer and the first mate can cross out the symbols on their sheets: the first to repair any breakdowns, and the second to charge the systems. For something that can be described as “team Battleship,” there’s a remarkable amount of ingenuity here. The hobby is only just starting to iterate meaningfully on the truly groundbreaking gameplay model that Captain Sonar introduced.

Join Operation Dragon, a campaign that will take your team to unexplored seas! Gain experience and hire Experts to help you during the game! And at its best, the game plays out like the most frantic, tense game of cat & mouse you can imagine. It sits on a knife’s edge between chaos and calculation as you and your teammates try to work together while the looming specter of the enemy is omnipresent. I could go into exactly how each system works but I’m going to give you the abridged version in the form of this handy list:At the top of the First Mate's sheet are four damage spaces representing the 4 damage a submarine can sustain.

For what it’s worth – the game works fine with 6 or 7 players – the First Mate combines easily with another role. Going to 5 or less starts to defeat the purpose of why you play this game in the first place.) the Captain navigates the treacherous waters 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 First Mate charges up all the systems for use – each time the sub moves, he can mark off a box on any system he chooses. Systems can only be used once fully charged. The Engineer MUST inform the Captain of breakdowns. The Captain will be able to decide to surface when he thinks he is safe and far from the enemy (though only the Radio Operator can guarantee that!). This will allow for uninterrupted repairs and preparation for a new route.Review Summary: Campaign mode, different classes and hulls of submarines, one-use abilities, and a lot of quirkiness. When all spaces on a gauge are full, the system must be activated before the spaces can be marked again. Important: While a team is surfaced and repairing, the enemy team continues playing. Teammates on a surfaced submarine can use their marker pens only to secure the submarine. It’s rare when you can say a game introduced something truly unique into board gaming, but this does just that. For that alone, Captain Sonar deserves some praise. Player Count and Game Modes Setup and teardown are ridiculously fast for a game that engages eight players. Literally less than five minutes

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