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Matagot Captain SONAR Board Game - English Edition

£9.9£99Clearance
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A sikerhez mindenkire szükség van. Nincs olyan, hogy ki a fontosabb. Mindenkinek koncentrálnia kell a maga területére, persze az összhang is kiemelten fontos: ha a lokátoros tudja, merre van az ellenfél, a kapitány vagy szonárt fog kérni, hogy ellenőrizze (akkor a szonár be kell, hogy legyen töltve az első tiszt által, a zöld rendszernek működnie kell, mert ide tartozik a szonár - ez a mérnök felelőssége), vagy lőni fog (ekkor pedig torpedó kell és a piros rendszernek kell működnie). Senki sem dőlhet hátra, hogy majd a többiek megoldják. Három, kettő, egy - IDŐ! I haven’t gotten to that point yet–the point where Captain Sonar stops being a party game and begins being a tense tactical experience. I want to get there, but it’s hard to gather enough people and to have enough people who wish to master the game like I do! But as a party game it’s undeniably a blast. It takes about 10 minutes to get through a round and everyone’s going to have a fun time. The narrative arc of those games will begin a bit dull, have a few moments of truly brilliant excitement, and end somewhat anticlimactically.

The First Mate can activate only the drone and sonar systems, while the Captain can activate any system. There is a turn-based variant, and I’ve played this exactly once and found that it sapped most of the excitement out of the game. At that point, it’s a reasonably good hidden movement game that becomes more tactical, but the reason this game made a name for itself is the real-time mode. 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 The Captain announces "MINE DROPPED" and the First Mate erases all marks on the mine gauge. Then play resumes as normal. You might get more mileage with your own house rules – say, forcing people to change up their roles in the middle of a game, or adding other weird restrictions or challenges.Listens intently to the enemy captain and marks their course on a transparent sheet placed over his map.

When all four symbols on a circuit are crossed out, they repair themselves; the Engineer erases those breakdowns. His First Mate crosses out the two leftmost empty damage spaces on his sheet, then play resumes as normal.

The Expert cards are good and add to the game's asymmetry. I wouldn't swear on their balance. Most, if not all, can be devastating in niche circumstances, when however is the right time to use them? Only the captain can tell, and the captain is bound to make quirky choices. We’re really happy about the success of the game," Bates said. "It’s great to see the excitement we felt when we first played it is shared by everybody else." In Captain Sonar you’re going to begin by splitting up into teams of mortal enemies (ideally of 4 or 3 people each). Then you’re going to place the very large screen the game helpfully includes between the teams so they can’t see each other’s ugly faces. Each team is comprised of four roles. The Captain is in charge and essentially decides everything. The Radio Operator has to listen to the opposing captain’s direction commands and tries to deduce where they are on the map. The First Mate keeps charges the various sub-systems (heh) in the vessel and communicates information between the Captain and Engineer. And the Engineer kind of has their own mini-game around keeping the submarine from falling apart in the water. They are a source of constant aggravation for their Captain. Together, each team will work in real time to find the other sub and destroy it. Comparative Advantage

The Engineer begins securing the ship by drawing a line around one of the four sections of the submarine on his sheet, making sure to stay within the white outline. Then he writes his initials inside that section. The Armada Module allows each submarine to also control a helicopter and a cruiser in almost all the maps that have been published up to now for the game. Each can be destroyed by a single damage. The cruiser lays mines, while the chopper launches torpedoes. Each of them can be used from the scenario system gauge (which does not need to be full), an action which only the captain decides; the First Mate and the Engineer are not affected. Sonars cannot detect either of these two mobile units; only drones can. With that, the game begins. Captain Sonar is a team based, head to head, submarine duel game designed by Roberto Fraga and Yohan Lemonnier, released by Matagot Games. It is played out in real-time (Or turn-by-turn if you like, but…why?) until one team’s submarine has been destroyed. It supports 2-8 players with games of two or three players, using the turn-by-turn mode which, to be fair, my gaming group has never played. Each time the Captain announces a course, the First mate marks an empty space on the gauge of his choice. His First Mate crosses out the leftmost empty damage space on his sheet, then play resumes as normal.

Roles in the Game

Must cross out a symbol on her sheet every time the captain announces a course, on the control panel corresponding to that direction. The two teams directly across from each other, their information hidden from the opposing side. Sadly, uniforms are not included.

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