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Matagot Captain SONAR Board Game - English Edition

£9.9£99Clearance
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About this deal

The sales pitch for Captain Sonar is ridiculously compelling. A real time game about battling submarine crews? Sold. Who doesn’t want to play that? Submarine battling is, as a game concept, inversely as awesome as I imagine real life submarine battling to be.

The classes and engine types feel balanced. They may or may not perform better than the game's basic submarine depending on the scenario but also the predisposition of the captain. A straightforward captain who likes exploding things is unlikely to share the same preferences with a sniping captain that plays it safe, or a captain who enjoys speed and maneuverability. Blurb from the publisher: 'Drowned in darkness, the crew is on the lookout for the slightest noise. Your captain braves the darkest depths, mapping unknown bottoms with new rare earth. All fear the surprises that these depths hold for them, which push the laws of nature to their boundaries. 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.

Objective of the Game

Each captain has four directions to move; north, south, east, and west. He has to explicitly make this announcement to the hearing of all players.

Important: there are two different ways to play: real-time mode and turn-by-turn mode. for a first game, or if you are playing in a noisy environment, we suggest you play the turn-by-turn mode. however, the real-time mode will guarantee that you get the stress and adrenaline rush of a real submarine duel! So for me, I get a little bored with the Engineer or First Mate, and am overwhelmed by the Captain role. I love the game, but only when I’m playing as the Radio Operator. This is a pretty narrow window when, ideally, I’m opening up that role for others on occasion. Some have tried to fix this by usually playing with six, with one player acting as both First Mate and Engineer (which are usually seen as the less complicated roles). But they simply aren’t as fun for some, even when combined. 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." Radio Interceptor: listen to enemy Captain and map it out, primary communication with firstmate. In conjunction with first mate the radio would be able to discover the best estimated location of the enemy.

Although some sacrifices were made in the re-imagining of Captain Sonar for a smaller group, designers Roberto Fraga and Yohan Lemonnier have done an admirable job of keeping what was most essential to maintain the core feel of the game. Sonar Family will never be able to match the full-blown experience of the original, however, it offers a great taster of its gameplay. Perhaps, it entices more players to try the game, making those eight-player matches easier to arrange. If you activate the drone system, you will choose a sector, and ask the enemy sector if he is stationed there. He is obligated to tell you the truth. Yes, if he is there, and No if he is not. I've heard people say they've played Captain Sonar with 6 people, where the captain is first mate as well (which I think is weird, why not give that role to the engineer?). What are my options for playing the game with 6 people? If the route goes outside of the transparent sheet, or if you become lost, erase everything and start over.

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