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Posted 20 hours ago

Oink Games "Deep Sea Adventure Board Game • Dice Strategy Board Games for Funny Games Nights • For Adults & Children • Best Game For 9-99 Year Olds

£9.9£99Clearance
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ZTS2023
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About this deal

There will also be a gung-ho player or two, and those that are conservative, and their attitudes will change depending on their haul after round one and two. I'm looking to add a push-your-luck that has dice to my collection, since I have too few dice in my games and no game that involves these mechanic.

Which player will be reckless enough to endanger the lives of their peers in a bid to win the most treasure? Generally, I get pissy when games have multiple-round “games” that don’t really have any significant state change between each round, solely to up the game’s play time. Turning back is critical because the first player to turn back will usually cause all the other players to turn back shortly thereafter. You are wreck divers venturing from a Submarine sharing air as you roll and move out to collect treasure.It starts on 25 units, but goes down by the number of treasure pieces a diver has at the start of their turn, so it runs out fast! As a young start up explorer, keen to find alluring sea treasure, you set out on an epic adventure to the deepest depths to discover the most lucrative artefacts. Now, remove all the blank tokens from the path and compress it so it’s contiguous, and then start a new round. If you are stopped on a Ruin token, you can take it and add it to your stash ( do not look at the number on the other side of it, yet) and then replace that Ruin token with a blank token. The small box contains a submarine, a marker for air, 6 player pieces and several ruin chips (treasure) tokens and markers.

The game takes place over 3 rounds, and the player to gain the most points over the 3 rounds is the winner.

You roll two dice on your turn (each go up to three, you’ll roll between two and six) and move that many spaces down. It’s an interesting game theory experiment, because while players may agree to delay taking any treasure until they reach the bottom, whoever defects from that agreement gets a small advantage. It’s hard to find the sweet spot in between, and rare that all players can manage it in a single game. As each round progresses in the beginning your probability may lower a hair, but once people start taking treasures that line will start dropping at an accelerated rate. You can feel your greed as you try and pick up one more treasure but it’s so heavy you start panting and using up more air…The race is on heading back to to the sub, can you get there before the air is gone?

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