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Thames & Kosmos The Crew: Mission Deep Sea, Cooperative Card Game, Family Games for Game Night, Games for Adults and Kids, For 2 to 5 Players, Ages 10+

£9.9£99Clearance
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Once per mission, players may collectively decide to use the distress token. This has to be done once all of the cards are dealt and the tasks chosen, but before a card is played or anyone has communicated anything. If players agree that they might need a little extra help, they can flip the distress token over, showing it’s been used, and then, every crew member will pass one card from their hand to their neighbor. The group decides whether to pass left or right, but everyone has to pass in the same direction. Submarine cards cannot be passed. This can be used to make impossible tasks possible, or maybe just to make things a bit easier—it is, for example, generally easier to take a card you don’t have in your hand. If you’re recording plays in the logbook, you are supposed to circle the distress symbol there, and increase the number of attempts by one as a “penalty.” Note that the signal can only be used once per mission, meaning that if you use it and still fail the mission, you cannot use it again until you find a way to complete the mission.

Final Score: 4.5 Stars – An easy to play and addicting cooperative card game that will be a hit with gamers of all kinds. Dan : I agree, this is a lot more interesting than the original. I have played the earlier missions of the original and the final dozen or so, but not most of the ones in the middle because honestly I started getting bored after a few hands. I don’t want to play marathon sessions of the new one but it definitely holds my interest longer and I would like to play it more.

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Once the sum is reached, the players flip over the task cards drawn to see the challenge that awaits.

Of course, whether we win or lose on a particular mission, we have a hard time stopping and putting it away. The submarines are the trump suit. It’s worth noting that these aren’t the only limitations to communication. They are merely the limits on using the sonar token. Sometimes, not communicating anything is communication. And also, playing a card offsuit tells everyone else that you are out of a particular suit, which savvy players can use to their advantage. The distress token’s “active” side. The other, “inactive,” side is blank. Image by Rob Huddleston If even one task is not completed, all players fail that mission and must attempt it again from the beginning. The card art also shows a continuous underwater scene. The aim of the game is to investigate the lost continent of Mu by completing 33 different missions of increasing complexity by working as a team, but with very limited communication permitted. Newcomers to the series should be fine beginning with either game. The original is a hair simpler to understand since all tasks are basically the same, but in both cases, the logbook helps ease players in scenario by scenario, so either version can be a good starting point.A player completes a task by fulfilling the condition that is indicated on the task card. However, if the missions are impossible to complete only due to the mistakes of the players, this counts as a failed mission. If a player wants to communicate, they take a color card from their hand and place if face up in front of them. Then they place their communication token on the card. If it’s the highest of that color in their hand, they place the token at the top of the card. If it’s the lowest of that color in their hand, they place the token at the bottom. And if it’s the only card in that color, they place the token in the center of the card. The logbook contains a set of boxes for each mission so that players can mark off when they complete a mission. In theory, a game of The Crewinvolves playing through all of the missions in the fewest number of tries possible. The Crew: Mission Deep Sea is GeekDad Approved, and you can (and definitely should) get your copy today.

And so on and so on. These new challenges hardly add any extra complexity, but they significantly deepen the decision space and replay value. They give players much more to think about and necessitate even more careful planning than before. James Nathan : It is simply astonishing. What I didn’t realize before, was how much of the joy of Die Crew: Outer Space came from the mission book additions rather than the task cards. The game shined because of those missions where the book would tell everybody to win one 9 each, or whatever, and sort of didn’t sweat the normal tasks too much. Due to the ban on open communication, it’s a more heads-down, strategic affair than you might expect for a cooperative game. But if you’re up for the challenge, it’ll give you a lot of entertainment for a tiny outlay. The Crew: Mission Deep Sea review: Also consider We've finally started getting into Mission Deep Sea and think that it's even better than the original, wanted to get some thoughts out here for anybody who is interested. Yes, that’s right – they found a way to make a fantastic game even better. And I don’t think we’ll ever play the original again. Time to dive into the missions.Since then, Kosmos has gone ahead and outdone themselves with the follow-up game The Crew: Mission Deep Sea! A different guide turned in my direction and there was enough light in the hallway to illuminate the strong jawline underneath his hood. The jawline clearly belonged to Dylan St. Clair. You can play the game with two or three players but we think both versions of the game play best at 4 or 5.

The goal of the game is for all players to successfully accomplish their chosen tasks. If the players do so, they successfully complete that mission and move on to the next mission in the logbook. These 40 cards are shuffled and all cards are dealt out equally (although in a three player game, one player will have more cards than the others). One of the real twists in the game—and what makes it a really great game—is that players may not, ever, discuss the contents of their hands. Instead, once per round, they may communicate something using the sonar token. But, they are limited in what they can communicate. They are allowed the place one card face up in front of them and place the sonar token on it. If they place it on the top of the card (furthest away from them), they are saying that the placed card is the highest card they have in that suit. If they place the token closest to them, they are saying that card is the lowest that they have in that suit. And if they place the token in the center of the card, they are saying that it is the only card they have in the suit. When you do communicate, you take one of the reminder cards into your hand as a reminder that you have a card laying on the table that you can still play at some point.

How does The Crew: Mission Deep Sea score on our “Let’s Play Again” game meter?

You have to wait for the timer to start before playing any cards or communicating. If the time runs out before the mission is completed, you have failed.

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