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Gaming Blog

Jaws - First Play!

16/8/2022

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16th August 2022

It's a Tuesday and were at The Sovereigns with the Woking Board Gaming Club for some gaming goodness.

​Have you ever watched the classic Jaws movie and decided, 'y'know I wanna be the shark going round chomping on hapless swimmers'?
Then this might be the game for you!

Jaws is a asymmetrical game of 2 halves where up to 3 players take on the roles of film's 3 protagonists and 1 player becomes the shark. 
At first the protagonists will seek to defend Amity Island from shark attacks before finally engaging it in a deadly cat-and-mouse game.

Jaws is played over 2 acts (Essentially 2 different games in reality.) and as such, has a lot of double-sided components mostly relevant to each act.
For the purposes of this blog, I'm mostly going to write about each act separately.

Act 1
What's in a game?
  • Game board: This is a double-sided board.
    Amity Island: For act 1 on one side is depicted Amity Island, the fictional setting for the film. It looks like Amity Island is modelled after Martha's Vineyard - which is cool as Martha's Vineyard was used for location filming.
    The island is divided into several different areas, Many of which are numbered 1-8 as well as beaches denominated as N,S,E & W. These areas also include features suck as the docks or mayor's office.
  • Meeples: Jaws uses quite a few meeples. They are all wooden tokens
    There are meeples not only for Brody, Hooper and Quint but also their boats which have room to hold their respective meeples! - Except for Brody, he has some binoculars to make up for it instead!
    Obviously there's a big meeple for the shark.
  • Cards: Only 1 type of card is used for Act 1.
    Event cards: Each event card will list some of the sections on the map where swimmers will appear. E.g, if an event card states NN3, 2 swimmers will in section N and 1 swimmer will appear in section 3. They may also list a special move that becomes available to the 3 crew or hero protagonists.
  • Player boards: Player boards are also double sided.
    Each of the 3 crew (Brody, Hooper & Quint.) gets their own player board. These boards list the moves and abilities of each hero, many of which are similar but some of which are unique to each hero.
  • Shark board: That's right, the shark gets their own double-sided board.
    The side used for act 1 allows the shark player to track how swimmers they've eaten. It also has spaces to track barrels attached to the shark.
  • Tokens: Jaws has several types of card tokens.
    Crew tokens: To go along with their boards, the 3 crew get tokens. Quint gets 2 barrel tokens, Hooper gets a... fish finder token and Brody gets binoculars and 'beach closed' tokens.
    Swimmers: There 16 swimmer tokens in the game, all of them can be tasty treats for the shark.
    Shark tokens: There are 4 'power tokens' that the shark player can use once per game to give them an edge during act 1.
  • Action log: This allows the shark player to secretly track their hidden movement, usage of power tokens and also track what information they have to give to the other players.
That's it for the Act 1 components, now on to...

Act 2
What's in a game?
  • Game board: The other side of the game is used for Quint's boat, 'The Orca'.
    The Orca: This side of the board shows open sea and has 8 spaces to place the 8 tiles that form Quint's boat in this act. There are also spaces to place the 'Resurface' deck, 3 cards and a discard pile. More on resurface cards below.
  • ​Orca tiles: There are 8 tiles used to represent Quint's boat which appears in act 2. They are double-sided, with one side showing the boat undamaged and the other wrecked. 
  • Meeples: Act 2 uses the meeples for the 3 crew and the shark, the boat meeples are not used.
  • Player boards: The other side of the player boards provide information on the actions that players can perform in Act 2. It also has a tracker for their hit points.
  • Shark board: The shark board for act 2 displays the moves the shark player can perform and tracks the shark's (Very High!) hit points.
  • Cards: Act 2 uses several of types of card.
    Gear cards: There are general gear cards as well as specific gear cards for each of the 3 crew. Generally they will be weapons and will show many dice are rolled to inflict damage. Although they are also attachable weapons and accessories which negatively affect the shark.
    Resurface cards: These cards will show areas where the shark might resurface to attack The Orca. It also shows how may dice the shark player rolls to attack and how hard it is for heroes to hit the shark back.
    Shark powers: The shark player will have a number of these that they can use to surprise the hero players.
  • Tokens: There are tokens for both the crew and the shark.
    Targeting tokens: There is 1 round card targeting token for each player.
    Resurface tokens: There are 2 sets of 3 resurface tokens, each token in a set is labelled A, B or C. They are also round and made of card.
  • Dice: There are 3 red six-sided dice that come with the game. They are not typical six-siders, instead of numbers they show 0, 1 or 2 'hit' icons.

Phew, I think that's it for rules!

Component quality for Jaws ranges from average to very good. Things like the cards and tokens are your pretty standard cardboard affair, which is fine.
The dice seem to be made of acrylic and although they're not as nice as wood, they feel quality with engraved icons instead of printed ones.
The wooden meeples are the standout component, particularly the wooden boats for Hooper and Quint, as well the shark meeple inspired by the films iconic artwork and I think they're cool.

As far as I can tell, the Jaws game has a relatively restrained use of photo art sourced from the film which only appears on a number of the event cards and even then it is used sparingly. It's wise decision in my opinion, as too much can make a game look cheap. The game also seems to reference artwork used for the shark from the film but because it's actually art, it looks good.
Otherwise, art used throughout the game is good, the swimmers tokens and player boards all look good.
The best artwork is found the Amity Island side of the game board though, it's an excellent illustration with lots of pretty detail.

There isn't too much iconography and what there is, is easily understood. Most of the rules information on components comes as written text.


Act 1
How's it play?
​Setup
  • Choose players: 1 player should be the playing the shark and the other players will be taking on the roles of the 3 crewmates. If there are less players than heroes, then they should split the roles between them.
    Player boards: Give all players their relevant boards, meeples and tokens.
    Brody gets his board, as well as his binocular and beach closed tokens.
    Hooper gets his board, meeple, boat and fish finder token.
    Quint get his board, meeple, boat and 2 barrels.
    The shark player gets their shark meeple, power tokens and action log.
  • Player board: Put out the player board.
    Brody: Put the Brody meeple on the Amity P.D. space.
    Hooper: Put the Hooper meeple on his boat and put the boat on the western dock.
    Quint: Put the Quint meeple on his boat and place it on the eastern dock.
    Put all the remaining barrels on the shop space.
  • Shark: The shark player should put their marker on the 0 space on their swimmer tracker. They should keep their 4 power moves face-down and hidden from the other players.
    The shark meeple IS NOT placed on the board at the game start.
  • Event cards: Shuffle the event cards into a face-down deck.

On to play
During Act 1, the shark player will be attempting to eat as many hapless swimmers as possible!
Meanwhile, the crew players will be using barrels both to try and locate the shark and to attach them to the shark. The more swimmers the shark eats, the more advantage the shark player has during Act 2.
The round is broken down into several phases and follows a more or less traditional turn order with each player having a number of action points they can spend to achieve their actions.
Phase occur as follows.
  • Event phase: 1 card is drawn from the event deck, it will distribute swimmers to various locations throughout Amity Island's beaches. It may also confer a special rule for this round
  • Shark phase: The shark player has 3 action points to spend in this phase and basically has 2 types of actions they can perform:
    • Move: All shark movement is hidden and tracked by noting it in the movement log. For 1 action point, the shark can move a space.
    • Eat: For 1 action point, the shark may eat a swimmer. This is hidden from the other players (For Now.) and also logged in the action log.
    • Power tile: The shark player may play on their power tiles, which they do by playing it face-down. Power tiles are once-only special abilities such as extra movement or extra stealth. Once used, they are removed from play.
    • Declare: Once the shark player has finished their actions, they must declare certain information to the other players. This can be done in any order the shark player sees fit.
      They must how many swimmers they've eaten and at what beaches is was at.
      They declare and name regions they passed through that contains a barrel.
      Finally, they must declare if they used a power token but not which one was used.
  • Crew phase: The hero protagonists each get 4 action points to spend in this phase and the player can choose the order in which the 3 crew act. However, a hero must complete all their actions before play progresses to another hero.
    There are a number of similar but also unique actions available to the hero protagonists.
    • Move: All the hero protagonists can spend action points to move. Brody doesn't have a boat and must stay on land, while the other 2 must stay in their boats on the sea.
    • Pick up barrels: Brody can carry and deliver 1 barrel from the shop space. Hooper and Quint can pick up multiple barrels from the sea or docks. Hooper can also deliver barrels to Quint.
    • Rescue swimmer: All the hero protagonists can spend an action to remove a swimmer at their current space from the board.
    • Use binoculars: Once per turn, the Brody player can spend an action use their binoculars while at a beach. If the shark player is at the targeted space, they must reveal their position and put the shark meeple on the board.
    • Close beach: Another Brody ability. If the Brody player is at a empty beach, they may spend an action point to put their 'Beach Closed' token on that beach.
      The next time an event card would place any number of swimmers on the closed beach, flip the token to the 'Opening Soon'. Then if a following event card would add swimmers to that beach, instead return the token to the Brody player. Thus, this action protects a beach from 2 event cards.
    • Fish finder: Once per turn and for an action point, the Hooper player may put their fish finder token into their current location.
      Then the shark player must respond in one of the following ways.
      If the shark is in the same space as the fish finder, they must put their shark meeple on the relevant space on the board.
      If the shark is on a orthogonally adjacent space, the shark player must declare 'nearby'.
      If neither of the 2 above conditions it met, then the shark player must state 'neither'.
    • Launch barrel: Once per turn and for action point, the Quint player may fire a barrel into their space or a orthogonally adjacent sea space.
      If the shark is in the space that was targeted by the Quint player, they must declare the barrel has hit them and add it to their shark board.
      If no shark was in the space, the barrel remains there and acts as a sensor to detect shark movement during the remainder of Act 1 or until it is picked up again.
  • Next turn: Once all the crew have taken all their turns, play progress to the next round, beginning with the event phase.

Act 1
​Endgame

Act 1 will immediately end if 1 of the following 2 criteria is met:
Barrels: 2 barrels are attached to the shark by the Quint player.
Swimmers: The shark player has eaten 9 swimmers.


Act 2
How's it play?
​Setup
  • Game board: Flip the game board over to the Act 2 side. Place the 8 tiles for The Orca on their spaces with the undamaged side face-up.
  • Player cards: Look at the marker on the shark board to determine how many cards the players receive.
    Gear cards: Give each crewmate their unique gear cards and targeting tokens.
    Now shuffle the generic gears into a face-down deck and deal a number of cards to the hero protagonists as indicated by the marker. The crew players should distribute these amongst themselves as they see fit. A players should put their gear cards face-up in their personal area.
    Shark ability cards: Shuffle the shark abilities cards into a face-down deck, again use the marker on the shark board to determine how many cards to deal to shark player. Shark ability cards should be kept face-down.
  • Resurface cards: Shuffle the resurface cards into a face-down deck and place them on to their allotted space on the game board.
  • Player boards: All players should flip their boards to the other side.
    All players should put a marker on the '0' space on their respective wound trackers.
  • Meeples: The crew players should put their meeples on any of the tile spaces as they wish.
    The shark player should keep their meeple off the board.
  • Tokens: Give the 3 large resurface tokens to the shark player


On to play
During Act 2, the shark player will be attempting to either totally destroy The Orca or deal enough damage to the crew to what amounts to eating them. Meanwhile, in turn, they will be attempting to deal enough damage to the shark to defeat it.
Play takes place over a number of phases.
  • Resurface options: The shark player draws 3 resurface cards and places them in their allotted spaces on the game board.
    Each card has information on the location of where the shark might attack as well how many damage dice will be rolled, how hard it will be for the crew to attack the shark and finally, if the shark will 'shake off' any attached objects.
  • Shark player choices: The shark player now decides on an action.
    Resurface token: From the 3 available resurface options, the shark player chooses which one to use and places the corresponding resurface token face-down in front of them.
    Shark abilities: The shark player may play one of their shark ability cards face-down in front of them. Each one of these cards provides the shark player with a bonus or surprise special move of some sort.
    Once played, a shark ability card is discarded out of play.
  • Crew Preparation: Now it's the turn of the crew players to make plans.
    Move: Each hero can move up to 2 tiles on The Orca unless they are in water, in which case, they must spend their entire movement to get aboard The Orca.
    Prepare gear: From their hand, each hero chooses a weapon to use, there are slightly different rules for the 3 weapon types which is explained below.
    Crew players may also use a 'chum' card that forces the shark player to reveal one of the 2 resurface tokens they didn't use which narrows the choices down for the crew.
    Use targeting token: Each crew player now puts down their targeting token on to a space, obviously choosing one of the spaces shown on the resurface cards. There are some rules for this though.
    Ranged: When using a ranged weapon, crew player can put their targeting token anywhere on The Orca.
    Melee weapon: While using a melee weapon, a crew player can only put their token on their own space or a orthogonally adjacent space.
    Attachable weapons: Targeting for these weapons is identical to melee weapons.
  • Shark reveal: The shark player now reveals the resurface token they chose and places their shark meeple there.
  • Crew attacks: Any crew players who correctly targeted the space that the shark resurfaced in, can attack it.
    The weapon that the player is using determines the number of dice used, sometimes it includes a bonus. The amount of 'hits' results rolled becomes the damage done to the shark. However, the resurface card will have a 'evade' value which is deducted from the damage dealt. If 4 damage is done and the evade value is 2, only 2 damage is done, it's possible to reduce damage to 0 this way.
    Attachable weapons are a little different, they automatically hit the shark and have a ongoing effect until the shark player manages to shake them off with a shake off action on a resurface card.
    To be honest, we found the attachable weapons to be of little value as the shark player generally managed to shake them off almost immediately.
  • Shark attack: Once the crew have had their attacks, it's the turn of the shark! 
    The shark player can attack a part of the boat that they are adjacent to or a member of the crew that is in the water.
    In a similar manner to the crew players, the shark player rolls a number of dice as shown on the resurface card they chose.
    If it is dealt to a crewmate, then that's the damage they take.
    Attacking the boat is a little more complex, each tile 2 numbers, one is the attack value needed to damage the tile and the second larger number is the value needed to outright destroy the tile. Damage does not accumulate and must be applied in a single roll to have an effect.
    Damaged tiles: These are flipped to the other side and have a new value to beat to destroy.
    Destroyed tiles: Are removed from play.
    In either case, any crewmates on a affected tile are put into the water.
    Finally, as a bonus action, the shark player gets a free attack at crewmates who are in the water adjacent to them.
  • Next turn: Once the shark player has had their attack, they remove their meeple from the water surrounding The Orca and take back any resurface tokens that were used. The resurface cards are then discarded
    The crew players take their targeting tokens.
    Then a new round begins.

​Endgame
Play continues until 1 of 3 criteria are met.

If the shark's damage exceeds its tracker, it is defeated and the crew collectively win.
If The Orca is totally destroyed, the shark player wins, or, if the damage on all the hero protagonists exceed their tracker, they are all eaten and the shark wins!


Overall
It's been a long time (And I do mean a long time!) since I watched Jaws but I feel the game does for the most part a good job of thematically emulating the movie.
Having Brody rushing around the island kicking pesky swimmers off the beaches and closing them only to have them open and fill with swimmers again felt like the movie. On the other hand, having Brody run around collecting barrels for Quint was strange.
While the shark popping up to attack swimmers before vanishing was cool, Hooper and Quint in their boats playing a cat and mouse game with the shark while trying to rescue swimmers seemed a bit strange. Especially considering the heroes are the cats and the shark is the mouse, which is a bit of a reverse of how the film plays out.
Having said all of that, Act 2 does a excellent job of emulating the protagonist's final confrontation with the shark.

So overall... This is more of a comment than a criticism on the game's theme.

Now, on to game play.
Act 1 presents an interesting cat-and-mouse challenge to the players which will change contextually according to how swimmers are distributed by event cards.
The shark player needs to eat swimmers but avoid spaces that the crew players might target and if possible, avoid the barrels that detect the shark.


Astute crew players will need to balance their efforts between trying to protect beaches with lots of swimmers and also covering lesser used areas. While the busier beaches might provide a target-rich environment for the shark, the shark player may anticipate the crew players protecting those beaches and avoid them for smaller 'quieter' targets.

I get the feeling that if the shark gets a lot of kills or very few, it will have a big influence on who will win in Act 2. Certainly, the shark getting 5 kills (Which is exactly in the middle.) led to a very close finish.

Act 2 also presents a sort of cat and mouse scenario with differing dilemmas for the shark player and the crew players.
The shark player will generally be faced with deciding whether doing damage or avoiding it, often the resurface cards will not allow the shark player to do both. The shark player will may also have the opportunity to target the crew instead of the ship. Eliminating one of the crew can be very beneficial as it lowers the number of attacks the shark may have to face but generally, it's harder and will take longer to kill a crewmate than it is to destroy one of The Orca tiles.

The crew players also face a dilemma. They know the 3 locations where the shark might resurface so with 3 protagonists could target all 3 locations, but this means spreading their firepower and it'll be a tall order defeating the shark this way. So the crew will need to try and anticipate which option the shark player will choose and this require assessing a bunch of contextual elements such as how much damage the shark will do, how high it's evade is and how damaged that part of The Orca is. 

All players will need to adapt to the random circumstances provided by the resurface cards and will probably have to trade off one strategy for another.
It presents the players will meaningful decisions to make, which is always a good thing.

However, there are somethings I definitely do not like about the game.
Firstly, Jaws is a one-vs-many game and I'm not a fan of this game type. Generally the mechanics of one-vs-many games can never balance for the fact that multiple human brains will have an advantage a single human brain. For the most part, it's fairly inherent that 3 players will see more strategies and opportunities than a single player.
Also; when someone is playing the 'one', games can be become a lonely experience since all the other players will be against them.
I can't help but wonder if the shark could have been automated and have the game be fully cooperative.

Secondly, because this is such a asymmetrical game, it means that one set of rules must be learned by the crew players and another by the shark player.
That's not the end of it!
Because there are 2 acts, it means that there are actually 4 sub-games that must be learned.
Luckily, none of the rules are particularly complex or hard to comprehend but even so, it feels like a lot of effort to play a game, then have to learn a new set of rules to continue. More effort than the entertainment the game delivers.

Normally I don't bother blogging about marketing or sales but I have to wonder who this is aimed at? Dedicated games, movie fans?

Most dedicated gamers are with good reason wary of licensed games. They tend to be quick cash-ins with lacking game.
To be clear I don't think that's the case for Jaws, while the rules are light-ish, there's depth of gameplay to found in the cat-and mouse mechanics that pits players against each other. I just didn't find it particularly compelling.

Jaws is a great, classic movie and I'm sure there are collectors of Jaws memorabilia and merchandise but will they care enough about the game to play it. I'm sure it will end up in the collections of those fans but will they be compelled enough to make make the effort to learn and play the game?

If you're really after a Jaws experience and are happy with the game's 2 act structure and cat-and-mouse gameplay. This is by no means a bad game and worth a try.
For me this didn't hit the spot and I have no desire to play it.
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