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Gaming Blog

Deep Sea Adventures - 02

22/8/2019

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11th June 2019.

Tuesday is here and we find ourselves at 'The Sovereigns' in Woking for Tuesday night gaming.

Whilst waiting for other people to turn up we decide to play a quick opener. This quick opener is 'Deep Sea Adventure'.
Originally my initial post about Deep Sea adventure was published as part of a blog post about a different game. So I am going to re-post my thoughts about Deep Sea Adventure below.

in Deep Sea Adventure each player is a treasure-hunting diver who is looking to score big. The game is played over 3 rounds and the player with the most valuable treasures after the end of the 3rd round is the winner.

Deep Sea Adventure packs a whole lot of push-your-luck fun into a little box.

Whilst this is a competitive game, it sneaks a co-operative little mechanic into the rules which in turn players can try to twist to their own advantage.

The game begins with all the players' meeples in a submarine. Beneath the sub is a winding trail of face down markers. Each marker represents a treasure that can be collected by a diver. The value of the treasures also vary, but the deeper you dive, more valuable the treasure. The more sides a marker has, the more potential value it has.
Picture
​Play goes like this:
  • During a player's turn, they dive into the deeps. This is done by rolling 2 dice (both numbered 1-3, giving a range of 2-6 and an average of 4) and moving that many spaces down the treasure markers.
  • When a diver moves, they 'hop' over other divers (don't count the space the other diver is on), this means that sometimes movement is very unpredictable.
  • When a player stops on a treasure marker they can choose to pick it up (and place it still face down in front of themselves). If they do pick it up, it is replaced by a 'blank' marker.
  • At the start of their next turn, the player can choose to continue diving for more treasure or turn around and head back to the sub. Rolling both dice to move up or down. Once a diver begins their ascent, they can't turn back down again.

And that's it, that's it for the rules.

Ok, there's a bit more.
  • At the start of a player's turn, if they are carrying one or more treasures, then they must lower the sub's oxygen level by the number of treasures they are holding.
  • Oxygen level? WTF is that? Did I forget to mention the sub's oxygen level? Well, the submarine has an oxygen level that is communally shared by all the divers. When the oxygen level reaches zero, all the divers not back in the sub will.... well you get the idea.
  • After rolling the dice to move, the number of treasures carried is also deducted from the dice result. Carrying treasures will slow divers down, possibly down to zero movement.
  • Thus carrying treasures consumes oxygen and slows movement. A potentially lethal combination.
  • A player does not score points for the treasures they collect until they safely return to the submarine. If they don't make it back to the sub, then the treasure's are dropped and to the bottom of the track and pile up in piles of three. When a treasure plie is picked up, it only counts as one treasure for purposes of movement and oxygen, even though it actually be three treasures. Very tasty if you can get to it!
  • After every diver has returned to the sub, or as is more likely the oxygen runs out. Then the round ends. All the blank markers are removed (thus the trail is shortened and the deeper treasures become more accessible). The oxygen level is set back to max and the next round begins. There are 3 rounds to a game.

And that really is it for the rules. Deep Sea Adventure is all about pushing you luck.

Pushing your luck in picking up treasures (so tempting to pick up one extra treasure, just one little treasure - it won't make much of a difference, right).

Pushing your luck in movement. The hop mechanic can prove helpful or can push you way too deep into the depths.

Finally, pushing your luck with the communal oxygen supply. This is the game's best mechanic. This is what turns it from a 'OK' game into a 'good' game. The communal oxygen means that you have watch what the other players are picking up. It forces you to try and think a whole round ahead.

When playing Deep Sea Adventure, there comes a point when oxygen starts to matter. For a couple of turns, no one picks up treasure. Everyone wants something a little better and is willing to dive a little deeper to get it. But then, it all changes, as treasures are picked up, oxygen is used up. The change may seem quite subtle, but can actually be quite dramatic. No oxygen being used, to suddenly 4-5 every round.  Being able to spot and react to this change is key to winning in my opinion.

In a six player game, at some point every player will have picked up at least one treasure, that means six points of oxygen will be used up before your next turn. That's about a quarter of all the available oxygen.

Some players will try and load themselves with treasures to burn up oxygen as they return to the sub, (this is in itself a risky strategy as it also slows movement - several times I've seen loaded down players one or 2 spaces away from the sub and not move at all until the oxygen runs out).

All of this means that you can never be complacent about the oxygen supply and this Deep Sea Adventure is good fun and a good game.
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