Deep Sea Adventures - 02
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.
Play goes like this:
And that's it, that's it for the rules.
Ok, there's a bit more.
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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I play, I paint.