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13th August 2023 It's Sunday lunchtime and that means we're at The Sovereigns in Woking for some gaming diversions. Being a brave adventurer comes with its risks and drawbacks, like for example; being trapped out at sea in a sea monster's mysterious cave lair. Luckily, being the industrious adventurers that you are, the dangerous situation you all find yourselves in won't stop any of you from trying to screw over your companions for cold hard cash in this bluffing card game. What's in a game? Captain's bottle: This is an actual message in a bottle, it's not a glass bottle and fortunately has very little chance of breaking. Since we never pulled the message out, we've go no idea what it says? Adventurer sheets: This is a bit of a misnomer to call them 'sheets' as they are fairly chunky and sturdy double sided tiles. Each 'sheet' represents a individual character on these double-sided tiles. One side has the character in a 'explorer' role, while the other shows them in the 'captain' role.
Cards: There are 7 types of cards in Oh Captain. 4 types have actions in game associated with them. These are the Grappling Hooks, Lanterns, Lizards and Pistols. Purses are worth gold while Nukha Eggs are essentially booby traps. Finally. there's a Nomads' Arrival card which triggers the game end. Tokens: Two types of card tokens are used in the game.
Card dispenser: This neat looking component is a card holder constructed out of thick card and used to hold the game's deck. Thematically, it depicts the game's mysterious but also item laden cave lair. Component quality is good throughout Oh Captain. The tiles, tokens and card dispenser are all made of suitably thick card and feel nicely robust. Arguably the gold coin tokens are typical for what you'd expect for gold coins, which means they're not bad but average and completely acceptable. The cards have a laminated feel to them while their back have gold foil finish. The bottle looks great and is transparent acrylic, it doesn't feel like it would break unless someone purposely tried to do so. Oh Captain has great presentation. Artwork displayed on the adventurer sheets and cards in particular is clear, colourful and does a good job of portraying the exotic location the game takes place in. The card dispenser, while unnecessary adds a nice touch to the game and the same is true of the captain's bottle. It all adds up to make Oh Captain a pretty looking game. There are only a handful of actions in the game, consequently there aren't too many icons to remember and the items/cards they're associated with are self explanatory, well, except for the lizard, since when do lizards steal money? anyway, other than the lizard, everything straightforward and easy to understand. How's it play? Setup Players: Players carry out the following set up.
On to play Oh Captain uses a more-or-less typical turn order with the active player resolving their action before play moves to the player on their left, except if it's the captain, the captain does not get turns! They can potentially act in other player's turns but are skipped as active player instead! The active player performs the following phases. Mutiny.... or not: If at the start their turn, the active player has more coins than the captain, they can choose to mutiny.... or not!
They must now offer to sell it to the captain for 1 coin.
Endgame Play continues until an explorer draws the Nomads' Arrival card, in which case the explorer reveals it and the game immediately ends, players now reveal all the cards in their personal area and the game goes to scoring. Majority Before final scoring, majority needs to be determined for Grappling Hooks, Lizards and Pistols. Basically; whoever has the most cards of each type (ties do not count) gains the majority token that corresponds to it. Players then total all their gold coins, this comes from:
Points are tallied, highest score wins. Overall
Thematically, Oh Captain is a bit left field; a bluffing game about shipwrecked adventurers trapped in a sea cave who decide - while exploring - to try and steal valuables from and out do each other as they wait for their possible rescue? It's definitely a bit of a stretch for a bluffing game! Minor quibble aside, how does Oh Captain fare mechanically? fairly strongly I feel albeit with a flaw. Like pretty much all games based on bluffing, this is as much about playing the players as it is about playing the game and depending on whether a player is the captain, active explorer or other explorer there's 3 sets of conundrums to consider. If an explorer doesn't mutiny, they have to draw a card and then consider their options. The mechanic that allows the explorer to potentially sell it to the captain adds an extra winkle here. When declaring what the item is (or what the explorers says it is) the active player has to try and consider whether the captain will want it or not. If the captain might want a pistol, declaring it a pistol might get the captain to buy. This can be a good or bad thing, depending on whether the active player wants to use a pistol or not and if they would prefer a gold coin for it. Generally, getting cash it good! Additionally, the active player also has to think about how they would use the card if the captain doesn't want it. Saying it's a lizard in the hope the captain doesn't want it is no god if the active has no need for it themselves. So sometimes the player will need to lie to try just to try and get the card they want or need and sometimes it'll just be dropped into their hand and of course, there's the Nukha Egg that forces players to lie. Challenging is another element to think about, when an explorer is targeted by the active player, they'll need to consider whether it's a bluff and challenge it, the outcome for getting it wrong can be costly. As there's only 5 of the Grappling Hook, Lizard and Pistol and 7 Lanterns, there's definitely a slight element of card counting that can be used but since not all cards will be revealed (And 3 have been removed from the game.), there's also some imperfect knowledge at work too, meaning there's generally always a slight gamble when challenging. The dilemma faced by the captain is a little different, since they don't get a turn, they can only act in other players' turns by buying and using their cards! This can be useful since potentially, the captain could get a lot of actions but there's a cost to this though and if another player lies, then the captain loses money for nothing. Thus the captain will need to calculate whether the card's action is worth 1 gold to use - provided it is what the active player says it is. This is where we come to what I feel is a bit of a flaw in the game: As captain, I never felt motivated to needing to buy a card offered to me and generally ended up refusing them.. Take the Lizard card for example, the captain could pay 1 gold to use it, but all it does is allow the captain to steal 1 gold from another player. So ultimately, the captain gains zero benefit from it, sure if the captain feels another player is close to mutiny, it can be employed as a denial strategy but it also gift a coin to another player. All the captain is doing is shifting coins around the other players. This is all provided, it really was a Lizard, otherwise it's just a loss of a coin. Or the Pistol; the captain could pay a coin to use it to destroy card or just let the active player use it to destroy a card instead. Why waste a coin to destroy a card? It might not be the card the captain would want destroyed but a card will be destroyed regardless unless of course it is challenged and proves to be a lie - in which case the captain was wise to not buy it. I found it quite likely I was being lied to when I bought cards which is mostly why I just stopped buying them altogether - it just wasn't worth the risk. In a 4-player game, the captain will gain 3 coins per round and if other players aren't gaining at least that many coins per round, they'll never catch up. So why should the captain spend coins for anything? This is compounded by the rule that prevents explorers targeting captains with cards, I understand why as everyone would pick on the captain but it's even more reason not to buy a card as leaving it with the explorers means they'll just end up attacking and stealing from each other! It's not entirely 100% the case that it'll go down that way as it's likely that other players will get the majority tokens which would be a 4-coin swing but I feel, unless 1 player gains 2 of them, it won't be enough. It means that it's generally a no-brainer to just not buy cards and no-brainers are bad because they are the opposite of meaningful decisions - which is bad. It's a bit of a shame as otherwise Oh Captain is a very nicely presented, fun game to play if bluffing games are your thing.
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