Yesterday, we covered Captain Sonar’s concept and roles. Today we’ll go into the game’s systems and scenarios.
It’s one team against another in Captain Sonar—a fast-paced battle of wits that plays out as you maneuver your subs and attempt to discover your enemies’ location. Still, you have a few tools at your disposal throughout the game, including the submarine’s systems, charged and readied by the First Mate. Whenever your team wants to use a system, it must first be fully charged by the First Mate, and the Engineer must verify that a breakdown isn’t blocking the system. Then, the Captain may command the game to stop, forcing both teams to stop moving and working until the system has been triggered.
There are six unique systems that you can use to gain the advantage in your duel: torpedoes, mines, sonar, drones, the stealth drive, and a scenario-specific system.
Two of these systems are direct weapons. Torpedoes can be fired from your submarine, but because of their limited range, you give your opponents some information about where your submarine is located. You may choose to lay mines instead, which you can detonate at any time, even from across the map. The trade-off, of course, is that you must wait for your opponent to move within range of your mines.
If you’re going to know where to aim your weapons, you’ll first need to locate your opponents. Your Radio Operator needs every possible scrap of information, and that’s where the second pair of systems comes into play. Every map is divided into nine sectors, and by launching drones, you can ask the opposing team if they are in a chosen sector. Whether they are in that sector or not, they must answer truthfully, giving the Radio Operator vital information. Alternatively, you may activate the sonar, forcing the enemy Captain to give you two coordinates based on their current location. They can give you their current row, column, or sector, and one of these numbers will be true and the other will be false. You’ll need to put your best minds on the information to determine the truth!
Inevitably, the enemies will get a whiff of your location. At times like that, it might be best to disappear. Using the stealth drive lets you move up to four spaces in any direction—and you don’t need to tell the enemy team which way you’re going. If you’re clever when using the stealth drive, you may buy yourself enough time to disappear and regain the element of surprise. Finally, there’s also a scenario-specific gauge, with rules that change based on the scenario.
Five unique scenarios included in Captain Sonar invite you to return to your sub over and over again. Each scenario features different maps and different configurations of islands, as well as a variety of special rules. You may engage in a silent battle deep beneath the ice, unable to surface and repair your submarine without taking damage. Or, you may enter an abandoned minefield, where every narrow passage is dangerous and you can hijack neutral mines to destroy your opponent’s ship.
Furthermore, there are two separate game modes for Captain Sonar. You can play a turn-by-turn mode that allows the Captains to take turns giving orders, each waiting for the opposing team to act before their turn begins. You can also play a simultaneous, real-time mode that allows both Captains to act as fast as they want—dramatically increasing the stakes and the chaos. However you prefer to play, Captain Sonar invites you into a world of thrilling underwater battles.
Gather your team and say farewell to sun and sky. The seas are yours for the taking. Give the order to dive and lead your submarine crew to victory in Captain Sonar!