Captain Sonar

Captain sonar header
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Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game
  5. PDF Manual

Introduction

Captain Sonar puts two submarine crews together in a battle to the death. Each player has a unique role. Everyone must work together to find the location of the enemy sub, charge up your weapons, and hit the target. The surviving submarine wins! This reference would be for real time gameplay only, requiring a minimum of 4 players.

Set Up

Split your group into 2 teams and determine the roles the players will take. If playing with less than 8 players, the Captain will also take the role of First Mate.

  • Place the screen in the center of the table
  • Each player takes their corresponding role sheets, with captain and radio operator on both sides using the same map
  • Use the darker side of the sheets for real time
  • Radio operator takes a transparent sheet
  • Each player receives erasable marker
  • The captains will pick a starting dot and mark it with an X

Gameplay

Start the game with both captains announcing “DIVE!”. The game is played simultaneously with no turns. You are free to move around as fast or as slow as you like. Overall, each “turn” or movement will consists of these steps, which must be performed before moving again

While all this is happening, the Radio operator is listening in to the enemy captain to figure out where the enemy submarine is. You are free to converse and strategize with your team.

Captain

As the captain, you are responsible for

Moving the submarine

The captain will announce a compass direction, and indicate the movement on the map. Each movement will move the sub one space. Follow these rules when moving

  • You cannot backtrack or run into your previous path
  • You cannot move across an island
  • You cannot move into your own mine
  • You must wait for OK’s from first mate and engineer before announcing the next course

Surfacing

Whenever you cannot move, you must surface. You can also choose to surface whenever you want to do repairs and erase previous paths. When you do, follow these steps

  1. Announce “Surfacing!”, and your current sector
  2. The engineer begins repairs by drawing line around one of the 4 sections on the top of his sheet, and initial
  3. Pass the sheet to a teammate and continue tracing the lines around other sections
  4. Show it to the enemy engineer to confirm all lines are within the outline
  5. Once confirmed, erase all lines, initials, and breakdowns
  6. Announce “ready to dive”
  7. While this is happening, the captain erases all previous paths, keeping only the current location
  8. Captain may now announce dive and continue moving

Activating systems

Whenever a gauge is full for a system, that system is ready to be activated. The first mate will erase the gauge for the system after it is activated. Follow these steps

  1. Confirm that there are no breakdowns effecting the system
  2. Raise a fist and announce “STOP”. Everyone stops what they’re doing
  3. Announce a system to activate, and resolve it
  4. Continue play

First Mate

The first mate is in charge of charging the different systems on the ship. Fill out a segment of a gauge whenever the captain moves the ship. Indicate to the captain when a system is charged so they may use it. You may also activate the drone and sonar without the captain’s direction. You are also in charge of tracking the ship damage on the top right. The sub is lost if it takes 4 damage.

Engineer

You are in charge of breaking down the sub. Everytime the captain announces a direction, you must cross out one of the symbols corresponding to the direction.

Radiation breakdowns

The radiation symbols can be crossed out, and has no effect on the systems. When all radiation symbols are crossed out, the sub takes 1 damage, and erase ALL breakdowns from the submarine.

Complete area breakdowns

When all symbols on a compass direction are crossed out, the sub takes 1 damage, and erase ALL breakdowns from the submarine.

Self repair

Whenever all symbols connected by a line are crossed out, you may erase the marks from only those 4 connected symbols.

Radio Operator

Whenever the enemy captain announces a direction, the radio operator draws it on the transparent sheet. You may also track locations of mine, surfacing actions, and silence system. Move the transparent sheet around the map to deduce where the enemy ship can be, with the help of drone and sonars. Regularly update the captain with useful information.

End Game

The game is over whenever a sub takes 4 damages. The surviving submarine team wins.

Specter Ops

Specter Ops
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Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game
  5. PDF Manual

Introduction

Specter Ops is a hidden movement game where one player as the Agent attempts to move secretly around the board completing objectives along the way. The rest of the players play Hunters to try and find where the agent is and either eliminate or prevent them from completing the objectives. Each character has unique abilities, and the agent also has many equipments at their disposal to complete the objectives. The goal of the Agent is to complete any 3 of the 4 objectives. The goal of the hunter is to reduce the agent’s hit points to 0 or prevent escape by end of round 40. The following reference is for 2 to 3 players.

Set Up

Agent set up

  • Roll die and mark locations of the 4 objective on pad
  • Place objective tokens on board
  • Secretly choose agent and 3 Equipment cards
  • Circle N1 on pad

Hunter set up

  • Pick 2 hunter characters
  • Place vehicle card beside board
  • Place vehicle token on space K17
  • Place hunter minis on vehicle card

Gameplay

On each turn, the agent will move first, followed by the hunters in any order

Agent movement

The agent moves secretly on the movement pad circling and writing the space where each movement ends. Use the follwing rules for movement

  1. If beginning turn within line of sight of hunter, place last seen token at current location, remove mini
  2. Move up to 4 spaces orthogonal or diagonal
  3. May use Equipment card
  4. If starting turn adjacent to objective, flip over objective to complete it before continuing
  5. If passing through line of sight, must place last seen token at the last seen location
  6. If ending turn on line of sight, place mini on location

Once 3 objectives are completed the agent can escape through A3, N1, or W3.

Hunter movement

  • Each hunter can move up to 4 spaces orthogonally or diagonally
  • A hunter must fully complete their turn before another hunter begins
  • A hunter may use the Vehicle
  • At end of movement, check with agent for visibility
  • If visible, attack agent

If hunter is stunned by agent ability, movement is limited to 2, remove market at end of round. Cannot be stunned in vehicle

Attacking the Agent

  • Roll dice
  • If dice roll is equal to greater than distance to agent, agent lose 1 HP
  • If agent and hunter in same spot, automatic hit
  • Dice roll of 1 is miss, dice roll of 6 allows hunter to roll again and add dice values together
  • Cannot attack from vehicle

Using the vehicle

  • Hunters start the game in the vehicle
  • The vehicle can be moved up to 10 spaces on road or use motion sensor when it is occupied
  • Use the vehicle token to indicate location, and the vehicle card for occupancy
  • Entering or exiting a vehicle ends that hunter’s turn
  • Exit vehicle to space adjacent to vehicle token
  • Vehicle does not block line of sight

End Game

The hunters win when the agent has lost all HP, or has not escaped by turn 40

The agent wins when they’ve completed 3 of 4 objectives and escaped by turn 40