Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label Oink Games. Show all posts
Showing posts with label Oink Games. Show all posts

Friday, 8 August 2025

Friday Filler: Rafter Five

Everyone has agreed that the best way of getting off the island is to build a raft. However, nobody can agree on the best way to build a raft, or even how to build a raft. Whilst everyone has also agreed that the best way to get off the island with their treasure is the raft, the raft is so rickety that it is in danger of collapsing and dumping everyone into the sea. Fortunately, there are no sharks, but when you fall into the sea, it is everyone for themselves as they try to rescue their treasure. It is perfectly possible to rescue your own treasure, but not the treasures belonging to your fellow raft builders, and if you lose their treasure, they will get mad at you and throw you off the raft! This is the set-up for Rafter Five, a fast-playing dexterity game for one to six players, ages seven and up. Published by Oink Games—best known for the games Scout and Deep Sea RescueRafter Five is a game that uses all of its components, including the box lid and base, looks great on the table, plays in twenty minutes or so (but probably faster depending on the dexterity of the players), and surprisingly for an Oink Games title, is not a squeeze to get back in the box!

Rafter Five consists of five Rafters, forty-two Treasure Chests, six Penalty Boards, one Raft Card, forty-two Lumber Cards, and the rules leaflet. The Rafters are the game’s meeples, ones that the players will move around from one turn to the next. They are much larger than standard meeples and vary in size and shape, tall, fat, thin, short, and really help to give the game much of its character. Plus, they feel good in the hand. The Treasure Chests come in six colours, so that each player has a set of seven. The Penalty Boards also come in six colours to match the Treasure Chests and have five slots marked with an ‘X’. If a player’s Penalty Board is filled up with the Treasure Chests of the other players, he loses and is out of the game. The Raft card forms the base for the players’ raft, whilst the Lumber Cards are slightly wavey lengths of card, marked with the sea on one side and wood on the other.

Set up is simple. The game’s box is turned upside down, placed in the centre of the table, and the lid to the box is placed on top, also upside down. The Raft Card is put on top of the lid, as are all five Rafters. Each player receives the Penalty Board and Treasure Chests of his colour. In two- and three-player games, each player will be given Penalty Boards and Treasure Chests of multiple colours.

The aim of Rafter Five is to build as big a raft as possible, whilst loading it up with treasure, without it collapsing. When it does collapse, the player who caused the collapse receives all of the Treasure Chests tipped into the sea. He keeps his own Treasure Chests to place again, but Treasure Chests belonging to the other players must be put onto his Penalty Board. If a player accrues five Treasure Chests belonging to other players on his Penalty Board, the game ends, and he is the loser, whilst everyone else wins! The game also ends when there are no more Lumber cards to place or all of the players have put their Treasure Chests on the raft. In either case, the player with the most Treasure Chests belonging to other players on his Penalty Board is the loser and everyone else wins.

On his turn, a player does three things. He picks up a single Rafter from the raft and then a Lumber Card. He must then place the Lumber Card on the raft and the Rafter on top of that. The Lumber Card must be placed so that part of it is on top of another Lumber Card on the raft (except on the first turn, when a player is free to place the Lumber card how he wants). Lastly, he put one of his Treasure Chests anywhere on the Lumber Card he just placed.

Rafter Five is as simple as that, but the longer a game goes on and the more that Lumber Cards and Treasure Cards are added, the more precarious the splay of the Lumber cards that make up the poorly constructed raft grows. The Rafters are the balancing factor, acting as a counterweight to lengths of Lumber Card hanging over the edge of the raft with their Treasure Chests perched precariously on their lengths. Picking the right one can the key to a tense, but safe turn, but pick the wrong one and everything goes tumbling into the sea! Placing a Treasure Chest where it is more likely to tip into the sea, such as at the end of a Lumber Card, dangling over the edge, is a legitimate move, but this highlights the key aspect to Rafter Five. Most dexterity games are about placing one thing or removing one thing to a stack. Rafter Five is about placing three—the Rafter, the Lumber Card, and the Treasure Chest!

Physically, Rafter Five is very nicely presented and packaged. The components are of good quality and the Rafter pieces are nice and sturdy in the hand, and ever so cute! The simplicity of the game means that the rules are easy to read and grasp.

Rafter Five does include a solo-mode, but it is more of a stacking puzzle than a game, so consequently less interesting. That said, the game plays well at whatever player count, with four or five being about right, and it is suited to play by the family, being very easy to teach and learn. Rafter Five is a great filler game, easy to learn, quick to play, but full of tension that grows and grows as more Lumber Cards are added to the raft.

Friday, 30 May 2025

Friday Filler: Souvenirs from Venice

The last two weeks you have spent in the city of Venice have been amazing. You have visited the Doge’s Palace, St. Mark's Basilica, and the Bridge of Sighs, as well as taken a gondola ride on the Grand Canal, explored the Rialto Market, and taken a day trip to the island of Murano to discover its unique glassblowing tradition. The food and wine have been good too, but now your holiday is nearly over. Your flight home leaves tomorrow, but you have one left one last thing you have to do to the last minute—gifts to take home for your friends and family. In fact, you are not really sure that you have enough time to search the shops for right gifts and get to Marco Polo International Airport for your flight home. It is not helped by the fact that the three friends you are buying for, hate it when they are not treated equally, but you have hired a gondola and you are going to search high and low for the right gifts for the right people—or miss your flight trying!

This is the set-up for Souvenirs from Venice, another game from Oink Games, the Japanese publisher best known for Scout. It is a set-collecting game designed for two to five players, aged eight and up, that can be played in thirty minutes, and it is from the same designers who did Deep Sea Adventure. The aim of the game is three sets of matching souvenirs and get to the airport. At the end of the game, each matching set of souvenirs will score points, whilst souvenirs that do not match will lose a player points. The players have to find the right souvenirs, make sure they do not have wrong souvenirs in their hands, and get to the airport. Only a player who gets to the airport in time will have a chance of being the winner.

Besides the rules in French, German, and Spanish as well as English, Souvenirs from Venice consists of forty-eight Souvenir Tiles, thirty Money Tokens, five Summary Cards, an Airport Card, a single die, and five Gondolas. The Souvenir Tiles range in value from five to ten and in turn depict Venetian Glass, Venetian Masks, Leather Goods, Gondolier Shirts, Squid Ink Pasta, and Fridge Magnets. Each Souvenir Tile is actually a shop and items are the goods they sell. Two depict the ‘Pigeon’ and ‘The Pigeon Feed Seller’. The die is marked one, two, and three, rather than one to six, and the gondolas are done in brightly coloured wood. The Summary Cards are reference cards for the play of the game.

Game set-up is simple. Each player receives a gondola, six Money Tokens, and a Sun. The Souvenir Tiles are laid out in a seven-by-seven grid, or five-by-five if two players, all face down, whilst the Airport Card is placed in one corner instead of a Souvenir Tile. The grid is open as the spaces in between represent the canals of Venice where players’ gondolas will travel, moving from intersection to intersection. All of the gondolas are placed on the Airport Card where they start play.

On his turn, each player must do three things in strict order. These are ‘Research’, ‘Move’, and ‘Buying or Selling’. In the ‘Research’ step, the player flips over any tile face down so that everyone can see it. In the ‘Move’, the player rolls the die and moves his gondola that exact number of spaces, hopping over any other player’s gondola in the way. ‘Buying or Selling’ gives a player two options. If he buys, it can be done in secret, looking at a Souvenir Tile adjacent to his gondola, but keeping it hidden from the other players, or he can buy any face up tile. Either way, he replaces it with Money Token. If he sells, he places a Souvenir Tile in his hand on the table face down, replacing a Money Token which he takes.

If the ‘Pigeon’ and ‘The Pigeon Feed Seller’ are both revealed—and they have to be revealed face up when discovered, they force each player to pass a Souvenir Tiles (or a Money Token if they have no Souvenir Tile) to the player on his left. This can mix things up, forcing a player to scramble to find matching Souvenir Tiles with the ones he has in his hand. However, this really comes into play later in the game rather than earlier, as the earlier it happens, the lower the chance it has of mucking up a player’s hand.

Souvenirs from Venice is a primarily a push-your-luck game, although it does have a memory element in that a player may need to remember the Souvenir Tiles he has looked at and where they are. However, what a player is mostly doing is pushing his luck to three sets of Souvenir Tiles, ideally of a higher rather than lower value. Of course, there are more of the latter than the former. Thankfully, a player can choose to sell to get rid of a poor value Souvenir Tile if he knows where one with a better value is or if he simply wants it out of his hand. The latter may be necessary because the other push-your-luck element of game is the timer element. Once all of the Souvenir Tiles have been bought or flipped over and face up, the flight leaves the airport. Anyone not at the airport by then, cannot score any points for the Souvenir Tile sets they have collected and automatically lose. Any player with sets of Souvenir Tiles at the airport gets to score, and the player with highest score wins.

Souvenirs from Venice is decently presented, if as with every Oink Games title, packed tightly into its little box. The quality of the components is good and the rules are clearly written.

Souvenirs from Venice is a solid, satisfying little game. It is a light game, better suited to family audiences and has a surprisingly decent theme that matches that lightness.

—oOo—

Oink Games will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.

Friday, 25 April 2025

Friday Filler: Order Overload Café

Ever spent a shift in a café receiving and trying to fulfil ever more confusing orders from probably annoying customers? Being forced to put on your best customer service and make sure that despite the confusion and despite the probable annoyance, the customer receives the right order with a smile? Well, that is what playing Order Overload Café is all about. Published by Oink Games—best known for the games Scout and Deep Sea RescueOrder Overload Café is a game about memorising confused orders from too many customers in which every employee in the café has to do their very best to remember as much as they can. As the game progresses, the café gets busier and the orders get bigger and more complex. This is a co-operative game and it is designed to be played by between two and six players, aged six and over, with a typical game lasting no more than twenty minutes.

Being an Oink Games title, Order Overload Café comes in a tiny attractive box which is packed tight—but thankfully, not too tight, with the game’s components, Besides the ‘Game Instructions’, these include eighty-four Order Cards, six Special Ability Cards, seven Level Tokens, and six Salesperson Tokens. The Order Cards include a wide range of drinks and snacks—French Toast, Banana, Chocolate Chip Cookie, Banana Milk, Iced Coffee, Iced Coffee without Ice, Room Temperature Coffee, Extra Hot Café Latte, and more. Some of these items are very specific and detailed. The Special Ability Cards, which can be used once per Level, do things like forcing another player to say the first letter of each card in his hand or allow the player to discard an Order Card from his hand. The Level Tokens are numbered from one to seven, indicating ever increasing degrees of difficulty that the players have to beat to proceed to the next Level. The Salesperson Tokens each have a smiling face on one side and a frowning face on the other. It should be noted that the cards and rules for Order Overload Café are given in French, German, and Spanish as well as English, meaning that the game could be used in the classroom as an aid to both teaching and learning another language.

Game set-up is simple. The Level Tokens are laid out in order, from one to seven. Each player receives a Special Ability Card and a Salesperson Token. The latter is placed on the table with the smiling face face-up.

At the start of the Level, the current active player draws a number of Order Cards equal to the players multiplied by the current Level. So, with four players, this would be four Order Cards in the first Level, eight Order Cards at Level Two, twelve Order Cards at Level Three, so and on. At the start of each Level, one player is the Order Taker. His task is to read each of the Order Cards that make up the current order out loud and as he does so, all of the other players have to memorise as many of them as they can. The Order Taker then shuffles the Order Cards in the current order and deals them out to all of the players. A player is allowed to look at his cards, but must keep them hidden from the other players. The player to left of the Order Taker becomes the Active Player, whilst the other players are the Checkers.

The meat of Order Overload Café is checking the order. The Active Player turns to the Checker on his left and asks him if he has one of the Order Cards that the Order Taker read out at the start of the turn. If the Checker does, he discards that Order Card from his hand. The turn now ends. If the Checker does not have the Order Card, the Active Player can ask the next Checker and so on and so on, until either a Checker does have it and can discard it, or no player has it. If no Checker has the Order Card, then the Active Player has failed! The Active Player turns his Salesperson Token over so that the frowning face is visible. The Active Player cannot be the Active Player again, but he can be a Checker. The Active Player can also call out an Order Card in his hand as well as asking the other Checkers.

The aim is for the players—both the Active Player and the Checkers—to discard all of the Order cards from their hand. It does not need to be all of the players, but one player per Level if there are two players, two players per Level if there are three or four players, and three players per Level if there are five or six players. If this happens, a Level is completed and its Level Token is turned over. All of the Order Cards are collected, shuffled, and then dealt out again according to the number of the new Level. Play continues like this until either the players manage to complete the seventh Level or all of the players’ Salesperson Tokens are turned over so that the frowning face is visible. If this occurs, the game is over, and the highest Level completed is the players’ final result.

In addition, the rules do include options for competitive play and for mixing the Order Cards from Order Overload CaféOrder Overload: Burgers, Order Overload: Spiel23, and Order Overload: Insects. However, all three of these alternate versions are out of print and difficult to find. It would have nice if there was more variety in terms of the Special Ability Cards, but other than that, are no real issues with the game.

Physically, Order Overload Café is very nicely presented and packaged. The cards are of good quality and the cardboard pieces are nice and sturdy in the hand.

Order Overload Café is not difficult to play and its simple rules means that it is easy to teach and play with the family or with the gaming group. Although it is not difficult to play, it is challenging—or at least it becomes so. The first Level or so is a cake walk, but as one Level is completed and the next Level started, it becomes more and more of challenge as the size of the Order and the number of Order Cards that the players have to memorise increases. Not only that but the balance between the difficulty of the game and the number of the players remains constant, and play progresses, there is the constant feel of success as another Order Card is discarded and the players progress work towards completing a Level, knowing that at any moment, the Active Player might get an Order wrong and move everyone one step closer to failure. And failure is frustrating because you do want to beat each and every Level! Plus, unlike many a co-operative game, there is no alpha player attempting to steer everyone’s turn.

Order Overload Café is not a game that you are going to play again and again. Especially once you have beaten its top Level, but it is a good game to bring out occasionally or to play with casual or new players as the challenge is very quickly obvious and the rules are very, very easy to teach and the play is relying on memory not skill. Order Overload Café is a surprisingly good and challenging filler, best suited for the occasional play.

Friday, 20 December 2024

Friday Filler: Dropolter

Most dexterity games involve removing things from a stack and trying to have the stack collapse or stacking things and not having things fall down, because if you cause the stack to fall down, you lose. Think Jenga or Bausack or Villa Paletti. One of the newest games from Oink Games is all about dropping things. Or rather, about dropping the right thing or things. Dropolter begins when everyone is asleep, but all of a sudden, eerie noises wake them up in the night. A ghostly wail. A thud. A boom. And then one-by-one, ghosts begins to appear from beneath each of the players’ beds. Fortunately, everyone is prepared and has the five charms to hand—quite literally—that will ward off the ghosts. However, the charms—each a little brass bell—have got mixed up with a number of items, including a Ring, a Cookie, a Key, a Seashell, and a Gem—and each player needs to get the right ones out of his hand whilst keeping the bells in his hand. Sounds easy, right? Well, it is far from easy, because each player has to do it only with the hand that he is holding the objects in. In other words, he cannot use his other hand!

That is about as far as the backstory goes in Dropolter—a game designed to be played by between two and five players, aged six or more, and in fifteen minutes—and as backstories go, that is incredibly thin. What it amounts to is that in each round, a player has five objects in his hand. These are a Ring, a Cookie, a Key, a Seashell, and a Gem. At the start of a round, a Theme Card is drawn and this will determine which of the five items each player has to drop from his hand. The Theme Cards range in difficulty from one to four objects. The first player to drop the required number of items from his hand and grab the very friendly Ghost Piece wins the round and is awarded a brass bell. This is added to his hand on subsequent rounds. The first player to get five brass bells, wins the game.

If a player drops a wrong object, he must start again with all five objects in his hand. Worse, if he drops a brass bell, he loses it and it is not added back into his hand.

The objects themselves are shaken in a player’s at the start of each round, and then after that, what a player is doing is manipulating them as they sit on his palm with his fingers and thumb, attempting to push, pull, and tip them from his hand with dropping anything else. This requires no little manual dexterity. There is a delightful sense of shared frustration as everyone concentrates, trying to manipulate the objects in their palm in a manual exercise that we rarely have to attempt, exacerbated when someone drops the wrong object, and relieved when someone drops the right objects.

Physically, Dropolter is as nicely done as you would expect for a game from Oink Games. The rules are easy to read and understand and the components, although small, each have a different shape and tactile feel that aids play.

With its promise of “Ghost vs Palm Muscle” action, Dropolter has a simplicity and physicality that are both a hindrance and a boon. It is simple to learn and teach, making it suitable for a wide audience, but it does not offer a great deal of game play beyond the short term. Its physicality gives it a highly interactive presence at the table, but not everyone has the manual dexterity to play and there are a lot of little pieces which are all too easy to loose. Yet Dropolter is the perfect filler game because it does not take that long to play. It is also the perfect novelty game, its very concept and physicality is intriguing enough to anyone who has not played it to ask, “How does this work again?” What this means is that Dropolter is a great little icebreaker, its novelty big enough despite the size of its box and components to make people want to play.

Friday, 7 July 2023

Friday Filler: Scout

You have been put in charge of the circus and are determined to put on the best series of acts and performers possible in order to wow the audience and make your circus the best. However, the running order has already been set, but you might be able to pull the performers you have out of that order knowing that they will outperform the previous act directed by a rival circus. If that is not possible, then you can scout the previous act and hire its best performer to join your circus, slotting into the running order you already have. Sometimes, you can even scout the previous act, hire its best performer, slot them into your running order, and have them perform immediately to really outdo the previous act. Do all of that enough times, and your circus will undoubtedly be the best!

This is the set-up for Scout, a quick-playing card game from Oink Games. Like nearly all of the Japanese publisher’s games, the game is small, tightly packaged, and comes with simple rules, but delivers terrific game play. The game was a Spiel des Jahres nominee in 2022 and won the Origins Award for Best Card Game in 2023. It is designed for two to five players, aged nine and up, and can be played in about twenty minutes. It is also easy to teach, plays quickly, and it can be enjoyed by the casual gamer as much as the veteran. In fact, its simplicity makes it a good family game whilst still providing a challenge for the experienced gamer. Plus, it is incredibly portable. That said, its theme is about as thick as the canvas on a worn circus tent, but then every card is named, such as ‘Anthony the Clown’ or ‘Jennifer the Bicyclist’. So, there is a personal touch to the game—just about.

Scout consists of forty-five cards, twenty-three Scout Tokens, thirty Score Tokens, five ‘Scout & Show’ Tokens, a Starting Player Marker, and a Game Manual. The forty-five, brightly coloured cards are numbered from one to ten, not once, but twice—at the top or bottom of the cards. In fact, the cards do not have a top or a bottom as such, because they are intended to be played with one number at the top. Notably, the numbers at either end of a card are never the same. This is important because a player can choose which way a card is orientated and thus which number is on display at certain points in the game. The game consists of a number of rounds equal to the number of players. Once the round have been completed, the player with the highest score is the winner.

The game’s key mechanics are ‘Hand Management’ and ‘Ladder Climbing’. Unlike other card games, Scout limits the degree of hand management a player can conduct—adding or playing cards in his hand, but not arranging the order of the card. ‘Ladder Climbing’ has the players attempting to play better cards or sets of cards than those currently on the table. In Scout, this is sets of the same value or runs of sequential number.

At the start of the round, adjustments are made for the number of players and the cards are shuffled and dealt out so that everyone has a hand the same size. A player also receives a ‘Scout & Show’ Token. Here appears the first wrinkle in the play of Scout. When a player receives his hand, he looks at it in order to see the numbers at the top or the bottom. Having done so, he choses one or the other. What he cannot do is change the order of the cards in his hand. The order will not change throughout the whole of the round unless he either plays cards or adds a card to his hand. This has two effects. It constrains what he can play, but it also gives him the foundation of something he can build upon to create a better hand and hopefully outscore his rivals.

On a turn, a player has a choice of three actions— ‘Show’, ‘Scout’, or ‘Scout & Show’—of which he must do one. To ‘Show’, he plays a set or run of cards. A set is multiple cards of the same number, whilst a run is a sequential series, but when played that set or run must be better than the cards in play on the table. If this replaces the current set or run of cards on the table, the player picks them up and adds them to his score pile. To ‘Scout’, the player takes one card from those on the table, which come from either end rather than the middle and adds it to his hand. When he does so, it can be added to anywhere in his hand and with either number. With careful or lucky choice of a card from a ‘Scout’ action, a player can begin to build a bigger set or run of cards in his hand that will hopefully be better than that on the table in another turn. A ‘Scout’ action also scores a ‘Scout Token’ for the player who played the current set or run of cards on the table. The ‘Scout & Show’ combines both actions and is the most powerful action in the game. Each player begins a round with a ‘Scout & Show Token’ which is turned in once a player decides to do a ‘Scout & Show’ action. Once handed in, a player cannot do another ‘Scout & Show’ action, so it is a one-use action.

Play continues until either a player has played all of the cards in his hand or a player plays a high enough set or run that no-one else can do anything else except the ‘Scout’ action and play passes back to the player who played that set or run. Each player determines his score for the round. This is equal to the number of cards in his score pile and ‘Scout Tokens’ he earned in the round, minus the number of cards in his hand. The player who played the last set or run does not have to deduct points for the cards in his hand. Play continues like this until a number of rounds equal to the number of players have been completed.

Scout is simple to play, but it has a surprising amount of depth and requires a bit more thought than at first glance. The inability to rearrange a player’s hand is frustrating, but it presents a player with a challenge as he is forced to ‘Scout’ over and over in search of the right cards that will enable him to create the best set or run that he can. The double and differently numbered cards make this less of a challenge and add some flexibility in the choices available to the players. Also, as a round progresses and better and higher sets and runs are played, the players will potentially—as long as they are on the end of a set or run—have access to the better and higher cards that they need and can acquire via a ‘Scout’ action. Playing a good set or run early on in the game can be devastating as the other players are likely to be unable to outdo it with the hands they have, forcing them to ‘Scout’, and if they all ‘Scout’, the round is over, forcing them to score negative points because they have been unable to play cards from their hands. However, the right card from a ‘Scout’ action or the right card and then cards played with the ‘Scout & Show’ action can be devastating when done at the right time. Plus, a player can benefit when it is not his turn, because if another player does the ‘Scout’ action and takes from the set or run of cards he played, he scores points for doing nothing. So, there is balance between the luck of the cards a player begins a round with and the choices he makes as round progresses.

Where Scout suffers is in the number of players. It is designed for two to five players, but at two players, the players do very little more than ‘Scout & Show’ actions most of the time. It is not as engrossing or as challenging as games played with more participants. It is thus better with three players, but with four or five, it becomes a great game. Then there is the theme, which is really neither here nor there.

Physically, Scout is, for the most part, well presented. The card quality is decent, but it is definitely worth sleeving the cards for repeated play. The Scout Tokens, Score Tokens, and ‘Scout & Show’ Tokens, plus the Starting Player Marker are all bright and cheerful and on good stock cardboard. The rulebook though, is a bit small and a bit flimsy.

Scout is great game. It would be an almost perfect game were it good to play with two players. It is not, so it is merely great. Easy to learn, easy to play, challenging enough to win at its play length, and easy to transport, Scout is a great addition to any games collection and a great go to filler game.

Sunday, 17 February 2019

Friday Filler: Deep Sea Adventure

Deep Sea Adventure is tiny game of desperate survival in which a disparate diving team make a series of dives on a wreck despite a lack of air. Published by Oink Games, it follows in a wave of Japanese games that began with Love Letter and continues to this day. Designed for two to six players, aged eight and over, it combines themes of nautical exploration and treasure hunting with pick up and deliver, resource management, and push your luck mechanics. The story is that several rival poor divers want to dive on some underwater ruins, but individually lack the means. They have banded together, shared their budget, rented a rickety submarine—including just the one air between them, and have three attempts to bring up as much treasure as they can. The deeper they dive the more valuable treasure they will be able bring up, but should they run out of air, they will drop their treasure, and have to try again on the next dive. The diver with the most treasure at game’s end is the winner. For a tiny game, Deep Sea Adventure comes well appointed. The components include a wooden Explorer or each player and an Air Marker to indicate how much air is left in the tank; a Submarine Board with twenty-five spots showing how much air there is left in the tank; sixteen blank tokens; thirty-two Ruins tokens divided into four Levels of eight each, from low to high; and two six-sided dice, each numbered one to three twice. The Ruins tokens vary in value from zero to fifteen and at the start of the game are laid out in a line, starting with Level One and ending with Level Four. This ensures that the more highly valued Ruins tokens are to be found at a greater depth. Each players’ Explorer starts on the Submarine. Starting with the player who has been in the ocean most recently, a game turn consists of four steps. First a player reduces the amount of Air in the Submarine by the number of Ruins tokens his Explorer is holding, then he decides whether he will continue onwards into the depths or turn back and return to the Submarine. Then he rolls both dice to move his Explorer, the number rolled being reduced by the number of Ruins tokens he is carrying, and lastly, an Explorer can Search, which means he can do one of three things. Either do nothing; pick up a Ruins token and add it to the ones he is already carrying, replacing it with a blank token; or place a Ruins token on a blank token, typically to drop a Ruins token that has a low or no value. The players continue taking turns until either everyone has made it back to the Submarine or the air in the Submarine runs out. The round is then over and a new one can begin. Any Ruins tokens an Explorer has successfully brought up from his dive are kept by his player and added to their score for the end of the game. If however, the Submarine runs out of Air, any Explorers still in the water have to drop whatever they are carrying and make a mad scramble back up to the Submarine. Any Ruins tokens so dropped, sink to the ocean floor where they accumulate in piles of three Ruins tokens each. In subsequent turns, each pile of Ruins tokens counts as one for carrying purposes. Any blank tokens added to the line of Ruins tokens are removed and the break in the closed up—the Explorers know not to search there. Play continues like this for a total of three rounds, at the end of which the players count up the value of the Ruins tokens hauled up from the bottom of the sea and the player with highest total is declared the winner. Now the Air in the Submarine does not start being used up until the first Explorer picks up a Ruins token. So the Explorers are encouraged to go deep in order to get the most valuable Ruins tokens, but go too deep and the rival Explorers may be able to return with Ruins tokens that are less valuable than the deepest ones which you are diving for, potentially using up all of the Air before you do. What starts out as a gentle fall into the ocean depths rapidly changes character as soon as someone picks up a Ruins token, then it becomes a desperate bid to get some treasure and get back to the safety of the Submarine. Hindered of course, by the weight of whatever Ruins tokens have been picked up which reduces his movement. The heart of the game is not just the ‘push your luck’ element, but also holding one’s nerve. Just how far down do you send your explorer before you or someone decides to grab a Ruins token—more later in subsequent rounds if one or more Ruins tokens have been dropped—and decide to return to the Submarine. This will trigger a mad dash as the other Explorers grab their own Ruins tokens and attempt to rise to the Submarine before the Air supply is depleted. Physically, Deep Sea Adventure is nicely appointed. The Explorer pieces are done in wood, whilst the Ruins tokens, done in cardboard, are clearly differentiated in terms of colour and shape. So the Level 1 Ruins tokens are done in light blue and triangular, the Level 2 tokens are square and marked in a slightly darker blue, and so on and so on. What this means is that they are easy to identify and whilst their exact value will not be known until picked up, players will be able to tell which Ruins tokens are of a greater value. The rules themselves are clear and simple to read, such that the box can be opened and a first game played in five minutes. If there is a downside to Deep Sea Adventure, it is that there is relatively little variety to its game play—go as deep as you can before you or another player make a mad dash scramble for the sanctuary of the Submarine. What this means is that you are not going to bring Deep Sea Adventure to the gaming table too often, but it adds variety and well done theme in terms of its design and its play.