W. Eric Martin
In 2016, as part of an effort to introduce exclusive new games for its customers, the U.S. retail chain Target partnered with Days of Wonder and its owner Asmodee to produce Ticket to Ride: First Journey, which aimed to give players as young as six something akin to a Ticket to Ride experience. While the games share the same core — collect cards to place trains on tracks between cities — they play out quite differently, with First Journey being a race game that ends in 10-15 minutes while Ticket to Ride is a (relatively) more involved points game in which players have more time to deduce what others are doing and block them or can shoot for the moon by drawing tons of tickets and hoping to luck into completed routes.
For 2017, Target has another such simplification heading to its shelves, but the tricky thing is that while the rules for this new game are simplified, the gameplay itself is not. Sonar from Roberto Fraga, Yohan Lemonnier, and Matagot is a new take on their Captain Sonar, which debuted in 2016. Both games function as a more advanced version of ye olde Battleship, a game already known by millions. In Captain Sonar, which can be played with teams of up to four players, you attempt to be the first to cause four points of damage to the opposing submarine; in Sonar, which is for 2-4 players and therefore limited to teams of two, you need to damage the opposing sub only twice. Here's a rundown of Sonar in detail:
Time for an underwater game of cat-and-mouse, with each of the two teams in '''''Sonar''''' competing to be the first to deal two points of damage to the other. Do that, and you win the game instantly.
In detail, ''Sonar'' includes four pairs of maps, and each team takes the same maps in their color. A team can be one or two players, and with two players on a team, each player takes a different role: Captain or Radio Operator. (A one--person team handles both roles.) A divider separates the teams, and each Captain marks their starting location on the map.
On a turn, the Captain calls out an action, typically moving their sub one space north, south, east, or west. When they do this, they call out a direction, mark their new location, and add one energy to their ship's register. The Radio Operator on the other team notes the movement of this sub on a plastic sheet, and through deduction and trial-and-error tries to determine exactly where the opposing sub might be on the map.
Instead of a moving, a Captain can also:
• Use sonar: Erase two energy from your register; the opposing team must reveal their row or column.
• Go silent: Erase three energy from your register; move your sub, but don't gain energy and don't tell the opponents which direction you're moving.
• Fire a torpedo: Erase four energy from your register; call out coordinates in your quadrant (e.g., F6); if the opponents are on that space, they take a point of damage.
• Surface: Announce your location to the opposing team, then erase your previous path on your map; you can't cross your own path during the game, so sometimes you need to surface in order not to box yourself in.
You can have at most four energy in reserve, so you need to manage movement and the other actions carefully so that you'll be able to fire at the opponents once you know where they are — ideally without being torpedoed in response!
If you've played Captain Sonar, you can recognize this game immediately; it's the same, yet not. The two boring roles — First Mate and Engineer — have been removed, which is a good idea as I'd never recommend someone learn Captain Sonar in those roles anyway. Being Engineer is like being the dad in a group of kids who's always telling them "No": "No, you can't go play in the river." "No, you can't throw rocks at that propane tank." You're just a bummer, bringing everyone else down with what they can't do and only occasionally allowing them to do stuff that feels natural. "Okay, fine, now you can launch a torpedo at the bad guys. Are you satisfied?!"
With Sonar, the game is focused solely on moving and hunting. You've lost a few of the special abilities in the original game, but you've gained a trickier timing conundrum. After all, once you use sonar to gain information about the opposing team (or clarify what you already suspect), you're down at least two energy and must move at least twice to get back to full torpedo strength. Will those extra turns help you nail down exactly where the enemy is located, or will it allow them to sneak into an adjacent quadrant, thereby putting them out of range.
Sonar has lots of little changes that make the game easier to learn (and teach!), but that doesn't mean the gameplay itself is easier. Torpedoes now require a direct hit to deal damage instead of doing two points of damage on a direct hit and one point when landing on an adjacent space. The sonar ability gives you one piece of information (out of two) instead of two (out of three); yes, one of those intel bits was a lie in Captain Sonar, but sometimes that detail still helped you.
In the end, you have two games — Captain Sonar and Sonar — that seem like mirror images of one another. It's not Bizarroworld weird, mind you, but more like Earth A and Earth B versions of the same game design that was developed down different paths. I appreciate the efforts created to simplify Captain Sonar for a more casual audience and look forward to more such experiments in the future!