Captain Sonar

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Captain Sonar is a real-time team game where two submarines hunt each other on a grid map. Each team of up to 4 players takes on distinct roles: Captain (navigation), First Mate (systems), Engineer (maintenance), and Radio Operator (tracking). In real-time mode, both teams play simultaneously, shouting orders and tracking the enemy. In turn-by-turn mode, teams alternate. The first team to score 4 damage on the enemy submarine wins.

Components

Setup

  1. Both teams choose the same map. Each team takes a Captain screen, Radio Operator screen, Engineer sheet, and First Mate sheet.
  2. Each team secretly places their starting position on their Captain screen by marking it.
  3. Both teams must agree on whether to play real-time or turn-by-turn mode.
  4. Assign roles within each team (Captain, First Mate, Engineer, Radio Operator).

Turn Structure

Real-Time Mode: Both teams play simultaneously with no turns. The Captain announces each movement direction aloud (“Heading North/South/East/West!”). There is no pause between moves unless the Captain calls “Stop” to use a system or surface.

Turn-By-Turn Mode: Teams alternate. On your team’s turn, the Captain chooses one action: move, surface, or use a system.

Movement: The Captain announces a cardinal direction and draws the path on their screen. The submarine moves one space. The sub cannot cross its own path, islands, or map edges.

After each move:

Actions

Systems (activated when fully charged by the First Mate):

Surfacing: The Captain announces “Surface in sector X!” (declaring their current sector). Erase the Captain’s path. The Engineer erases all breakdowns. The team cannot act during surfacing. In turn-by-turn mode, the enemy gets a free turn.

Scoring / Victory Conditions

Each submarine has 4 health points. A team wins by reducing the enemy submarine to 0 health. Direct torpedo or mine hits deal 2 damage; indirect hits (adjacent space) deal 1 damage.

If a submarine surfaces, the enemy knows which sector it is in.

Special Rules & Edge Cases

Player Reference

Role Responsibility
Captain Navigate, call directions, activate systems, choose targets
First Mate Charge systems (one mark per move)
Engineer Manage breakdowns (one mark per move, in matching zone)
Radio Operator Track enemy position using announced directions

Systems charge costs: Torpedo = 3, Mine = 3, Drone = 4, Sonar = 3, Silence = 6

Damage: Direct hit = 2, Adjacent = 1, Health = 4 total