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
- 2 transparent Captain screens
- 2 transparent Radio Operator screens
- 2 Engineer sheets
- 2 First Mate sheets
- 5 double-sided map boards (10 different maps)
- Erasable markers
Setup
- Both teams choose the same map. Each team takes a Captain screen, Radio Operator screen, Engineer sheet, and First Mate sheet.
- Each team secretly places their starting position on their Captain screen by marking it.
- Both teams must agree on whether to play real-time or turn-by-turn mode.
- 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:
- The First Mate marks one space on any system gauge.
- The Engineer crosses off one breakdown symbol in the zone matching the movement direction.
Actions
Systems (activated when fully charged by the First Mate):
- Torpedo (range 1-4): The Captain announces target coordinates. Deals 2 damage to direct hit, 1 damage to adjacent spaces. The target Captain must announce if hit.
- Mine (deploy + detonate): Deploy a mine on an adjacent space. Later, detonate by announcing coordinates. Same damage as torpedo.
- Drone: The Captain names a sector. The enemy Captain must truthfully answer whether their sub is in that sector.
- Sonar: The enemy Captain must give 2 pieces of information about their position (row, column, or sector) — one must be true, one must be false.
- Silence: The submarine moves 0-4 spaces in one direction without announcing direction. The Radio Operator only knows “Silence was activated.”
- Scenario-specific systems: Some maps include unique systems.
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
- The submarine cannot cross its own path line (it must not revisit spaces before surfacing or using silence).
- The Engineer manages 6 breakdown circuits in 4 zones (matching compass directions). When all symbols in a circuit are crossed off, that system breaks down and cannot be used until repaired (by crossing off a full radiation symbol set or surfacing).
- The Radio Operator uses the transparent screen overlaid on a copy of the map to track the enemy sub’s movements based on the enemy Captain’s announced directions.
- In real-time mode, the Captain must wait for the First Mate and Engineer to finish marking before moving again.
- With fewer than 8 players, players can take on multiple roles. The minimum is 2 players (1 per team).
- Self-damage: If a team’s own sub is adjacent to their own detonated mine or torpedo target, they take damage too.
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