<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
	<title>Game: Submarine</title>
	<link>http://www.boardgamegeek.com/boardgame/13375</link>
	<language>en-us</language>
	<lastBuildDate>Sun, 23 Nov 2008 10:01:57 -0600</lastBuildDate>
	<pubDate>Sun, 23 Nov 2008 10:01:57 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Image</title>
	<description>
		Submarine Box Back (English Version) &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic195766_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/195766</link>
	<pubDate>2007-03-19T03:17:57+00:00</pubDate>
	<dc:creator>mwda</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic195765_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/195765</link>
	<pubDate>2007-03-19T03:15:21+00:00</pubDate>
	<dc:creator>mwda</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		All components &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic193029_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/193029</link>
	<pubDate>2007-03-10T14:01:14+00:00</pubDate>
	<dc:creator>mwda</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Submarine Research Ship &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic187526_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/187526</link>
	<pubDate>2007-02-19T22:15:10+00:00</pubDate>
	<dc:creator>dipdragon</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Submarine &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic187525_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/187525</link>
	<pubDate>2007-02-19T22:13:22+00:00</pubDate>
	<dc:creator>dipdragon</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Submarine Treasure Tileset &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic186790_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/186790</link>
	<pubDate>2007-02-17T16:39:59+00:00</pubDate>
	<dc:creator>dipdragon</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Submarine: Submarines &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic186788_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/186788</link>
	<pubDate>2007-02-17T16:39:15+00:00</pubDate>
	<dc:creator>dipdragon</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Submarine Player Board &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic186786_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/186786</link>
	<pubDate>2007-02-17T16:38:19+00:00</pubDate>
	<dc:creator>dipdragon</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Submarine Components &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic186785_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/186785</link>
	<pubDate>2007-02-17T16:37:18+00:00</pubDate>
	<dc:creator>dipdragon</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Submarine Cards &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic186783_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/186783</link>
	<pubDate>2007-02-17T16:36:12+00:00</pubDate>
	<dc:creator>dipdragon</dc:creator>
</item><item>
	<title>Thread: Re: Degenerate Strategies &amp; Potential Lock-ups</title>
	<description>Or you could just set the victory to 11 of the 12 treasures.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1260183#1260183</link>
	<pubDate>2007-01-06T08:31:57+00:00</pubDate>
	<dc:creator>sisteray</dc:creator>
</item><item>
	<title>Thread: Re: Degenerate Strategies &amp; Potential Lock-ups</title>
	<description>&lt;b&gt;Jim_P wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;How can you hoarde treasures when you may only take one treasure of each type?  There will always be enough to go around.&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Because you *can* take multiples of each treasure. The extras count as wilds. So, you just hold them rather than using them and other players end up stuck.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/610908#610908</link>
	<pubDate>2005-09-05T19:34:48+00:00</pubDate>
	<dc:creator>shannona</dc:creator>
</item><item>
	<title>Thread: Submarine -- session report</title>
	<description>Editor’s Note:  My full review of Submarine will appear in the next issue of Counter.  What follows is a brief description.&lt;br&gt;&lt;br&gt;Leo Colovini apparently has a close working relationship with the fine folks at Winning Moves Games.  He has had several of his designs released by the company, the latest of which is Submarine.  As is the case with many of his creations, this one was also picked-up and released in English by Rio Grande Games.  &lt;br&gt;&lt;br&gt;The theme is a bit more tightly connected than many of Colovini’s releases.  Players represent archaeologists exploring the ruins of the mythical ancient civilization of Atlantis, now sunken far below the depths of the ocean.  Players guide their bathyscaphes (submarines) into the deep in search of treasures and priceless artifacts, hoping to be the first player to retrieve twelve different artifacts and publish their findings.&lt;br&gt;&lt;br&gt;Ironically, I am in the process of writing a paper for my Ancient Greece history class that deals with the possible links between the Minoan civilization of Crete and the fabled continent of Atlantis.  So, the game’s theme certainly resonates with me.&lt;br&gt;&lt;br&gt;The board depicts the depths of the ocean with the ruins of Atlantis lying beneath the surface.  Superimposed over the image is a 6 x 5 grid, which will regulate movement and the placement of the sunken treasures.  60 treasures (5 each of 12 different types) are placed onto the board, with the bulk of the treasures being placed on the bottom rows.&lt;br&gt;&lt;br&gt;The object is for a player to move his recovery ship along the surface and order his submarines to either retrieve treasures or move to new locations.  In order to retrieve a treasure, a player must play a card matching the color of the treasure he is collecting.  However, he must also pay a card to ALL players who have a submarine in the same space or directly above it.  Thus, it can be quite expensive … and sometimes prohibitively so … to snatch a treasure.  &lt;br&gt;&lt;br&gt;A very interesting aspect of the game is that the number of cards available in the game diminishes as the game progresses.  Each time a treasure is collected, the card played to retrieve it is removed from the game.  The only way to receive new cards is to position your subs so that your opponents must give you a card when collecting a treasure.  I’ve seen several players grab lots of treasures, depleting their hand of cards in the process.  Then, they are forced to go numerous turns without possessing enough cards to collect needed treasures.&lt;br&gt;&lt;br&gt;The goal in treasure collecting is to collect all twelve treasures.  The first player to accomplish this feat emerges victorious.  Thus, players must play … and conserve … their cards wisely.  However, there is an incentive to grab a treasure that you may already own.  You see, these duplicate treasures become “jokers”, and can be used to grab any treasure without playing ANY cards.  This is powerful, and the wise player will grab a couple of jokers and save them for late in the game when cards are scarce.&lt;br&gt;&lt;br&gt;Someone joked that for a game about diving for treasures, Submarine was dry and not too deep.  They were joking, as I find the game has a nice theme that fits reasonably well with the mechanics.  Plus, there appears to be considerable depth here, with lots of decisions facing players on each turn.  Proper positioning of one’s subs is important to optimize your chances of collecting treasures, as well as securing cards from your opponents.  Further, from time-to-time, one should also maneuver their subs in order to make it too expensive for an opponent to nab a treasure.  These decisions are tough, as there are many options to consider and paths to pursue.&lt;br&gt;&lt;br&gt;While I have enjoyed my playings, I do have a concern that, when played defensively, the game could drag near the end.  It is possible to for players to cooperate by grouping their subs so that collecting needed treasures would be prohibitively expensive.  This could cause the end-game to be delayed, and the fun factor to be reduced.&lt;br&gt;&lt;br&gt;However, I must say that while I have this concern, a wise player may be able to plan for such a combined assault.  Collecting duplicate treasures to use as wild cards can provide a method to avoid such tactics, while aiming for the depletion of a column can also foil these efforts.  So far, none of my games have suffered from this delayed ending situation.&lt;br&gt;&lt;br&gt;For me, I’ve found myself enjoying Leo Colovini’s designs more and more.  Submarine falls into the “like it” category for me.  So far, I’ve enjoyed my visits to the depths of the ocean, and the treasures found have been appreciable.  I just hope that future journeys will continue to yield rich discoveries.&lt;br&gt;&lt;br&gt;Michael, John, Keith and I probed the depths in search of rich treasures.  John seemed on the verge of emerging victorious, but Michael managed to conserve the right combination of cards to collect his twelfth treasure to claim the victory.&lt;br&gt;&lt;br&gt;Finals:  Michael 12, John 11, Greg 10, Keith 8&lt;br&gt;&lt;br&gt;Ratings:  Greg 6.5, Michael 6.5, John 6.5, Keith 6&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/509911#509911</link>
	<pubDate>2005-06-01T05:04:24+00:00</pubDate>
	<dc:creator>gschloesser</dc:creator>
</item><item>
	<title>Thread: User Review</title>
	<description>Despite the name, there isn't a submarine in sight although the game does involve underwater craft. I guess Bathyscape just didn't sound as appealing to the marketing men. The board depicts an ocean (from the surface to the seabed) divided into a 6x5 grid. There are 60 treasures in the game, twelve each of 5 different colours which are distributed randomly in the ocean, the deeper parts having more treasures than those near the surface. Each player has a Recovery ship which moves along the surface and between 3 and 5 Bathyscapes which are used underwater. Each player also gets their own deck of Recovery cards which correspond to the colours of the treasures and which they are allowed to keep 3 in their hand at a time.&lt;br&gt;&lt;br&gt;A turn consists of moving your Recovery ship along the surface and then taking actions with one or more of your Bathyscapes. The Recovery Ship moves left to right and can only stop at a point directly above one of your Bathyscapes. If it moves off the end of the board then that is where it stays until all players join it. As you can only take a Bathyscape action if your recovery ship is directly above it then effectively this means missing turns unless you have manipulated the situation so that your Recovery Ship is last to go off the board - at which point all Recovery ships are moved back to the left of the board and the process continues.&lt;br&gt;&lt;br&gt;Bathyscapes can do two things. They can be moved to other spaces in the ocean (restricted to the depth they are currently at or a row either directly below or above them) or they can retrieve treasure in the square they are in. Retrieving a treasure costs a recovery card of the same colour as the treasure and also requires that player to pay a recovery card to every other player who has a Bathyscape in that space or any space directly above them. As each player only has a limited number of cards, they are very valuable and this is the only way to get any back. Therefore every card you spend to get a treasure reduces your ability to get more treasures until you get payoffs from other players. A nice Robin Hood type balancing mechanism with the rich generally giving to the poor.&lt;br&gt;&lt;br&gt;Each player has a treasure chest that will hold exactly one of each of the 12 different types of treasure. The winner is the player who fills his treasure chest first or who has the most treasures at the point the game ends (either when all treasure has been removed from one column or all players have used all their recovery cards). Thus you have to think about the type of treasure as well it's colour. The last element to the game is the Joker. Each player starts with one Joker which can be used to pay for any treasure totally free of cards. The joker is then left in the ocean and available to be picked up by any player in the normal way. In addition, if a player picks up a duplicate type of treasure then this too acts as a Joker. Gradually as treasures are picked up, cards will be removed from the game and become scarce. This makes the Jokers even more important as they could save you  3, 4 or more cards if used at the right time.&lt;br&gt;&lt;br&gt;In theory, Submarine seems quite well themed as underwater craft explore the ocean depths for treasures which can be transported to the surface and stored on the mother ship. If you're seen by other explorers then you must pay them to allow you to take the treasure. In practice I didn't think it felt like this at all and was just another abstract game with a theme wrapped round it. Although there are choices there isn't much in the way of defining strategies and you have little control over the overall situation and must make the best of the tactical opportunities as and when they arise. It's a reasonably short game that will reward good tactical play and more often than not will probably produce a close and tense finish but whilst I'd play it again, there was nothing special that made it stand out from other games. Rating 6.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/464236#464236</link>
	<pubDate>2005-03-30T14:34:28+00:00</pubDate>
	<dc:creator>100%Blade</dc:creator>
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	<title>Thread: Re&lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;egenerate Strategies</title>
	<description>How can you hoarde treasures when you may only take one treasure of each type?  There will always be enough to go around.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/456793#456793</link>
	<pubDate>2005-03-18T15:53:33+00:00</pubDate>
	<dc:creator>Jim_P</dc:creator>
</item><item>
	<title>Thread: Re&lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;egenerate Strategies</title>
	<description> If anyone hordes on one particular treasure, the other players can jump on this person and steal from his draw pile and pressure him to release those captured treasures.  &lt;br&gt;&lt;br&gt;That could potentially work, if the &quot;bad&quot; player was keeping everyone from a treasure, and everyone was really good &amp; consistent about not giving him cards.&lt;br&gt;&lt;br&gt;However if a minority of people have already gotten the treasure that's now shorted, you're not going to have enough for a coalition. And, this is really where the danger is: one or two people can get totally shut out, and there's very little that they can do.</description>
	<link>http://www.boardgamegeek.com/article/90612#90612</link>
	<pubDate>2005-02-27T18:55:08+00:00</pubDate>
	<dc:creator>shannona</dc:creator>
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	<title>Thread: Re&lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;egenerate Strategies</title>
	<description>shannona (#90514),&lt;br&gt;&lt;br&gt;I felt a same kind of uneasiness with the mechanics too.  Especially the part of paying from your draw pile.  I guess the draw pile is expected to be treated as if its your money(resource) or air supply. So going for other players draw pile is equally important as collecting treasures. If anyone hordes on one particular treasure, the other players can jump on this person and steal from his draw pile and pressure him to release those captured treasures.&lt;br&gt;&lt;br&gt;So draw pile depletion mechanic felt a little awkward at first, but if thinking it as an air supply, it all made more sense to me.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/90519#90519</link>
	<pubDate>2005-02-27T09:27:46+00:00</pubDate>
	<dc:creator>puppi</dc:creator>
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	<title>Thread: Degenerate Strategies &amp; Potential Lock-ups</title>
	<description>Through my first game of Submarine I was a bit uncomfortable on the mechanics. There seemed to be a lot of opportunity to just wander back and forth aimlessly. I thought maybe I didn't get it.&lt;br&gt;&lt;br&gt;However in my second game of Submarine I played with a substantially more aggressive player, and it left me questioning the game quite a bit. Two issues ...&lt;br&gt;&lt;br&gt;&lt;b&gt;Degenerate Strategies&lt;/b&gt;&lt;br&gt;&lt;br&gt;It's stunningly easy to knock someone out of the game. All that you have to do is choose a treasure that the other player doesn't yet have, and hoard it. This game was a 3-player, and one of the players managed to almost corner the market on daggers. If I hadn't been watching closely (and in a good position when he made his move for the last dagger) I would have been totally stuck, with no recourse but to try and end the game early.&lt;br&gt;&lt;br&gt;This type of degeneration would be even easier in a 5-player game, where all you have to do is hold on to a Joker you've collected to insure that one player can never finish up.&lt;br&gt;&lt;br&gt;Clearly the game tries to work against this by giving the Jokers a really high value. However, if you're stopping your biggest opponent from finishing, that's enough incentive to hold on to your Joker.&lt;br&gt;&lt;br&gt;I don't even think that good play can do prevent this type of aggression every time. With 12 treasures and multiple players, there's just too much chaos. If a player decides to try and hold on to a specific treasure type he may well be successful. Granted, it's not definitely the best strategy for him, but it can totally knock an opponent out of the game.&lt;br&gt;&lt;br&gt;&lt;b&gt;Potential Lockup&lt;/b&gt;&lt;br&gt;&lt;br&gt;A few articles down someone mentioned a stalemate in their game. It turned out to be the result of their not correctly ending the game.&lt;br&gt;&lt;br&gt;However I've also seen both games I played come close to this sort of lock-up because of the natural shortages in the card. In particular the game I just played had a situation where two players were just about out of cards, while the third had a larger hoard. If that third player had decided to play conservatively the game would have totally locked.&lt;br&gt;&lt;br&gt;Because there were only three players we were nowhere close to meeting the columnar victory conditions, so this was a real case of stalemate just barely avoided.&lt;br&gt;&lt;br&gt;&lt;br&gt;The game's going to get at least one more play, because I've never done a proper, analytical play in advance of a review, and I like to review Colovini's games. However, at this point I have pretty grave doubts about the rebustness of the mechanics. I wouldn't go as far as to say &quot;broken&quot; yet, but I'd be interested in hearing other folk's opinions on the two points, above.</description>
	<link>http://www.boardgamegeek.com/article/90514#90514</link>
	<pubDate>2005-02-27T08:40:02+00:00</pubDate>
	<dc:creator>shannona</dc:creator>
</item><item>
	<title>Thread: User Review</title>
	<description>Leo Colvini seems to have a fine knack for designing highly tactical abstract games which have themes pasted on top to make them feel somehow more accessible.  My personal favourite of his recent titles is “Clans” (despite being so bad at it that the last time we played I finished behind the non-player colours!) but no-one would dream of pretending that the theme had anything other than cosmetic value.&lt;br&gt;&lt;br&gt;That’s not the case with Submarine.  Although it is still clearly an abstract game, the integration of the theme really adds to the feel of it – with some notable oddities that I shall come to.   But the essential aspect of submarines rising and falling within the ocean does feel right – one of my usual tests is: can I think of an equally valid theme in under a minute?  I couldn’t in this case.  Like “Clans”, however, the game does seem to work best with a specific number of players (in that case three, in this case, four.)  I would refute the suggestion that it works with 2 as stated on the box, and I am unconvinced that it works with 5.&lt;br&gt;&lt;br&gt;The board consists of six columns, each comprising six rows, although the top row doesn’t really count.  The set-up phase involves placing 60 tokens representing 12 different treasure types in 5 different colours in the thirty underwater spaces, with the most treasures at the bottom of the sea.  (I never quite figured out why there were all those other treasures floating in the water – maybe they were trapped in seaweed fronds or something?)  Meanwhile the coloured cards are shuffled and dealt out to each player to form their own private draw decks.&lt;br&gt;&lt;br&gt;The aim of the game is quite simple: acquire one of each of the 12 different treasure types first, or have collected the most treasures when one of the alternate game-end conditions is met; either a column has no treasures remaining in it, or all players have no supply cards left.  These are not insignificant considerations during play.&lt;br&gt;&lt;br&gt;Next, players place their submarines (or bathyscapes as they are properly called) into the underwater spaces.  [I would note that this leads to one minor amusing aspect of the game, which is that the pieces need to be placed on their sides to make sense within the game.]  This leads to early manoeuvring for position, as the deeper you go, the heftier the cost of retrieving treasures is going to be, but the longer you wait to go for those deep treasures, the higher the ultimate price will be – more on this later.&lt;br&gt;&lt;br&gt;The actual gameplay is pretty simple.  Players move across the columns from left to right (using a rather amusing “retrieval ship” token to indicate their position, but they may only stop in a column that contains one (or more) of their submarines.  Then each submarine may take one of two actions:&lt;br&gt;Each submarine in the column may move to a different space anywhere in the same row or the ones directly above or below, but no further.  So a sub in the top row can only descend one row, whilst a sub in the third row could move down to the bottom or up to the second row.  This stops players from plunging from the top to the bottom of the sea in one move and requires a certain amount of thought to maximise the results.  However, the sub can move right across the board instantly, which makes you wonder what sort of engines it has.  [I am interested in why some sort of horizontal movement limit wasn’t imposed as well, although I suspect that it would have slowed the game down horrendously.]&lt;br&gt;Alternatively, the submarine might try to retrieve one or more treasure tokens.  The player does this by discarding matching colour cards from their hand and taking the tokens.  But they must also pay cards from their draw pile (their supply) to every other player that has a sub in the same column and in the same row or higher (we decided you were bribing them to look the other way as you hoisted the treasures up past them.)  Hence, the deeper you go, the more likely it is that there will be multiple submarines sitting above you, waiting to take a cut of your discovery.  But the most treasures are found in the deepest parts of the ocean, so you will have to go there sooner or later.  And on top of that, if there are more players to pay than you have cards, you cannot take the treasure.  More on this later.&lt;br&gt;The one wrinkle to this is that there are “joker” tiles.  These depict a shell and the idea is that you can replace any regular treasure token with a joker to smuggle your find back without having to pay anyone (“hey, it’s only a shell!”)    Once a joker is on the board, players may pick them up like regular treasure tokens and then use them later.  And if you should be unfortunate enough to collect a treasure type that you already have, you can use this tile as a joker tile later in the game.  More on this later too.&lt;br&gt;&lt;br&gt;The theme really does work.  Your submarines cannot rise or fall more than a limited amount and the whole idea of having a steadily moving ship restricting your options works from a game-play viewpoint as well.  Paying out to other players whom you beat to the treasure is a nice effect, as is the joker tile. &lt;br&gt;&lt;br&gt;But what makes this game shine is the supply deck.  Each time you take a treasure, you will almost certainly have to pay at least one other player a card or two from your limited supply.  Of course, you will be receiving cards from the other players as well, but somewhere you will have to find the right balance.  In a four-player game (and I feel that this only really works with four), you start with 13 cards, with which you need to acquire 12 different treasures.  Even allowing for one or two jokers, you can see that there isn’t much space for profligacy.  As the game develops, the tactical manoeuvring becomes an acute issue: as players close in on their 12th treasure, the others will ensure that it can’t be collected by making the pick-up price more than the player can pay.  (It should be noted however that you are allowed to pay using cards in your hand as well – which makes getting that last treasure far easier than it really should be.)&lt;br&gt;&lt;br&gt;This can cause the game to slide into a stalemate scenario, which is why there are alternate end conditions.  The least likely one of these to show up is the “we’ve all run out of cards” position.   This is a logical ending point; however it feels to me as though someone misplayed to allow this to arise.  The most likely is the one that says “there are no treasures (excluding jokers) in a single column.”  A player with an early lead should probably be trying to force this one – although the others can easily thwart them with careful submarine positioning.&lt;br&gt;&lt;br&gt;There seems to be a good balance between the aggressive and the passive lines of play: a player who goes after treasure early will likely stall before reaching the magical 12 and will probably be unable to end the game early either.  Meanwhile the passive player who plays to collect cards before treasure will eventually have to pay some of those cards out to the other players who have been hovering waiting for their chance.&lt;br&gt;&lt;br&gt;Ultimately, I think I consider Submarine to be a failed experiment.  I like the theme, and I like the way the mechanics seem to tie in to that theme rather better than in Colvini’s other games.  But in order to make it workable the compromises seem to make the game slightly too easy, whilst alternatives probably make it far too difficult (although there is lots of room for experiments: I suspect that in our next four-player game we will try just having 12 cards each instead of 13.)   &lt;br&gt;In the end the best verdict I can give is that this is one of those games that you will like if you like this sort of game…&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/86128#86128</link>
	<pubDate>2005-02-15T16:11:13+00:00</pubDate>
	<dc:creator>Scurra</dc:creator>
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	<title>Thread: Re:Where do you get this game?</title>
	<description>locusshifter (#73701),&lt;br&gt;it is currently in my local (slightly overpriced) game shop for 32 bucks</description>
	<link>http://www.boardgamegeek.com/article/85122#85122</link>
	<pubDate>2005-02-11T23:03:21+00:00</pubDate>
	<dc:creator>rlddrummer</dc:creator>
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	<title>Thread: Re:Where do you get this game?</title>
	<description>locusshifter (#73701),&lt;br&gt;&lt;br&gt;It's available in Montreal at the Valet de coeur on St Denis street. I think you can order from the USA.&lt;br&gt;&lt;br&gt;Owl</description>
	<link>http://www.boardgamegeek.com/article/84005#84005</link>
	<pubDate>2005-02-08T17:56:48+00:00</pubDate>
	<dc:creator>owll</dc:creator>
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	<title>Thread: Error found in rules</title>
	<description>In this statement........Example 1: ...... &quot;The white player may move his white bathyscape in row 4 to any space in row 4 or any space in row 2 or row 5.&quot; .................THE ERROR IS THAT THE WHITE PLAYER CAN MOVE TO ANY SPACE IN ROW 4 OR ANY SPACE IN ROW 3 OR ROW 5. ROW 2 IS A NO NO.</description>
	<link>http://www.boardgamegeek.com/article/82702#82702</link>
	<pubDate>2005-02-04T02:41:09+00:00</pubDate>
	<dc:creator>skeletodoc</dc:creator>
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	<title>Thread: Session Report</title>
	<description>Submarine: &lt;br&gt;&lt;br&gt;Players were Rick, Jason(JTF) and myself.  All of us were new to the game.  &lt;br&gt;&lt;br&gt;Andrew was around and gave us a quick overview of the rules, after a couple of quick clarifications in the rules we were ready to go.&lt;br&gt;&lt;br&gt;This is a light game about retrieving treasures from the deep.  The first player to retrieve a full set of 12 unique treasures (out of 12) will immediately win.  The game can also end by a vertical column (of water sectors) being void of non-joker treasures or by all players being out of recovery cards, in which case the person with the most treasures at the time will win.  Ties in this last two cases are broken first by number of joker treasures and then by number of recovery cards still retained.&lt;br&gt;&lt;br&gt;Steup:&lt;br&gt;Each player owns 1 recovery ship and between 3 to 5 bathyscapes (submarines) depending on the number of players.  Each player starts the game with between 12 to 15 recovery cards as a draw pile and takes the top-most three cards to form an initial hand.  Each player also starts with one joker treasure.&lt;br&gt;&lt;br&gt;The board is a grid of 30 squares, 6 across and 5 high.  The topmost horizontal layer is restricted to movement by the each players recovery ship.  The bottom four horizontal bands are submerged levels 1 through 4 in depth (4 being the deepest).&lt;br&gt;&lt;br&gt;The submerged portion of the board is randomly seeded with all 60 treasure tiles.  There are 5 colours in each of the 12 treasure types.  Each submerged square will initially contain a number of treasures equal to its depth (1-4).&lt;br&gt;&lt;br&gt;Players determine who will go first and play proceeds in a clockwise fashion.  Players then take turns initially placing their bathyscapes 1 at a time in level 1.  Players initially place their recovery ship to the left of top-left square on the board&lt;br&gt;&lt;br&gt;Main Play:&lt;br&gt;Each player on their turn takes action in two phases.&lt;br&gt;&lt;br&gt;1) Move the recovery ship.  Active player moves the recovery ship any number of squares to the right(at least one square) providing that the column stopped in contains one of the players bathyscapes.  If there are no remaining columns the player must move of the board to the right of the top right square.  If the play returns to this player while off the board, the player may still exchange one of their recovery cards placing one on the bottom of their draw pile and taking the topmost.&lt;br&gt;&lt;br&gt;2) Any or allof the active player's bathyscapes in the column now under the recovery ship may do 1 of two things:&lt;br&gt;	a) Collect a treasure in the current square by 'paying' a recovery card in the corresponding colour into the discard pile (now out of the game).  All other players with a bathyscape above the collecting player receive a card from the active players drawpile onto the top of their own drawpile for each such bathyscape.&lt;br&gt;	b) Move a bathscape to any square on the current depth or at most 1 level higher or lower.&lt;br&gt;	&lt;br&gt;	&lt;br&gt;Jokers: may be paid in lieu of a recovery card and do not dictate any colour matching requirements.  In addition payment of other players bathyscapes in not required.  The player then places the joker in the place of the newly acquired treasure.  Duplicate acquired treasures are placed beside the players board and may be used as jokers as well.&lt;br&gt;&lt;br&gt;At any time when the player has less than three recovery cards, they refill to 3 cards in their hand.&lt;br&gt;&lt;br&gt;Play continues until all players have proceeded off the right side of the board with their recovery ships.  At this time, all recovery ships are returned to the left-hand side and play continues until one of the end-game conditions is met.&lt;br&gt;&lt;br&gt;&lt;br&gt;Results:&lt;br&gt;&lt;br&gt;* Rick: 11&lt;br&gt;* Jason: 12 &lt;br&gt;* Ian: 10 &lt;br&gt;&lt;br&gt;I will give this game a provisional rating of 6.5 after 1 initial play.  The game is a nice light filler but seemed to have an unsatisying ending where you may be forced to block an opponent in the lead allowing another player to surge to victory (king-maker effect).  The mid-game was more enjoyable for a first-time play.</description>
	<link>http://www.boardgamegeek.com/article/81862#81862</link>
	<pubDate>2005-02-01T19:02:12+00:00</pubDate>
	<dc:creator>dotburn</dc:creator>
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	<title>Thread: Re:moving left?</title>
	<description>Thank you for your responses. I will give this game another chance, and try to reevaluate my strategy.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/78419#78419</link>
	<pubDate>2005-01-18T22:38:26+00:00</pubDate>
	<dc:creator>jenoe</dc:creator>
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	<title>Thread: Re:moving left?</title>
	<description>jenoe (#72509),&lt;br&gt;&lt;br&gt;If you move your babyscape to the right, it can act again next turn.  But you moved it, which is not very useful unless the move itself is useful.  The objective of the game is to get treasures, and if a babyscape gets a treasure, it doesn't move and doesn't act again on this pass of your ship.&lt;br&gt;&lt;br&gt;Your method is useful (and is the standard tactic) if your babyscape needs to change several depths.  Otherwise it is more advantageous to (especially) get treasures, or move into jamming positions instead.</description>
	<link>http://www.boardgamegeek.com/article/76097#76097</link>
	<pubDate>2005-01-09T17:09:18+00:00</pubDate>
	<dc:creator>Alan Kwan</dc:creator>
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	<title>Thread: Re:Where do you get this game?</title>
	<description>locusshifter (#73701),&lt;br&gt;I got a very reasonably priced copy at Adam Spielt. From Germany to Britain in 3 days.</description>
	<link>http://www.boardgamegeek.com/article/73759#73759</link>
	<pubDate>2004-12-30T14:50:46+00:00</pubDate>
	<dc:creator>jackie</dc:creator>
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	<title>Thread: Where do you get this game?</title>
	<description>It always amazes me to see posts about games that are so new.   &lt;br&gt;As i've understood it, this game wasn't even available at Essen; so I would love to know where to get a copy as I am a Colovini fan.</description>
	<link>http://www.boardgamegeek.com/article/73701#73701</link>
	<pubDate>2004-12-30T06:58:23+00:00</pubDate>
	<dc:creator>locusshifter</dc:creator>
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	<title>Thread: Re:moving left?</title>
	<description>left = right&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/72836#72836</link>
	<pubDate>2004-12-25T14:21:32+00:00</pubDate>
	<dc:creator>GeoMan</dc:creator>
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	<title>Thread: Re:moving left?</title>
	<description>jenoe (#72792),&lt;br&gt;&lt;br&gt;&lt;i&gt;why should I move left when I can move right?&lt;/i&gt;&lt;br&gt;&lt;br&gt;It depends on where your ship (and enemy ships), the treasures you want and the enemy subs are located.&lt;br&gt;&lt;br&gt;Sometimes you want to exit your ship to the left quickly to get cards, or position your subs to blocking positions before the next player enters his ship in play again.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/72829#72829</link>
	<pubDate>2004-12-25T11:18:36+00:00</pubDate>
	<dc:creator>GeoMan</dc:creator>
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	<title>Thread: Re:moving left?</title>
	<description>GeoMan (#72602),&lt;br&gt;&lt;br&gt;you're right, but I am not talking about collecting treasures. sometimes you have to move (well, quite often). sometimes you want to move left... sometimes you move right... since the board has its ends. but why should I move left when I can move right? that is the question.</description>
	<link>http://www.boardgamegeek.com/article/72792#72792</link>
	<pubDate>2004-12-24T23:45:09+00:00</pubDate>
	<dc:creator>jenoe</dc:creator>
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	<title>Thread: Re:moving left?</title>
	<description>janos_hunyadi (#72569),&lt;br&gt;&lt;br&gt;If you move a bathyscope you can't also collect a treasure with it so it doesn't make sense to constantly move your bathyscopes.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/72602#72602</link>
	<pubDate>2004-12-23T18:17:54+00:00</pubDate>
	<dc:creator>GeoMan</dc:creator>
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	<title>Thread: Re:moving left?</title>
	<description>To clarify, jenoe is suggesting that you can keep moving your bathyscopes to the right until your recovery ship reaches the last column (furthest to the right), at which point you can then move all of the bathyscopes to columns to the left to prepare for the next &quot;passage&quot; of your recovery ship.  &lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/72569#72569</link>
	<pubDate>2004-12-23T14:21:08+00:00</pubDate>
	<dc:creator>janos_hunyadi</dc:creator>
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	<title>Thread: moving left?</title>
	<description>I don't see why should I move left my ships before the last column. If I move my submarine to the right I can get more actions, possibilies and probably more cards, and it is quite enough to move  to the left when i reach the last column. I can sink very quickly, if I sink to the right three times after eachother. It seems to be very disturbing for me. Do I misunderstand something?</description>
	<link>http://www.boardgamegeek.com/article/72509#72509</link>
	<pubDate>2004-12-22T23:55:51+00:00</pubDate>
	<dc:creator>jenoe</dc:creator>
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	<title>Thread: Re:Our 5pl game went into a complete stalemate</title>
	<description>GeoMan (#69446),&lt;br&gt;Thx! That explains it. We have to read the rules better, obviously.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/69569#69569</link>
	<pubDate>2004-12-07T14:53:58+00:00</pubDate>
	<dc:creator>magjo20</dc:creator>
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	<title>Thread: Re:Our 5pl game went into a complete stalemate</title>
	<description>magjo20 (#69267),&lt;br&gt;&lt;br&gt;&lt;i&gt;With an average of 3 tiles left, to pick up...&lt;/i&gt;&lt;br&gt;&lt;br&gt;The game also ends when one column is empty (and jokers do not count) so it is not possible for only 3 treasures to remain on board even if it was only 1 treasure in each column.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/69446#69446</link>
	<pubDate>2004-12-07T00:06:02+00:00</pubDate>
	<dc:creator>GeoMan</dc:creator>
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	<title>Thread: Our 5pl game went into a complete stalemate</title>
	<description>During a 5 player game we went into stalemate in the end-game. With an average of 3 tiles left, to pick up, and with 1 joker all players just sent around their subs to &quot;tax&quot; the other players for cards and nobody could &quot;afford&quot; to pick up any more tiles. This went on for several rounds. Then we decided to pack up. Has anybody elso seen this developement in the game?&lt;br&gt;&lt;br&gt;Has played 4 player also. It resolved nicely.</description>
	<link>http://www.boardgamegeek.com/article/69267#69267</link>
	<pubDate>2004-12-06T09:39:27+00:00</pubDate>
	<dc:creator>magjo20</dc:creator>
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	<title>Thread: Re:English rules?</title>
	<description>Favre4MVP (#68288),&lt;br&gt;&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.adam-spielt.de&quot; rel=&quot;nofollow&quot;&gt;www.adam-spielt.de&lt;/A&gt;</description>
	<link>http://www.boardgamegeek.com/article/68353#68353</link>
	<pubDate>2004-12-01T00:21:17+00:00</pubDate>
	<dc:creator>GeoMan</dc:creator>
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	<title>Thread: Re:English rules?</title>
	<description>GeoMan (#68121),&lt;br&gt;&lt;br&gt;Where did you get a copy? None of the online stores seem to have it yet, and the Rio Grande website says it'll be released in mid-December.</description>
	<link>http://www.boardgamegeek.com/article/68288#68288</link>
	<pubDate>2004-11-30T17:50:25+00:00</pubDate>
	<dc:creator>Favre4MVP</dc:creator>
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	<title>Thread: Re:English rules?</title>
	<description>RDewsbery (#68240),&lt;br&gt;&lt;br&gt;The game is out, i already got my copy and also posted the English rules here. &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Emjoy!</description>
	<link>http://www.boardgamegeek.com/article/68245#68245</link>
	<pubDate>2004-11-30T13:34:01+00:00</pubDate>
	<dc:creator>GeoMan</dc:creator>
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	<title>Thread: Re:English rules?</title>
	<description>I think we're waiting on actually seeing the game - has it shipped yet?  I played at Essen, but Winning Moves didn't have any retail copies printed then.  I made a note for myself of how to play the game, but hesitate to call it a translation.</description>
	<link>http://www.boardgamegeek.com/article/68240#68240</link>
	<pubDate>2004-11-30T13:03:34+00:00</pubDate>
	<dc:creator>RDewsbery</dc:creator>
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	<title>Thread: English rules?</title>
	<description>Is anyone working on an English translation?</description>
	<link>http://www.boardgamegeek.com/article/68121#68121</link>
	<pubDate>2004-11-29T19:53:14+00:00</pubDate>
	<dc:creator>GeoMan</dc:creator>
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