Deep Sea Adventure Full 4p Play Through

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welcome to jargons games today we're gonna do a full four player playthrough of deep-sea adventure this is a micro pusher luck game where each of the players is sharing an air-supply as they descend from a submarine down into the depths to grab as much treasure trying to get more than their opponents I'm gonna explain the game as we play so let's jump right into it here we have a starting layout for a four player game of deep sea adventure I'd like to note that the red green blue and yellow cubes here don't actually come in the game I had them lying around and it's gonna help me organize which player actually has the different tiles that they're gonna be grabbing I'll be playing the red player and I'll be going first the object of the game is to dive deep down under the surface to pick up ruins chips little treasures along the way and then get back to the submarine before our communal air supply runs out see these little tracker on the submarine here now the tracker only goes down if you already have ruins chips in front of you so at the beginning of a turn we check we see that red does not have any ruins chips so he goes right into their turn so I take the two dice and it's important to note these are not normal die they have two ones two twos and two threes on them so the maximum value can roll with two dice is six and we're going to roll them and we see that I got a two this means that I'm gonna take my diver and I'm gonna head down to different tiles and it's important to note you see the diver has a little pointy end of the front a little backpack in the back the pointy end is the direction where the diver is going so we're saying the diver is still going down we point it down and we stop on this chip when I stopped on a ruins chip I can choose to pick it up but remember that I'm gonna start to lose air well we're all gonna start to lose air the moment anybody has runes chips at the beginning of the turn the other important thing to know is I rolled a 2 but for every ruins chip that you've already picked up in a round you reduce your movement value by one so I'm definitely not gonna pick this up right now now it's blues turn we see they don't have any chips so we don't reduce our communal air supply at all and they roll two dice and they get three now blue gets to move their diver but it's important to note that you never count spaces that opponent's pieces are on so we go one two three we stop there and blue is not going to pick up this chip yellow has no runes tips so we don't move our air supply and they roll and get four so that are gonna go one two three four and finally green who of course has no ruins chips rolls the dice and gets four greens gonna move one two three four and that kind of ends the first round around the table and now it's my turn again we once again have no chips to reduce the air supply but now we have a choice we can either keep going down or we can turn our dive around and then start heading back to the submarine it's important to know that once you turn around you cannot turn around again so it's a one time for a round type event I definitely want to dive down much farther it's a push your luck game you want to go down as far as possible to pick up good stuff and be able to make it back to the submarine in time if you don't make it back to the submarine before the air runs out well then you lose everything you picked up so I'm gonna keep going down we roll the dice ooh six so I'm gonna move one two three four five six and I think I think I'm gonna keep going for it I'm not gonna pick up this tile now it's blues turn they also got six one two three four five six and blue decides they are gonna actually take this tile here so they take it they put it facedown in their area and then we take one of these little X markers and we put that in the space where that tile once was so we still have the same number of tracks to get down now it's yellows turn five one two three four five yellows gonna push that look a little bit more they're not gonna pick up the tile and greens turn four one two three four green is also not gonna pick up a tile alright back to me and odds are good I'm probably not gonna go too much deeper than this role here but let's see what I get woohoo six okay so that moves me one two three four five six I'm really far down there I was hoping to kind of end right here at the beginning of the three levels but that's what I get for rolling dice so I'm gonna take this tile here put it next to my little cube I'm not gonna be able to look at this until I get back to the submarine well only if I get back to the submarine with air remaining and go ahead and put this chip down here now it's blues turn and they have one ruins ship so we all communally lose one air supply blue decides to turn their diver around and start heading back to the submarine and then they're gonna roll and they get six button remember you reduce this number by the number of chips they have so this is still pretty great for them so they get to move five spaces and blue decides they're gonna take this tile as well at this point it's kind of a no-brainer because they're really close to the submarine already everybody's below them and this is actually gonna make things a lot worse for everybody who's down farther because now blue is gonna start eating to era turn instead of one yellow is gonna keep going down yells gonna push their luck and they roll a five and yellows gonna go ahead and take this tile as well they're probably thinking they might have pushed their luck a little far as well green is starting to get worried with so many people so far down this oxygen is gonna start to get depleted greens gonna actually decide to turn around and kind of try and hedge their bets oh and they only get to go to which is actually great for them so they're still gonna get several pieces of treasure along the way all right it's my turn so we lose one oxygen and I turn my diver around and I hope for a really big role here fine that's okay so 5-1 I get to move for I am definitely not picking up this piece I need to go as quickly as possible to get back to the submarine in time its blues turn and they have two chips so we lose to communal air supply and then they go ahead and roll and they get a 3-2 so blue is only gonna move one and at this point blue might be getting a little worried themselves they're not gonna pick up this chip yellow has one chip so we lose one air supply and they're gonna go ahead and turn around and try to make it out alive and they get four minus one so they only move three and they've also decided not to take a pieces I think they're pretty worried about getting back as well now it's greens turn so we lose one oxygen for their one ruined chip and they get four minus one they get to move three it looks like I forgot to put a little marker there oops and it's interesting to note that when you land on an X space you can choose to take one of your current ruines chips and swap it with that X space to kind of lighten your load in order to get back to the submarine time but green is pretty happy with that okay it's my turn so we all lose one oxygen for my one chip and once again hope for six now four okay so I only move three I am still not picking anything up Blue has two chips still so we lose two air supply and they roll three oh man they're moving really slowly which is bad for everybody because they're eating a lot of air after they're slowly going back to the submarine yellow has one chip so we lose one air supply and they get oh no they only move once Green has one ship so we lose an oxygen oh man they're only moving one as well I still have one ship we lose an oxygen big numbers come on four all right well I only get to move three I am definitely starting to be concerned about getting out of this with any treasure at all Blues turn eating up all of that precious precious air supply and they roll for so they get to move to this time now yellow removes one they are looking like they need a miracle they get to move four and I don't think that's gonna be enough now for green we remove one and they get to move three at this point green decides to try and make things worse for everybody and they're gonna take this tile right here go ahead and put a blank down there somewhat confident they'll be able to get back to the submarine in time but this makes it bad for everybody else all right I have one ship so we lose one air supply and oh no I only move two at this point I could ditch my chip but then I would have no victory points oh I think I'm gonna keep pushing my luck Blue has two tokens we lose two air supply and everybody everybody wants blue to get out of here so they can stop eating our error and they do so blue makes it back to the ship and they are happy and most importantly they're gonna stop eating this air supply yellow has one token so we lose one air supply and they get to move 4 spaces now green we lose to communal air supply and green is really hoping to get out here to mess yellow and red up and they do 6 minus 2 is 4 so that's more than enough to get green back to the ship all right I've won ship so we move this down by one and at this rate I have essentially two die rolls to make it back to the ship before losing everything so come on Oh No so I only get to move to yellow has one chip so this goes down by one and now they roll a 5 so they actually get to go 4 which is terribly not good enough all right it's my turn so we move the counter down to 0 I get to evaluate my turn that's me using that amount of oxygen we see that I need to move 1 2 3 spaces to get out of this with any try at all I have one token which is gonna reduce it so I need a four five or six on this roll yes I got it so I get to move one two three and a whole excess doesn't matter and we now are done with the round the first thing we do is look at all of the divers that did not quite make it and yellow was one away from making it back to the submarine what happens is they actually get hauled back to the submarine they're fine they're alive but all of their treasure it's gonna sink to the bottom of the ocean all the way down here now if yellow had had multiple tokens you would stack this up little chunks of three but yellow only had that one there also at the end of a round we're gonna remove all of these little cross-sections and we're going to fill all the gaps in on the ocean floor and now we begin round two yellow gets to go first cuz they were the last one to make it back to the submarine and the game takes place over three full rounds so let's jump into it the very last thing before we go to the next round however is each player gets to flip over all the ruins and they are now treasure so everybody knows how much everybody got and I was able to grab an eight so that's really great that was the best of the round so we see that green got a seven to zero so two people got seven I got eight and yellow got nothing however as you can see as the rounds go on it gets easier and easier to get deep so yellow is definitely not out of the game all right we move our air supply tracker back to 25 and now yellow takes their turn thank you before greens turn they move three it's my turn we get a three and blue gets a five all right yellow gets to go down six oh that's a bummer there one away from the really good stuff I think I think yellows gonna keep pushing their luck you know they got to kind of double down and really get good stuff to make up for the fact they didn't make it out last round greens turn they get a four and my turn I get a five hmm all right so at this point I could choose to take this it's the very first of the number of threes that was pretty risky getting back to the submarine last time I think I'm gonna play a little bit safe for this round I'm gonna go ahead and take this token here and I'm sure you've noticed that the air supply only goes down with ruined chips once you flip them over and they become treasure it does not affect the air supply anymore alright blues turn they get a four who's gonna play it safe just like they did last time around I think they're gonna stop here as well now yellow really wants to get right into that four ranch they get to move five which is exactly enough to get them down to the best points in the game so they're gonna go ahead and take this token and just hope to get back to the submarine with it and now greens turn they get a five this point Green sees that everybody else is taking a token they definitely know this is the time to cash out and probably start heading back up to the submarine all right it's my turn and I'm kind of at the start of the heap I'm gonna go ahead and turn myself around and we're gonna lose one air it's definitely not worth it for me to jump way too far down here I'm just gonna hope to grab some lower level treasure on my way back up again and I move three think I'm not gonna pick this up I'm gonna hope to maybe grab this one right here on my way back to the submarine I'm not gonna push my luck too hard here Lu's got one ruins token so we lose one oxygen supply and they move three forgot to mention blue decided to turn around here and there you go one two three yellow turns around and we lose one oxygen and yellow wants big numbers to get back to the submarine look not terribly big they get to move three and now Green has one token so we lose one or spike they turn around and we get OH Green gets to move four so they get to move a surprisingly long distance for just afore it's my turn we lose one air supply and I get to go for three unfortunately that's one too many we got one two three I'm not able to grab this token right here and these tokens are worth much less points but oh well I'm gonna go ahead and take this token anyway to try and make things harder for everybody who's below me its blues turn so we lose one supply and blue gets to go oh one that is definitely not a good move for blue they are not gonna pick up this tile yellow with their one awesome tile they lose one communal source and they get to move off only three it's not looking great for yellow again Green has one token and they get to move oh these move three green is also gonna take a second token it's my turn I've got to ruins tokens so we now lose to communal air supply and let's see what I get uh-oh only move one it's enough to move me to the front of green but I'm definitely not picking up another token its blues turn with our one token we lose one supply and blue gets to go oh they only get to move one not looking great for them yellow has one token yellow really wants a big roll oh no yellow only moves once this is really not going yellows way it's green turn with their two tokens everybody wants green to get out of here with a big roll and they only move twice that is not quite enough and greens gonna keep eating our oxygen I also have two so we lose two more here at this point hello I think I just want to get out onto the submarine with my stuff and I only get to move - this is enough to get me to the very end let's see here so I can take this but if I do that means I don't move with a one two or three roll on probably my last term of the game I'm not gonna push my luck I'm gonna leave that token there alright blue is one token they roll oh no they only move to yellow has one token oh man this might be the last chance for a really big role to get into this ah they get to move well they get to before yellow is definitely starting to look really worried after two rounds of been pushing their luck too far it's greens turn they eat to supply and they get to go - this is enough to get them out of the race and they I think are quite happy with getting out of the submarine it's my turn I have to supply and at this point I just need a three four or five or six to get out and I get it so I jump onto the ship I'm pretty happy with that blue has one token lose one supply and they get to only move to blue is definitely not making out of this but that kind of helps yellow it's one less they need now to get back to the ship yellow has the one token so we lose one supply and yellow needs to roll a six to get back to the submarine because they need to move one two three four five and they have one artifact so they get and I hope not it they only get to move one two three and that's just not gonna do it blue is on their last gasp blue needs a one two three they need a five or six to get back and they get a four oh no that means they only get to move one two three and they are not able to make it back to the submarine either so we had two divers not able to make it back to the submarine with their stuff in order to get there their last gasp of air they have to drop their goods and you do this in order from the person farthest away from the submarine so it kind of falls to the ocean floor this one falls all the way down to the bottom will kind of spin that around and then blue also drops at the same time this falls all the way down to the very bottom of the ocean floor but blue and yellow are able to make it back alive so that's something I guess now we reveal our tokens I think I oh nice well sort of nice I got a zero but I'm doing pretty well with eighteen and it looks like Oh green is at seventeen there's still one behind me and unfortunately blue and yellow did not make anything on that round yellow has not made anything this whole game yet we're gonna go ahead and heal up this chain here and now we go into the last round of the game we replenish our air supply and once again yellow gets to go first because they were the last one back onto the submarine it's definitely gonna be hard for yellow at this point but I will let you know that these blue fourth level ones go all the way up to fifteen points so there's still a chance yellow can be in this game I think I'm gonna move the tiles a little bit to give our green player a little more breathing space down here all right here it's the third round and yellow is our starting player they get to go great start they get to go to now it's greens turn they get to before and now it's my turn I get to move three and blue it's to move six blues gonna push though like a little bit more they need to be a little careful they definitely get stuff this turn but they're not gonna pick up quite yet okay yellow they get four so at this point yellow could start picking up tokens to make sure they get back to the submarine in time but they are definitely not gonna win so I think they're going to triple down and keep going down to try and push their luck to really kick them back in at least get them a reasonable score it's greens turn they move three now Green could stop here and kind of hedge their bets but they are behind me they definitely wanna make sure they get more than me I think greens gonna keep pushing a little bit more and now it's my turn I get two before that is just enough to go to the very front of this really big line here and it kicks me into this three level section but we're really not that far away from the submarine right now I'm gonna push my luck I I want to get one of these big ones all right blues turn they get to six oh no they are definitely stopping at this point to take this token and hope to get out with some good stuff now yellows turn they get a four and this is just enough to get them into the four level scoring zone so they're gonna go ahead and take this token and then try and make it back to the submarine with the goods all right greens turn it roll a five that's a little more than they wanted they're gonna go one two three four five really deep and I think they're gonna go ahead and take this token but it's definitely kind of risky maneuver there they could not to try and make it back they'll take it they'll see what they can do at this point I want to roll a really low number really really really low number four that's not as low as I like but I guess it's better than five because that would set me down here so I get one two three four and I'm going to take this big one here and now it's gonna be a big race from the very bottom of the ocean to try and get back to the submarine Blue has one ruined chip so we go down one supply oh and they turn around and roll six so they're quite happy with that they get to go one two three four five they're still pretty far for the submarine they're not gonna pick up this chip it's yellows turn they have one token they turn around towards the ship and they want a roll six - oh no that's definitely not six they'll need to move - it's Greene's turn with one token so they're gonna turn around back to the ship as well and they are going to oh no they only get to move one all right I'm definitely turning around this is really scary deep down in the ocean we're gonna lose one supply and I want a roll a big number to get out of here Oh fine that's pretty big I get to move four blue has one token and they roll a two I don't know they only move one yellow has one token they get to move ooh they get him before that's not too bad especially considering they got to leapfrog over people at this point yellow knows they need to make something big happen they're gonna take this tile as well they finally find themselves at the top of the chain closest to the submarine they're gonna try and go big and at least get two tokens and the biggest reason for this really is to try and eat up all the air supply to make sure that these people who have way more points in them don't actually score any points this round so it's greens turn we lose one supply and they get to move oh how they only get to move to Green is not looking good it's my turn with one token maximum of three at this point I know I just need to make it out with this one token for pretty much a guarantee to win so I am NOT gonna be picking up any more tokens at all through this game its blues turn they have one chip and they get to go three however blue does have a bit of a ways to go so they're gonna take this chip and hope that it's good more importantly hope that it messes somebody else up with their oxygen usage all right yellow has two tokens we lose to supply and they get to move to I think they're pretty happy with that they're nice and close to the submarine oh man at this point do they push their luck more there's 14 air supply left and let's see is one two three four that's gonna go away by the time you get to their next turn they'll be ten air supply left but they'll only move on a four five or six oh man this is tough I think yellows gonna go big they're gonna take this token it's greens turn we lose one supply and I think Green has a pretty good idea that they're not gonna be getting out this alive oh my gosh they only get to move once at this point Green is gonna ditch this token for this one right here they just need to get closer to the ship and they need to hope to grab something to at least solidify who knows maybe I don't quite make it but this is the only way they're gonna even have a chance of getting any points this round okay it's my turn I only have the one token and I get to move oh wait to move for well that pretty much seals the deal I think I go ahead and take this token just because I can I have a very good chance of making it back to the submarine and it reduces the odds of somebody else getting something it's Blues turn with their two tokens and they get to go to and this is exactly what they needed to get back to the submarine and they're pretty happy with that I think they would have preferred to get one more chip on the way up they're probably not gonna be able to beat me with that setup but they did okay all right it's yellows turn they have three tokens so we lose one two three air supply and they need a four five or six to move it all and they get a four which moves them right here and oh man do they go for it do they do they go for it they've gone this far I was pushing their luck yellow is gonna do it I couldn't take a fourth token which really slows them down but they think that they can do it we'll see if they actually get to its green strand they don't have any more ruins chips because they got rid of it let's see if they can get out of this hole they get to move three that's not looking likely and now it's my turn with my two chips so we lose two air supply all right I just need a three four five or six oh no oh okay well I'm probably okay but I don't get to move at all this turn blue is on the submarine so we don't lose any air supply there and now it's yellows turn with four air supplies so we lose one two three four air supply alright because I'm still here they can jump over me they just need a five or six to get out and they get it they get a five all right that means they move one and that gets them to the submarine and yellow finally gets stuff its greens turn they have no chips so we don't actually lose any oxygen and they get to roll somewhat and consequentially they get to go five but it's not gonna matter because now it's my turn I have these two tokens here so this goes down and once again I need to roll a three four five or six in order to make it to the submarine and it's gonna be a five oh right well that does it I am able to get to the submarine just fine with my treasure Green gets pulled back into the submarine but they have no treasure to drop to the bottom of the ocean and now we go ahead and flip all of our tokens and we count up our score and now we see that green who was the second-place player going into the final round of the game actually ends at the very last with only 17 points yellow and blue are tied for 22 points and in fact tie breakers are resolved by whoever has the lowest token but they both have a 4 so they are a full tie but then I have 35 points so I was able to definitely blown out of the water and win this game however yellow was able to do a very good job on that final turn and get more points in one turn that green did in two so that was deep sea adventure I don't know if it was entirely obvious through the playthrough how tiny this game is when I got in the mail I was shocked I was like oh my gosh it's way smaller than I was anticipating and I knew is gonna be a tiny game don't ask me how much I spent to have this shipped over from Japan but ultimately I'm happy about it because I really like push your luck games in general this is not a review this is just kind of an impression any type thing but it's just having new ways to push my luck with my friends is always a welcome addition to any game night and the fact that you have this cute little idea where you're kind of descending down and you're trying to take all these treasures and you have a little bit of screw age where you can take more treasures than you necessarily even want or maybe should in order to do play that oxygen supply faster so that your opponents can't even get back to the submarine but by doing that maybe you now can't get back to the submarine ah it's so fun as you can see there are definitely large penalties for pushing your luck a little bit too far in this game and luck is a very prevalent factor I won is the red player by a pretty large margin but at the same time on that very last turn of the game if I rolled Snake Eyes I would have not been able to take any of that stuff I would have dropped into the sea floor and my end score would have been 19 and the yellow and blue would have tied for the victory so all the way down to the very end of the line you could potentially have the game be in flux although I think if somebody is in an obvious leading position there maybe to push their luck a little bit less not necessarily wind by 14 points because you only need to win by one and have a much stronger ability to make sure that they're gonna still win it I think that you are gonna have lucky games if you're gonna have unlucky games but fortunately the game is pretty darn fast it takes up almost no space on the shelf I see myself playing this quite a bit I'm curious to see how it plays six players it plays two to six players and I imagine oxygen goes very fast and scores will be much lower but I look forward to giving it a shot I hope you've enjoyed watching this video if you'd like to see more like it also in depth reviews and vlogs and all that kind of stuff I do please consider subscribing to my channel thanks for watching
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Channel: JonGetsGames
Views: 28,919
Rating: undefined out of 5
Keywords: JonGetsGames, Deep Sea Adventure, Oink Games, Board Game, Play Through, let's play
Id: 8N1umqPJJF4
Channel Id: undefined
Length: 26min 46sec (1606 seconds)
Published: Thu Jun 04 2015
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