The year is 2048, and a new brand of warfare has broken out beneath the waves. Beneath the choppy ocean surface, submarines duel to protect the undersea mining interests of their owning corporations. Captain Sonar is a new game of dueling submarines for two to eight players, and it gives you and your friends the unparalleled chance to pilot one of these submarines and race to find and sink your opponent before they can sink you.
Whether you play the game in real-time or in a structured, turn-by-turn mode, every match of Captain Sonar will test your team’s skills to the utmost. Each team consists of four players, and each player has a different role: Captain, First Mate, Radio Operator, or Engineer. Today, we’ll take some time to welcome you aboard your ship as the Captain and bring you up to speed on your new duties…
In The Operations Room
Welcome aboard, Captain! Please, come right this way. My name is Captain Eli Edwards: I’ve been working on these machines my whole life, and I’ll be showing you around your new ship. Mind your head, these doorways can be a bit low. You’ll be taking command of the Canterbury, the first in a new line of submarines, and one of the finest we’ve ever built. The executive board will brief you on your missions, of course, but as you can see from here, the Canterbury is fully equipped with the latest weapons, surveillance equipment, and our patented stealth drive.
She’s a beauty, isn’t she? 30,000 tons of metal and bleeding-edge technology—all so a dozen people can perform military ops underwater. We go to great lengths to protect the bottom line… But you’re not here to listen to me ramble: I’m supposed to show you where you’ll take command. So let’s get to it!
You’ll spend most of your time here, in the operations room. This is the beating red heart of the Canterbury and it’s where you’ll stay in contact with the other members of your team: the First Mate, the Radio Operator, and the Engineer. You’ll need to talk to them constantly if you’re going to find anything out there, but first, let’s talk about how you’ll navigate.
As the Captain, you’re responsible for setting the Canterbury’s course and determining exactly when you want to activate the ship’s systems. It’s a tough job. You’ll need to be aware of everything your crew is doing, all the time. But that’s why we only hire the best as our Captains.
When you report for a new mission, you’ll be provided with a map of your area of operations, as you can see above. This marks out any islands in the region and shows all the open water you have to maneuver in. You decide where you want the Canterbury to begin at the start of a mission, and you can see a small submarine marking our starting position on the map below.
Now, you’re responsible for setting the submarine’s course, but you’ll also need to make sure your crew knows exactly how your submarine is moving at any given time. To that end, you’ve got to call out exactly which direction the Canterbury is moving as you set the course. For instance, you may want to move one league west to avoid that island just north of your position. You’ll mark the course on your map and holler, “Moving west!” It’s important for a Captain to have good lungs; that’s something they never emphasize enough in the training.
The Captain calls out "Moving west!" and the Canterbury moves one league to the west.
You’ll continue to call out the course as the Canterbury moves along—always giving your crew enough time to voice their concerns, of course. The Engineer is particular will need you to change course sometimes—there’s only so much strain your sub can take from moving in a given direction for too long. Not that you need to worry about the specifics of that! I’ll talk it all over with your designated Engineer.
You might be wondering how you’ll know where to set your course. That’s a good question, it shows you’re paying attention. Your Radio Operator will be in charge of locating the enemy. You two will need to work very closely together to locate the enemy. Fortunately, you’ve got more than just your intuition—this sub is equipped with drones and sonar, both of which fall under the purview of your First Mate.
You suspect there’s a rival submarine northwest of the Canterbury. As the Captain, you have to decide whether or not you’ll take the shot—after all, if you’re wrong, you’ve given away information about your position for nothing!
The First Mate charges all of the Canterbury’s systems, both weapons and surveillance. You don’t need to worry about getting the systems ready. You just need to know when they’re ready. At any point, you can use one of the systems by simply holding up your fist and shouting, “Stop!” All the action will stop, including on your opponent’s submarine, giving you the time to plot exactly how to fire your torpedoes or launch your drones without worrying about your enemies slipping away—it’s really amazing how well that works. I’ll go over all of the systems with your First Mate, and you’ll probably want to stick around for that as well, just so you know all the tools at your disposal.
Well, that’s your role in a nutshell. Of course, there’s no substitute for actual experience—you don’t know what it’s really like to be a Captain until enemy torpedoes are closing in, the Engineer is screaming that the reactor’s about to blow, and the Radio Operator’s been caught napping on the job. I’m off to show the next recruit around the Canterbury, but feel free to come along and see another part of the ship!
Prepare to Dive
Join us next time for another preview of Captain Sonar, focusing on the First Mate and the submarine’s systems. Until then, you can head to your local retailer and pre-order Captain Sonar today!