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Tips & Strategies (4)
Tips & Strategies (4)
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Unless there is a situation where nothing immediate is pressing, fixing jammed hatches is a problem that can be safely ignored. Each room of the sub has more than one entrance or exit, save for the top hatch of the sub. As long as one entrance to the room remains open, you can still navigate to that room through various alternate exits, usually with no additional time wasted. If you can, always make sure that there is more than one way to get to a room.
As far as items are concerned, crowbars are very rarely useful, as some hatches can be ignored. However, having one or two around for that moment when a hatch absolutely needs to be opened is always a good idea. If you have multiple players, have one gnome on crowbar duty, while having the rest deal with critical problems. Usually, however, jammed hatches are the least of your problems.
The event deck has one card that can raise all low-tide water to high-tide water in all compartments. If there is no flooding at the time or if all the current water is at high-tide, then this event card does nothing. If the card comes up early enough, then the water can be your friend.
The game rules state that a fire cannot start in a room that has water in it. And the event deck has plenty of fire cards in it. On the other side of the token, low tide water is pretty much harmless, with the side effect of causing an additional minute of time to move through it. If you can get low water in a number of compartments, it will reduce the likelihood of fire springing up. If the card that raises the water level has already been drawn, you can avoid pumping the water out of the cabins to circumvent most of the fire cards that might arise. Since you can’t even enter a fire room without an extinguisher or grog, this is a better trade-off in terms of surviving the crisis.
I don’t know how you would win this game without the items in the Equipment Hold. Make sure all of your gnomes are well-stocked with items to help with the assorted troubles, and (unless you’re forced to do something else) deal with what you are equipped to deal with. This is no startling revelation, but there is an exception to this rule.
(Again, unless you are forced to) avoid the vodka at all costs. I know, I know, “we’re Russian gnomes on a sinking submarine; what do we have if we don’t have vodka?” A chance at winning the game, that’s what! If you ever fail your faint check and pass out, you’ve practically signed your death warrant and made the game a great deal harder for the rest of your shipmates. Save the vodka for emergencies and if you have to use it, sober up as soon as you can with the coffee. Run a clean ship and you have a much better chance of making it until help arrives.
Unless you’re playing with a large group (I play usually with four to five players), the Kraken card (which is normally set aside during game set up) may seem to appear very rarely since most of the time the game is already over when event deck is reshuffled for the first time. I, myself, have never experienced Kraken attack when playing by the book.
This lead me to formulate a house rule. First, I simply tried to shuffle Kraken to the initial event deck, but this proved way unfair since the watery beast might pop up during the first few events (which is, of course, what developer tried to prevent by leaving Kraken out during set up). Next, I tried shuffling Kraken card in the last quarter of the event deck. This leaves gnomes enough time to prepare and hunt for needed equipment and makes a great finale as the gnomes struggle for survival.