About Captain Sonar
Captain Sonar, by Roberto Fraga and Yohan Lemonnier, puts two teams of up to four at either side of a screen, each crewing a submarine. The captain calls out headings, the first mate charges weapons, the engineer manages breakdowns and the radio operator tracks the enemy's announced moves to find them. In real-time mode both crews play at once, and it is loud, chaotic and unlike anything else.
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Is Captain Sonar Right for You?
Best for
Captain Sonar is for eight people who want a loud, frantic team game that feels like a submarine film. Each role is simple on its own; the pressure comes from doing yours while everyone around you shouts theirs. We think it is best at the full eight, where every seat has exactly one job and nobody is idle.
Maybe skip it if…
It needs a big table, a full crew and a group willing to shout. Below six players people double up on roles and the chaos that makes it special drops away. Players who freeze under time pressure may find real-time mode more stressful than fun.
How to Play Captain Sonar
Setup
Split into two crews and place the screen between them. Each role takes its own dry-erase sheet for the chosen map.
On Your Turn
- The captain announces a direction and draws the route; the sub can never cross its own path.
- After each move the first mate charges one system and the engineer marks one breakdown.
- Fire torpedoes, drop mines, or use drones and sonar once charged, while the radio operator plots the enemy's heading.
How to Win
The first crew to deal four damage to the other submarine wins.
💡 Strategy Tips
Surfacing wipes your route but gives the enemy time and your position. Plan the route so you need to surface as rarely as possible.
Common Mistakes to Avoid
- Captains moving too fast. The first mate and engineer must mark their sheets after every move, and a captain who races ahead causes mistakes.
- Radio operators falling behind. If they lose track of the enemy's announced moves, the whole crew is effectively firing blind.
- Engineers marking breakdowns at random. Completing a circuit repairs its marks, and an engineer who ignores the circuits leaves the sub unable to fire when it matters.
- Surfacing more than necessary. It clears your route but reveals your sector and hands the enemy time.
Advanced Strategy
- Radio operators should track a shape, not a position. Slide the route on the transparent sheet over the map and cross off places it cannot fit.
- Captains can mislead with pace. A sudden burst of moves is hard for the opposing radio operator to follow.
- First mates should keep a second system close to charged rather than pouring everything into torpedoes.
- Engineers should tell the captain which directions are safe to move before a breakdown becomes damage.
Variants & House Rules
Turn-by-turn mode
Crews take turns rather than acting at the same time. The right way to learn, and a calmer game for groups who do not enjoy real time.
Upgrade packs
Expansion packs such as Upgrade One add new maps and options once your crews know the base game well.
Video Guides
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Our Verdict
Captain Sonar is one of the most distinctive team games in print. It takes four small jobs and turns them into a noisy, tense contest that nothing else quite replicates. If you can regularly gather eight people, it is well worth the effort.
Frequently Asked Questions
Can you play with fewer than eight?
Yes, down to two, with players taking several roles each. It works, but it is much better with a full crew.
Should we start in real time?
No. Play turn by turn first so everyone learns their sheet, then switch to real time for the second game.
How long does a game take?
Forty-five minutes to an hour, plus a little time to explain four different roles.
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