6.5
rating
Ludopedia
6.7
rating
BGG
Our Verdict
If you love quick deduction games with teamwork, Sonar gives you tense submarine action in half an hour.
Highlights
- Intense deduction
- Asynchronous teamwork
- Short playtime
Keep in mind
- Limited energy management
- Role learning curve
RECOMMENDED
Rules manual not indexed yet
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Sonar pits two teams against each other in an underwater cat‑and‑mouse showdown, where the first side to deal two points of damage wins. Each match uses one of four map pairs, with each team receiving the same map in its own colour. The game supports 2‑4 players; teams of two split roles – Captain, who pilots the sub, and Radio Operator, who tracks the enemy’s moves. Solo players handle both roles.
On a turn the Captain announces an action: move the sub one space (north, south, east or west), use sonar, go silent, or fire a torpedo. Every move adds one energy to the ship’s register; other actions spend energy (sonar = 2, silent = 3, torpedo = 4). The opposing team’s Radio Operator records the path on a transparent sheet and, through deduction and trial‑and‑error, tries to pinpoint the enemy sub’s location. Sonar forces the opponent to reveal the row or column they occupy; Silent lets the captain move without gaining energy or disclosing direction; Torpedo lets the captain call out coordinates (e.g., F6) and deal a damage point if it hits. When a sub reaches the maximum of four energy, the captain must decide whether to keep moving, use sonar, or gamble on a torpedo, balancing risk and information.
A special action, “Surface,” lets the captain announce his current position, erase his previous trail and avoid getting trapped by his own line – crossing your own path is illegal. The game ends as soon as a team accumulates two damage points, granting an instant win. Sonar blends deduction, energy management and asynchronous teamwork, delivering quick (≈30‑minute) tense rounds that appeal to fans of light strategy, communication, and a suspenseful submarine vibe.
On a turn the Captain announces an action: move the sub one space (north, south, east or west), use sonar, go silent, or fire a torpedo. Every move adds one energy to the ship’s register; other actions spend energy (sonar = 2, silent = 3, torpedo = 4). The opposing team’s Radio Operator records the path on a transparent sheet and, through deduction and trial‑and‑error, tries to pinpoint the enemy sub’s location. Sonar forces the opponent to reveal the row or column they occupy; Silent lets the captain move without gaining energy or disclosing direction; Torpedo lets the captain call out coordinates (e.g., F6) and deal a damage point if it hits. When a sub reaches the maximum of four energy, the captain must decide whether to keep moving, use sonar, or gamble on a torpedo, balancing risk and information.
A special action, “Surface,” lets the captain announce his current position, erase his previous trail and avoid getting trapped by his own line – crossing your own path is illegal. The game ends as soon as a team accumulates two damage points, granting an instant win. Sonar blends deduction, energy management and asynchronous teamwork, delivering quick (≈30‑minute) tense rounds that appeal to fans of light strategy, communication, and a suspenseful submarine vibe.
GALLERY
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Mechanics
Categories
Families
Publisher
Matagot, FoxGames
Designer
Roberto Fraga, Yohan Lemonnier
Artist
Ervin, Sabrina Tobal, Xavier Gueniffey Durin
How many players can join?
2 to 4 players, forming two teams of 1 or 2 people each.
How long does a game take?
About 30 minutes, depending on player familiarity.
What is the game's complexity?
Low to moderate (BGG weight 1.9); easy to learn but demands solid communication.
What components are included?
Double‑sided maps, submarine miniatures, energy tokens, transparent tracking sheets, damage markers, and action cards.
Is it suitable for players new to deduction games?
Yes, the rules are straightforward; the learning curve is mainly about captain‑operator coordination.