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Sea Monsters Game

kdk November 10, 2008
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Read Time:2 Minute, 37 Second

Players: 2-4 (ages 5+)

Playing Time: about 10 minutes




Ahoy, mateys! Board your ships and set sail for the New World! But beware—the seas are full of monsters!



Before playing the Sea Monsters Game, there’s a little bit of setup required. First, you need to set up the board by placing the eight sea monster tiles facedown on the designated spots. Players then choose an Old World Port of Call (England, France, Spain, or Portugal), set up the three ships that match their chosen country’s flag, and draw one New World Port of Call card, which tells each player where he or she will be headed once the game begins.



At the beginning of your turn, you roll the blue Seafarer’s Die. If you roll a number, you move one or more of your ship pieces across the board toward your New World Port of Call. But if you roll a sea monster, you then roll the green Deep Sea Die. If you roll a number, you get to flip over one of the sea monster tiles and move it that number of spaces, shipwrecking any ships in its path (and sending them back to their original port of call). Or, if you roll a typhoon, you draw a Typhoon Card and follow its instructions.



Players take turns moving their ships and sending their opponents off-course until a ship arrives at its designated New World Port of Call. That player is then declared the winner.



The Sea Monsters Game is definitely a beautifully drawn game. From the board to the sea monsters to the ships, the illustrations are all spectacular. The game play, however, could have used some more work.



On one hand, there’s a lot going on here. Young players may have a hard time managing three ships and ever-changing ports of call—and even grown-ups might find it challenging to remember which of the dice to roll when.



On the other hand, though, the actual game play is extremely simple and straightforward—and, without many (if any) strategies to keep things exciting, players will quickly lose interest.



As I played, a number of issues jumped out at my opponent and me. For instance, the player who chooses England is at a serious disadvantage from the beginning—because it’s far away from most ports of call, while the other three are pretty centrally located. Also, I couldn’t quite understand the advantage of playing with more than one ship—since only one of them needs to make it across the board. While it would mean that you’d have a backup plan if you get shipwrecked, the journey across the board isn’t that long—so you’re better off making a run for it with one ship and hoping for the best.



So while the Sea Monsters Game is really cool to look at, the game itself is complex yet lacking in strategies and surprises. The seafaring concept alone might keep some kids interested for a while—but there isn’t a whole lot here to keep them coming back for more.

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About Post Author

kdk

Kristin Dreyer Kramer has been writing in some form or another (usually when she was supposed to be doing something else) since the ripe old age of ten—when she, her cousin, and their two Cabbage Patch Dolls formed the Poo Authors’ Club. After a short career in advertising, Kristin got sick of always saying nice things about stuff that didn’t deserve it—so now she spends her days criticizing things, and she’s much happier for it. Since creating NightsAndWeekends.com in February of 2002, Kristin has spent her life surrounded by piles and piles of books and movies—so many that her office has become a kind of entertainment obstacle course. As if her writing and editing responsibilities for N&W.com weren’t enough to keep her out of trouble, Kristin also hosts a number of weekly radio shows: Reel Discovery, Shelf Discovery, and On the Marquee. She’s also a proud member of the Broadcast Film Critics Association (CriticsChoice.com), the Central Ohio Film Critics Association (COFCA.org), the Online Film Critics Society (OFCS.org), and the Women Film Critics Circle (WFCC.Wordpress.com). Kristin lives in Columbus, Ohio, with her husband, Paul, and their daughter, Anna. She welcomes questions, comments, and fan mail at kdk@nightsandweekends.com.
kdk@nightsandweekends.com
http://www.NightsAndWeekends.com
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kdk

Kristin Dreyer Kramer has been writing in some form or another (usually when she was supposed to be doing something else) since the ripe old age of ten—when she, her cousin, and their two Cabbage Patch Dolls formed the Poo Authors’ Club. After a short career in advertising, Kristin got sick of always saying nice things about stuff that didn’t deserve it—so now she spends her days criticizing things, and she’s much happier for it.

Since creating NightsAndWeekends.com in February of 2002, Kristin has spent her life surrounded by piles and piles of books and movies—so many that her office has become a kind of entertainment obstacle course.

As if her writing and editing responsibilities for N&W.com weren’t enough to keep her out of trouble, Kristin also hosts a number of weekly radio shows: Reel Discovery, Shelf Discovery, and On the Marquee. She’s also a proud member of the Broadcast Film Critics Association (CriticsChoice.com), the Central Ohio Film Critics Association (COFCA.org), the Online Film Critics Society (OFCS.org), and the Women Film Critics Circle (WFCC.Wordpress.com).

Kristin lives in Columbus, Ohio, with her husband, Paul, and their daughter, Anna. She welcomes questions, comments, and fan mail at kdk@nightsandweekends.com.

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