Beyond the last continent on the remote island Windbark, diving is an ancestral tradition. During a rite of passage celebrated at the summer solstice, divers compete to retrieve the sacred stone of the village. The elder throws it from the top of the cliff, and the stone leads the contenders for the title of "hero" down to the depths of the ocean, aided in their quest by friendly sea turtles and manta rays.
However, to retrieve the stone, they will need to avoid upsetting the sharks that inhabit the ocean...
Dive plays simultaneously for all player divers, who start the game facing a shuffled stack of 36 transparent "ocean" cards. You have your own diver board and a set of five air tokens that are numbered 1-5 on both sides, with a shark on one side of each token.
Dive explores the notion of perception, the ability of the divers to observe the ocean through a deck of transparent cards and to benefit from their observations. At the start of each round, you look into the "waters" before you to see how far you want to dive, with five levels being the maximum you can go (since you have five tokens). You then place the tokens on your board:
If you think a shark is at a certain level, you need any tokens on this level to be shark side up — and if you goof, calling "shark" when no shark is present or vice versa, then you remove all tokens from your diver board at this level and at deeper levels. You're done for the round.
If you think a certain level has a sea turtle or a manta ray, you might want to stack tokens on this level because whoever places the highest sum advances 1-2 spaces on the descent board (for a sea turtle) or moves onto the player token directly in below them on the descent board (for a manta ray).
If you've finished evaluating a level for sharks, sea turtles, and manta rays, and anyone still has an air token on their board, you explore the next level. Once no one has any air tokens for the next level, the round ends, and everyone advances on the descent board equal to the number of levels that they successfully dove. Once you reach space #16 on the descent board, you can't use a manta ray to catch up to anyone, and if you fail the shark/no shark question for a level, you don't advance at all during that round, regardless of how many levels you first dove through successfully.
Dive includes rules for solitaire play in which you compete against the village chief, and you can optionally play a competitive game with animal companions that give you a one-time bonus.
- Immensely satisfying engine of workers
- Fun dice chucking
- Variable worker placement with card-based spots that make rounds feel different
- Each round feels like a fun puzzle
- 12 asymmetric factions with unique abilities add replayability
Mechanics (from transcript analysis)
- asymmetric factions — There are 12 asymmetric factions, each with a unique starting ability.
- dice chucking — Chucking dice is mentioned as a fun element.
- engine building — Players get to craft their own engine of workers.
- worker placement — The game has a variable worker placement aspect where all worker spots are cards, making each round feel different.
Video topics + discussion points
Quotes (from this video)
- You you get to kind of craft your own engine of workers, which is just immensely satisfying.
- Chucking dice is fun,
- And so each each round feels like a really fun puzzle to to uncover.
- And that just game to game gives it I think a lot of legs and is really special in that way.
References (from this video)
- Innovative use of the transparencies
- Beautiful artwork and unique player artwork
- Good family-friendly filler with broad appeal
- Replayability due to limited variety of tiles
- Prototype status may differ from final production
- Some readability issues (seeing top/bottom) mentioned during play
- Noted as not as good as it plays, according to the speaker
- Where's Wally
Mechanics (from transcript analysis)
- Auction / Bidding — Players bid air bubbles on tiles behind a screen; highest bid can win a bonus.
- Compound Scoring — Score points based on correctly guessed rows and bonuses for certain creatures.
- end_condition — End of game occurs when someone reaches 23 points; winner is the highest score.
- hidden_bidding — Players bid air bubbles on tiles behind a screen; highest bid can win a bonus.
- progression_track — Turtles advance the track and manta rays affect catching up; game ends when a player reaches 23 points.
- row_scoring — Score points based on correctly guessed rows and bonuses for certain creatures.
- Track advancement — Turtles advance the track and manta rays affect catching up; game ends when a player reaches 23 points.
- transparency_stack — A stack of transparencies is used to reveal creatures and depths for guessing.
Video topics + discussion points
Quotes (from this video)
- "this is prototype"
- "innovative use of the transparencies"
- "beautiful artwork"
- "you can play it over and over"
- "this is a simple game it is uh family gaming"
- "I really like the look of it"
References (from this video)
- Quick gameplay
- Simple rules
- Accessible to casual players and families
- Engaging aquatic theme with recognizable sea-life tokens
- Not explicitly discussed in transcript
- Possibly dependent on luck due to hidden information
- Perception-driven depth guessing with a light puzzle and hidden information
- Underwater exploration with layered depths; oceanic setting featuring sharks and sea life as targets
- Observational, educational vibe highlighting depth cues
Mechanics (from transcript analysis)
- Betting and bluffing — Each player privately bets on which depth level will contain specific sea-life tokens or other content.
- Hidden depth stacking — Players contend with a stack of translucent cards representing depth levels; what lies at each level is hidden until revealed.
- Secret predictions / betting — Each player privately bets on which depth level will contain specific sea-life tokens or other content.
- Sequential reveal and bid matching — Cards are removed one at a time and players compare their bids to the actual reveal to score points.
Video topics + discussion points
Quotes (from this video)
- Dive is a game all about perception
- This is a game that anyone can enjoy
- quick gameplay and simple rules
References (from this video)
- Unique concept
- Cool toy factor
- Interesting component design
- Not great for solo play
- Limited multiplayer appeal
- Ocean diving
- Underwater exploration
- Layered discovery
Mechanics (from transcript analysis)
- Transparent layer navigation — Navigating through transparent sheets to discover underwater creatures
Video topics + discussion points
Quotes (from this video)
- I want to make sure the games I own actually get played more often
- You can vote for your favorite game in the latest YouTube community post