Description from the publisher:
A 1-6 player cooperative game of terrifying cave escape. Players take the role of amateur cavers attempting to escape an unexplored network of subterranean tunnels, before the lights flicker out or the darker things beneath the Earth catch up to them...
In Sub Terra players spend their turn exploring and revealing the tunnel system around them, attempting to survive the various perils of the cave, from floods and cave ins to gas leaks and scree. Players each have a role which gives them specialist abilities, such as an Engineer with dynamite to blast a new route or a Scout to find a route more easily.
New tiles are placed from a randomised stack of cave features, which determines whether you'll be hit with a dead end or a range of new options.
At the end of each turn, players face the reality of their situation, with a hazard card drawn to determine what danger causes them damage or cuts off their way out of the horror below.
These cards are finite, and when they run out, your torches flicker and the air feels tight, and your chance of survival diminishes quickly.
- Atmospheric
- Tense and challenging
- Different cave layout each time
- Unique flashlight mechanic at the end of the game
- Fits well with Spooky Season
- Release of expansions was handled poorly
- Miniatures are terrible
- Survival, escape from a collapsing cave
- Cave exploration
- Cooperative
- Subterra 2
Mechanics (from transcript analysis)
- cooperative play — everyone can die. One person can just escape. You have like a score thing at the end of how many people survive.
- Modular board — You're going to get a different layout of the cave every time.
- Press Your Luck — When that event deck runs out, it's not over. It's just it's pretty much over, but it's your flashlight going out and you have to roll before you do everything. And if you get a five or six and you get to keep going.
- tile placement — You're just exploring out of this cave that's sprawling. You're going to get a different layout of the cave every time.
Video topics + discussion points
Quotes (from this video)
- The theme really doesn't come through. It's just how the scoring and the gameplay is why it's here.
- that that thing is always the thing that catches people that very first time. They're like, 'Oh, I see now.'
- It's such a short game.
- It takes longer to score the game than it does to play the game
- Guards of Atlantis 2 is a MOA style uh t 2v2 game.
- I absolutely love that there's a reason why I'm not a big fan of exceed or onward in this in this mobile case is because I don't like randomness in these head-to-head games
- if I'm outplayed, I know my opponent outplayed me.
- every single uh, hero has only five cards that they can play and they'll play four of them in a given round.
- I really like that that level up system.
- Onward 100% feels more like a MOA than Guards of Atlantis does.
- I've had a great time every single time I've played it.
References (from this video)
- Strong asymmetry creates varied experiences for players
- Tense, accessible dungeon-crawl feel
- Some players may want deeper rules or longer campaigns
- Array
- Asymmetrical dungeon crawl with lava threats
- cooperative, tense exploration
Mechanics (from transcript analysis)
- asymmetric player powers — Different characters provide unique abilities that shape how teams approach dungeon exploration.
- cooperative exploration — Players work together to collect keys and reach goals before hazards (lava) trigger failure.
- Simplified Turn Actions — Turns consist of minimal choices, enabling broad participation and quick decision-making.
Video topics + discussion points
Quotes (from this video)
- this was really the bell of the ball i think yeah i think this ended up being the favorite game that we played and that we purchased at the convention
- we immediately bought it
- it's a track game and and just the combos that you can do
- the giant t-rex is so worth it
- gaia project which is one of my absolute favorite of favorite games
- the look is amazing the fact that they all look like vhs tapes and how it fits together
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- We added them together. That was the incorrect usage there.
- Blast some imps. Do it.
- Tea fatigue is what I'm calling it.
- We’re going to show you 200 through 101 and talk about them.
References (from this video)
- cooperative feel and hazard management
- pacing can create tense moments with fast decision space
- tends to feel too long and plateau
- endgame can be anticlimactic
- potential for player elimination and disjointed moments
- cooperative dungeon crawl and hazard management
- Mine shaft exploration with hazards
- cooperative problem-solving under pressure
- Jaipur
- Pandemic
Mechanics (from transcript analysis)
- cooperative play — all players work together to survive the mine
- pandemic-style actions — a set action economy with shared consequences
- tile placement — placing tiles to navigate a mine shaft and reveal hazards
- timer/pressure mechanism — the longer you take, the worse things get
Video topics + discussion points
Quotes (from this video)
- this is an absolute masterpiece this game is
- this is like the best game ever made
- it's a real cool idea a really cool concept
- when you get the right cards together, it can be fantastic
- the more you play it the better it becomes