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Deep Vents

Game ID: GID0452827
Game Info
Year
2020
Players
2-4
Age
13+
Playtime
60 min
Complexity
2.6/5
Collection
Ratings
Creator Score
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

A tile-placement and tableau-building game in which 2-4 players each grow their own hydrothermal-vent ecosystem in the deep ocean. Players add geological features and exotic creatures each turn, competing for efficiency and preying on neighboring systems to survive the abyss.

Description

A tile-placement and tableau-building game in which 2-4 players each grow their own hydrothermal-vent ecosystem in the deep ocean. Players add geological features and exotic creatures each turn, competing for efficiency and preying on neighboring systems to survive the abyss.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment: pos 2 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–3 of 3
Video 5Wwcex5YCyc Getting Games Top 24 List at 9:45 sentiment: positive
video_pk 91083 · mention_pk 244108
Getting Games - Deep Vents video thumbnail
Click to watch at 9:45 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • easy to grasp rules with incentivization
  • tema and engine-building potential
Cons
none
Thematic elements
  • underwater exploration and resource management
  • deep-sea vent ecosystem
  • futuristic/organic
Comparison games
none
Mechanics (from transcript analysis)
  • area development and interaction — tiles activate to generate archaebacteria or trigger effects
  • tile drafting and activation — draw tiles, skip by placing archaebacteria, activate tiles
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I love rondelle's as a mechanism in general
  • wandering around an island in a hot-air balloon and the whims of the wind
  • endless variability or replayability
References (from this video)
No references stored for this video.
Video s-6lsQ7pLGw watch it played Rules Teach at 0:00
video_pk 68273 · mention_pk 164652
watch it played - Deep Vents video thumbnail
Click to watch at 0:00 · YouTube ↗
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • on your turn you'll perform four steps here
  • the leftmost hex is always free to take
  • every other player loses one archaea from their personal supply as damage
  • your ecosystem collapses and you're eliminated from the game
  • you must trigger its effect rather than grow
  • the player with the most points has created the best ecosystem and wins
References (from this video)
No references stored for this video.
Video s-6lsQ7pLGw watch it played Rules Teach at 0:16 sentiment: positive
video_pk 68273 · mention_pk 185391
watch it played - Deep Vents video thumbnail
Click to watch at 0:16 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
  • underwater life and predator-prey interactions within a tile-based ecosystem
  • underwater ecosystem near deep vents
  • emergent, tile-driven growth and interaction of ecosystems
Comparison games
none
Mechanics (from transcript analysis)
  • archaea resource management — archaea are tracked in personal supplies and shared pools; some tokens count as five archaea; a maximum of ten archaea can be on any one tile
  • Attack and Damage — tiles can attack opponents via arrows; damage is dealt to each opponent and can be blocked by shells
  • Closed Economy — shells can be spent to gain shells or to block damage from attacks, reducing incoming damage
  • Combat: Damage Based — tiles can attack opponents via arrows; damage is dealt to each opponent and can be blocked by shells
  • decimate and flip — certain tiles can be decimated, removing all archaea from them and flipping the tile face down for the rest of the game
  • end-of-game scoring — final scoring accounts for archaea in personal supply, shells, and total archaea on tiles (with rounding), with penalties if shortfall tokens exist
  • Engine Building: Triggered/Cascading — when resolving a tile you may either grow archaea on it or trigger its effect; you cannot do both on the same tile during the resolution
  • grow or trigger — when resolving a tile you may either grow archaea on it or trigger its effect; you cannot do both on the same tile during the resolution
  • passive effects and adjacency — tiles have passive effects that interact with adjacent tiles, influencing growth outcomes
  • Resource Management — archaea are tracked in personal supplies and shared pools; some tokens count as five archaea; a maximum of ten archaea can be on any one tile
  • shell economy — shells can be spent to gain shells or to block damage from attacks, reducing incoming damage
  • shortfall and elimination — taking more damage than you can pay can result in shortfall tokens; accumulating two or more shortfall tokens eliminates you from the game
  • tile drafting with skip costs — on a turn you pick a hex tile from a face-up row; skipping tiles requires placing one archaea on each skipped tile
  • tracking cubes — a tracking cube on a tile indicates how many archaea you gain when its growth is resolved on future turns
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • on your turn you'll perform four steps here
  • the leftmost hex is always free to take
  • every other player loses one archaea from their personal supply as damage
  • your ecosystem collapses and you're eliminated from the game
  • you must trigger its effect rather than grow
  • the player with the most points has created the best ecosystem and wins
References (from this video)
No references stored for this video.
Transcript Navigation
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Showing 1–3 of 3