Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Cable SentinelsView project page

Seabed warfare and cables
Submitted by ElGato_66 — 60 days, 21 hours before the deadline
Add to collection

Play game

Cable Sentinels's itch.io page

Rate this game

The submission period of this jam has not ended yet. Rating opens 2025-05-05 19:00:00.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

Few questions about the rules:

- What kind of dice is being used in the game? Six sided one? Ten sided one? I cannot find any reference to that in the rules or on the project page.

- How does rolling dice (as mentioned in tips) help cover the identity of the Green covert attack ship? Attack Cable action can be performed if the attack ship is in the cable hex... but the action does not provide explanation that die rolls are made for each and every Green ship that may be at that moment in the cable hex - and this is the crux of my question. Does Red player simply knows which one roll is made "for real" and which are fake?

- How many spaces Green ships move?

- Is there any limit to the number of actions that may be performed: for example, Blue player can Inspect only one ship per turn, even if more vessels are in the eligible positions?

- Because of my family situation, I have become solitaire player. Therefore, noting things secretly on paper is tough for me.
a) How does one mark up the delay of the Green ships' initial movement - how does one remember that it is 'up to 5 turns ago'? Turn track could help here.

b) Marking up destinations - if the design would allow for double-sided counters, Green ships could have their destinations (or attack ship identity) on the reverse side. This means that 9 Green ships would have to have 6 potential destinations assigned - maybe 7 ports and 2... or another combination. 

Right now, the possibilities for destinations are endless and depend on Red player declaration during the setup. I just know myself enough that I would need to write those declared destinations down - especially if 10 Green ships are sailing at the same time on the board. Having their destinations on the reverse side would help me as a Red player (and I would remember also the identity of the attack ship :) ).

Even the status of the anchor - dropped or not - could be represented by a counter kept "face down" by the Red player (this would require two separate counters, with 'dropped' and 'not dropped' state).

Thank You for the game, I am preparing myself to play it (single handedly, though). I like the map and how it sets up the game for a puzzle for both sides...

Developer(+1)

Thanks for the extremely comprehensive comments, I greatly appreciate the time and effort that you have put into those questions.  Short answers to a few of those:

All die rolls use a d6

Green ships move up to 2 hexes per turn

Blue can conduct inspections on all ships in the same hex

I'll think about the others and will aim to post an update in a day or three, I'm currently en route to Australia from the UK so I'll address this when I've landed on Tuesday

Thanks again, your comments are most welcome :)

Submitted(+1)

I hope that Your travels went fine.

Soloing Your game is challenging :) as I cannot quite forget which Green Ship is the proxy one. Most of other aspects that I have brought up can be resolved with a scrap of paper and secret notes (which is why soloing of the game is challenging).

I have not won a single time with just two patrol ships - even with freedom of choice how many Green ships are in the game, the ability to delay their entry *and* pick starting/ending point means that slow moving ships have a difficulty to catch up with everything. I am guessing that this is the lesson - a difficulty in protecting the integrity of the cable/pipe network without using additional resources.

One thing that I appreciate about this design is how "modifiable" starting conditions are: how many pieces one has to their disposal, how many special units (if any) take part in the session: in short, replayability and even the ease of house-ruling (one idea that I'm toying with now is Green Ships reentering the map for "the return course"; but only theoretically: this would certainly increase the game time - maybe the chance of Proxy ship not doing any damage on the initial course is not worth it).

Thanks again for Your design!

Host

Awesome, thanks for the submission. =)