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Tips thecrewdeepsea

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Don't just think about what tasks are easy for you, but also how hard they might be for your teammates.

Look carefully at all the tasks, and consider how they might conflict with each other. To make sure you don't force another player into a difficult or even impossible combination.

  • Look out for tasks that require you to have a specific card in your hand '(win with a 6/2/5; win 8 with a 4 ... etc)'. If you have any chance of winning it you might want to take it, even if another task looks better for you.
Leaving them on the table long is risky, as not everyone will have the card needed.
Especially true for tasks related to submarines, as they can usually only be done by 1, sometimes 2, of the players.
  • Task that require you to win a specific type of trick '(trick with even/uneven cards; as many blue/pink cards in one trick; only lower than 5;value 22/23 etc...)'. Are often best done as early as possible. The more cards that have already been played, the fewer options everyone has to give you the cards you need.
  • Similarly: If a player isn't allowed to win a certain color (or only 1 or 2 cards of a color), and they still have to win a trick. Make sure not to draw out the other colors too much beforehand.
    • Player with 'no green or yellow' task has to win 2 tricks using blue. This is likely not possible if all the pink cards have already been played. The problem to worry about there isn't necessarily the amount of green/yellow cards in play, but rather the limited amount of pink/blue cards available to play on their tricks.


For players experienced in the original Crew:

While the same game at it's core. The task cards in deepsea require a change in strategy, especially when it comes to communications:

Where in The Crew, you only comm when there's a problem. Deepsea task often require more "proactive" comms. Especially the more complex tasks that require a full trick with specific (types of) cards.
  • Have to win a trick with only uneven cards. Waiting too long to comm the right color means other players won't know what cards they should and should not discard. This might make your task more difficult than needed later. Or might even pose problems for other tasks. Comm early on, despite not seeing a particular "problem" in winning it.



  • This is due to the fact that unlike the original crew. For a lot of tasks there is no obvious color to be used to win it. Of course, more 'traditional' tasks (like win blue 4), this does not apply. And for simpler tasks like (win 2 tricks in a row), that don't need specific cards or a lot of coordination, it can be fine to hold off on your comm.



About Epilogue:

- Here is a list of the priority of all tasks of the game, which task you want to work first by default: https://www.zupimages.net/up/22/49/133q.jpg

- It's often a good idea to have one player winning lots of tricks, and another one winning 0 trick (or 1 if a specific trick ask for 1 trick). Then the two other player can help others to manage those two players. They can take one or two tasks to make it easier for others to do their tasks.

- Alternatively, it's possible to plan to do 1 or 2 tricks in each color and give the tasks to the player who rated the highest those.

- There is lots of tasks which require one player to play 3 or 4 times in the same color. On this case, most others players can take any win non X card since it became easy to discard card you doesn't want.


About specific tasks:

- if you only need to win one sub, comm a solo card immediately, that tell others in worst case a plan for your task later on

- If a player need to win 2 or 3 tricks in a row, and comm an high card solo, it can be often good to play in another color. Maybe he has some 6s or 7s he want to play afterward, or a sub to play

- if a player need to win X card of one color, he often have a sub with it, especially if he doesn't comm first turn. If he doesn't comm, it's often good to play that color to exhaust some of the cards

Communications:

As normal the crew, you get the usual communication: assume the comm mean the minimum of card possible.

Then if that don't make sense, or you know later on it wasn't the case:

  • high on a color mean that person (could) want to win many tricks on that color: that could be because:
    • they want to win their task in that color (included tasks on other colors)
    • they want to win an extra trick on that color, maybe they want to win it now
    • (proactive: they got many cards on that color and propose you to get rid of the annoying card by doing some turns on that color)
    • (rare: want the lead to do something else, like playing subs, playing in another color, gain their task in another color, play a color for someone else)
    • (rare: if no other card is available on that color, that insist on the subs)
    • (rare: to tell they got another important card on that color, like a 7 if they got the win a 5 with a 7 task)
    • (proactive: to tell the second highest card on that color can win the trick)
  • comm an high card solo can mean:
    • the game could be lost because of it
    • to play a sub on that color
    • (proactive: to ask for a trick here immediately, per example if someone else commed high in that same color)
  • comm a medium or low card solo can mean:
    • the game could be lost because of it (per example if someone need to win only even cards, it could be his only even card left)
    • that person want two cards played on that color to get rid of an important card in another color or a sub
    • (proactive: that person share some information to others players. If cards in one color are reparted as 4410, telling your solo card can tell immediately to that person that someone else got 4 cards too)
    • (proactive: that you can discard a task card on that color during the second turn)
    • (proactive: because it's your only non sub card remaining)
  • doing a low comm is weird, here is the differents interpretations:
    • tell that you got your own task (and usually ask for high cards to be played/discarded)
    • (rare: as a negative: tell to play all others colors, maybe you have a sub)
    • (proactive: because you only have left this color and subs)
    • (proactive: because you show a low card on that color, and if others player do the same (or have shown they don't have this color), one low card can win the trick in that color)
    • (proactive: as commander if someone else need to win the first trick, to tell you don't have a specific color so winning first trick can be hard, and show one color you are holding)