20,000 Leagues by marcmagus

20,000 Leagues is a card drafting game of set collection for 3-5 players.
The PDF includes full rules and a deck of 72 cards you can print and play.
Tabletop Simulator mod completed during the 1h grace period and hopefully works.
This game is inspired by discussions around Sushi Go by Phil Walker-Harding and my vague memories of the 20,000 Leagues Under the Sea ride at Disney World.
I'm surprisingly proud of how well the artwork came out. I haven't done ink art since childhood. I drew the art directly on the card proof sheets, scanned that, and copied it over into the file.
Video rules explanation can be found at https://www.twitch.tv/videos/1001043427 or on YouTube (should embed below)
https://www.youtube.com/watch?v=mNMDrxvcEbQ
Tools used: * Libre Office Writer * GIMP * Pencil, pen, eraser
Free Fonts used: * Goudy Bookletter 1911 * Liberation Serif
FAQ (added post-Compo): * Q: When do I score?
A: You score all your cards once at the end of the third round. If the value of a card depends on something which happens during the round you can track it by rotating or discarding the card.
Q: What's a 'round'?
A: A round is from when a hand of cards is dealt out until either all the cards are played or the round is ended early by Dive, Dive, Dive.
Q: What's an 'Attraction'?
A: Any card which isn't a 'Hazard' or 'Dive, Dive, Dive/Clear Waters', but note SCUBA Divers don't increase the value of other SCUBA Divers.
Q: What's with the Tuna?
A: It's a silly reference to the song "Sponges" by The Arrogant Worms.
| Print and Play | https://marcmagus.itch.io/20000-leagues |
| Tabletop Simulator Mod | https://steamcommunity.com/sharedfiles/filedetails/?id=2468355953 |
| Original URL | https://ldjam.com/events/ludum-dare/48/20000-leagues |
Ratings
| Overall | 195th | 3.765⭐ | 53🧑⚖️ |
| Fun | 263th | 3.622⭐ | 51🧑⚖️ |
| Innovation | 111th | 3.904⭐ | 54🧑⚖️ |
| Theme | 329th | 3.77⭐ | 52🧑⚖️ |
| Graphics | 389th | 3.529⭐ | 53🧑⚖️ |
| Humor | 171th | 3.298⭐ | 44🧑⚖️ |
| Mood | 304th | 3.489⭐ | 47🧑⚖️ |
| Given | 64🗳️ | 108🗨️ |

We printed the game on quite heavy paper and cut them by hand.
Some notes :
* For non english player, we several time got confused by the scuba diver instead of the dive-dive-dive card
* The corner indication should be larger and away from the corner ( as hand cutting is a messy job... )
* I think getting a **very small** gutter between card would also be nice.
Game play with it was a lot of fun.
On the rules we were not sure of :
* Set values are for **your** collected cards only ? ( cause the score table goes up to 9 while for a 3 player game you only ever play 6 cards )
* The rules should have a more unified (albeit more boring) wording ( jelly [5] Set scores x^x ...)
The game is beautiful, maybe the kids will colors the card tomorrow.
You read the rules correctly that set values are for your collected cards only, yes.
I notice an implication from your question that you got a different question wrong, in the same way that @bongard22's group did, which makes it clear to me I could have written the rules more clearly to call out a difference from expectations: you only count up score at the end of the game, accruing cards over all three rounds. This differs from Sushi Go and thus expectations. (The table goes up to 9 because there are 9 in the deck and you could theoretically get them all)
Unfortunately I don't have materials and time to test your game, I voted for it according to your video. I hope it's okay. AND I LOVED IT! I am amazed you managed to test a board game only within 48 hours especially when you have so many pictures for each card. You have my respect friend.
The art work of the cards is clear and easy to spot and the rules are easy to follow. I really enjoyed this game!
Cards design is basic but that actually goes well with the pure outline ink art. The value numbers on the cards are too small for comfort and too close to the edge. It would also be nice if you would incorporate a card type "Attraction" somewhere (like centered on the bottom for example, could move "hazard" there as well for unified design).
And from the quality of life perspective - and to save the trees - you could totally fit your rules on one page if you'd go for a two-column layout and make the font somewhat smaller. Also, some printer-friendly margins would be nice. I can already see it in my minds eye, and it looks nice :). I know that layout of a manual is not a first concern if you have 48 hours to make a game.
Rules were clear and easy to follow. The only point of confusion for us was the fact that numbers in the Scuba Diver row of the scoring table go only up to 6 for some reason and there are clearly more than 6 different types of attractions. So we wondered for a while if there is a cap on how many points a diver can score (and that cap is 6), but eventually we figured "nah".
The game plays nice and fast, is completely easy to grasp - so it could be a great party game, actually. Although in our household the go-to party game is Twilight Imperium :laughing: But it also allows for employing a bit of devious strategies, which I personally appreciate. Nothing like stealing a scuba diver just in a nick of time and leaving your husband with a second tuna ;)!
Well done!

Sounds like you got the basic interactions I was hoping for, which is great to hear.
Great feedback on layout, thank you. Definitely wish I'd made those numbers bigger.
(On SCUBA Divers, the table row goes up to 6 because that's how many there are in the game, so the set scores "how many SCUBA Divers you have (up to 6) times how many unique attractions you have, as long as you have at least 2 SCUBA Divers". That row of the table isn't my best work.)
Also it made me want to try a tabletop entry for my next LD, thanks for the inspiration.
This one reminded me of the elegant Computer Modern (probably partly due to the numbers), but with a little more pep. And... tilted e centers are a real plus for that! :laughing: Cool choice anyways.
Next time I'll come back with gameplay feedback I promise :stuck_out_tongue:
@incobalt That's a really good point. I made a late decision to put all the triangular numbers directly on the card and it was a good choice; I should have done it for Eels and Jellies as well. I also shouldn't have both Eels and Jellies, it's bad design, but I kept pushing off resolving that and never did. (If you check out the PDF you'll see I include a table of values for 2^x and others, but, yes, directly on the card would be perfect)
Ideally I also would have included card counts for each card directly on the cards, but...didn't get there.
**presentation:**
As has been already mentioned, the score numbers could have used a bigger size. Once you play a little bit you can start to recognize the images but for first timers, the score should really pop out and make itself obvious.
I had difficulty determining if the Diver counted itself as a unique attractions. I found that the rules explained that but it felt missing from the card. Perhaps each card could have a printed designation somewhere on it. Either Hazard, Attraction, Event (dive cards and maybe more later?), or Diver.
**Gameplay: **
I feel like the crab and snail could be replaced. There is something to be said for giving a player intentionally bad choices to make the good ones feel better but when you only get a max of 15 cards in a game, each choice should feel as good as you can make it. I feel like this is one of the things that makes Sushi Go so much fun.
The quantity of Dive and Hazard cards felt off. I'm not sure exactly what kind of tweak would help but it just felt to unpredictable for the hazards to ever really be worth it.
After thinking for a bit, I came up with a mechanic that might help the feel of the dive cards. Perhaps each turn before drafting, you roll a dice up one number to represent the nautalis diving deeper. Then have hazards and dive cards (or resurface cards?) be worth the current depth instead of the static 5. That could add a fun push your luck kind of mechanic and make it perhaps easier to read when to play hazards. In addition, maybe instead of simply having a number of cards to draft, you draw a card each round so hand sizes stay the same. The depth counter can gamble higher and the mystery of does anyone have a hazard card stays a danger, even once all the hands have gone around the table.
Yikes, I hope I haven't come off too critical. I really liked this game and that just makes want to direct it and theorize about it. So some of the things I liked:
The cumulative collections over all three rounds is a nice departure from a game like Sushi Go. It allows you to develop an actuall long term strategy and makes card denial less devastating.
The art was very cute. I especially liked the Colossal Squid.
The Scuba Diver Card was a really cool one. It added a fairly powerful incentive/strategy to go against most of the other mechanics which means not everyone has to go for the same strategy.
The ability to play the dive cards in multiple ways was clever. It balances a risk with versatility.
Honestly, this inspires me to perhaps try my hand at tabletop one of these times. Great job
In terms of the gameplay itself, there were two areas where I feel there can be improvement:
* **SCUBA Diver** seems maybe too strong. In both our games the person who collected two of them used them to win without too much effort. Though that being said, the chances of drawing at least two opening hands with **SCUBA Diver**s doesn't seem like it would be super likely so perhaps we were just unlucky that we had it happen in 2/2 of our games.
* In both games we played, it was clear by the start of the third round that my tableau was not of sufficient quality to give me a shot at winning the game. As such I felt a bit at a loss of what I should be focusing on. Should I be trying to get as high a score as possible? Should I doing my best to pass the person closest ahead of me to I can place higher in the final score ranking? Something else? Bargaining my aid to the player in second does not seem like it would be useful since it doesn't seem like ganging up on the person in the lead has much potential to affect their ability to hold onto the first spot.
I guess this all sounds very critical, but all in all, even if we were a bit shaky on the rules, I enjoyed both games I played and I'm hoping I'll get to play a few more games of this at least so that I can further explore the strategy.
Nice work !
I would love to have more in depth Artwork, but nevertheless, good job!
It's always very refreshing to see print & play games, and this one seems very neat! Great take on the theme too. Sadly it'll be a while before I can actually try out any 3-or-more player games, eh. (I have also made a card game for this jam, it's a 2 player mining game with an optional 1 vs computer mode. Only in the browser for now, but I'm tempted to turn it print & play post-jam - thanks to great examples like this.)
Yeah, 3 players is tough right now. If you look upthread someone did try it 2p and it sounds like it worked pretty well, and I had some thoughts on deck trimming to potentially tighten up the experience, but I definitely didn't have time to playtest for 2 at all, so, knowing 2 often feels very different from multi- I didn't want to put 2 on the label. I'd considered a solo mode as well but when I was playtesting with myself I felt like too much of the interesting part of the game involved reasoning about what choices the other players would make, which would be lost.
Thanks for the feedback. It sounds like you ran into all of the potential points of confusion that I had noted when working on the rules and tried to address, and it's quite clear from all the feedback that I didn't get quite as much clarity in there as I needed to. Rules writing is really difficult.
SCUBA are indeed very powerful, and my biggest note for continued development is to keep an eye on whether they're good in a way that makes drafting interesting or too good in a way that either reduces interesting choices or makes the game feel too much like luck of the draw of initial hands. I definitely appreciate the feedback that it felt a bit too much on the luck of the draw side for your group. How many players did you have?
Your other question is a little hard to answer for you, as it's much more about the social contract of playing a competitive game than it is about my game in particular. My strong opinion on the answer to that question is "you should do what will make the game feel best for your group". My personal opinion is that in a game like this it is implied that table talk/open negotiation of kingmaking is frowned upon, and that intentional kingmaking (taking actions with the intent of causing a particular player to win over another) violates the implicit social contract, and you should play for the best end-game position you can achieve (whether that's maximize your score, maximize your relative score, maximize your odds of pulling off a come-from-behind victory) But many miles of electronic ink have been spilled on this topic on Boardgame Geek and blogs by writers more thoughtful than I, and all I can really say is I'm sympathetic that you found yourself in a position where you had a whole round to play where you felt like you had already lost, and I hope that you found rounds to be as quick as I anticipated so you weren't in that painful situation for very long.
Thanks for letting me fumble through the pdf on stream; [here's the clip](https://www.twitch.tv/videos/1009307903?t=0h1m15s) for reference.