Wreck Raiders

Wreck Raiders

RRP: £41.99
Now £34.99(SAVE 16%)
RRP £41.99
Expected Restock Date 01/01/2025
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Plunge into the glittering sea to recover exotic treasures from a seafloor overflowing with pirate shipwrecks. Send your divers to the deep, but be careful; moving too close to other divers lets them get in on the haul too! Gather lost loot and beached baubles to assemble museum exhibits and construct eye-popping aquariums… but don’t forget to save the best bits for your…
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Awards

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You Might Like

  • Clever worker placement / dice allocation combination
  • Easy to teach / learn
  • Very good Solo mode
  • No downtime between turns
  • Great components and Artwork

Might Not Like

  • Table hog
  • Very little variation between games
  • The vault side of the player mat seems underpowered
  • Set up and tear down is a little long for a simple game
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Description

Plunge into the glittering sea to recover exotic treasures from a seafloor overflowing with pirate shipwrecks. Send your divers to the deep, but be careful; moving too close to other divers lets them get in on the haul too! Gather lost loot and beached baubles to assemble museum exhibits and construct eye-popping aquariums... but don't forget to save the best bits for your personal collection!

Wreck Raiders is an innovative dice-drafting worker placement system. Choose a die from the pool, then send one of your divers to any spot on the board with that number. But be warned: the spot you choose will help any diver in the spots next to you, whether they’re friendly or not. Will you risk letting a rival in on your haul to get that treasure you want, or can you find a way to grab yourself some extra loot?

Display your treasures to build museum exhibits, or send them to your vault for huge scoring opportunities... Don’t forget to visit the beach nearby to gather washed-up baubles and spend them to build awesome aquariums. (All sea creatures are treated ethically and released into the wild; also, they are cardboard tiles.)

When the game ends, you’ll earn coins for your exhibits, your vault, and your aquariums. The player with the most coins wins!

How do you like your board games? If you are like me you will like beautiful components, easy to learn rules, a unique twist on a familiar gameplay mechanism and a cool Solo mode that gives you the feel of the main game whilst adding something new. Wreck Raiders by Kids Table Board Games (KTBG) does all that and more.

Gonna Need A Bigger Boat

This is a 30 to 45 minute game for 1 to 5 players all about diving for treasure and building exotic aquariums. It uses a combination of worker placement and dice allocation together with resource management and set collection.

KTBG have once again managed to fit a lot of components into a very small box without compromising on quality. Not only are you getting a lovely looking main board representing a beach and surrounding sea full of shipwrecks, you also receive 6 diver meeples per player as well as crab meeples for scoring and player mats, lots of seashells, starfish and conches, exhibit cards, 6 dice, 1 reef board, lots of treasure tiles (more than are noted in the rule book), and a lot of aquarium pieces. This is the retail version of the game and yet it feels like a high quality deluxe edition.

The only problems with all of these components are the set up / tear down time and table space needed to play comfortably especially at the higher player counts. Towards the end of the game each player will have their player mat, exhibit cards and numerous aquariums in front of them causing a bit of table squeeze.

Dive, Dive, Dive

Have you noticed the inside of the top of the box? It is also a component for the game. Not only is it used for scoring (by moving your crabs around the outside track) it is also used during the game for rolling your dice. You will see there are 9 spaces within the box that contain pictures of the shells, conches and starfish. If any of the dice land on these spaces (even just touching them) you move these dice to the reef board showing the same picture (the other dice are just moved to the empty space of the reef). Then the starting player will draft a die and take a bonus shell if the die was in the shell space etc.

With this drafted dice you place one of your divers in a spot with the same number either at the beach or in one of the four wrecks. The benefit of the beach is it provides more shells, conches and starfish which can be used to modify the dice, purchase aquariums, and several other handy uses.

When a diver is placed at a wreck you gain one random treasure of that wrecks colour (if you pay a shell you gain a second treasure). If another player’s diver was already at this exact location you kick them out to the beach (where they will get the bonus for landing at that beach space). If there are other divers in the spaces next to your placed diver, they also receive a treasure from that wreck. This makes the dice drafting very important as you could place one of your divers next to two of your others resulting in 3 treasure tiles coming your way.

Sunken Treasure

With your recently acquired treasure tile you have two choices of where to place it, either in your display face down where it can be traded at a later stage for an exhibit card (which matches the displayed treasures) or in your vault face up for end game scoring.

The exhibit cards provide good scoring opportunities as well as bonuses for completing them with the treasures in the same order as shown on the cards. They also trigger the end of the game when a certain amount, depending on player count, has been claimed by an individual player.

The vault on the opposite side of the player mat seems less useful and the maximum score obtained from this is far less than could be obtained from the exhibits. It is a shame that there isn’t a bonus such as shells for completing lines in the vault which would push you to use it more often.

Aquariums

Once per turn you can purchase an aquarium piece by spending the printed cost of shells, conches and starfish. The bottom and middle pieces of the aquariums provide points (quite a lot of points which cannot be ignored otherwise you will lose to the players who took advantage of them) whilst the top of the aquarium provides bonus points depending on the cost of all of the other pieces of that aquarium, for example 2 points for each shell. You must always purchase a bottom piece first and after that, you can purchase as many middles as you want before you place a top piece.

Who’s Treasure Chest Is Best?

The game continues with all players drafting a die (re-rolling whenever necessary), placing their divers, collecting treasures, claiming exhibits and building aquariums until a player has claimed the required amount of exhibits to end the game. At this point, all other players have one more turn and end game scoring is calculated. You will score your exhibit cards, aquariums, and treasures in your vault. The winner is the player with the highest score. Tiebreakers are the first most leftover treasure in displays and the second most leftover seashells.

Diving For One?

The solo mode for this game is great, however just like the rules booklet advises I would say don’t attempt the solo mode until you have a good grasp of the game in multiplayer first.

The solo mode changes quite a lot of the game and unlike other games with a solo mode you are not playing against an A.I. player instead it feels like you are playing against a clock. In the best case scenario, you will have 6 rounds to get the best score possible but it could be a lot less than that if one of the end game triggers occurs. Once you have finished you compare your score to a table to see how you did. The solo mode is clever and distinctive and gives you that ‘one more go’ feeling.

Final Thoughts

I really like this game with its beautiful components, simple gameplay, clever use of dice combined with worker placement and fast game time, however there are a few drawbacks such as the tablespace needed (especially at the higher player counts), the set up and tear downtime, and very little variation between plays.

It is difficult to review this game without comparing it to another KTBG beauty which is Creature Comforts. They both have a clever use of workers combined with dice allocation, great components and art, simple enough rules and a good solo mode. However, where Creature Comforts nudges ahead for me is the push your luck mechanism and variation between plays. Saying that Wreck Raiders solo mode is fantastic and gives a completely different feeling to the multiplayer game.

I would say there is room in everyone’s collection for both games and I would recommend Wreck Raiders for a great diving, treasure collecting, shell spending, aquarium building time.

Much to my disgust, my board game buddies have gone abroad, caught the lurgi or been too busy completing degree projects to keep me entertained these last few weeks. Ok, maybe it’s only two weeks since my last game but even so, I am missing that fix. Was I missing it enough to try a solo game – no. But then the rain hit on a bank holiday afternoon and I thought, why not? I don’t often play solo, and one game I’ve never tried on my own is Wreck Raiders. This is a 1-5 player game designed by Joshua Cappel and Tim W.K. Brown and published by KTBG. Dennis Ku helped Tim develop the solo mode.

It’s a bit of a lengthy set up but I have games more arduous in that respect and it helps that the components of Wreck Raiders are so appealing. I enjoy the aquarium pictures, the sturdy game boards and the chunky wooden divers. While we are on this topic, I also like that the box is not oversized, but without being so small it’s like the Krypton Factor trying to get everything back in. Showing my age there!

How to Dive Solo

Obviously, in real life you should always have a dive buddy, but this is a game, and pretty soon the wrecks will be crammed with other divers going after the same treasure as you.

Set up Wreck Raiders for yourself as for the normal game, using all six divers, all six dice and three available exhibits. Make an additional pile of eighteen other divers. These are rivals, and can be any colours.

The rules recommend that you are familiar with the multi-player mode before attempting solo, and that is what I’ll assume for this guide. Throw the six dice and take the first go as per usual except for the following.

During movement:

You may not send your diver to the beach.

If you cannot go to a wreck spot that matches the number on your selected die (because all are occupied by your own divers), you forfeit your movement that turn.

If you bump a rival from a wreck, they go to any beach spot, where they will remain until the end of the game! If no beach spots are available, the rival diver is removed from the game.

If you claim a spot on a wreck next to a rival diver, they gain treasure as usual, but it goes straight to the discard pile.

Most of the rules above will only kick in once a few turns have been taken, so your first few goes will seem fairly straightforward.

After movement:

As in a normal turn, you may claim one or more exhibits and also buy one aquarium piece if you want to.

So, that was your first go, and now you must take two more, so that three of the thrown dice are used. After this, the rival divers take three turns in succession, using the remaining three dice from the reef. The rules for the rival divers are:

The rival must go to a wreck, not the beach, and each of the three divers for this round must go to a different wreck.

If there is an empty space matching the die and the above criteria, the diver must go to that empty space. If not, the diver bumps any diver to the beach. In this solo game of Wreck Raiders, the bumped diver may go to any available beach spot. If there are no empty beach spots, the bumped diver is removed from the game if it’s a rival, or returned to your supply if it’s yours.

When rival divers are bumped to the beach, they do not collect shells and can never be removed from the beach. Your own divers do collect shells and can also be moved from the beach as in a normal game.

When a rival diver is placed on a wreck, its neighbours collect treasure, which is discarded if it’s a rival’s. If one of your divers is the lucky recipient, take the treasure but you must place it in your vault, following the normal rules for storing treasures there.

After the rival divers have had their three turns, you can buy an aquarium piece if you wish. Then check to see whether any of the conditions triggering the end of the game have been met. There are several possible ways the game can end:

Your vault is full.

You have claimed six or more exhibits.

At least one of the wrecks has run out of treasures.

All six beach spots are occupied by divers (your own are included in this).

There are no divers remaining in the supply of 18 you started the game with.

If the game is over, calculate your score and see how you fared against the rulebook’s performance chart!

My First Two Attempts

I definitely felt I could have done better the first time around. The game’s end was triggered by the filling of the vault – I didn’t appreciate how quickly this would happen. There were still three rival divers in the supply, which means I could have had three more turns to accumulate points. Eighty points was my score and the designers suggest this is pretty unremarkable. But hey – it was a first attempt so not too bad.

Second time around I altered my strategy. I don’t think it will be giving too much away to tell you what I changed. After all, I’ve only played twice and am by no means an expert. I resolved not to place any treasures in the vault by choice, hence delaying that particular end-game condition. Instead I would focus on collecting more aquarium pieces. This time I scored a much more satisfying 115 points, the difference being almost all down to aquariums. The end of the game was triggered by the depletion of the rival diver supply, which I was happier with. There was only one space left on the beach and I’d almost filled the vault, so I felt I’d balanced those things well. In neither game did I come close to running out of treasures on the wrecks, and nor was I in danger of collecting six or more exhibits.

Thoughts So Far

The game play is easy to get the hang of as long as you’ve played the multi-player version before. I only had to check the rules a couple of times and that was partly because I haven’t played wreck raiders at all for a few months. I did find it difficult to keep track of my goes-there are several steps to each turn if you’re collecting shells, bumping divers and handing out treasures to all and sundry. Twice I couldn’t remember if I’d picked up the die for that turn or not. I suspect a more rigid approach to keeping track would iron out this issue.

It’s a real puzzle. The challenge is to get the highest score you can rather than to win or lose. You are trying to think ahead to what the rival dice rolls will be and whether you can use them to your advantage. It’s possible to set up the divers on your turns to benefit you on

the rivals turns and that made my brain hurt in a good way. The rulebook implies that a score of 150 + isn’t doable but I reckon if you are the kind of person who can think 6 moves ahead…

Good Luck!

Zatu Score

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You might like

  • Clever worker placement / dice allocation combination
  • Easy to teach / learn
  • Very good Solo mode
  • No downtime between turns
  • Great components and Artwork

Might not like

  • Table hog
  • Very little variation between games
  • The vault side of the player mat seems underpowered
  • Set up and tear down is a little long for a simple game