Table feel
Moderate level of direct confrontation and strategic depth, with frequent interaction and limited emphasis on cooperation.
In Into the Blue, you take on the role of a team of divers who are seeking mysterious treasures hidden underwater, but you are not the only one who wants to grab these sunken wonders. Explore the depths and try to bring the most precious items to the surface. Mark your presence i...
Players
2-5
Time
15-25
Age
8+
Weight
1.11
Rating
6.57
Should this hit the table?
Moderate level of direct confrontation and strategic depth, with frequent interaction and limited emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of direct confrontation and strategic depth, with frequent interaction and limited emphasis on cooperation.
Into the Blue has a high replayability score due to its high variability gameboard, availability of expansions, deep strategic depth, and good scalability. The game offers different experiences each time it is played, allowing players to explore new tactics and strategies. The player interaction score is average, but the overall replay value is enhanced by the game's adaptability to different player counts. While the game may take some time to learn, it offers a rewarding and engaging experience for those willing to invest the effort.
Into the Blue has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. While players have some ability to mitigate randomness through strategic decisions and planning, luck still plays a significant role in the game. The overall luck dependence is balanced, with a mix of luck and strategy determining the game outcome.
Overview
In Into the Blue, you take on the role of a team of divers who are seeking mysterious treasures hidden underwater, but you are not the only one who wants to grab these sunken wonders. Explore the depths and try to bring the most precious items to the surface. Mark your presence in the different areas to control them and claim their riches. On a turn, you roll the six dice up to three times, keeping and re-rolling dice as you wish, to simulate a dive. Dice show the numbers 1-5 and a treasure chest, and when you stop rolling, you place shells on one of the levels that you reached. If, for example, you rolled 1-1-2-3-5-5, you place two shells on level 1, one shell on level 2, or one shell on level 3. You can't place shells on level 5 because you didn't dive through level 4 to get there. If you roll a perfect sequence of 1-2-3-4-5-chest, then you grab one of the five random treasure chests, which are worth 5-8 points, then take another turn. If you don't roll a 1, then you don't place any shells at all! When the fifth chest has been claimed, the game ends immediately. Alternatively, when someone places their last shell, each other player takes one final turn. On each of the five levels, whoever has placed the most shells scores the main treasure token for that level; whoever has the secondmost shells takes the secondary treasure token, and in a game with 4-5 players, the player with the thirdmost shells also scores. Ties are broken in favor of whoever has the most shells on the level immediately above the one being evaluated. Players sum their points from tokens and chest, and whoever has the highest score wins.
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