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Sub Terra

Sub Terra

#791BGG ↗

2017 · 1-6 players · 60min · weight 2.13 · 6,239 ratings

port: no portdifficulty: Easy
BGGv4 widev4v4 deep5Sources5Rules cardCandidate0.686Deep dive
Bayes
6.78
Users rated
6,239
Owned
10,119
Wishing
3,659

At a glance — v4 wide

Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v1.

Core loop (micro)

Move hero using action points, reveal a new cave tile, survive the hazard card drawn at end of turn.

MDA aesthetic vector (0–3)
Sensation
1
Fantasy
2
Narrative
2
Challenge
2
Fellowship
2
Discovery
3
Expression
1
Submission
1
Mechanic-interaction primitives (5)
  • [2]variable_player_powers— “Players each have a role which gives them specialist abilities, such as an Engineer with dynamite to blast a new route
  • [3]escalating_threat— “hazard card drawn to determine what danger causes them damage or cuts off their way out
  • [3]event_deck_seeded_threat— “These cards are finite, and when they run out, your torches flicker and the air feels tight
  • [2]partial_observability— “New tiles are placed from a randomised stack of cave features, which determines whether you'll be hit with a dead end
  • [2]cascading_failure— “players face the reality of their situation, with a hazard card drawn to determine what danger causes them damage
discovery_score: 0.218

Archetype fits — v4 deep

How well this game shape maps to mobile archetype templates. Composite is a weighted sum of the 10 fit dimensions.

ArchetypeCompositeLTFSessionComboArcShare5inOnboard
Coop
Cooperative Game with escalating_threat (3) + event_deck_seeded_threat (3) + role_specialty + tile_reveal_dungeon is canonical coop shape — Pandemic-adjacent tension arc.
5.407.0958355
Balatro
Strong arc_tightness via hazard_deck_timer climax; escalating_threat (3) + cascading_failure but no engine compounding — caps tactical not multiplicative.
4.806.0548355
Snap
Coop game — no PvP shape. Wrong genre.
3.805.0336344
Wordle
60-min coop runs miss daily-90s; no compressed share output.
3.705.0237344
Cozy
Cooperative Game tag triggers Coop-or-Solo (no cap), but cave-horror tone is anti-cozy. Score against tone honestly.
3.704.0435344

Translation candidate

Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.

bayes_norm×0.300.287
wish_norm×0.180.916
compress_norm×0.170.500
diff_norm×0.201.000
port_headroom×0.151.000
fit_score (total)0.686= 0.686
Difficulty reasoning

Tile-reveal coop with action points is digital-native; clean ruleset, role variety, race-the-clock tension fit mobile.

Closest loop translation
none yet

Rules card

Synthesized from sources below. Readiness: draft-ready. Confidence: 0.74.

Readiness

draft-ready (confidence=0.74, rules=0.65, fun=0.90). BGG rank: 791; year: 2017; weight: 2.13; playtime: 60 min

SourceQualityRoleNote
bgg_comments0.75player voicepositive/player-voice sample
llm_memory0.65draft synthesissonnet-self-rated-7
tabletopia_overview0.30availability/contextTabletopia overview; not a rules authority
wikipedia0.15context/receptionpossible-title-mismatch: Inside the Box Board Games
llm_memory_opus0.10sourcesonnet-self-rated-3-unknown

Core Loop

Sub Terra is a cooperative survival game where 1–6 players are cavers trying to escape an underground cave system before running out of oxygen. The cave is explored by flipping tiles from a shuffled deck, expanding the map as players move into unexplored areas. On each turn, a player takes 2 actions (move 1 tile, explore an adjacent tile, help an ally, or use a special ability). After all players act, the Hazard Phase activates: draw a Hazard card, which may cause flooding (place water tokens on tiles — players on flooded tiles lose health), spawn gas (instantaneous damage to players in that area), cause a collapse (seal a tile permanently), or advance the oxygen/panic track.

Players lose oxygen each round. If the Oxygen track depletes, remaining oxygen loss starts killing players. The only win condition is finding and exiting via the Exit tile (face-down until discovered in the exploration) before everyone dies. The Exit tile is shuffled into the bottom third of the tile deck, so players know roughly when it might appear.

Turn Structure and State

  • No manual/BGA/transcript source is present; card relies on memory plus BGG context.
  • BGG description anchor: Description from the publisher: A 1-6 player cooperative game of terrifying cave escape. Players take the role of amateur cavers attempting to escape an unexplored network of subterranean tunnels, before the lights flicker out or the darker things beneath the Earth catch up to them... In Sub Terra players spend their turn exploring and revealing the tunnel system around them, attempting to survive the various [...]

Win Condition and Arc

All players who make it to the Exit tile and then off the board win together. Players eliminated (health reduced to 0) do not survive. Other survivors still win. The game ends either when remaining players escape or when the last player dies. The arc is an urgent exploration sprint: the first half is mapping the cave quickly to find the exit; the second half is often a frantic retreat toward a known exit while the Hazard Phase escalates (flooding spreads, oxygen depletes).

Decision Primitives

BGG mechanisms: Action Points, Cooperative Game, Dice Rolling, Grid Movement, Map Addition, Modular Board, Point to Point Movement, Push Your Luck, Tile Placement, Variable Player Powers

Memory-derived primitives:

  • Cooperative tile exploration (flip tiles to expand cave map)
  • 2-action economy per player
  • Hazard card draw per round (flooding, gas, collapse, oxygen loss)
  • Oxygen track (shared depletion = game clock)
  • Health track per player (flooding and gas damage)
  • Exit tile in bottom third of deck (partial location knowledge)
  • Specialist roles (each player has a unique ability)

v4 controlled primitives: variable_player_powers, escalating_threat, event_deck_seeded_threat, partial_observability, cascading_failure

Top iOS archetype fits: coop 5.4, balatro 4.8, snap 3.8.

Why It Is Fun

Sub Terra creates claustrophobic tension through accumulated board state — flooded tiles form walls of danger, collapsed tiles permanently close routes, and gas pockets lurk as instant-damage traps. The oxygen clock creates constant urgency without a fixed turn limit, making every "safe" turn feel like a gamble. The variety of hazard types means the threat is unpredictable (you don't know if the next card floods, collapses, or spawns gas), and the cooperative planning required to coordinate 2-action turns in a multi-branch cave is genuinely fun.

Player-voice evidence:

  • Awesome Game. Really cool to play with a UV light. A bit on the shallow side, but a fun theme.
  • The game plays well and give a nice sense of exploration. The main drawback is that tiles are too dark and it's hard to see what's going on in them.
  • Co-op tile placement game where players must work together to escape the depths before running out of time or being captured by the Horrors. Our game came down to the final two dice rolls to escape, but we lost. So close! ? You must stay...
  • Fun, easy to play, replayable, suspens ... and not expensive
  • Modular co-op. Elegance of carcassone mixed with the fun of betrayal type exploration. Very difficult but extremely fun and tense. Only negative so far is that some roles you’ll be relying on a lot and some have specific abilities you...

Friction and Failure Modes

  • Treat Sonnet-memory edge rules as draft until confirmed by manual, BGA, or transcript.
  • Wikipedia source is flagged as a possible title mismatch; do not use it as evidence.
  • Needs at least one stronger rules authority before final extraction use.

Translation and Design Hooks

  • Use this card to ask: which primitive carries the fun if theme/licensing is removed?
  • For iOS, look for short-session compression, clear state visualization, and a digital-only twist.
  • For new tabletop design, look for the tension source and decide whether to preserve or invert it.

Edge Rules and Gotchas

  • Players who become Exhausted (health = 0) don't die immediately — they collapse and must be rescued by another player (adjacent, spend 1 action to help them up to 1 health), but if they take any further damage while Exhausted they're eliminated
  • Flooding: tiles can hold 1 water token; if a second flood card would affect the same tile, it spreads to adjacent tiles following specific rules
  • Collapsed tiles are removed from the map and cannot be entered — this can isolate players or cut off exit routes permanently
  • Each specialist role has 1–2 unique actions: the Climber can traverse collapsed tiles; the Medic can heal adjacent players; the Geologist can look at upcoming tiles
  • The panic track (separate from oxygen in some editions) escalates when players die, increasing hazard frequency

Sources Used

[
  {
    "kind": "bgg_comments",
    "path": "data/bgg_comments/204472.txt",
    "quality": 0.75,
    "note": "positive/player-voice sample"
  },
  {
    "kind": "llm_memory",
    "path": "data/llm_memory_sonnet/204472.md",
    "quality": 0.65,
    "note": "sonnet-self-rated-7"
  },
  {
    "kind": "tabletopia_overview",
    "path": "data/tabletopia_overviews/204472.md",
    "quality": 0.3,
    "note": "Tabletopia overview; not a rules authority"
  },
  {
    "kind": "wikipedia",
    "path": "data/wikipedia/204472.md",
    "quality": 0.15,
    "note": "possible-title-mismatch: Inside the Box Board Games"
  },
  {
    "kind": "llm_memory_opus",
    "path": "data/llm_memory_opus/204472.md",
    "quality": 0.1,
    "note": "sonnet-self-rated-3-unknown"
  }
]

Sources (5)

Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.

BGG comments0.75LLM memory0.65Tabletopia0.30Wikipedia0.15LLM memory (Opus)0.10

Legacy — v3 deep

Earlier paragraph-form enrichment, kept for reference until v4 deep covers all candidates.

What you do
On your turn you spend two action points (with an optional risky third gated by a die roll under 4, costing 1 HP if you fail) on a tight menu: move one tile, reveal an adjacent unexplored tile by drawing from a face-down stack, heal an adjacent caver, or trigger your role's special ability. The cadence is short, anxious turns punctuated by a hazard-card flip at the end of every round that triggers floods, gas, cave-ins, or summons a Horror that hunts the party. The dominant physical action is reaching, drawing, and slotting hex tiles into a growing tunnel map.
Core loop
Setup: place the Entrance tile, shuffle the cave-tile stack with the Exit hidden somewhere in the bottom six tiles, deal each player a unique role (Climber, Engineer, Diplomat, Bodyguard, Geologist, Leader, Medic, Scout). Round structure: each player takes 2 actions in turn order, optionally pushing for a 3rd via a d6 risk roll. After all players act, flip a hazard card; resolve its effect (Caver Down, Flood, Quake, Gas, Horror movement, or the dreaded 'Final Hour' that accelerates the timer). Continue until either all surviving cavers reach the Exit (win), the hazard deck runs out and a final survival check fails (loss), or all cavers are downed (loss). Typical game: 60 minutes, 30-40 tiles drawn, 1-2 Horrors awakened.
Decision space
Per turn the option space is narrow (typically 3-6 viable action pairs) but loaded: do you stretch a single Scout ahead to reveal more map and risk being stranded, or huddle the party for healing range? The hazard deck is finite and visible, so card-counting the remaining gas/quake/flood ratios is a real tool. Role abilities create soft tradeoffs (Engineer's dynamite collapses tiles permanently — useful for sealing Horrors, ruinous if mis-timed). The push-luck third action creates a constant micro-decision: 1 HP gambled for tempo, repeated 60+ times across the game.
Skill expression
Strongest skills: risk modeling under a known-but-shrinking deck (estimating remaining hazard composition), and party-tempo coordination (when to split for exploration, when to converge for medical or bodyguard support). Secondary: spatial planning on the modular hex map — visualizing escape routes back to the Entrance once the Exit is found, since you must shepherd everyone out. Tertiary: role synergy reading. Almost no arithmetic; high pattern-recognition for hazard probabilities. Strong players treat the hazard deck as a probability cloud and pace their HP gambles against it; weak players burn HP on speculative third actions early and arrive at the Final Hour bankrupt.
Tactile dependency
low — Hex tiles, hazard cards, role boards, HP tokens — all pure information. The fog-of-war reveal is a perfect digital fit (animated tile-flip, lighting-based reveal). Nothing here demands physical handling beyond convenience.
Closest mobile genre
roguelite deckbuilder
Live-service potential
medium
Digital meta-layer ideas
  1. Roguelite escape run: procgen cave seeds, draftable role-specialist relics between runs, persistent meta-progression unlocks new caver roles and hazard-deck modifiers; run ends when the party wipes or the timer expires
  2. Async co-op weekly seed: same cave layout for all friend-groups, leaderboard scored on survivors-out and turns-remaining, weekly modifier (gas-heavy week, Horror-heavy week)
  3. Daily 'one-tile-away' puzzle: pre-set near-end-game position, must extract N cavers in M turns with the visible hazard deck — leaderboard by efficiency
  4. Live-ops Horror seasons: rotating Horror types (current month is the Hollow, next month is the Crawler) with bespoke hazard mechanics and cosmetic role skins