It was a bit of a struggle to play this, since my friends do not live near me, and not all of us can run Tabletop Simulator, but we managed to get a Minecraft server set up to play the game. The resulting game was a little awkward, but definitely still playable. The other thing we struggled with was understanding the rules; by the end of the second game we played we had resolved confusions over the handling of **Dive! Dive! Dive!** and the scoring of **Dive! Dive! Dive!**, **Clear Waters**, **Sea Turtle**, **Coral**/**Butterflyfish**/**Fusilier**, and **Eel**. Generally the points of confusion were over the meaning round, and mixing up total score for a set of cards with its per card score.
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.