Aquatica Game

Description

Published in 2019, Aquatica brought the deep sea to life with its beautifully illustrated main board and player boards. It also introduced a truly unique card mechanic within an easy-to-learn game experience implemented with colorful characters and victory point–building sea locations. Aquatica and its expansions all provide rich deck-building/card management experiences with Character cards that provide action selections and Location cards that build a reward engine during the game and provide points at its end.

The first expansion, Cold Waters, was published in 2020. The biggest change, or addition, to Aquatica that this expansion added is the Tribes Module, which includes a board overlay—replacing goals with cards that are purchased for benefits and points at the end of the game. The end-of-game triggers are limited to either the character deck or the location deck running out. Gameplay is expanded for a fifth player. Other additions are 2 sets of six new character cards, 14 new location cards, 2 new goals, 3 new king cards, and 6 new wild mantas.

The next Aquatica expansion, Coral Reefs, was published in 2024 and adds more significant gameplay variety and components than Cold Waters. Everything included can be played with the base game or integrated with the Cold Waters expansion. The biggest and completely new module is Coral Reefs, which adds new benefits and ways to earn points. The other major change is a completely new main board with sides representing the use of goals or tribes. See the description for this expansion for more details.

There is another addition to the Aquatica world coming, and you will see it on our website soon!

Teaching Method
Traditional
Teacher-centered curriculum commonly used in classrooms that may include a text, teacher manual, tests, etc.
Charlotte Mason
A methodology based on the work of a 19th century educator who maintained that children learn best from literature (Living Books), not textbooks.
Classical
A methodology based on the Latin Trivium (three stages of learning), including the grammar stage (memorization and facts), logic stage (critical thinking), and rhetoric stage (developing/defending ideas).
Unit Study
A thematic or topical approach centered around one topic that integrates multiple subject areas.
Montessori (Discovery)
A methodology based on the work of a 20th century educator that emphasizes student and sensory-driven discovery learning and real-life applications.
Other
Other methodologies
Religious Content
Secular
Contains content contrary to common Christian beliefs (i.e. evolution).
Neutral
Avoids religious or theoretical topics or presents multiple viewpoints without preference.
Christian/Religious
Faith-based or including instructional religious content.
Learning Modality
Auditory
Learns through listening, talking out loud or reading out loud.
Visual
Learns through seeing, prefers written instructions and visual materials.
Kinesthetic/Tactile (Hands-On)
Learns through moving, doing and touching.
Multi-Sensory
Curriculum that employ a variety of activities/components.
Presentation
Sequential
Curriculum progresses through well-defined learning objectives. Emphasizes mastery before moving to the next topic.
Spiral
Topics and concepts are repeated from level to level, adding more depth at each pass and connecting with review.
Conceptual/Topical
Focus is on the “why,” often with a unifying concept as well as specific skills; coverage may be broader.
Teacher Involvement
Low Teacher Involvement
Student-led materials; parent acts as a facilitator.
Medium Teacher Involvement
A mix of teacher-led time and independent student work.
High Teacher Involvement
Teacher-led lessons; may utilize discussions, hands-on activities and working together.
Additional Materials Required
No other materials needed
Everything you need is included.
Other Materials Required
There are additional required resources that are a separate purchase.
Other Materials Optional
There are additional resources mentioned or recommended but are not absolutely necessary.
Consumable
Consumable
Designed to be written in; not reusable.
Non-Consumable
Not designed to be written in; reusable.