
2021 · Fantasy
Unfathomable
A 1913 transatlantic voyage becomes a survival and social-deduction scenario aboard a steamship plagued by nightmares, strange rituals, and creatures from beneath the waves. Players take hidden roles as either human crew/passengers trying to keep the ship afloat and manage four shared resources, or as hybrid traitors secretly working to sabotage those efforts. Each turn triggers a mythos crisis that the group must resolve together, often requiring resource choices or skill tests. Skill tests have players contribute cards face-down to a pooled shuffle, so contributions are revealed anonymously and can help or deliberately harm the outcome, creating tension between cooperation and covert betrayal.
- Players
- 3–6 best 5
- Playing time
- 120–240 min
- Age
- 14+
- Complexity
- 3.1 / 5
About the game
- Publisher
Expansions
See them in LudoyaPhotos from Ludoya tables
All photos in LudoyaWhere to buy it
Shop prices and second-hand copies, checked every day.
On Ludoya's tables
Full stats in Ludoya- 220
- Plays logged
- 561
- Players
- 2h 52m
- Average play
- 194
- In collections
- 25
- On wishlists
- 1
- Pre-ordered
7.9/10
from 55 Ludoya reviews
Vic Granell8.5 Can't compare much to BSG because I played that one a couple times ages ago from a friend's copy. Enjoyed the first play of this one very much, but the dice driven combat against deep ones is way too simplified compared to the "old" one. Besides that, very good job and production is very good. I would have liked a couple different deep ones poses, though...
Battlestar Galactica board game, of which this game is a reskin, is better.
- Base -
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
When do we deal loyalty cards (and what about the Learning Game rule)?
Deal loyalty cards when the Awakening condition is met (Waypoint ≥ 6) or during setup unless you're using the Learning Game variant, which delays dealing loyalties until after the first Mythos (see pages 7, 21, 23).
If a skill check fails, who discards cards and what happens to the supporters?
After resolving a skill check, everyone follows the check’s specific pass/fail effects; players still discard down to their hand limits during the normal Discard step, not automatically because of failure (see pages 16–17 for resolution and page 25 for the Discard step).
How does the Travel track decide victory or defeat (what does 12+ mean)?
Advance the Travel track with successful progress and retreat with failures; if the Travel token reaches 12 or higher the Humans win, while retreating to certain thresholds can advance the Ritual/Threat—follow the token rules on movement and win condition (see page 14).
What happens when a traitor is revealed—can they still take actions or escape?
When a traitor reveals, follow the reveal procedure and apply their revealed abilities and restrictions; they remain in the game and may act according to reveal effects, but some reveal consequences (like being unable to escape or gaining treachery actions) are specified at reveal (see pages 23–24).
How do monsters activate—do Deep Ones, Mother Hydra, and Father Dagon all attack the same way?
Monsters have distinct activation rules: Deep Ones activate and attack/move according to the monster activation procedure, Mother Hydra and Father Dagon have special behaviors called out separately, and examples of full activation sequences are provided to clarify order and targeting (see pages 18–20).
How is damage applied, and what do Structural and Fuel Leak damage cards do?
When taking damage draw the appropriate damage card(s) and place their tokens as instructed; Structural and Fuel Leak cards each have specific placement and repair rules and may cause ongoing penalties until repaired (see page 19).
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Game facts (players, playing time, age, credits) from BoardGameGeek.











