Deep Sea Adventure
2 - 6 players
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You and a group of other daring
deep sea divers head out to sea
to dive for sunken treasure.
You're all rivals but you're poor,
so you're forced to share a rented submarine
and a single tank of air!
The deeper you dive,
the richer the treasures you'll find,
but if you don't get back to the sub
before that tank of air runs out,
you'll have to drop all the treasure
you've collected in order
to make it back on board alive.
<Components>
- 2 Special Dice
: 1-3 dots, 2x on each Die
- 6 Sea Diver Pieces
- 1 Air Marker
- 1 Submarine Board
- 12 Blank Undersea Chips
- 32 Undersea Treasure Chips
: 8 each of 4 types
- Level 1
: Triangular, 0-3 points (2 each)
- Level 2
: Square, 4-7 points (2 each)
- Level 3
: Pentagonal, 8-11 points (2 each)
- Level 4
: Hexagonal, 12-15 points (2 each)
<Set Up>
Place the Submarine where
it is clearly visible to all players.
Place the Air Marker over "25"
on the Submarine Board.
Turn over the Undersea Treasure Chips
to hide their values, separate them by Level,
and shuffle them thoroughly.
Line up the Treasure Chips in order
by Level from low to high such that
they connect to the Submarine Board.
So long as they form a single line,
any arrangement is fine.
Players take one Sea Diver piece each,
according to preference, and place these pieces
flat on the Submarine Board
with their pointed bellies pointing down.
The player who has been in the ocean
or gone swimming most recently takes the first turn.
<Game Progress>
The game takes place over
3 rounds – 3 deep sea dives.
Each dive begins with a full tank of air
and all Divers on the Submarine.
The player who gains the most points
over the three dives is the winner.
In order to gain points,
you must bring Undersea Treasure Chips
back to the Submarine.
You can only return to the Submarine
once per dive.
A dive ends when all Divers have returned
to the Sub or the air runs out.
Players take turns,
going clockwise around the board.
On their turn, a player conducts
the following four steps unless
they have already returned to the Submarine.
Step 1: Breathe (reduce air)
Move the Air Marker on the Submarine Board
toward "0" by the number
of Treasure Chips you are carrying.
Treasure that you retrieved
in previous rounds does not count.
If the air falls to "0" or below,
your turn is the last turn of the dive,
continue and finish your turn.
Step 2: Declare if you will
turn back or not
You may only turn back for the Sub
if you are carrying treasure.
If you decide to turn back,
turn your Diver Piece to face the Submarine.
You can only change direction
once each dive.
Once you have turned around you can skip
this step for the rest of the dive.
If you roll the dice without declaring a direction,
you must dive deeper.
Step 3: Swim (roll the dice and move)
Roll both dice. Move your Diver Piece
in the direction it is facing along
the line of Undersea Chips
a number of jumps equal to your roll.
If you are carrying treasure,
subtract the number of Treasure Chips
you are carrying from your roll before moving.
(Note: you may not be able to move!)
When moving past an Undersea Chip
being explored by another Diver,
jump over that Chip without counting it.
If your roll takes you beyond
the last Undersea Chip,
stop on that Chip.
Step 4: Treasure Hunt
(pick up or drop treasure)
Take one of the following three actions :
a) Do nothing.
b) Pick up the Treasure Chip
your Diver is stopped on and place it
in front of you without flipping it over.
Place a Blank Undersea Chip
in its place and place your Diver
on top of that Blank Chip
facing the same direction
it was facing before.
You are now carrying this treasure.
You can carry any number of Treasure Chips.
c) If you are carrying treasure and
are stopped on a Blank Undersea Chip,
you may drop a Treasure Chip
of your choice on that spot.
Replace the Blank Chip with the Treasure Chip
and place your Diver on that Treasure Chip.
Round Conclusion
At the end of a dive,
perform the following clean up actions :
- Players who made it back to the Submarine
turn over their Undersea Treasure Chips
and reveal their values.
They keep these Chips for scoring
at the end of the game.
- Players who did not make it back
to the Sub before the end of the dive drop
their treasure to the bottom of the sea
and return to the Sub.
In order, starting from the Diver
closest to the Submarine,
players stack their Treasure Chips
(in any order they choose)
next to the last Chip in the line of Undersea Chips.
Once 3 Chips have been stacked,
the next Chip begins a new stack
at the end of the line.
These stacks now function as
a single Treasure Chip in subsequent dives.
All Chips in a stack should be picked up,
placed, and dropped together.
They are also treated as a single Chip
when calculating air consumption and movement.
- Remove all Blank Undersea Chips
from the line of Undersea Chips
and slide together the remaining
Undersea Chips to close any gaps.
- The last player to return to the Sub
takes the first turn of the next dive.
<How to Finish the Game>
At the end of the third dive,
after clean up, players total their points
(the values of all the Treasure Chips
they brought back to the Sub)
to find a winner.
If a tie exists, the player with the most
high-level Treasure Chips is the winner.
If this doesn't break the tie,
the game ends in a draw.
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