Endeavor Deep Sea · Reference sheet
Endeavor Deep Sea reference sheet
Overview
- 1–4 players, ~90 min, scenario-driven engine-builder set in the ocean [p.1 — Your Mission]
- Goal: score the most points via Attributes, Impact, Journals, and Mission Goals [p.1 — Your Mission]
- 6 rounds (7 in Solo); each round has Preparation then Activation phases [p.6 — Gameplay]
- Recruit Specialists, expand your fleet, discover new ocean zones, publish Journals [p.1 — Your Mission]
- Four Attributes: Reputation (recruit tier), Inspiration (discs/round), Coordination (reassign), Ingenuity (vessel range/depth) [p.1 — Your Mission]
- Every scenario supports competitive, co-op, and solo play [p.1 — Play Against Your Friends]
Setup
- Place chosen Scenario sheet; read setup, special rules, and goals [p.4 — Setup]
- Arrange starting Ocean boards as shown on Scenario diagram [p.4 — Setup]
- Shuffle remaining boards into 5 face-down stacks by depth [p.4 — Setup]
- Shuffle Dive tokens; place face-down stacks on each zone's Dive site per indicated amount [p.4 — Setup]
- Lay out 4 random Anchor Journals face-up; keep Journal deck face-down nearby [p.4 — Setup]
- Prepare Specialist tray: Tiers 1–4 sorted by title Junior-side up; 3 random Tier-5s per pocket [p.5 — Preparing the Specialist Tray]
- Give Wave marker to random start player [p.4 — Setup]
- Each player takes: Player mat, Team Leader tile, 30 discs, 5 track cubes (all on 0), 20 Impact markers, 3 Vessels [p.4 — Setup]
- Place 1 disc on Team Leader's activation circle; rest go to supply (away from Staging Area) [p.4 — Setup]
- Deploy starting Vessel to Scenario's launch zone and gain its Arrival bonus [p.4 — Setup]
Turn structure
Each round, in clockwise order from Wave holder:
Phase 1 — Preparation (each player does all 3 steps):
- 1a Recruitment — Recruit 1 Specialist up to your Reputation tier [p.7 — Phase 1a]
- 1b Effort — Gain discs from supply to Staging Area equal to your Inspiration level [p.7 — Phase 1b]
- 1c Reassignment — Reclaim discs from Specialists to Staging Area up to your Coordination level [p.7 — Phase 1c]
Phase 2 — Activation (players alternate turns clockwise):
- On your turn: activate a Specialist (place disc on empty circle) OR pass [p.8 — Phase 2]
- Once you pass, you skip all remaining turns this round [p.8 — Phase 2]
- Round ends when all players have passed; pass Wave clockwise [p.14 — End of the Round]
Actions
| Action | Cost | Effect | Vessel Required? |
|---|---|---|---|
| Travel | 1 disc (activation) | Move Vessel up to Tech-level zones/depth; gain Arrival bonus | — (moves vessel) |
| Sonar | 2 discs (activation + 1 extra) | Place disc on Sonar track; gain reward or Discover new zone | Yes, in that zone |
| Dive | 1 disc (activation) | Draw top Dive token from site; spend for Research or effect | Yes, in that zone |
| Conserve | 2 discs (activation + 1 extra) | Pay Research cost; place disc in Conservation site; gain rewards | Yes, in that zone |
| Journal | 2 discs (activation + 1 extra) | Pay Research cost; publish matching Journal; gain its effects | Yes, in that zone |
| Spend Dive Token | — | Gain its Research value OR use its effect; may replace activating a Specialist | No |
- You may activate a Specialist and choose not to perform its action [p.8 — Taking Turns]
- Multiple actions on one Specialist (no '/') may all be performed in any order [p.8 — Taking Turns]
- Journal action discs stay permanently; cannot be reassigned [p.12 — Journal]
Scoring
Tally in this order [p.15 — Final Scoring]:
- Attribute Tracks — each track scores the bracket value its cube has reached [p.15 — ① Attribute Tracks]
- Impact Board — points per marker in scoring hexes per Scenario legend [p.15 — ② Impact Board]
- Journals & Tier-5 Senior Specialists — Journals show point values; Tier-5 Seniors have unique criteria scoring [p.15 — ③ Journals]
- Mission Goals — each goal awards points; ties for 1st = all tied players earn 1st bonus, no 2nd awarded [p.15 — ④ Mission Goals]
- Leftover Research + Staging Area discs — total ÷ 3 (ignore remainder) = points [p.15 — ⑤ Leftover Research]
- Highest score wins; ties = shared victory [p.15 — Final Scoring]
End of game
- Game ends immediately after the 6th round (7th in Solo) [p.14 — End of the Round]
- Trigger: each player will have 7 Specialists in their tableau (including Team Leader) [p.14 — End of the Round]
- Proceed to Final Scoring; highest score wins [p.15 — Final Scoring]
- Co-op/Solo win: after final round, count how many of the 7 Goals your team achieved; meet or exceed chosen difficulty threshold to win [p.16 — How to Win]
| Difficulty | Goals Needed |
|---|---|
| Beginner | Any 4 |
| Intermediate | Any 5 |
| Expert | Any 6 |
| Legendary | All 7 |
Glossary
- Zone: an Ocean board once it has been placed into play [p.4 — Setup]
- Staging Area: area on your Player mat holding discs available to spend this round [p.4 — Setup]
- Supply: your reserve of discs not yet in play; cannot be spent directly [p.4 — Setup]
- Technology level: Ingenuity track's lower-row value; limits Vessel travel distance and max depth [p.9 — Travel]
- Recruitment level: Reputation track's lower-row value; sets highest Specialist tier you may recruit [p.7 — Phase 1a]
- Effort level: Inspiration track's lower-row value; number of discs gained each round [p.7 — Phase 1b]
- Reassignment level: Coordination track's lower-row value; number of discs reclaimed from Specialists [p.7 — Phase 1c]
- Arrival bonus: one-time reward gained when a Vessel enters a zone (final destination only) [p.9 — Arrival Bonus]
- Discovery bonus: one-time reward on top-left of a newly placed zone board [p.10 — Step 3]
- Link: a line connecting two zone features; completed when both ends hold a disc, granting the printed reward [p.13 — Completing Links]
- Promotion: flip a Junior Specialist to Senior side; gain Senior bonuses; disc on activation circle is discarded [p.13 — Promotion]
- Wave: start-player marker; passed clockwise each round [p.6 — Gameplay]
FAQ
- Q: Do you get Arrival bonuses for zones passed through during Travel? — A: No, only the final destination zone grants its Arrival bonus [p.9 — Arrival Bonus]
- Q: Can you spend a Dive token instead of activating a Specialist? — A: Yes, spending a Dive token may replace activating a Specialist for your turn [p.11 — Dive Tokens]
- Q: How many Dive tokens can you store at end of turn? — A: Maximum one, in the designated spot on your player mat; excess must be spent [p.11 — Dive Tokens]
- Q: If two players tie for 1st on a Mission Goal, is 2nd place awarded? — A: No; all tied players earn 1st-place bonus and no 2nd place is given [p.15 — ④ Mission Goals]
- Q: Can Research exceed 12? — A: No; any Research gained beyond 12 is lost [p.11 — Dive Tokens]
- Q: Do discs on Journals get reassigned? — A: No; Journal discs remain permanently and cannot be reclaimed [p.12 — Journal]