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Deep Sea Adventure box art
2014 Ranked #806

Deep Sea Adventure

Push-your-luck diving game where rival treasure hunters share one submarine and one dwindling air supply. Taking more ruins slows the return and drains the group’s oxygen, turning greed into a threat to every diver.

Family Games Dice Exploration Pick-up and Deliver Push Your Luck

Players

2-6

Play time

Not listed

Age

8+

Complexity

1.18/5

Rating

6.91

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.8/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

A group of poor explorers hoping to get rich quickly heads out to recover treasures from some undersea ruins. They're all rivals, but their budgets force them all to share a single rented submarine.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

A group of poor explorers hoping to get rich quickly heads out to recover treasures from some undersea ruins. They're all rivals, but their budgets force them all to share a single rented submarine. In the rented submarine, they all have to share a single tank of air, as well. If they don't get back to the sub before they run out of air, they'll drop all their treasure. Now it's time to see who can bring home the greatest riches. Game Objective The game takes place over 3 rounds, and the player to gain the most points over the 3 rounds is the winner. In order to gain points, you must bring the most ruins chips back to the submarine. You can only return to the submarine once per round, and you cannot progress more after returning. You cannot return to the submarine without bringing any ruins chips. Turn Progression On their turns, players conduct steps 1-4 listed below. Players take turns, going clockwise around the board, and the round ends when all players have returned to the submarine, or if the air runs out at the beginning of someone's turn. 1) Declare if you will turn back or not. 2) Reduce air. 3) Roll the dice and advance your game piece. 4) Search. (When you have stopped moving, select one of A-C below) A) Do nothing. B) Pick up ruins chip. C) Place a ruins chip.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
No editions imported yet.

Player resources

Rulebooks, player aids, FAQs, and solo resources.

No files imported yet.

Game and edition data

All specifications (5)

Play and group

Players
2–6
Best with
3–6
Play time
30 min
Age
8+
Complexity
1.2/5
Credits and catalog connections

Credits

Designers

2
Jun Sasaki Goro Sasaki

Artists

1
Jun Sasaki

Publishers

1
Oink Games