Endeavor: Deep Sea

Endeavor: Deep Sea

  • Players: 1–4 players
  • Play time: 60–120 min
  • BGG rating: 8.2

How to play

Setup, how a turn works and how the game ends, summarised from the rulebook by Eko, Meepzy's rules assistant.

Here is a general overview of how to play Endeavor: Deep Sea based on the provided rules:

Setup

  • Scenario and Boards: Choose a Scenario sheet, which establishes your setup, scoring goals, and Impact board (p. 3). Arrange the ocean boards into zones according to the scenario diagram, leaving room for the play area to expand (p. 13).
  • Player Materials: Each player takes a player mat, a Team Leader tile, 30 discs, 5 track cubes, 20 Impact markers, and 3 Vessels (p. 21). Place the five track cubes on the 0 spaces of your attribute and research tracks, and place a disc on your Team Leader's activation circle (p. 21).
  • Initial Placement: Deploy your starting Vessel to the scenario's designated launch zone and gain its arrival bonus (p. 18). Prepare the Specialist tray with tiles organized by tiers, and set up the Dive token supply and Journal displays (p. 18, 21). Randomly choose a start player and give them the Wave marker (p. 18).

How a Round and Turn Work

The game is played over six rounds, and each round consists of two main phases led by the player holding the Wave (p. 9):

  1. Phase 1: Preparation — Each player conducts three steps (p. 9):

    • Recruitment: Recruit one Specialist from the tray based on your Reputation track level (p. 16).
    • Effort: Gain discs from your supply to your Staging Area based on your Inspiration track level (p. 16).
    • Reassignment: Reclaim discs from your previously activated Specialists back to your Staging Area based on your Coordination track level (p. 27).
  2. Phase 2: Activation — Players take turns beginning with whoever has the Wave and proceeding clockwise (p. 8). On your turn, you must either take a turn or pass (p. 8). Once you pass, you take no further turns for the rest of the round (p. 8).

    • Activating a Specialist: To take a turn, place a disc from your Staging Area onto an empty activation circle on a Specialist in your tableau, then perform that Specialist's action(s) (p. 8).
    • Action Requirements: To perform an action in a zone, you must have a Vessel in that zone (p. 26). Some action types also require using an additional disc from your Staging Area (p. 8). Available actions include Travel, Sonar, Dive, Conserve, and Journal (p. 8, 10, 12, 15).

How the Game Ends

  • Once all players have passed, the round ends (p. 1).
  • If that was the sixth round, the game ends immediately and players proceed to final scoring (p. 1). (Note: In Solo mode, you play seven rounds instead of six, as stated in Source 8).
  • If the game has not ended, the Wave is passed clockwise to establish a new start player, and a new round begins (p. 1).

(Note: The provided evidence explains that final scoring uses attribute tracks, scoring hexes, Journals, and other bonuses where the player with the highest final score wins (p. 19), but it does not detail every specific point calculation formula or tie-breaking rule beyond sharing the victory in a tie [p. 19]).

This summary was written by Eko from the game's own rulebook. It covers the essentials, not every edge case. For a specific rule, ask Eko and get the page it came from, or open the manual in the Archive.