Deep Sea Adventure Boost
- Players: 2–6 players
- Play time: 30 min
- BGG rating: 7.1
About
In Deep Sea Adventure, you and up to five other explorers are searching for riches under the sea, and while you're all rivals, you're also all poor, so you've pooled resources to rent a shared submarine...which means you're sharing the air supply too. If you don't return to the sub before air runs out, you have to drop everything in order to make it to safety. In each of three rounds, players take turns rolling dice and moving their diver along a trail of face-down treasure tokens. The deeper you go, the more valuable the tokens are! At the start of each turn, decide whether to dive deeper or head back toward the sub, lower the air supply, then roll the dice to move. On the space where you land, you can do nothing, pick up treasure (not looking at it and replacing it with an X token), or dropping off treasure in an X space. Why would you drop the object of your dreams? Because you need to make it back to the sub in order to score your treasure collection, and for each object you hold, you subtract 1 from the movement dice. Pick up too much, and you might not move at all. Glub. Deep Sea Adventure Boost features the same gameplay and components as Deep Sea Adventure, but it adds three new dice for a new way to play. These dice feature the digits 0 & 3, 1 & 3, and 1 & 2. When you roll, you now roll these three dice, then choose two of them to determine your movement, although you still subtract points for the treasure you hold. What's more, at the start of your turn, you can decide to "boost" your movement by using the sum of all three dice — but doing so uses an addition unit of air. Will your need for speed leave everyone gasping? (The original dice for Deep Sea Adventure are also included.)
Eko hasn't read this one yet
We don't have the Deep Sea Adventure Boost rulebook. Upload it in the Archive and Eko will answer rules questions from it, with the page each answer came from.
Upload the rulebook