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 rules provided:
Setup
- Scenario Sheet: Select a scenario sheet and place it on the table; it establishes the setup, special rules, scoring goals, and the Impact board for your game (p. 3, 13).
- Ocean Boards: Arrange the ocean boards into zones according to your scenario's diagram, keeping depth and configuration in mind (p. 5, 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 track cubes on the 0 spaces of your attribute and research tracks, put your Team Leader near your mat with a disc on its activation circle, and deploy your starting vessel to the launch zone (p. 18, 21).
- Other Components: Shuffle the Dive tokens into a face-down supply and stack the indicated amount on every zone with a Dive site (p. 13). Set up the Specialist tray with tiers 1-4 organized and three random tiles in each pocket of the tier-5 column (p. 18). Shuffle the Journal decks, lay out four random Anchor Journals face up, and give the start player the Wave marker (p. 18, 21).
How a Round and Turn Work
The game is played over six rounds (p. 9). Each round consists of two main phases led by the player holding the Wave:
Phase 1: Preparation: Each player conducts three steps (p. 9):
- Recruitment: Recruit one Specialist from the tray, limited by your Reputation track level (p. 16).
- Effort: Gain new discs from your supply to your Staging Area, determined by your Inspiration track (p. 16, 17).
- Reassignment: Reclaim discs from your Specialists back to your Staging Area, limited by your Coordination track level (p. 16, 26).
Phase 2: Activation: Taking turns beginning with whoever has the Wave and proceeding clockwise, players must either take a turn or pass (p. 2). Once you pass, you take no further turns for the rest of the round (p. 2).
- You usually take a turn by activating a Specialist: place a disc from your Staging Area on a Specialist in your tableau that has an empty activation circle, then perform that Specialist's action(s) (p. 2).
- To perform an action in a zone, you must have a vessel in that zone and use the appropriate signposted spaces (p. 25).
- Available actions include Travel, Sonar, Dive, Conserve, and Journal (p. 2, 9, 11, 12, 15). Some actions or Specialist types require spending an additional disc from your Staging Area (p. 2, 10, 12).
How the Game Ends
Once all players have passed, the round ends (p. 1, 2). If that was the sixth round, the game ends immediately and players proceed to final scoring (p. 1, 19).
(Note: The provided evidence mentions final scoring and tracking points via attribute tracks, scoring hexes, Journals, and tier-5 Senior Specialists (p. 19), but it does not explicitly state the exact win condition threshold or formula to determine who wins beyond noting that the player with the highest final score wins (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.