Solo and Co-op
Play any Mission solo or co-operatively: Bonus Goals and Setbacks, the four difficulty levels, team thresholds and the Impact board goal.
Every Mission works in co-op mode, with players working together. Solo is one-player co-op with one difference: you play seven rounds instead of six. All normal rules apply; you aim for team thresholds instead of a top score.
Extra setup
- Shuffle the 6 Setback cards and stack 3 face down (4 in solo).
- Shuffle the 6 Bonus Goal cards and put 3 face down on top of the Setbacks.
- Return the unused cards to the box unseen.
- Choose a difficulty:
| Difficulty | To win, achieve |
|---|---|
| Beginner | Any 4 goals |
| Intermediate | Any 5 goals |
| Expert | Any 6 goals |
| Legendary | All 7 goals |
Tip from the rulebook: keep the stack under the Wave, so passing the Wave reminds you to flip a card.
Each round
At the start of every round, round 1 included, flip the top card:
- Rounds 1–3: a Bonus Goal. Put it face up by the Scenario sheet.
- Round 4 onwards: a Setback. Resolve it at once, then discard it.
The seven goals
- Three Mission goals: the co-op banner under each goal gives the team threshold for your player count, listed as 1p | 2p | 3p | 4p | 5p on Missions. Leader bonuses are ignored.
- The Impact board goal: see below.
- Three Bonus Goals: from the cards.
Thresholds are for the team combined, not for each player.
The Impact board goal
The Co-op Goal sign on the Impact board gives the points your team needs from the Impact board, Journals and Specialists combined. Attribute tracks, leftovers and Mission goals do not count. Example: Mission 1 with three players needs 45 points from those sources.
Bonus Goals
| Card | Team threshold (1p | 2p | 3p | 4p | 5p) | |
|---|---|---|
![]() | Scholarly — Research left over at the end; a stored Dive token’s Research counts | 6 | 12 | 18 | 24 | 30 |
![]() | Thorough — fully completed zones | 4 | 7 | 9 | 11 | 13 |
![]() | Esteemed — Reputation + Inspiration track values | 22 | 40 | 56 | 70 | 82 |
![]() | Resourceful — Coordination + Ingenuity track values | 22 | 40 | 56 | 70 | 82 |
![]() | Synergistic — zones holding at least one disc or Vessel of every player | 11 | 9 | 7 | 6 | 5 |
![]() | Dedicated — Junior Specialists | 5 | 9 | 13 | 16 | 19 |
Setbacks
| Card | Effect | |
|---|---|---|
![]() | Exhaustion | Each player returns one of their discs from a Conservation site to their Staging area |
![]() | Tsunami | All Vessels move 2 zones left, with no arrival bonus |
![]() | Volcanic Activity | All Vessels move 2 zones up towards the surface, or as far as they can |
![]() | Protected Waters | In the depth-3 zone with the most discs, discs go back to Staging; set its Vessels aside, replace the zone from the depth-3 stack, then put the Vessels back |
![]() | Government Intervention | Each player returns one disc from a depth-1 or depth-2 zone to their supply |
![]() | Funding Shortage | Each player loses 2 in their lowest attribute, or flips a Senior Specialist back to Junior (no bonuses; a disc on it goes to supply) |
How you win
At the end of the last round, count the goals you met. If that is at least your difficulty’s number, the team wins.
[UW] Uncharted Waters has an Enhanced Solo & Co-op mode on a separate rules sheet, with Mode cards, an Ocean Roamer tile and more Bonus Goals and Setbacks. That sheet is not covered here yet.











