RpInCoIgA?A↓R-R★+×PRcEfRaTTrSoDvCsJDFbFrFgFy
Ludexv2026.11.01-65114139Endeavor: Deep SeaOfficial rulebook ↗

Visitors

Loading…

Teach the Game

A script to read aloud: how you win Endeavor: Deep Sea, the Scenario sheet, your player mat and the ocean, a round, the end, every source of points and what each attribute and piece is for.

How you win

“We each run an ocean research institute. Over 6 rounds — about 20 minutes per player — we recruit Specialists, send our Vessels to explore, discover new zones of ocean, dive, protect habitats and publish Journals. We take nothing out of the sea: everything we gain makes us better at the work. Whoever has done the most good — the most points — wins.”

The boards

Every game uses one Scenario sheet (the Mission): its setup, special rules, three scoring goals and the Impact board.

Mission 1's Scenario sheet with numbered parts

  1. Setup and special rules — which zones start in play and where Vessels launch.
  2. Ocean Board diagram — the starting zones and how wide the ocean may grow (columns A–E).
  3. Impact board — each Impact you gain places a marker here and takes the hex’s reward.
  4. Scoring legend — the hex colours that score 1 or 2 points at the end.
  5. Co-op goal — the points the team needs in co-op and solo.
  6. Mission goals — three goals with points per item and leader bonuses.

Each player has a player mat:

The player mat with numbered parts

  1. Scoring brackets — 2, 4, 7 or 10 points for how far each track reached.
  2. Flow of play — the order of the Preparation steps, each linked to the track that drives it.
  3. Reputation track — its lower row is your Recruitment level: the highest Specialist tier you may recruit.
  4. Inspiration track — its lower row is your Effort level: discs you gain each round.
  5. Coordination track — its lower row is your Reassignment level: discs you take back from Specialists each round.
  6. Ingenuity track — its lower row is your Technology level (how far and how deep you Travel); spaces 2 and 7 give a new Vessel.
  7. Staging area — the discs you can use this round.
  8. Dive token storage — keep one Dive token between turns.
  9. Research track — up to 12 Research to pay for Conserve and Journal actions.

The ocean is built from Ocean boards; once in play a board is a zone:

The Sea Star zone with numbered parts

  1. Name and mission symbol — the sun symbol marks boards used only by certain Missions.
  2. Discovery bonus — taken once, by whoever discovers the zone.
  3. Arrival bonus — taken every time a Vessel ends a Travel here.
  4. Travel box — where Vessels stay; the gears show the zone’s depth.
  5. Journal site, yellow field — publish a Journal with that Field symbol.
  6. Journal site, brown field
  7. Sonar track — fill it left to right; most spaces Discover new zones.
  8. Dive site — a stack of Dive tokens (4 here).

A round

  1. Preparation — each player in turn, starting with the Wave, does all three steps (details):
    • Recruit one Specialist up to your Recruitment level Recruitment level and take its immediate gains;
    • Effort: take Effort level discs from your supply to your Staging area;
    • Reassign: take Reassignment level discs back from your Specialists.
  2. Activation — from the Wave, one turn each round the table until all have passed. A turn: put a disc on a Specialist with an empty circle and do its action(s) (details).
ActionWhat it does
Travel TravelMove a Vessel up to your Technology level Technology level in zones and depth; take the Arrival bonus
Sonar SonarSecond disc on a Sonar track; take its reward, often a Discover Discover of a new zone
Dive DiveTake the top Dive token: Research Research or a free effect
Conserve ConservePay its Research, second disc on a Conservation site; take its rewards (often Impact)
Journal JournalPay a Journal’s Research, second disc on a matching Journal site; take the card and its effects
  1. End of the round — the Wave moves clockwise (details).

How the game ends

After round 6 (round 7 in solo) — when everyone has seven Specialists including the Team Leader. Score (details):

Highest score wins; a tie is a shared win.

Ways to score

SourceHow and when
Attribute tracksAt the end, each of Reputation Inspiration Coordination Ingenuity scores its bracket: 0, 2, 4, 7 or 10
Impact boardAt the end, each of your markers in a scoring hex (1 or 2 points in Mission 1; ∞ hexes hold any number)
Mission goalsAt the end, points per disc, zone or symbol the goal counts, + leader bonuses for 1st and 2nd
JournalsAt the end, the points printed on Journals you published
Senior tier-5 SpecialistsAt the end, the scoring on each Renowned Specialist you promoted
LeftoversAt the end, (Research on your track + on a stored Dive token + discs in your Staging area) ÷ 3, rounded down

Nothing in the game takes points away.

What each resource is for

ResourceWhy you need itHow you get itHow you use it
Reputation ReputationBetter SpecialistsSpecialists, zones, links, Journals, Impact hexesIts level is the highest tier you may recruit
Inspiration InspirationMore discsSameIts level is how many discs you gain each round
Coordination CoordinationSpecialists ready againSameIts level is how many Specialists you reset each round
Ingenuity IngenuityRange, depth, VesselsSameIts level is how far and how deep you Travel; spaces 2 and 7 give Vessels
a disc DiscsEvery turn and every placed actionEffort, Reassignment, rewardsOne to activate a Specialist; Sonar, Conserve and Journal need a second one
Research ResearchPaying for Conserve and JournalDive tokens, zones, links, Impact hexesSpent from your track (max 12)
Impact ImpactPoints and bonusesConserve sites, links, track ends, Journals, zonesPlace a marker on the Impact board and take the hex
SpecialistsYour actionsOne recruited each roundA disc on a Specialist lets you do its action(s); promote to the Senior side for more
VesselsBeing in a zoneStart with 1; Ingenuity 2 and 7You can only act in zones where you have a Vessel
Dive tokensResearch or a free actionDiveSpend any time on your turn; keep one
JournalsPromotions, points, new actionsJournal actionEffects for you and the others, points, or an action circle for later turns

Teaching tips

Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close