Abyss

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Abyss

Overview

Players compete to become King of Abyss by accumulating the most Influence Points (IP). Points are gained by affiliating Allies, recruiting Lords, controlling Locations, and slaying Monsters. On each turn, players explore the ocean depths to find Allies, request support from the Council, or recruit powerful Lords to their cause. When a player collects three Keys, they must take control of a Location. The game ends when any player recruits their 7th Lord or when the Court cannot be fully refilled.

Components

Setup

  1. Place the game board in the center of the table.
  2. Shuffle the Lord cards and form a face-down deck on the Lords space. Turn over the top 6 cards and place them in the Court.
  3. Shuffle the Exploration cards and form a face-down deck on the Exploration Track.
  4. Place the 10 Key tokens in a pile near the board.
  5. Shuffle the Monster tokens and place them face down by the board.
  6. Place the Threat token on the first space of the Threat Track.
  7. Each player takes 1 Pearl from the supply. Remaining Pearls go into cups beside the board (the Treasury).
  8. Shuffle the Location tiles and form a face-down stack. Turn over the top tile.
  9. Randomly determine the starting player. Play proceeds clockwise.

Turn Structure

Each turn consists of the following steps in order:

1. Plot at Court (Optional)

Pay 1 Pearl to the Treasury to add 1 Lord from the top of the Lord deck to the furthest empty space in the Court. May repeat as long as you can pay and there are empty spaces.

2. Take One Action (Mandatory)

Choose exactly one of three actions:

3. Control Locations (Mandatory, if triggered)

When you gain a 3rd Key, you must immediately take control of a Location.

Actions

Explore the Depths

Reveal cards one by one from the Exploration deck, placing them on the Exploration Track from left to right:

If the card is an Ally:

If the card is a Monster:

Threat Track Rewards (by space):

Space Reward Options
1st 1 Pearl OR 1 Monster token
2nd 2 Pearls OR 1 Monster token + 1 Pearl OR 2 Monster tokens
3rd 1 Key token
4th 1 Key token + 1 Pearl OR 1 Key token + 1 Monster token
5th 1 Key token + 2 Pearls OR 1 Key token + 1 Pearl + 1 Monster token OR 1 Key token + 2 Monster tokens
6th 2 Key tokens

End of Exploration: All remaining Allies on the Exploration Track go face-down to the Council (sorted by Race). Monsters go to the discard pile.

Request Support From the Council

Take all cards from one Race’s stack in the Council and add them to your hand (without looking beforehand).

Recruit a Lord

Choose one Lord from the Court. Pay the recruitment cost:

Affiliation: All Ally cards used are discarded except the one with the lowest value, which is placed face up in front of you (affiliated). If tied, you choose.

Lord Powers:

Refill the Court: Slide remaining Lords right. If 3+ Lords remain, no refill. If only 2 Lords remain, gain 2 Pearls and refill all empty spaces from the deck.

Lord Guilds:

Scoring / Victory Conditions

End-Game Triggers

The game ends when either:

  1. Any player recruits their 7th Lord, OR
  2. A Lord is recruited and the Court cannot be fully refilled.

The active player completes their turn, then each other player takes one final turn. All players then affiliate the lowest-value Ally of each Race remaining in their hand; other hand cards are discarded.

Scoring

Add up IP from:

Source Points
Locations Variable (based on Location tile conditions)
Lords IP printed on each Lord card
Affiliated Allies Only the highest-value affiliated Ally of each Race scores its face value
Monster tokens Face value (2, 3, or 4 IP each)

Tiebreaker: Most Pearls. If still tied, highest-value single Lord wins.

Special Rules & Edge Cases

Player Reference

Turn Checklist

  1. (Optional) Plot at Court: 1 Pearl per Lord added
  2. (Mandatory) Choose one action: Explore / Council / Recruit
  3. (If triggered) Control a Location when you reach 3 Keys

Key Numbers