Overview
Deep Sea Adventure is a push-your-luck game where players are rival deep sea divers sharing a rented submarine and a single tank of air. Players dive along a line of face-down treasure chips, picking up increasingly valuable treasures the deeper they go. However, carrying treasure consumes shared air faster and slows movement. If the air runs out before you return to the submarine, you drop all your treasure. The player with the most points after 3 rounds wins.
Components
- 2 Special Dice (each showing 1, 2, 3 dots — two of each face)
- 6 Sea Diver Pieces
- 1 Air Marker
- 1 Submarine Board
- 12 Blank Undersea Chips
- 32 Undersea Treasure Chips (8 each of 4 types):
- Level 1 (Triangular): 0-3 points (2 each)
- Level 2 (Square): 4-7 points (2 each)
- Level 3 (Pentagonal): 8-11 points (2 each)
- Level 4 (Hexagonal): 12-15 points (2 each)
Setup
- Place the Submarine Board where all players can see it.
- Place the Air Marker on “25” on the Submarine Board.
- Turn all Undersea Treasure Chips face-down, separate by level, and shuffle each level.
- Line up Treasure Chips in a single line connecting to the Submarine Board, ordered Level 1 (closest) → Level 2 → Level 3 → Level 4 (deepest).
- Each player takes 1 Sea Diver Piece and places it flat on the Submarine Board, pointed belly down.
- The player who has been swimming most recently goes first.
Turn Structure
Players take turns clockwise. On your turn, perform these 4 steps in order (skip if you have already returned to the Submarine):
Step 1: Breathe (Reduce Air)
Move the Air Marker toward “0” by the number of Treasure Chips you are currently carrying. Treasure retrieved in previous rounds does not count. If air reaches 0 or below, your turn is the last turn of the dive — finish your turn normally.
Step 2: Declare Direction
Choose whether to continue diving deeper or turn back toward the Submarine. You may only turn back if you are carrying treasure. Turn your Diver Piece to face the Submarine. You can only change direction once per dive. If you do not declare, you must continue diving deeper.
Step 3: Swim (Roll and Move)
Roll both dice. Move your Diver Piece in the direction it faces along the line of chips. Subtract the number of Treasure Chips you are carrying from your roll before moving (you may not be able to move at all). When passing a chip occupied by another Diver, skip over it without counting it. If your roll takes you beyond the last chip, stop on the last chip.
Step 4: Treasure Hunt
Take one of the following actions:
- a) Do nothing.
- b) Pick up the Treasure Chip your Diver is on. Place it face-down in front of you. Replace it with a Blank Undersea Chip and place your Diver on top. You can carry any number of Treasure Chips.
- c) Drop treasure (only if on a Blank Chip and carrying treasure). Replace the Blank Chip with one Treasure Chip of your choice from your carried treasure. Place your Diver on the Treasure Chip.
Actions
The main decisions each turn are:
- Whether to turn back or keep diving (Step 2)
- Whether to pick up, drop, or ignore treasure (Step 4)
There are no other special actions.
Scoring / Victory Conditions
Round End
A dive ends when all Divers return to the Submarine or the air runs out.
Cleanup:
- Players who made it back flip their Treasure Chips and keep them for final scoring.
- Players who did NOT make it back drop all carried treasure. Starting from the Diver closest to the Sub, each player stacks their Treasure Chips (in any order) at the end of the chip line. Stack up to 3 chips per stack; start a new stack after 3. Stacks function as a single chip for movement, air consumption, and pickup/drop.
- Remove all Blank Undersea Chips and slide remaining chips together to close gaps.
- The last player to return to the Sub goes first next dive.
Game End
After 3 dives, players total the point values of all Treasure Chips they brought back to the Submarine.
- Highest total wins.
- Tiebreaker: Most high-level Treasure Chips.
- If still tied, the game is a draw.
Special Rules & Edge Cases
- Each die shows values 1, 2, and 3 only (two of each). Possible roll totals: 2-6.
- If carrying 6+ treasure chips, your movement is reduced to 0 (roll minus carried ≤ 0), and you cannot move at all.
- You can only turn around once per dive, and only if carrying at least 1 Treasure Chip.
- Stacked chips from drowned treasure function as a single chip: one pickup grabs the whole stack, the stack counts as 1 for air consumption and movement reduction.
- The air is shared — even if you carry no treasure, other players’ treasure still drains the tank.
- You cannot pick up a Blank Chip (option b only works on Treasure Chips or stacks).
- If your roll after subtracting carried treasure is 0 or negative, you stay in place.
Player Reference
| Level |
Shape |
Points |
Distance from Sub |
| 1 |
Triangle |
0-3 |
Closest |
| 2 |
Square |
4-7 |
Middle |
| 3 |
Pentagon |
8-11 |
Deep |
| 4 |
Hexagon |
12-15 |
Deepest |
Turn Quick Reference:
- Breathe: reduce air by # of chips carried
- Declare: turn back (only if carrying treasure) or keep diving
- Swim: roll 2 dice, subtract carried chips, move
- Treasure: do nothing / pick up / drop
Air Track: Starts at 25. Reaches 0 = last turn of the dive.