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Deep Sea Adventure Boost

Deep Sea Adventure Boost Rulebook

Table of Contents

Table of Contents

  • Set Contents
  • Preparations
  • Game Objective
  • Turn Progression
    • Step 1: Breathe (reduce air)
    • Step 2: Declare if you will turn back or not
    • Step 3: Swim (roll the dice and move)
    • Step 4: Treasure Hunt (pick up or drop treasure)
  • Round Conclusion
  • Game Conclusion and Victory
  • Boost Rules (Product Page)
    • Boost Dice
    • Rule 1: Roll 3 Special Dice and Choose 2
    • Rule 2: Reduce the Air to Add Up All 3 Dice
    • Expansion Dice Variant (Publisher-Suggested)
    • Not Covered by This Source

Set Contents

  • 2 Special Dice: 1-3 dots, 2x on each Die
  • 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)

Preparations

  • Place the Submarine where it is clearly visible to all players.
  • Place the Air Marker over "25" on the Submarine Board.
  • Turn over the Undersea Treasure Chips to hide their values, separate them by Level, and shuffle them thoroughly.
  • Line up the Treasure Chips in order by Level from low to high such that they connect to the Submarine Board. So long as they form a single line, any arrangement is fine.
  • Players take one Sea Diver piece each, according to preference, and place these pieces flat on the Submarine Board with their pointed bellies pointing down.
  • The player who has been in the ocean or gone swimming most recently takes the first turn.

Game Objective

The game takes place over 3 rounds – 3 deep sea dives. Each dive begins with a full tank of air and all Divers on the Submarine. The player who gains the most points over the three dives is the winner. In order to gain points, you must bring Undersea Treasure Chips back to the Submarine. You can only return to the Submarine once per dive. A dive ends when all Divers have returned to the Sub or the air runs out.

Turn Progression

Players take turns, going clockwise around the board. On their turn, a player conducts the following four steps unless they have already returned to the Submarine.

Step 1: Breathe (reduce air)

Move the Air Marker on the Submarine Board toward "0" by the number of Treasure Chips you are carrying. Treasure that you retrieved in previous rounds does not count. If the air falls to "0" or below, your turn is the last turn of the dive; continue and finish your turn.

Step 2: Declare if you will turn back or not

You may only turn back for the Sub if you are carrying treasure. If you decide to turn back, turn your Diver Piece to face the Submarine. You can only change direction once each dive. Once you have turned around you can skip this step for the rest of the dive. If you roll the dice without declaring a direction, you must dive deeper.

Step 3: Swim (roll the dice and move)

Roll both dice. Move your Diver Piece in the direction it is facing along the line of Undersea Chips a number of jumps equal to your roll. If you are carrying treasure, subtract the number of Treasure Chips you are carrying from your roll before moving. (Note: you may not be able to move!) When moving past an Undersea Chip being explored by another Diver, jump over that Chip without counting it. If your roll takes you beyond the last Undersea Chip, stop on that Chip.

Step 4: Treasure Hunt (pick up or drop treasure)

Take one of the following three actions:

  • a) Do nothing.
  • b) Pick up the Treasure Chip your Diver is stopped on and place it in front of you without flipping it over. Place a Blank Undersea Chip in its place and place your Diver on top of that Blank Chip facing the same direction it was facing before. You are now carrying this treasure. You can carry any number of Treasure Chips.
  • c) If you are carrying treasure and are stopped on a Blank Undersea Chip, you may drop a Treasure Chip of your choice on that spot. Replace the Blank Chip with the Treasure Chip and place your Diver on that Treasure Chip.

Round Conclusion

At the end of a dive, perform the following clean up actions:

  • Players who made it back to the Submarine turn over their Undersea Treasure Chips and reveal their values. They keep these Chips for scoring at the end of the game.
  • Players who did not make it back to the Sub before the end of the dive drop their treasure to the bottom of the sea and return to the Sub. In order, starting from the Diver closest to the Submarine, players stack their Treasure Chips (in any order they choose) next to the last Chip in the line of Undersea Chips. Once 3 Chips have been stacked, the next Chip begins a new stack at the end of the line. These stacks now function as a single Treasure Chip in subsequent dives. All Chips in a stack should be picked up, placed, and dropped together. They are also treated as a single Chip when calculating air consumption and movement.
  • Remove all Blank Undersea Chips from the line of Undersea Chips and slide together the remaining Undersea Chips to close any gaps.
  • The last player to return to the Sub takes the first turn of the next dive.

Game Conclusion and Victory

At the end of the third dive, after clean up, players total their points (the values of all the Treasure Chips they brought back to the Sub) to find a winner. If a tie exists, the player with the most high-level Treasure Chips is the winner. If this doesn't break the tie, the game ends in a draw.

Boost Rules (Product Page)

Sourced from the Oink Games product page for Deep Sea Adventure Boost (English), publisher body text, fetched 2026-11-10: https://oinkgames.com/en/games/analog/deep-sea-adventure-boost/. This is not the Boost game manual. The product page is marketing copy and describes only the new rules and dice; it does not give a full setup, turn sequence, or end-of-dive procedure for Boost. Where the page is silent, the rules above apply as printed for the original game.

The product page says Boost is a "Deeper" edition of Deep Sea Adventure that adds two rules to the original game. The original dice are also included, so the original rules can be played as written.

Boost Dice

Boost includes three special dice. The page says that, when rolled, they show only these faces:

  • One die shows "0 or 3".
  • One die shows "1 or 3".
  • One die shows "1 or 2".

Rule 1: Roll 3 Special Dice and Choose 2

Roll the three special dice, choose two, and move your Diver Piece as many spaces as the sum of the dice [the two chosen dice].

The page describes this rule as letting a player go deeper for more valuable treasure, or choose a smaller number to return to the Submarine. The page does not say when a player uses this roll instead of the standard roll, or whether it is used on every turn.

Rule 2: Reduce the Air to Add Up All 3 Dice

Before rolling the dice, declare that you want to "boost". You must consume one air from the tank that all players share. Then roll the three special dice and add up all three dice.

The page does not say whether the air consumed by boosting is in addition to the air reduction in Step 1 (Breathe) of the original rules, or replaces it.

Expansion Dice Variant (Publisher-Suggested)

The product page suggests this variant, as printed:

  • Exchange the dice that has 1 or 3 dots with expansion dice.
  • Calculate the x3 at the end. (The maximum possible result will become 15)

The page does not describe the "Deep Sea Adventure" Expansion Dice, so this variant cannot be applied from this source alone.

Not Covered by This Source

The product page does not give the following. They are left out here rather than guessed. Consult the Boost game manual, which is in the box:

  • Setup changes for Boost.
  • Whether the Boost rules replace or sit alongside the standard roll on each turn.
  • Air handling when the air reaches zero during a boost.
  • How carried treasure affects the movement from a boosted roll.