You and your team have discovered a lost pirate ship on the bottom of the ocean and have decided to investigate. As you dive below the warm Caribbean waters to a dark murky surface below, you realize the pirate ship lost a battle against some unknown old-world gunship. You decide to investigate and find lost treasure amid a dark world of danger.
Creator: Kenneth P. Langer
Publication Date: June 2018
Retail Price: around $25
Edition: First
Cards (90 Total 300 gsm)
41 Item Cards
21 Attempt Cards
4 Diver Cards
20 Treasure Cards
4 Rules Cards
Object
To gain treasure by opening hidden treasure chests while avoiding being attacked by sharks.
Players
1-4
Preparation
Separate and shuffle each of the card decks (Item Cards, Attempt Cards, and Treasure Cards) and place them on the board.
Give each player one Diver Down card.
Leave room for a discard pile above each deck.
Leave room below the decks for Shark Cards.
All players turn their Diver Card to the “Diver Down” side. This indicates that all players are currently divers in the sea.
Play
On your first play, search for an Item (see below).
On each subsequent turn, you may:
Take an Item Card, or
Attempt to open a treasure and collect it, or
Play a Safety Card, or
Surface/Dive.
You may not pass on any turn.
Searching For Items
Take an Item Card from deck.
If it is a Treasure card or Safety card, keep it.
If it is Junk, discard it,
If it is a Shark card, place it on the board.
Claiming Treasure
If your Item Card has a treasure box, you may attempt to unlock it or open it to discover the treasure inside.
If the item is unlocked (Unlocked Box or Unlocked Chest), you can claim the treasure by taking and keeping one or more Treasure Cards.
The money bags on the cards indicate how many Treasure Cards can be taken.
If the item is locked (Locked Box, Locked Chest or Locked Safe) you must first attempt to break the lock before claiming the treasure (see below).
Treasure cards are kept FU in front of the player until they are safely stored on the ship (banked).
Any Treasure that is brought to the surface is considered “banked” and cannot be lost for the remainder of the game.
Banked Treasure cards are turned FD until the end of the game.
Once a treasure is claimed, you collect a number of Treasure cards indicated by the number of bags on the Treasure Card.
Box = 1 Treasure Card.
Chest = 2 Treasure Cards.
Safe = 3 Treasure Cards.
Breaking a Lock
You can only attempt to unlock one box at a time.
To unlock a locked Treasure item, take one card per turn from the Attempt Cards deck and place it over the item you are attempting to unlock.
The cards have the following effects:
Open: The lock is opened. You claim the treasure by taking one or more Treasure Cards (see the number of money bags on the card) in the same turn.
Cracked: The lock is cracked but not broken. You may attempt again on another turn. If you get a second Cracked Card, the lock is open and you can take a Treasure Card. Keep the Cracked Card until all attempts are complete.
Fail: The lock cannot be opened. You must immediately discard the Item Card.
Trapped: A secret trap is revealed. You can discard the treasure or make another attempt on another turn but if a second Trapped Card is revealed you must surface under the same rules as a Shark Attack. The Trapped card is kept until all attempts are complete.
No Effect: Nothing happens. You can try again on the next turn.
After an attempt is complete, all the Attempt Cards used are discarded.
When the Attempt Cards pile is depleted, the discards are shuffled and made into a new pile.
Surfacing/Diving
Surfacing allows you to bank Treasure or avoid a Shark Attack.
You can surface to your boat by flipping over the Diver Down card on your turn.
You cannot, however, take any chests or boxes with you and must discard all Item Cards and Attempt Cards after surfacing.
Once the card is flipped, your turn is over.
While surfaced, you can only dive again, bank treasure, or attempt to steal.
To dive again, turn over your Diver Up card.
If all players surface, all Sharks currently on the board are discarded.
Stealing Treasure
If you are on the surface and another player is still below, you can attempt to break into their safe using the same process as Breaking A Lock.
Take an Attempt Card and turn it over.
If successful, you can randomly collect one of their face down banked treasure cards.
If the diver under attack surfaces before the attacker can successfully steal any treasure, the attempt must be abandoned and all Attempt Cards used discarded.
Stealing may only be attempted once per surface.
Banking Treasure
Once on the boat, you can bank any captured treasure by turning your Treasure Cards face down. Those cards cannot be lost to Shark Attacks.
Banking Treasure completes a turn.
Shark Attack
If you pick up a Shark Card, you must immediately put it on the board.
If a third Shark Card is placed on the board, divers in the water are under attack and must immediately surface and discard all their cards except any “banked” treasure.
If all players surface before the third card, the Shark Cards are discarded.
On any turn you can play one Safety Card from your hand and eliminate one Shark Card. Both cards are discarded.
Only one Safety Card can be played per turn and completes the turn.
Winning the Game
The game ends when a player has $20,000 or more in treasure banked and is proclaimed the winner.
Attempt Cards
Treasure Cards