Endeavor: Deep Sea
#832024 · 1-4 players · 120min · weight 2.92
Core loop (v2)
Activate one of your buildings to take its action — recruit, sail, dive, publish — then refresh and repeat.
Mechanics (v3 deep)
Each turn you take one cylindrical 'action disc' from your staging area and slap it onto a specialist tile in your tableau, which lights up that specialist's icon and lets you trigger a board action — Sonar to reveal a new dive site, Dive to take research tokens, Travel to move a submarine across the modular ocean map, Conserve to plant tokens in protected zones, Publish to spend research for points and tech. The cadence is short, snappy turns: pick disc, place on specialist, do action, pass. Between rounds you pull discs back via a 'Recover' action that itself costs a disc, creating a constant tension between spending now and refreshing.
A round has four phases: Build (recruit a new specialist from the market), Growth (take action tokens equal to your recruit/staging tracks), Action (alternate placing discs on specialists to trigger map actions until everyone passes), Cleanup (reset for next round). Across roughly seven rounds you push four player-board tracks (recruiting, staging, recover, submersibles) upward — every track upgrade unlocks more discs per round and deeper-water access. Map actions chain: Sonar reveals a new tile (which gives an immediate discovery bonus), then Travel into it, then Dive on its tokens, then Publish those tokens for victory points and abilities. End-game scoring totals points from published research, conserved zones, specialist abilities, and end-game bonus cards — winner is the institute with the most points.
Per turn the option space is wide: typically 6-10 viable disc placements across your specialist tableau, each enabling a different map action. The hard tradeoff is tempo vs. engine — do you Recover (spend a disc to get all discs back) early to flood actions, or push for a juicy Publish chain? The map is shared and modular, so location selection has soft area-control consequences (other players will Travel into your revealed tiles unless you lock them down with conservation). The published-research market is open-drafted, so timing on which paper to claim before another player snipes it is a recurring squeeze. Mid-game, planning a 3-action chain (Sonar → Travel → Dive) within a single round is the signature puzzle.
Strongest skills: action efficiency and chain planning — visualizing a 4-disc combo where one tile reveal triggers a discovery bonus that pays for the next dive that publishes for the bonus that recruits the next specialist. Secondary: market reading on the specialist row and published-research row, since both are open-draft and contested. Tertiary: light spatial planning on the modular map (where to point your submarines, which depths to unlock). Almost no opponent-direct conflict and minimal arithmetic. Strong players see two rounds ahead and identify the keystone specialist that turns their tableau into an engine.
Theme
Run a modern marine research institute — recruit scientists, send subs into the deep, publish papers, protect coral, feel like a David-Attenborough-adjacent ocean steward.
Painterly marine illustration in a cool blue-teal palette with warm coral and species accents; clean modern infographic-style iconography on player boards. Burnt Island Games production with the Endeavor visual lineage — readable from across the table, deluxe edition lavishly upgraded. Theme reframes the original Endeavor: Age of Sail's piratical/colonial aesthetic into a modern conservationist one, and reviewers note that thematic re-skin is a deliberate ethical choice.
Translation potential
- Multi-week solo campaign: 8 chained scenarios, each unlocks new ocean regions (Atlantic, Pacific, Antarctic), persistent research library and specialist roster carry forward — campaign resets with prestige modifiers
- Async 4-player league with weekly seeded maps: same modular setup for all leagues, leaderboard scored on point totals, weekly meta rotates which conservation bonuses are doubled
- Daily 'expedition' challenge: fixed map, fixed starting specialists, 30-minute time-attack on points; leaderboard by efficiency
- Live-event seasons themed around real-world marine conservation campaigns (e.g. 'Coral Triangle' month with bespoke specialist cards)