Endeavor: Deep Sea
DESIGNER CLARIFICATIONS31
What counts as an action on your turndesigner
- CONTEXT
- Players repeatedly asked whether Dive tokens replace, add to, or compete with a Specialist activation.
- RULING
- "On your turn you must take an Action or Pass. Actions can be gained from; 1. Activating a Specialist 2. Using a Journal Space 3. Spending a Dive token for the action. While you may only activate a specialist or use a journal space once a turn (and not both), you get to use all the actions available to you from that specialist or journal space. Dive tokens are not limited and can also be spent for actions in addition or instead of activating a specialist or using a journal space."
Spending a Dive token instead of activating a Specialistdesigner
- CONTEXT
- Whether spending a token purely for its Research value counts as a turn, or only tokens granting an action do.
- RULING
- "So - yes in place of activating a Specialist you may spend the Dive token, and then spend it on gaining research, if all you want to do is otherwise delay taking other actions - and not pass."
A Dive token grants only what is printed on itdesigner
- RULING
- "Only a dive token with a dive action can be discarded to take a dive action." Dive tokens cannot be spent generically for any action — you may only take the actions or Research displayed on that token.
Dive tokens are usable only during the Activation phasedesigner
- RULING
- "They can only be used in the activation phase. Specifically they are used before activating a specialist, after activating a specialist, or instead of activating a specialist. A lot of freedom, but you cannot use it between recruitment and the getting/reclaiming tokens."
Dive-token actions still require a vessel and a free discdesigner
- RULING
- "The dive tokens can be discarded to perform the action as normal. So performing the journal action would require a vessel in a zone with a journal site that you can place the disc on."
Dive token retention is per turn, not per rounddesigner
- CONTEXT
- A common misreading holds that you discard down to one token at the end of the round.
- RULING
- "You discard down to 1 at the end of your turn. You can hold as many as you want during you turn, but you must use or discard all but 1 before you end your turn." You do not have to decide which token to keep at the moment you gain it — that choice is made at the end of your turn.
Dive tokens are public informationdesigner
- RULING
- Dive tokens are held face up and are open information, including tokens you discard when drawing two and keeping one.
Dive-site bonuses trigger per token claimeddesigner
- CONTEXT
- An Action Effect reading "After claiming a Dive token, gain one Reputation" on a site where an ability claims several tokens.
- RULING
- "For the bonuses that come off taking dive tokens, it is exactly that. Each token you take nets the bonus." The bonus is tied to claiming a token, not to performing a Dive action.
A Journal card's discover action is not a Sonar actiondesigner
- RULING
- "The Sonar Action is the round radar symbol. If you are taking a Sonar action then you place a disc on a Sonar space on the board and gain the reward you cover. Here the action is Discover which is take two zones and place one. This action is usually only found as a reward on a space you go to. Here you just place a disc here and get to discover." The Journal card version is strong precisely because it gives a Discovery for a single disc instead of two.
Journal action spaces cost one disc, Conserve excepteddesigner
- RULING
- "Most of the journal action spaces only require a single disc to get the benefit. The conservation one is the exception as you still need to put a disc on the board."
Discs placed on Journal cards are never recalleddesigner
- RULING
- "You cannot recall discs placed on cards."
Refill the Journal display only after all rewards resolvedesigner
- RULING
- "Replace it when you have finished resolving the rewards including the rewards given to the other players."
A Travel action must end in a different zonedesigner
- RULING
- "With a single travel action you may move ONE vessel to a DIFFERENT zone up to your tech level... You cannot end on the zone you are in. Your final destination must be of the same depth or shallower than your tech level. You only gain the arrival bonus of your final destination. You only gain a travel away bonus from the zone you started in." Two separate Travel actions in one turn may leave a zone and return to it, each granting its own arrival bonus.
"Travel away from this zone" requires starting theredesigner
- CONTEXT
- Players read the phrase as "pass through" or "travel outside this zone".
- RULING
- "If your vessel starts in the zone with a travel away bonus and travels to a different zone that is when they get the travel away bonus."
The Vortex bonus requires starting in the zonedesigner
- RULING
- "Yes you need to start at the zone." Moving into the Vortex partway through a Travel action does not grant its +1 Technology level for the remainder of that move.
Technology limits depth only while travellingdesigner
- RULING
- "A vessel can only travel as deep as their technology level, but the limitation isn't passive. It only matters when you are travelling... On a later turn that vessel can remain where it is and you can perform actions there." A vessel taken below its legal depth by an effect may stay and act there; the depth limit applies again the next time it travels.
Technology level can exceed 5designer
- RULING
- "Yes, you could, and travel 6 spaces, and travel to a 6 depth tile (if such a thing existed)."
No limit on vessels per zonedesigner
- RULING
- "No limit on the number of vessels, and a player may have more than one vessel in a zone. (Unless an explicit rule of a tile would limit it)"
You always recruit, from the lowest available tierdesigner
- CONTEXT
- All Tier-1 Specialists were gone and the active player had not yet unlocked Tier 2.
- RULING
- "You always get to recruit. So yes the rule would be the same as Endeavor (and Sonar) where you choose from the lowest available."
Tier-5 Specialists beneath a stack are hiddendesigner
- RULING
- "It is supposed to be hidden information."
Promoting mid-activation keeps the junior side's actionsdesigner
- RULING
- "You get to perform all the actions of the junior even if you promote them before completing the other actions. When you activate the specialist you gain access to all actions on that specialist for this turn. You can perform them in any order. You don't gain actions from the promoted side however as you have already activated the specialist."
You may always decline a rewarddesigner
- RULING
- "You may always decline a reward. This is noted as the first point in the general rules of activation."
Setback demotion does not remove the promotion bonusdesigner
- RULING
- "You don't get the bonus from the setback. But you can flip that junior specialist back to senior at a later [turn] and you would get that bonus again." The immediate bonus already gained from the original promotion is not lost when a Setback flips the Specialist back to its junior side.
Losing Ingenuity does not cost you a gained Vesseldesigner
- RULING
- "You get new vessels the first time you reach a marked spot. So you do not need to return the vessel, but then need to get the marker all the way to the second symbol to unlock the third vessel."
Each site space holds one discdesigner
- RULING
- "Each space can only contain one disc."
Preparation is resolved player by player, not step by stepdesigner
- RULING
- "A player does all 3 steps and then the next player does all three steps. This is different to the original Endeavor when each step was separated." A player whose Recruitment or Reassignment decision depends on those before them may wait, but need not.
Impact depth comes from the zone where the action happeneddesigner
- RULING
- "It is from the Zone first. You choose a vessel when you can't determine where the impact came from... If the chain of events from an action creates impact for any player and that action occurred in a Zone then all players use the depth of the Zone."
Every space on an ocean board is in the oceandesigner
- RULING
- "All spaces on ocean tiles are in the ocean. Even ones that look like they are the sky." Depth 1 is the surface, and every depth-1 tile is part of the surface.
Mission-symbol boards and tracking the round countdesigner
- RULING
- "You should remove them at the start of the game but if you miss one you can remove them when you draw them." There is no round track — "You track turns by the number of recruits you have."
Setup diagrams show maximum width, not maximum zonesdesigner
- RULING
- "They show the maximum width you are allowed to go, but you can always go deeper. Scenario 1 has a max of 25 zones possible with the base game."
Where Field symbols are counted fromdesigner
- RULING
- "You get 1 pt from your longest suit. Those field symbols come from your cards and the impact board - not the spaces on ocean tiles. You can win multiple leader bonuses if you have the most in multiple suits even though you will only gain the points for your longest."
Q&A19
Solo goals that exceed a track's maximumdesigner
- QUESTION
- Solo goals asking for 22 across two tracks appear impossible, since each track caps at 10.
- ANSWER
- "You count it as 10 and have to push it back again. The solo mode is designed to get you to make difficult choices." You only need 4, 5 or 6 goals depending on difficulty, so some goals can be ignored.
Number of rounds in solodesigner
- QUESTION
- Is solo played over six rounds like a multiplayer game?
- ANSWER
- No — solo is designed around seven rounds. "You will struggle with only 6 turns."
Journal rewards aimed at other players, in solodesigner
- QUESTION
- Journals that give rewards to other players — are those rewards lost in solo?
- ANSWER
- "In solo the reward goes to no one however those journals are cheaper because you give away things. So you usually get more for less."
Which points count toward the solo point goaldesigner
- QUESTION
- In solo, must you hit both the goal count and the point threshold, and which points count?
- ANSWER
- "The point goal (or impact goal) is one of the 7 goals. You don't need to achieve it. You can achieve any 4 goals. The point will only include points gained from the impact board, points on upgraded specialists (currently those are only found on level 5 specialist), and journals with points on them. So points from competitive goals and tracks are not included."
Track threshold points in the co-op score goaldesigner
- QUESTION
- Do the 2/4/7/10 points for reaching attribute track thresholds count toward the scenario's point goal?
- ANSWER
- No. Those thresholds have their own goals. Gaining Impact repeatedly at the top of a track is what feeds the point goal.
Counting zones for a co-op goaldesigner
- QUESTION
- If two players each have a disc in the same zone, does that zone count once or twice toward a co-op goal?
- ANSWER
- "Count each zone that has a disc by any player at the required depth. So if more than 1 player has a disc in a zone it will still only count 1 towards the goal."
Co-op "Dedicated Research": thresholds are individualdesigner
- QUESTION
- Must each player reach the target in their own most-owned Field symbol, and may two players target the same symbol?
- ANSWER
- Each player must individually reach the threshold in their own most-owned Field symbol. Two players may target the same symbol. "Can't be shared means that threshold isn't a combined score of all players Field Symbols."
Fleet Coordinator in cooperative modedesigner
- QUESTION
- Does an upgraded Fleet Coordinator (Tier 5) score zero in co-op, since it scores per completed link shared with opponents?
- ANSWER
- "The other players count as opponents for that purpose, so read it as 'other players'."
Fleet Coordinator in solodesigner
- QUESTION
- Does the Fleet Coordinator score against your own additional solo discs?
- ANSWER
- No. "It would be 0 in solo."
The junior-Specialist bonus goaldesigner
- QUESTION
- Does this goal require a number of Specialists still on their junior side, checked at game end?
- ANSWER
- "You need to have 5 specialists on their junior side at the end of the game." Promoting three or more of your juniors forfeits the goal.
Mission 6: Impact markers need not head toward scoring hexesdesigner
- QUESTION
- Must an Impact marker move "downward" toward the scoring hexes, or may it bounce between adjacent bonus hexes?
- ANSWER
- "There is no requirement to head to a scoring hex, you may use all your moves to accumulate bonuses near the top."
Mission 6: starting a new Impact markerdesigner
- QUESTION
- Where do new Impact markers enter the board, and when may you start one?
- ANSWER
- "You must place at the entry point in this scenario. It changes the rules... So when you gain impact you move a marker on the impact board to a legal hex. If there is no legal hex or you have no marker you may start a new one." Once the Sea Star is found the five search columns become legal hexes, and a marker stuck at the bottom of a search column also permits starting a new one.
Mission 6: where Fallen Star is shuffleddesigner
- QUESTION
- Is Fallen Star shuffled into the top/bottom four depth-5 boards, or into four others placed on top of the stack?
- ANSWER
- "Yes, the Fallen Star will be in the top 4 cards of a 1-2 player game and the bottom 4 cards of a 3-5 player game."
Mission 7 co-op goal 1designer
- QUESTION
- Must each player be in at least one zone of column C, or in every zone?
- ANSWER
- "Everyone needs to be in every zone in the middle column with a disc or a vessel."
Mission 4: the Impact marker placed in a zonedesigner
- QUESTION
- Is the marker placed in the designated zone an extra one from supply, or the one earned by the Conserve action?
- ANSWER
- "Impact markers are the hexagonal ones, the one earned from the conservation action goes on the three point zone of the impact board. The one placed in a zone is an additional one, that just acts as a marker to indicate this has already been done in this zone." Only the first player to claim it in a given zone gets the bonus.
Mission 4: the 3-point Impact hex needs your own Conserve actiondesigner
- QUESTION
- If a Conserve action completes a link that grants Impact, does that count as gaining Impact "directly by performing a Conserve action"?
- ANSWER
- Yes, as long as your conservation action is what completed the link. Both players on the link gain the Impact and the active player places first, but "If they don't take the special placement then the other player can't either because it wasn't their action." Completing the link with a Journal action instead does not qualify.
Mission 4 with Whiplash Squid Trenchdesigner
- QUESTION
- Does Impact from a completed link in this zone count as gained from the turtle (Conserve) icon?
- ANSWER
- "If you take a conservation action and complete a link which gives impact you can claim the bonus. If you take the sonar action and complete a link with impact then you can't claim the bonus and neither can the player in the conservation space." Holding the conservation disc is not enough — the action that completes the link must be the Conserve.
Mission 8 Goal 3: who picks the Field symboldesigner
- QUESTION
- When a player chooses Narrow as the scoring condition, do all players score that player's Field symbol?
- ANSWER
- "The player chooses Narrow or Broad, not the specifics of how a player is allowed to score Narrow." Each player scores their own most-owned type.
Mission 8: tied largest clustersdesigner
- QUESTION
- With Impact clusters of 3, 3 and 2, is the second-largest cluster the other 3 or the 2?
- ANSWER
- "If you have two large clusters of the same size your 1st and 2nd largest cluster are both that size." One of the two 3s is the second-largest.
EDGE CASES10
Discovery at a depth with no legal placementdesigner
- SITUATION
- A Sonar space calls for a Discovery at a specific depth, but every legal spot at that depth is occupied.
- RULING
- "You have it right, level 3 is then the shallowest possible depth (which might be deeper than the depths shown on the icon, if nothing shallower is available)." You must take the shallowest legal placement, which may also be shallower than the icon's range if the ocean is not filled left to right. An open-ended icon such as "3+" does legalise depth 4.
When a Discovery is genuinely impossibledesigner
- SITUATION
- No legal placement exists anywhere for a Discovery, not just at the printed depth.
- RULING
- "Only if all possible sea locations for standard tiles are full would you gain impact." Gaining Impact instead of placing is the last resort, not the answer to a blocked depth.
Travel rewards resolve after the move, not during itdesigner
- SITUATION
- A travel-away bonus would raise your Ingenuity mid-move, potentially unlocking a deeper destination for that same Travel action.
- RULING
- "When you travel you would complete your move and then gain rewards... You won't be able to increase your ingenuity to go to a deeper zone in the middle of the action." A second, separate Travel action does resolve after the first one's rewards, so it can use the new level.
Claiming two Dive tokens from one sitedesigner
- SITUATION
- A Journal action claims two Dive tokens from a site whose special rule grants a bonus action per token, such as SCALY-FOOT SNAILS ("you may then Journal in this zone").
- RULING
- "The ability that lets you take 2 Dive tokens from the same space isn't taking 2 at the same time, but one after the other. So you complete the bonuses from taking the first one, and then take the second one." Two tokens therefore grant two Journal actions, subject to journal sites still being available. BIOLUMINESCENT FAUNA and SHIPWRECK work identically despite their different wording, and both tokens must come from the same stack.
"Conserve again in this zone" with a two-Conserve Specialistdesigner
- SITUATION
- A player occupies the marked "Conserve again" space and activates a Specialist showing two Conserve icons.
- RULING
- The marked space triggers on each Conserve action, so the player conserves four times in that zone in one turn.
Reaching the upper Submerged Cave from depth 1designer
- SITUATION
- A vessel sits in the zone above a Submerged Cave System but lacks the Ingenuity to pilot to depth 2.
- RULING
- "Ingenuity is specifically about depth you can reach piloting. You can interact with the upper cave system while you are at depth one, and do not have Ingenuity that would allow you to pilot to depth 2 or lower."
"Interlinked ecosystem" reaching a cave conservation spotdesigner
- SITUATION
- A journal effect allows conserving anywhere at a depth where you have a vessel, while the Submerged Cave normally requires a vessel in the connected space.
- RULING
- "Yes you can use the Conserve on row card to place a disc on a conservation spot in the cave even if you aren't in the connected spot."
Sea Turtle Migration's move bonus and remote Conservedesigner
- SITUATION
- Conserving in the Sea Turtle Migration zone via a Journal action taken from a different zone.
- RULING
- "No. The action is specifically 'move away from here', so you will need a vessel in the Sea Turtle zone. You can use the journal conserve action to conserve in the zone as a vessel though."
Vessels replaced by the "Protected Waters" setbackdesigner
- SITUATION
- The setback replaces a depth-3 zone; set-aside vessels are then placed into the new zone.
- RULING
- No arrival bonuses are gained — "because the game is placing the tile, not any single player."
Running short of Dive tokensdesigner
- SITUATION
- A newly discovered zone needs more Dive tokens than the supply holds, and tokens are discarded back later in the game.
- RULING
- "No, you only place the dive tiles as the zone comes out." Sites that were short are never backfilled, and once the supply is exhausted those sites are simply left empty.
Last researched: 2026-09-08
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An opponent's settlement blocks your road network — your road cannot be built through or past an occupied intersection.
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At the end of each round, the player with the most of the goal trait scores points equal to their amount; the player with the second most scores fewer.
◆ Wingspan — End of Round, p. 11
Null cards deal 0 damage regardless of base value or any bonuses applied.
◆ Gloomhaven — Attack Modifier Deck, p. 23
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