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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ImHim</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-09-26T02:27:49Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprisktheabyss&amp;diff=31561</id>
		<title>Gamehelprisktheabyss</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprisktheabyss&amp;diff=31561"/>
		<updated>2026-09-23T23:00:07Z</updated>

		<summary type="html">&lt;p&gt;ImHim: /* Overview: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview: ==&lt;br /&gt;
In Risk the Abyss players dive into the ocean to catch fish and find treasure. The players do this by rolling dice and taking actions. The game ends when one of the ocean decks runs out. The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
== Gameplay: ==&lt;br /&gt;
On your turn, you roll 6 dice, each of which have the following faces:&lt;br /&gt;
* Flippers: Let you move up and side to side&lt;br /&gt;
* Anchors: Let you move to any space directly or diagonally below you&lt;br /&gt;
* Harpoons: Allow you to hunt fish&lt;br /&gt;
* Keys: Allow you to find treasure&lt;br /&gt;
* Oxygen: Let you hold onto additional cards&lt;br /&gt;
* Radios: Let you move the boat, or, you can spend 3 of them for an emergency pullback.&lt;br /&gt;
&lt;br /&gt;
When your diver is on top of a card, you may spend the required dice (1 Harpoon per Heart, 1 Key per Lock) to put the card in your haul. At the end of your turn, you must discard cards in your haul until you have 1 + the number of Oxygen dice you had at the end of your turn.&lt;br /&gt;
&lt;br /&gt;
To secure your haul, you must stow it on the boat. This can be done in two ways. The first is, as mentioned above, spending 3 radios. The second is to use a flipper while on the space directly below the boat to go up and “tap the boat”. Cards stowed during your turn are permanently banked and never require oxygen.&lt;br /&gt;
&lt;br /&gt;
Currents:&lt;br /&gt;
Throughout the game, currents will be put into the ocean grid. These allow players to move without spending dice in the directions shown on the card.&lt;br /&gt;
&lt;br /&gt;
== Game End: ==&lt;br /&gt;
The end of the game is triggered by one of the ocean decks(Surface, Depths or Abyss) running out. The game then ends after the player who started last takes their turn. All cards held onto at the end of this turn are immediately stowed and points are counted. The player with the most points wins! If there is a tie, the player with the most legendary (Gold Ribbon) fish wins, then rare (Silver Ribbon) fish, then common (Bronze Ribbon) fish. If players are still tied then they share the victory.&lt;/div&gt;</summary>
		<author><name>ImHim</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprisktheabyss&amp;diff=31560</id>
		<title>Gamehelprisktheabyss</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprisktheabyss&amp;diff=31560"/>
		<updated>2026-09-23T22:58:42Z</updated>

		<summary type="html">&lt;p&gt;ImHim: Created page with &amp;quot;== Overview: ==  In Risk the Abyss players dive into the ocean to catch fish and find treasure. The players do this by rolling dice and taking actions. The game ends when one of the ocean decks runs out. The player with the most points wins.  == Gameplay: ==    On your turn, you roll 6 dice, each of which have the following faces:  * Flippers: Let you move up and side to side * Anchors: Let you move to any space directly or diagonally below you * Harpoons: Allow you to h...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview: ==&lt;br /&gt;
 In Risk the Abyss players dive into the ocean to catch fish and find treasure. The players do this by rolling dice and taking actions. The game ends when one of the ocean decks runs out. The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
== Gameplay: ==&lt;br /&gt;
 &lt;br /&gt;
 On your turn, you roll 6 dice, each of which have the following faces:&lt;br /&gt;
&lt;br /&gt;
* Flippers: Let you move up and side to side&lt;br /&gt;
* Anchors: Let you move to any space directly or diagonally below you&lt;br /&gt;
* Harpoons: Allow you to hunt fish&lt;br /&gt;
* Keys: Allow you to find treasure&lt;br /&gt;
* Oxygen: Let you hold onto additional cards&lt;br /&gt;
* Radios: Let you move the boat, or, you can spend 3 of them for an emergency pullback.&lt;br /&gt;
&lt;br /&gt;
When your diver is on top of a card, you may spend the required dice (1 Harpoon per Heart, 1 Key per Lock) to put the card in your haul. At the end of your turn, you must discard cards in your haul until you have 1 + the number of Oxygen dice you had at the end of your turn.&lt;br /&gt;
&lt;br /&gt;
To secure your haul, you must stow it on the boat. This can be done in two ways. The first is, as mentioned above, spending 3 radios. The second is to use a flipper while on the space directly below the boat to go up and “tap the boat”. Cards stowed during your turn are permanently banked and never require oxygen.&lt;br /&gt;
&lt;br /&gt;
Currents:&lt;br /&gt;
Throughout the game, currents will be put into the ocean grid. These allow players to move without spending dice in the directions shown on the card.&lt;br /&gt;
&lt;br /&gt;
== Game End: ==&lt;br /&gt;
The end of the game is triggered by one of the ocean decks(Surface, Depths or Abyss) running out. The game then ends after the player who started last takes their turn. All cards held onto at the end of this turn are immediately stowed and points are counted. The player with the most points wins! If there is a tie, the player with the most legendary (Gold Ribbon) fish wins, then rare (Silver Ribbon) fish, then common (Bronze Ribbon) fish. If players are still tied then they share the victory.&lt;/div&gt;</summary>
		<author><name>ImHim</name></author>
	</entry>
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