<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://en.doc.boardgamearena.com/index.php?action=history&amp;feed=atom&amp;title=Gamehelpsalvagedivers</id>
	<title>Gamehelpsalvagedivers - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://en.doc.boardgamearena.com/index.php?action=history&amp;feed=atom&amp;title=Gamehelpsalvagedivers"/>
	<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsalvagedivers&amp;action=history"/>
	<updated>2026-11-07T15:44:07Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.11</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsalvagedivers&amp;diff=30855&amp;oldid=prev</id>
		<title>Jcbarr: Created page with &quot;== Overview ==  You&#039;re a wreck diver racing to salvage treasure from a sunken ship across a series of expeditions. Each round, you draw chips from a personal bag to descend along a depth track, managing a limited air supply that depletes with every risky draw. How far you push before surfacing is entirely your call — but running out of air forces an immediate, costly ascent.  Along the way you reach &#039;&#039;&#039;treasure checkpoints&#039;&#039;&#039;. At each one, you decide whether to secure...&quot;</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsalvagedivers&amp;diff=30855&amp;oldid=prev"/>
		<updated>2026-07-24T14:37:48Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;== Overview ==  You&amp;#039;re a wreck diver racing to salvage treasure from a sunken ship across a series of expeditions. Each round, you draw chips from a personal bag to descend along a depth track, managing a limited air supply that depletes with every risky draw. How far you push before surfacing is entirely your call — but running out of air forces an immediate, costly ascent.  Along the way you reach &amp;#039;&amp;#039;&amp;#039;treasure checkpoints&amp;#039;&amp;#039;&amp;#039;. At each one, you decide whether to secure...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
You&amp;#039;re a wreck diver racing to salvage treasure from a sunken ship across a series of&lt;br /&gt;
expeditions. Each round, you draw chips from a personal bag to descend along a depth track,&lt;br /&gt;
managing a limited air supply that depletes with every risky draw. How far you push before&lt;br /&gt;
surfacing is entirely your call — but running out of air forces an immediate, costly ascent.&lt;br /&gt;
&lt;br /&gt;
Along the way you reach &amp;#039;&amp;#039;&amp;#039;treasure checkpoints&amp;#039;&amp;#039;&amp;#039;. At each one, you decide whether to secure&lt;br /&gt;
the find now — at a cost that raises your risk if you keep diving — or leave it behind to&lt;br /&gt;
collect only if you make it back to a safe stop. Reaching greater depths always earns&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Reputation&amp;#039;&amp;#039;&amp;#039;, your score, even on a dive that ends in trouble. Treasure, on the other hand,&lt;br /&gt;
doesn&amp;#039;t score points directly — it&amp;#039;s currency, spent between dives on gear, permanent upgrades,&lt;br /&gt;
and crew that help you dive further and safer next time.&lt;br /&gt;
&lt;br /&gt;
The game runs &amp;#039;&amp;#039;&amp;#039;6 rounds&amp;#039;&amp;#039;&amp;#039;. Whoever has the most Reputation at the end wins.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
Each player takes an identical starting bag of &amp;#039;&amp;#039;&amp;#039;12 chips&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
• 4 Fin Kicks chips — pure movement, no air cost&lt;br /&gt;
• 7 Air Cost chips — a spread of values: four worth 1, two worth 2, one worth 3&lt;br /&gt;
• 1 Dive Buddy chip&lt;br /&gt;
&lt;br /&gt;
Each player starts with a full air tank (capacity &amp;#039;&amp;#039;&amp;#039;6&amp;#039;&amp;#039;&amp;#039;) and begins every dive at depth&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;0&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
== Round Structure ==&lt;br /&gt;
&lt;br /&gt;
Each round has four phases:&lt;br /&gt;
&lt;br /&gt;
• &amp;#039;&amp;#039;&amp;#039;Site Reveal&amp;#039;&amp;#039;&amp;#039; — a card is revealed showing that round&amp;#039;s dive site&lt;br /&gt;
• &amp;#039;&amp;#039;&amp;#039;The Dive&amp;#039;&amp;#039;&amp;#039; — every player dives simultaneously&lt;br /&gt;
• &amp;#039;&amp;#039;&amp;#039;Resolve&amp;#039;&amp;#039;&amp;#039; — treasure and Reputation are tallied, and every player&amp;#039;s dive is revealed&lt;br /&gt;
together&lt;br /&gt;
• &amp;#039;&amp;#039;&amp;#039;Market Phase&amp;#039;&amp;#039;&amp;#039; — spend treasure on upgrades before your next dive&lt;br /&gt;
&lt;br /&gt;
==== The Dive ====&lt;br /&gt;
&lt;br /&gt;
All players draw chips from their own bag at the same time, one at a time, deciding after each&lt;br /&gt;
draw whether to keep going or stop. Your own dive is always visible to you as it happens; other&lt;br /&gt;
players&amp;#039; progress stays hidden until everyone has finished, when all dives are revealed&lt;br /&gt;
together.&lt;br /&gt;
&lt;br /&gt;
• &amp;#039;&amp;#039;&amp;#039;Fin Kicks&amp;#039;&amp;#039;&amp;#039; chips move you forward and cost no air.&lt;br /&gt;
• &amp;#039;&amp;#039;&amp;#039;Air Cost&amp;#039;&amp;#039;&amp;#039; chips move you forward and cost air equal to their own value — an Air Cost chip&lt;br /&gt;
worth 3 moves you 3 spaces and costs 3 air.&lt;br /&gt;
• &amp;#039;&amp;#039;&amp;#039;Dive Buddy&amp;#039;&amp;#039;&amp;#039; chips move you forward for free, and when drawn, restore the air cost of the&lt;br /&gt;
largest Air Cost chip you&amp;#039;ve drawn so far.&lt;br /&gt;
&lt;br /&gt;
If your air tank runs dry, you &amp;#039;&amp;#039;&amp;#039;bust&amp;#039;&amp;#039;&amp;#039; — your dive ends immediately in an emergency ascent.&lt;br /&gt;
You don&amp;#039;t have to bust to stop: you may surface voluntarily after any draw.&lt;br /&gt;
&lt;br /&gt;
Busting doesn&amp;#039;t erase your progress: a busted dive still scores Reputation for the deepest&lt;br /&gt;
point you reached before the fatal draw. Only your uninsured treasure is lost on a bust — insured&lt;br /&gt;
treasure and your Reputation are safe either way.&lt;br /&gt;
&lt;br /&gt;
==== Treasure Checkpoints ====&lt;br /&gt;
&lt;br /&gt;
Your depth track has a treasure checkpoint every 2 spaces, each worth &amp;#039;&amp;#039;&amp;#039;$4&amp;#039;&amp;#039;&amp;#039;. When you reach&lt;br /&gt;
one, choose:&lt;br /&gt;
&lt;br /&gt;
• &amp;#039;&amp;#039;&amp;#039;Insure &amp;amp; advance&amp;#039;&amp;#039;&amp;#039; — bank the treasure immediately, and keep diving. The cost: your&lt;br /&gt;
lowest-value Air Cost chip already drawn this dive goes back into your bag (no air is refunded&lt;br /&gt;
for it). This doesn&amp;#039;t shorten your dive, but that chip is now back in play — if you keep drawing,&lt;br /&gt;
you&amp;#039;ve raised your own risk for the rest of the dive. Insured treasure is yours even if you later&lt;br /&gt;
bust.&lt;br /&gt;
• &amp;#039;&amp;#039;&amp;#039;Advance without insuring&amp;#039;&amp;#039;&amp;#039; — no cost, keep diving. You only receive this treasure if you&lt;br /&gt;
later reach a safe stop; bust before then and it&amp;#039;s lost.&lt;br /&gt;
• &amp;#039;&amp;#039;&amp;#039;Surface&amp;#039;&amp;#039;&amp;#039; — stop here safely. Every treasure you left behind this dive — this checkpoint&amp;#039;s&lt;br /&gt;
and all earlier ones — banks automatically, at no cost.&lt;br /&gt;
&lt;br /&gt;
Insuring is cheap when you&amp;#039;re about to surface anyway, and costly when you plan to push much&lt;br /&gt;
deeper — the same choice carries different weight depending on how much dive you have left.&lt;br /&gt;
&lt;br /&gt;
==== Resolve — Treasure &amp;amp; Reputation ====&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Reputation is your score, and the win condition.&amp;#039;&amp;#039;&amp;#039; You earn 1 Reputation for every 2 spaces&lt;br /&gt;
of depth reached — whether your dive ends safely or in a bust.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Treasure is currency, not points.&amp;#039;&amp;#039;&amp;#039; It doesn&amp;#039;t score Reputation directly — it&amp;#039;s spent in the&lt;br /&gt;
markets to help you reach greater depths (and therefore more Reputation) on future dives.&lt;br /&gt;
&lt;br /&gt;
== The Danger Ramp ==&lt;br /&gt;
&lt;br /&gt;
Starting in &amp;#039;&amp;#039;&amp;#039;Round 4&amp;#039;&amp;#039;&amp;#039;, and again in Rounds 5 and 6, the wreck grows more dangerous: every&lt;br /&gt;
player&amp;#039;s bag permanently gains one extra Air Cost chip (value 1). This affects every diver&lt;br /&gt;
equally, and it doesn&amp;#039;t go away — by Round 6, every bag carries three of these additional chips.&lt;br /&gt;
&lt;br /&gt;
== The Markets ==&lt;br /&gt;
&lt;br /&gt;
Spend treasure earned this round (and any saved from before) across three markets. Gear and&lt;br /&gt;
Advancement purchases are &amp;#039;&amp;#039;&amp;#039;permanent&amp;#039;&amp;#039;&amp;#039; — they stay with you for the rest of the game. Crew is&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;one-dive only&amp;#039;&amp;#039;&amp;#039; — bought this round, used on your next dive, then it&amp;#039;s gone, and the market&lt;br /&gt;
refreshes.&lt;br /&gt;
&lt;br /&gt;
==== Gear — permanent chips added to your bag ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Item !! Effect !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Reinforced Fins I || Moves you 1, no air cost || $5&lt;br /&gt;
|-&lt;br /&gt;
| Reinforced Fins II || Moves you 2, no air cost || $10&lt;br /&gt;
|-&lt;br /&gt;
| Reinforced Fins III || Moves you 3, no air cost || $13&lt;br /&gt;
|-&lt;br /&gt;
| Rebreather I || Moves you 2, restores 1 air on draw || $14&lt;br /&gt;
|-&lt;br /&gt;
| Rebreather II || Moves you 2, restores 2 air on draw || $19&lt;br /&gt;
|-&lt;br /&gt;
| Rebreather III || Moves you 2, restores 3 air on draw || $21&lt;br /&gt;
|-&lt;br /&gt;
| Spare Tank || Moves you 1; on draw, refills your air tank to full || $17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You may buy any number of copies of any Gear item you can afford.&lt;br /&gt;
&lt;br /&gt;
==== Advancement — permanent upgrades to your diver ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Item !! Effect !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Starting Depth || Begin every future dive 2 spaces deeper — lands exactly on a checkpoint, which&lt;br /&gt;
you collect automatically at the start of the dive || $16&lt;br /&gt;
|-&lt;br /&gt;
| Tank Capacity || +1 to your starting air capacity. Limited to 3 purchases per game || $19&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Crew — one-dive specialists ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Item !! Effect !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Navigator || This dive only: your first Air Cost draw is free — you keep the movement, spend no&lt;br /&gt;
air || $7&lt;br /&gt;
|-&lt;br /&gt;
| Quartermaster || This dive only: the first time you would bust, your largest Air Cost chip is&lt;br /&gt;
restored instead, averting it || $6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
The wreck has a floor at depth &amp;#039;&amp;#039;&amp;#039;40&amp;#039;&amp;#039;&amp;#039; — reaching it forces a safe stop, same as choosing to&lt;br /&gt;
surface.&lt;br /&gt;
&lt;br /&gt;
After 6 rounds, any unspent treasure converts to Reputation at a &amp;#039;&amp;#039;&amp;#039;5-to-1&amp;#039;&amp;#039;&amp;#039; rate — a&lt;br /&gt;
deliberately poor exchange, so holding onto treasure instead of spending or diving with it is&lt;br /&gt;
never the smart play.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The diver with the most Reputation wins.&amp;#039;&amp;#039;&amp;#039; Ties are broken by whoever reached the greatest&lt;br /&gt;
depth on a single dive during the game.&lt;/div&gt;</summary>
		<author><name>Jcbarr</name></author>
	</entry>
</feed>