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(Created page with "== 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...")
 
(→‎Overview:: Condensed and reworded.)
 
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== Overview: ==
== 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.
In Risk the Abyss players dive into the Ocean to catch Fish and find Treasure. Players take turns by rolling dice with a ''Yahtzee''-style mechanism, and then executing the actions from the resulting dice. The game ends when one of the Ocean decks runs out. The player with the most points wins.


== Gameplay: ==
== Gameplay: ==
Each die face represents a different action that a player can take:
On your turn, you roll 6 dice, each of which have the following faces:
* Flippers: Move up, left, or right.
* Anchors: Move straight or diagonal down.
* Harpoons: Aquire Fish cards. One Harpoon per Heart.
* Keys: Aquire Treasure cards. One Key per Lock.
* Oxygen: Needed to hold onto cards at the end of your turn. First card is free (does not require Oxygen).
* Radios: Use 1x to move the Boat. Use 3x to instantly return to the boat and store your haul.


* 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 hunt fish
* Keys: Allow you to find treasure
* Oxygen: Let you hold onto additional cards
* Radios: Let you move the boat, or, you can spend 3 of them for an emergency pullback.


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.
Stow your haul on the boat to secure your cards. Do this by using a Flipper in the space under the Boat and moving upwards. Alternatively, you can spend 3 radios. Stowed cards are permenantly banked and no longer require Oxygen.


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.


Currents:
Currents: Throughout the game, currents will appear in the Ocean. Players can move off Current cards in the directions shown for free.
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.


== Game End: ==
== Game End & Scoring: ==
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.
The end of the game is triggered when one of the Ocean decks (''Surface, Depths or Abyss'') runs out. Players get an equal number of turns. Players count the points from the cards in their Haul and Stowed. The player with the most points wins!
 
 
Fish: Worth the points shown (Buoy symbol)
 
Clams: Worth 2, 3, 4, or 5 points. Value is revealed upon Stowing the card.
 
Treasures: Worth points based on the number and types of Fish that you end the game with.
 
Bottles: Worth 1 point per 3 Treasures.
 
 
Tiebreakers: Most Legendary Fish (''Gold Ribbon''), most Rare Fish (''Silver Ribbon''), then most Common Fish (''Bronze Ribbon'').

Latest revision as of 05:30, 24 September 2026

Overview:

In Risk the Abyss players dive into the Ocean to catch Fish and find Treasure. Players take turns by rolling dice with a Yahtzee-style mechanism, and then executing the actions from the resulting dice. The game ends when one of the Ocean decks runs out. The player with the most points wins.

Gameplay:

Each die face represents a different action that a player can take:

  • Flippers: Move up, left, or right.
  • Anchors: Move straight or diagonal down.
  • Harpoons: Aquire Fish cards. One Harpoon per Heart.
  • Keys: Aquire Treasure cards. One Key per Lock.
  • Oxygen: Needed to hold onto cards at the end of your turn. First card is free (does not require Oxygen).
  • Radios: Use 1x to move the Boat. Use 3x to instantly return to the boat and store your haul.


Stow your haul on the boat to secure your cards. Do this by using a Flipper in the space under the Boat and moving upwards. Alternatively, you can spend 3 radios. Stowed cards are permenantly banked and no longer require Oxygen.


Currents: Throughout the game, currents will appear in the Ocean. Players can move off Current cards in the directions shown for free.

Game End & Scoring:

The end of the game is triggered when one of the Ocean decks (Surface, Depths or Abyss) runs out. Players get an equal number of turns. Players count the points from the cards in their Haul and Stowed. The player with the most points wins!


Fish: Worth the points shown (Buoy symbol)

Clams: Worth 2, 3, 4, or 5 points. Value is revealed upon Stowing the card.

Treasures: Worth points based on the number and types of Fish that you end the game with.

Bottles: Worth 1 point per 3 Treasures.


Tiebreakers: Most Legendary Fish (Gold Ribbon), most Rare Fish (Silver Ribbon), then most Common Fish (Bronze Ribbon).