Complete Rules
Quick Reference: Draw treasure cards one at a time. Stop before reaching 10 pressure dots or burst!
Your opponent divides the cards, you choose which pile to keep (unless you burst, then they choose first).
Components
- 80 Treasure Cards featuring five different treasure types
- 1 Rulebook (this document)
Card Anatomy
Treasure Type
GOLD
5
Point Value
Pressure Dots
Each treasure card displays:
- Treasure Type: Gold, Gems, Maps, Artifacts, or Cursed Relics
- Value: Points scored at game end (1-5 for most treasures, -2 for cursed)
- Pressure Dots: 0-3 dots representing air consumption while diving
Setup
- Shuffle all 80 treasure cards to form a face-down deck
- Decide who goes first (youngest player or whoever held their breath longest)
- Place the deck between both players where both can reach it
How to Play
1
Dive Phase
Draw cards, track pressure
2
Division Phase
Opponent splits cards
3
Choice Phase
Choose your pile
1. Dive Phase
- Draw cards one at a time from the deck, placing them face-up in a row
- Count the total pressure dots on all revealed cards
- You may stop drawing at any time
- If total pressure reaches 10 or more, you've run out of air! (see Pressure Burst)
Diving Strategy: High-value cards often have more pressure dots. Balance risk vs. reward!
2. Division Phase
- Normal dive: Your opponent divides all revealed cards into two groups of their choosing
- Pressure burst: Your opponent must divide cards as evenly as possible (equal number, or differ by 1)
- Cards must remain face-up and visible—no hiding or stacking
- Both groups must be clearly separated
3. Choice Phase
- If you didn't burst: You choose which group to keep
- If you burst from pressure: Your opponent chooses first
- The other player takes the remaining group
- Both players add their cards to their personal treasure pile
End Turn
After both players have taken their cards, play passes to your opponent who begins their dive phase.
Pressure Burst: If your total pressure dots reach 10 or more, you must immediately stop drawing!
Your diving bell has run out of air. When you burst:
- Your opponent must divide the cards as evenly as possible (equal number of cards per group, or differ by 1)
- Your opponent chooses their group first
- You get the remaining group
Strategic Note: Sometimes intentionally bursting can be advantageous if you've drawn many high-value cards!
Scoring
Game End
The game ends when the deck runs out. If players agree, shuffle the discard pile once to continue playing.
Treasure Scoring
Treasure Type |
Base Value |
Bonus Scoring |
Gold |
Face value (1-5) |
None |
Gems |
Face value (2-4) |
+3 points for each set of 3 matching gems |
Maps |
1 point each |
If you have 4+ maps: 10 points total instead |
Artifacts |
2 points each |
+5 points for each matching pair |
Cursed Relics |
-2 points each |
If you have exactly 3: +15 points total instead |
Scoring Example: If you have 3 Ruby gems (value 3 each), you score 9 points for their face value
plus 3 bonus points for the complete set, totaling 12 points!
Final Scoring
- Count up all treasure values
- Add any applicable bonuses
- Subtract points for cursed relics (unless you have exactly 3)
- Highest total wins!
- In case of a tie, the player with the most individual cards wins
Strategy Tips
- Pressure Management: That 5-point gold might not be worth it if it puts you over the edge
- Division Strategy: When dividing, consider what your opponent is collecting for bonuses
- Intentional Bursting: If you draw many valuable cards, bursting forces even distribution
- Cursed Relics: Sometimes taking cursed relics prevents your opponent from reaching exactly 3
- Safe Diving: Low-pressure cards are valuable for pushing your luck safely
- Set Tracking: Remember which gems and artifacts have been taken for set collection
Variants
Beginner Mode
- Remove cursed relics from the deck
- Pressure burst at 12 instead of 10
- Perfect for learning the game
Advanced Mode
- Add "Kraken" cards: 2 Kraken = immediate burst
- Include "Air Pocket" cards: reduce pressure by 2
- More tactical and unpredictable
Quick Game
- Use only 60 cards
- First to 50 points wins
- Great for shorter play sessions
Card Distribution
The 80-card deck contains:
- Gold (20 cards): Values 1-5, pressure 0-3
- Gems (20 cards): 4 each of 5 types (Ruby, Emerald, Sapphire, Diamond, Pearl), values 2-4, pressure 1-2
- Maps (15 cards): Value 1 each, pressure 0-2
- Artifacts (15 cards): 5 types × 3 each (Compass, Sextant, Spyglass, Anchor, Bell), value 2, pressure 1-3
- Cursed Relics (10 cards): Value -2, pressure 0-1
Quick Rules Summary
- Draw cards until you want to stop (or burst at 10+ pressure)
- Opponent divides the cards into two piles
- You choose a pile (or they choose first if you burst)
- Score points for treasures plus bonuses for sets
- Most points wins!