Plunge into the modern era, where our planet's vast interconnected ocean scape is one of the last frontiers to discover and explore. Experience a deep new ever-changing adventure in this followup to the smash hit Endeavor: Age of Sail!
In Endeavor: Deep Sea, you head an independent research institute with the goal of developing sustainable projects and preserving the fragile balance of marine life. Throughout the game, you’ll recruit field experts and use their abilities to explore new locations, research dive sites, publish critical ecological papers, and launch conservation efforts.
Expand your expertise, develop your team, and learn as much as possible about the sea. The action your institute takes now, could mean a healthy ocean and a sustainable future for the planet.
Endeavor: Deep Sea is designed by Jarratt Gray and Carl de Visser, the same creative team behind the smash hit Endeavor: Age of Sail and Endeavor. This edition is set in a new era of nautical discovery, but uses streamlined rules which will be familiar to fans of the original game.
—description from the publisher
- Array
- Array
- Exploration, teamwork, and strategic resource management as players draft and upgrade a crew to complete missions under challenging ocean conditions.
- Array
- Underwater exploration across five deep-sea zones with modular mission setups and variable exploration tiles.
- Array
- Array
- Array
- positive
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The solo mode is phenomenal.
- This is one of my new favorite solo games, hands down.
- Endeavor Deep Sea is definitely a new favorite of mine.
- It's just more of what we love in this game.
References (from this video)
- tight core system with high replayability and variability
- supports both competitive and cooperative play modes
- iconography and components are clear and appealing
- excellent organizing tray for specialists
- oceans boards and visuals are appealing and thematic
- may be lighter in weight than some heavy gamers expect
- space management on expanding ocean boards can be tricky
- midgame shuffles to locate space can slow pace
- interaction tends to be indirect rather than highly confrontational
- Oceanography, resource management, team-led exploration
- Underwater exploration across five depth levels with mission-based goals
- Array
- Modular, variable goals with both competitive and cooperative play variants
- Endeavor: Age of Sail
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Endeavor deep sea blew us out of the water
- the core system is tight
- this one is well worth a dip
- iconography is also incredibly clear
- easy enough to pick up for Gateway plus players
- the coolest part of the game are the oce boards
References (from this video)
- Engaging hybrid of euro-style puzzle and indirect/interacting play.
- Strong underwater thematic setting with depth-based rewards and a sense of exploration.
- Shared map creates dynamic inter-player interaction without direct combat.
- Clear progression paths via tracks and specialists that encourage multiple viable strategies.
- High replayability through mission layout and map variation.
- Turn-one trap can derail first impressions if not communicated well in the rules.
- Onboarding and rule communication could be clearer about interactive elements.
- Lack of explicit scaling for different player counts can slow pacing or alter tension.
- Specialist tray design is controversial; many players don’t chase them or find them worth the effort.
- Graphic design can be dense and overwhelming for new players, making reading the board and rules harder.
- Resource optimization, exploration, and indirect interaction within a submarine-undersea environment.
- Underwater exploration on a modular map featuring reefs, deep sea locations, and creatures, with a focus on depth-driven rewards and conservation.
- Abstract eurogame veneer with thematic undersea flavor and emergent player interaction on a shared map.
- Food Chain Magnate
- Ingenious
- Inspiration
Mechanics (from transcript analysis)
- Action discs on tiles — Players place discs on action tiles to perform actions; discs on the map can be blocked or captured by other players.
- Conservation and shared rewards — Spending resources to place discs on conservation spots yields rewards, and if another player later connects, both receive benefits.
- Diving and depth exploration — Depth determines how far you can explore and the potential rewards; deeper spaces offer bigger payoffs.
- Journaling and journaling cards — Spending an extra disc to claim journaling cards provides color-mcoded bonuses when matched with the map.
- Movement and signaling — Movement of the submarine is non-interactive in the sense that you announce intent by moving, and it signals others what you plan to do.
- Positive player interaction — Spending resources to place discs on conservation spots yields rewards, and if another player later connects, both receive benefits.
- Reputation, coordination, and inspiration tracks — Tracks unlock better specialists, adjust how many discs you receive, and affect efficiency and overall strategy.
- Specialist tiles and upgrades — Specialists provide powerful actions and potential scoring; upgrades via reputation unlock stronger options.
- Team leader and action economy — At game start you have a team leader tile that can place a disc to perform any one action; this concept ties into later track progress.
- Tile-based map expansion — The map starts small and expands as players use sonar to add locations, with depth influencing rewards.
- Tile/Map Shifting — The map starts small and expands as players use sonar to add locations, with depth influencing rewards.
- Track advancement — Tracks unlock better specialists, adjust how many discs you receive, and affect efficiency and overall strategy.
Video topics + discussion points
Quotes (from this video)
- Endeavor Deep Sea is a web of possibilities continuously signaled and exploited by every player.
- The diving action will let you pick up a dive token. This will usually grant you an amount of research, that thing you need for conservation, but most tokens also have an alternative reward like a bonus action for example.
- This shared map you build together, that's that interactive element I was talking about, emerging from the depths, still not a bun.
- I really like Endeavor Deep Sea. I think it's cool.
- There's a turn one trap that ruins the game for them and everyone involved.
- Endeavor Deep Sea is strong enough to carry the weight of this, in my opinion.
- Endeavor Deep Sea is not designed to be a purposeful critique of the ills of capitalism. It's just a very spiky point salad with a wholesome setting that belies the snarling teeth of competition.
- If you need me to recommend this game, oh my, it's free thumbs up plus a toe if you want one.
References (from this video)
- Strong thematic integration with ocean protection and discovery
- Tight, seven-round structure for solo play that yields meaningful decisions
- Track design and interconnectivity provide clear, engaged choices
- Solid replayability due to varied scenarios and setup options
- Accessible entry point for players stepping up to meatier euros
- Rules can be middling to understand without prior Endeavor exposure
- Solo and cooperative modes may feel less balanced or refined than head-to-head play
- Deluxe edition components can be pricey relative to perceived value
- Limited direct player interaction in multiplayer can feel solitary at times
- Some randomness in setup can tilt outcomes for less experienced players
- Oceanography, exploration, research ethics, and protection of marine environments
- Ocean research facility/expeditions focusing on discovery and conservation
- Euro-style puzzle with a strong thematic veneer; scenarios and goals drive narrative progression
- Path of Civilization
- Castles of Burgundy
- Trajan
- Lorenzo
- Ark Nova
- Lost Ruins of Arnak
- Viticulture
- Underwater Cities
- Praga
- Mad King Ludwig
Mechanics (from transcript analysis)
- action drafting — Draft workers that grant access to actions; place tokens on workers to activate and reclaim them later.
- Action selection via worker tokens — Draft workers that grant access to actions; place tokens on workers to activate and reclaim them later.
- Deck-based goals and setbacks — Draw objectives and setback cards that shape scoring and strategic focus across rounds.
- Modular board — A board that gradually reveals and changes as the game progresses, affecting route choices and scoring options.
- Modular/shared-map setup — A board that gradually reveals and changes as the game progresses, affecting route choices and scoring options.
- Multi-track progression — Four advancement tracks that unlock new capabilities, better workers, and token generation.
- Scalable play modes — Solo, cooperative, and competitive variants share core mechanics but differ in scoring and goals.
- Track advancement — Four advancement tracks that unlock new capabilities, better workers, and token generation.
- Worker upgrading and resource management — Upgrade workers to improve actions; balance token economy and track progression.
Video topics + discussion points
Quotes (from this video)
- I was surprised by how much I enjoyed this game.
- every track had meaning to it and they were all pretty interconnected.
- it's tight, you know, being only seven rounds long for a solo game.
- Endeavor Deep Sea is a really good game that could be taught to people who are experiencing board games and have played a few and gotten a few under their belt and want to kind of take that next step into something a little bit more meaty.
References (from this video)
- Accessible entry point with room for depth and strategic choice
- Flexibility across solo, cooperative, and competitive play
- Strong theme and environmental messaging tied to mechanics
- Replay value via multiple scenarios and game modes
- Endgame payoff not as dramatic as some engine-builders
- Initial iconography can be dense until familiar with aid
- Limited discs and crew can constrain late-game options
- Array
- Array
- eco-conscious exploration and conservation; team-building and long-term impact on the ocean environment.
- Array
- Six-round marine research expedition where players manage a research institute, explore ocean tiles, publish findings, and implement conservation efforts.
- Array
- Array
- expository review-style narration that emphasizes discovery, strategy, and collaboration.
- Array
- mixed
Mechanics (from transcript analysis)
- Compound Scoring — Diving yields research that unlocks conservation spots and journaling benefits, driving endgame scoring.
- Exhaustion-based action economy — Crew members are exhausted after use for the round, limiting immediate future actions.
- Four-track engine development — Your player board has four tracks that improve your abilities as you hire crew and perform actions.
- Research currency and conservation scoring — Diving yields research that unlocks conservation spots and journaling benefits, driving endgame scoring.
- Scenario-based goals — Base game includes multiple scenarios with different objectives and scoring twists.
- Tile flipping and exploration — As you move, you reveal new ocean tiles that introduce fresh challenges and rewards.
- Tile/Map Shifting — As you move, you reveal new ocean tiles that introduce fresh challenges and rewards.
- Variable crew abilities — Crew members provide distinct actions (move, radar, conservation, journaling, diving).
Video topics + discussion points
Quotes (from this video)
- This is one of those games that doesn't shout at you, but rather quietly challenges you.
- I really enjoyed the sense of discovery within this game.
- Cooperative mode encourages open discussion.
- Endeavor Deep Sea is staying in my collection.
- The end game feels more like a ripple than a big wave.
References (from this video)
- familiar designer team with a streamlined approach
- strong production quality and solo mode potential
- needs to capture the magic of the original at a lighter weight
- sea exploration with a streamlined ruleset
- nautical exploration undersea
- elegant, efficient Euro with improved production
Mechanics (from transcript analysis)
- Resource management — typical Euro economic engine with exploration and development undersea tracks
- streamlined rules — ease of play for fans of the original Endeavor while maintaining thematic depth
Video topics + discussion points
Quotes (from this video)
- It's an Allstar cast of designers led by Antoine Boza of Seven Wonders and ghost stories Fame
- absolutely my most anticipated game of the year
- Slay the Spire the board game is incredible
References (from this video)
- Solid solo play with explicit win conditions and round structure
- Rich action economy and clear progression paths for characters
- Modular goals via setback and bonus cards add replayability
- Setup complexity may challenge new players
- Rule interpretation can be dense without careful study
- Ocean stewardship, exploration, and scientific research.
- Underwater exploration and ocean conservation in a scenario-driven, mission-based system.
- Scenario-based missions with variable objectives and deck-based goal cards.
Mechanics (from transcript analysis)
- Character progression and promotion — Promote characters by spending rewards to upgrade to higher levels, expanding available actions.
- Discovery and resource tracking with tokens — Diving tokens and research tokens are managed on a board and storage area; actions yield tokens that can be spent for benefits.
- Impact board and journaling system — Journal cards provide points and rewards; impact markers on a dedicated board influence end-game scoring.
- Mission-based objectives and goal cards — At the start of rounds, draw setback cards and bonus goal cards to create seven potential goals; players complete required goals to win.
- Resource management — Diving tokens and research tokens are managed on a board and storage area; actions yield tokens that can be spent for benefits.
- worker placement — Assign discs to activate actions for each character; discs are spent to perform actions like diving, journaling, scanning, and conserving.
- Worker placement with action discs — Assign discs to activate actions for each character; discs are spent to perform actions like diving, journaling, scanning, and conserving.
Video topics + discussion points
Quotes (from this video)
- Endeavor Deep Sea can be played either competitively, cooperatively, or solo.
- When you're playing cooperatively, or solo, the goal is not to score as many points as you can, but rather to complete these objectives.
- We're going to attempt to complete five of the seven goals.
- Endeavor Deep Sea is scenario-based, and for this play, we'll just be playing mission one.
References (from this video)
- immersive underwater theme with engaging tiles
- varied action options and tile interactions
- box cover/box art not ideal for some players
- complexity may be intimidating for newcomers
- ocean exploration and discovery
- Underwater exploration with submarines and deep-sea ecosystems
- procedural, mission-based strategy
Mechanics (from transcript analysis)
- mini-games — tiles feature sonar-type interactions and varied micro-games
- sonar/mini-games on tiles — tiles feature sonar-type interactions and varied micro-games
- tile-based exploration — tiles represent underwater locations with abilities and rewards
- Tile/Map Shifting — tiles represent underwater locations with abilities and rewards
- worker placement — players place workers to gain income and perform actions on tracks
Video topics + discussion points
Quotes (from this video)
- this is a dice worker placement game where basically it is hidden information of your dice
- I would love in the collection
- life of the amazonia is like Cascadia Plus
- galactic cruise is ginormous
- auzl duel is a two-player only game but with more strategic depth
- Explorers of Neoria has a very unique drafting-to-working mechanic
- Puerto Rico Special Edition. Fantastic
- Heaven and Ale was super fun, very strategic and satisfying
- Galileo Galilei is a fantastic game
References (from this video)
- High variability and replayability
- Engaging drafting of personnel and missions
- action-point work with variable missions
- Undersea exploration and missions
- highly variable, mission-driven
- Earth
- Terraforming Mars
Mechanics (from transcript analysis)
- Action points — Draft and assign actions to complete missions
- Board variable missions — Different missions change gameplay each session
- Scenario / Mission / Campaign Game — Different missions change gameplay each session
- worker placement — Drafting submariner personnel to your team
- Worker recruitment — Drafting submariner personnel to your team
Video topics + discussion points
Quotes (from this video)
- The perfect board game collection doesn't exist until now.
- This game's got a ton of replayability as well because every single time you play, you're going to set up a different module and it's going to change how you play.
- And remember, corporai never dies.
- Code Names. You can play this game wherever, whenever, with whoever.
- Spirit Island is the greatest cooperative game ever made.
References (from this video)
- Good solo option that translates to multiplayer
- Distinct experience between solo and multiplayer
- Balance differences between modes can be noticeable
- adventure with teamwork and exploration mechanics
- underwater exploration in a deep-sea environment
- narrative-driven exploration and discovery
Mechanics (from transcript analysis)
- hand management — Use cards to perform actions and navigate the underwater setting.
- role/character-based actions — Different roles yield distinct capabilities and paths to objectives.
- Unique player powers — Different roles yield distinct capabilities and paths to objectives.
Video topics + discussion points
Quotes (from this video)
- one of my favorite games to teach is Nemesis.
- Endeavor Deep Sea recently. And that was neat because Rick had played it solo quite a bit.
- Magic the Gathering, that's exactly what came to mind.
- Alice's Garden. This is great because I'm not familiar with this game.
References (from this video)
- Accessible to new players
- Depth and crunch for hobbyists
- Satisfying crew-building mechanic
- Dynamic progression with tile reveals
- eco-conscious exploration and crew management
- Underwater exploration in an oceanic environment
- engine-driven, tile-reveal progression
Mechanics (from transcript analysis)
- crew hiring / crew management — recruit crew members at the start of each round to enhance capabilities
- multiple play modes — supports solo, competitive, and cooperative play
- tile flipping / tile reveal — flip and explore new ocean tiles to uncover challenges and rewards
- Tile/Map Shifting — flip and explore new ocean tiles to uncover challenges and rewards
- worker placement — recruit crew members at the start of each round to enhance capabilities
Video topics + discussion points
Quotes (from this video)
- I believe Endeavor Deep Sea is a well-designed, eco-driven game with a clean engine, clever mechanics, and multiple ways to play.
- it's approachable for newer players, but there's also enough crunch there and depth for hobbyists to really enjoy and sink their teeth in.
- three different ways: solo, competitive, or cooperative. Each game feels unique.
- I really enjoyed the aspect to hire crew members at the start of each round. It feels really satisfying to build your crew throughout the game.
- I still find myself wanting to go back and play again and make smarter choices and explore deeper into the ocean.
- So yeah, Endeavor Deep Sea is staying in my collection.
References (from this video)
- Excellent, elegant design with integrated mechanics (engine-building, worker placement, exploration).
- Strong cooperative mode that is challenging and rewarding.
- Beautiful production, accessible iconography, eco-friendly components.
- Clear path for new players with guided progression.
- Balance between competition and cooperation; scalable across player counts.
- Not beginner-friendly; steep learning curve.
- Complexity can be intimidating for casual players.
- Thematic depth may be heavy for some players.
- Availability issues at launch; out-of-print periods and restocks.
- Undersea exploration, marine biology, data gathering, collaboration vs competition
- Underwater oceanic research institute exploring the sea across six rounds, balancing data collection, conservation, and tech upgrades.
- Euro-style engine-building with exploration and worker-placement elements, narrative of building a marine research program.
- Arnak
- Wingspan
- Far Away
- Loot
Mechanics (from transcript analysis)
- Compound Scoring — Four base goals with scenario-based scoring, changing how points are earned each game.
- Cooperative Game — Players can play competitively or cooperatively, sharing goals and scoring differently but under the same map mechanics.
- Cooperative mode with shared goals — Players can play competitively or cooperatively, sharing goals and scoring differently but under the same map mechanics.
- engine building — Players upgrade their crews and tech to unlock more actions and power the engine over the game.
- engine-building — Players upgrade their crews and tech to unlock more actions and power the engine over the game.
- Exploration and tile reveal — A sonar operator reveals new tiles and areas to explore, expanding the map.
- Linked bonus mechanics — Tiles placed near others trigger shared bonuses when discs are adjacent, encouraging reach and positioning.
- Scoring based on scenarios/goals — Four base goals with scenario-based scoring, changing how points are earned each game.
- Specialist promotion and progression — Junior specialists can be promoted to more powerful versions, unlocking better bonuses.
- Submarine tech track — Technology track improves subs, enabling multiple actions or better range and discoveries.
- tableau building — As you recruit specialists, you build a tableau of actions; discs on specialists allow multiple actions and can be reclaimed at round start.
- Tableau-building / disc-system — As you recruit specialists, you build a tableau of actions; discs on specialists allow multiple actions and can be reclaimed at round start.
- Track advancement — Technology track improves subs, enabling multiple actions or better range and discoveries.
- worker placement — Each round you assign a specialist to perform actions (data gathering, wildlife surveys, publishing findings).
- worker-placement — Each round you assign a specialist to perform actions (data gathering, wildlife surveys, publishing findings).
Video topics + discussion points
Quotes (from this video)
- It deserves the ball stupid seal of excellence.
- We set this up in 5 minutes. It is super quick.
- If you like Wingspan, maybe you want to go up a level, maybe you want to go deeper.
- Two different, same game, with it's so good.
- This is one of the first games that like in a long time when we both played it competitive and comparative and you having fun either way.
References (from this video)
- Promotes nautical adventure and exploration
- Focus on marine ecology and conservation
- Encourages team-building and exploration
- Educational and informative angle
- No explicit gameplay details provided in transcript
- No concrete mechanics or component information
- Marine ecology, conservation, scientific discovery
- Underwater research environment and ocean exploration
- Promotional/expository
Mechanics (from transcript analysis)
- Area movement — Explore new underwater locations and dive sites.
- Conservation actions — Launch conservation efforts to preserve ecosystems.
- Institute management — Build and manage a research institute dedicated to sustainable projects.
- Location exploration — Explore new underwater locations and dive sites.
- Research and publication — Publish papers on marine ecology to advance the study.
- Team assembly and management — Assemble a team of experts to explore locations and dive sites.
Video topics + discussion points
Quotes (from this video)
- Endeavor deep sea is the ultimate nautical adventure for all sea loving Gamers out there get ready for a deep sea experience like no other
References (from this video)
- satisfying engine building
- great track mechanics
- excellent component quality with bagasse insert
- good retail and deluxe value
- thematically integrated mechanics
- elegant design that streamlines complex rules
- deep sea exploration
- environmental consciousness
- Endeavor: Age of Sail
- Endeavor (original)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- you can only hate this game if you hate fun
- it's basically poker meets the Mind folks and it is absolutely brilliant
- Cole has tricked me into playing and liking a war game
- I've probably played this game two dozen times since it came out I am obsessed with it
- if you like the vibe of Ivy Studios stuff then fractured sky will likely hit as well
- everything just flows wonderfully in this game
- this is hands down my favorite entry in that genre
References (from this video)
- rich theme
- deep engine and meaningful decisions
- heavy weight may deter casual players
- industrial expansion and exploration
- oceanic exploration and industry
Mechanics (from transcript analysis)
- engine-building / resource management — Heavy-weight engine-building with strategic action selection.
Video topics + discussion points
Quotes (from this video)
- It's almost Christmas time
- Monkey Palace is off the chain
- Babylon is wild
- Wednesday is our new game day
- We are going to play the hamster roll
References (from this video)
- Thematic cohesion between location cards and mechanics
- Strong action system and exploration feel
- Accessible to teach with a crisp design language
- Tile variety can be overwhelming without setup
- Some may prefer more varied engine-building elements
- ocean exploration with scientifically themed locations
- underwater exploration and deep-sea study
- location-based mini-ame can be encountered on tiles
- Archaeology-themed explorers
Mechanics (from transcript analysis)
- action consistency — uses a consistent icon language to minimize rule overhead while exploring new tiles
- mini-games — each location is its own mini-game using the same icon language across the board
- tile-as-mini-game — each location is its own mini-game using the same icon language across the board
Video topics + discussion points
Quotes (from this video)
- In the world of Vantage, nobody cares that I'm trans. I'm merely a passer by chatting with the Denizens, playing games, and participating in trials.
- Dispatch is eight scenarios. It's a little bit like a superhero animated TV show where you are making story choices.
- Inkorn is a deck builder in the style of Slay the Spire, but it adds a lot of things that aren't in Slay the Spire without overly complicating the game.
- Here Lies is a cooperative mystery solving game that does a brilliant thing with limited communication and limited information where one player has all the answers.
References (from this video)
- Mentioned as a notable title in the indie showcase context
- Associated with hot, high-demand releases that attract attendees
- No explicit opinion stated in the transcript
- Demo space and access considerations overshadow gameplay specifics
- Exploration, expansion, and efficiency in a deep-sea setting
- Underwater exploration and maritime resource management
- Eurogame-influenced with economic/engine-building emphasis
- Sky Team
Mechanics (from transcript analysis)
- engine building — Players develop fleets/abilities to improve actions and outcomes
- engine-building — Players develop fleets/abilities to improve actions and outcomes
- Resource management — Management of underwater resources to maximize efficiency and points
Video topics + discussion points
Quotes (from this video)
- Massive, massive show, Matt. That is like a pilgrimage for board game.
- download the app and start scrolling.
- it's an aircraft hanger size
- You can't wear those big board game backpacks
- Hall 3 is the biggest of them
- Cuz otherwise, you won't get a chance to sit down.
- If you want to bring your own food in, bring a sandwich in your bag.
References (from this video)
- Removed problematic colonization theme
- Replaced with deep sea exploration
- Fantastic presentation
- Strong area control gameplay
- Modern science theme
- Deep sea exploration
- Marine science
- Endeavor
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is literally you will find no better example in all of board gamedom the idea of board games actually changing lives
- This game is absolutely phenomenal
- This might be my game of the year
- The best game I have played so far in 2024
- I have not found a tile lane game this tension filled since Calico
- Board games are about living good happy fulfilling lives
- Elf Creek games has consistently the highest quality production board game period in the industry
References (from this video)
- Engaging core loop
- playable to satisfying depth within multiple sessions
- strong thematic flavor for maritime exploration
- weight and complexity not fully disclosed in this chat; may require a learning curve
- naval power, exploration, and commerce on the high seas
- Maritime exploration and empire-building during the age of sail
- historical/strategic simulation with thematic engine-building
- Galileo Galilei
Mechanics (from transcript analysis)
- set collection — players collect cards/resources to build their engines and score points
- worker placement — players allocate limited workers to take actions and gain resources
Video topics + discussion points
Quotes (from this video)
- Time is the worst enemy of a board gamer.
- Rule of three. The way I see it is I like to use the cinema as a comparison to purchases within our hobby.
- Don't be like me and actually enjoy your games.
- Board games are supposed to be played.
- Self-control.
References (from this video)
- tightly designed, interactive play
- strong escalation and tension
- can be tight on time if players slow down
- cooperative team-based sub-operations
- ocean exploration and sub-team missions
- tactical and interactive undersea exploration
- 7 Wonders Architects
- Earth
Mechanics (from transcript analysis)
- action drafting — each round presents a new set of team-based actions
- escalation loop — every round adds a new team member to the crew with new abilities
- team-based action selection — each round presents a new set of team-based actions
Video topics + discussion points
Quotes (from this video)
- it's a big lavish production
- absolute classic
- this game is a dopamine hit
- it's comfort food
- this goes to Earth
- the end experience is greater than the sum of its parts
- it's a game that nails the gateway/accessible space
References (from this video)
- Clever family of ideas with depth and variety
- Engaging exploration and tile interplay
- Initial setup and teaching can be lengthy
- underwater discovery with expanding map and activities
- Ocean exploration and depth-driven exploration
- crunchy, thinky euro
Mechanics (from transcript analysis)
- Tile-driven exploration — Explore locations and trigger effects as you progress
- Tile/Map Shifting — Explore locations and trigger effects as you progress
- Token activation and action sequencing — Tokens trigger different actions and scoring opportunities
Video topics + discussion points
Quotes (from this video)
- This is a two-player only trick-T game that is really clever.
- It seems to be the MO—the cleanest, most straightforward way possible.
- Castle Combo is a killer design that manages to in 20-25 minutes tops give me so many fun little moments.
References (from this video)
- Expanding board mechanic
- Tight engine building
- Multiple scenarios
- Challenging solo mode
- Engaging theme
- Ocean exploration
- Deep sea exploration
- Endeavor: Age of Sail
Mechanics (from transcript analysis)
- engine building — Tight engine with limited actions
- Expanding board — Board expands as you explore deeper oceans
Video topics + discussion points
Quotes (from this video)
- These awards are entirely my opinion but that's great cuz every single award show is the opinion of a small group of people
- Board game medium is a special medium... it's something you play but it's also an art form
References (from this video)
- strong thematic fit
- engaging engine-building feel
- resource management and progression
- Underwater industry and exploration
- engine-building with thematic flair
- Endeavor
- Aqua Garden
Mechanics (from transcript analysis)
- card-drawn actions — Cards drive actions and set up combos.
- tile placement — Place tiles to expand your underwater operations.
Video topics + discussion points
Quotes (from this video)
- Welcome back to the top 100 games of all time.
- I am not a crook.
- Continuity. Continuity.
- Let's get started. Here we go.
- The people love it.
References (from this video)
- Engaging engine-building and action chaining
- Co-op and solo play
- Satisfying map expansion and tile placement
- Strong presentation and depth cueing through color gradient
- Clear sense of progression across turns
- Ten missions add replayability
- Visual information can be overwhelming for some players
- Ocean exploration, environmental stewardship, and research-driven progress
- Underwater exploration and science missions in the deep sea
- Cooperative puzzle/engine-building with mission-oriented scoring
- Underwater Cities
- Abyss
Mechanics (from transcript analysis)
- action selection — Place a disc on a chosen specialist to execute its printed action, with the potential to chain actions across turns.
- Conservation — Spend research to claim space bonuses; completing lines can yield shared benefits if multiple players contribute.
- Dive — Draw tokens to gain benefits and optionally advance tracks; contributes to engine growth.
- drafting — Draft a specialist from a display; your choice advances tracking and unlocks actions.
- Impact — Place impact markers on the mission board to trigger rewards at spaces; deeper missions may offer more points.
- Influence Points — Place impact markers on the mission board to trigger rewards at spaces; deeper missions may offer more points.
- Journal — Choose a matching journal icon on a board space, pay required research, and gain benefits (including potential upgrades).
- Missions and scoring — Ten missions with varied scoring options drive end-game points and strategy.
- Move — Advance along the Ingenuity track to unlock movement capabilities and associated depth limits.
- Permanent discs — Journal, sonar, and conservation discs persist on the board, delivering ongoing effects.
- Sonar — Place a disc on a sonar track to draw ocean tiles from early depths and place one tile on the map with placement rules.
- tile placement — Place a disc on a sonar track to draw ocean tiles from early depths and place one tile on the map with placement rules.
- Tile placement and map growth — Add ocean tiles to expand the map; avoid gaps and respect map size constraints (never more than five tiles wide/deep).
Video topics + discussion points
Quotes (from this video)
- I love exploring the ocean and adding in new board tiles and it feels very satisfying to see the map organically expand
- The best thing about this game is how it accelerates from a couple of actions on turn one to a gazillion on turn six
- it's taken the great gameplay of the original, dial it up to the next level and re themed it in a way that adds so much more to the experience
- the presentation of the game is near perfect especially the color gradient as you go deeper and deeper
- Endeavor is a sort of game that will appeal to people who love optimization puzzles
- as the engines you can build and chaining moves together is really satisfying
- it's also got a co-op and solo mode too
- however, there's a lot of visual information to take in and while it looks pretty it will be overwhelming for some players
References (from this video)
- Engaging engine-building feel with a clear, evolving strategy
- Tile variety and exploration options create replayability
- Three-player games balance pacing and interaction nicely
- Can be dense and mechanically heavy for new players
- Some players may find the early rounds slow as plans take shape
- Ocean exploration, exploration tiles, and specialist-driven actions.
- Undersea exploration with a modular map and resource-tracking system.
- Adventure with a technical edge; emphasizes discovery and engine-building.
Mechanics (from transcript analysis)
- Disc economy — Rounds begin with gaining a new specialist and producing/discarding discs that power actions.
- Specialists and actions — Players recruit specialists with unique actions that drive movement, exploration, and tile placement.
- Tile-driven exploration — Exploration tiles come out and provide varied opportunities and interaction on the map.
- Tile/Map Shifting — Exploration tiles come out and provide varied opportunities and interaction on the map.
- Track advancement — Tracks on the board determine which specialists you can recruit next, driving strategic progression.
- Upgrading and map progression — Tracks on the board determine which specialists you can recruit next, driving strategic progression.
Video topics + discussion points
Quotes (from this video)
- it's a game essentially of trying to keep your options open
- you rotate around calling out a resource then everyone has to place that resource somewhere onto their little grid
- the finish to the game is just this like you feel the accomplishment
- there's nothing like it because you're always getting new information trying to decide what's the best way to use it
- three hours... but it is a delight when the right people are at the table
- you end up with a lot of deck boxes and NPCs—there are a lot of different strategies you can pursue
- it's a very dense game in that you're always doing things
- the expansion ads could be huge in helping replayability
References (from this video)
- Unique dual-mode design; strong production and sustainability
- Expansion on the way
- Newer title; may require advanced group
- Cooperation with competitive edges; sustainability
- Underwater exploration and climate-related challenges
- Engine-building and tableau-building around a ship and submarines
- Wingspan
- Earth-themed co-ops
Mechanics (from transcript analysis)
- cooperative and competitive modes — the same components adapt to both modes
- engine building — construct a crew's tech-tree and ship upgrades
- engine-building / tableau-building — construct a crew's tech-tree and ship upgrades
- exploration — explore oceans and manage resources and missions
Video topics + discussion points
Quotes (from this video)
- We do love a trick taker on the channel and the big craze for cooperative trick takers was born with this game.
- This is Daybreak... a fabulous game.
- Endeavor Deep Sea... definitely my favorite of all of the Kenes winners so far.