1. Implementation
At the start of the game, the 40 Island tiles are shuffled and then randomly placed on the board, landscape side up. They represent three types of terrain: beaches, forests, and mountains.
Players take turns placing their adventurers on the island tiles. This is an important moment: each token has a hidden treasure value beneath its base. Therefore, you must try to memorize your adventurers’ values before placing them, as you won’t be able to see them again during the game.
2. The course of a round
The game proceeds clockwise. On each turn, the active player performs three phases in this order:
- Actions: move your adventurers and rafts, then use your Power tiles.
- Rising water: remove an Island tile and apply its effect if applicable.
- Creatures: Roll the die to determine which creature moves.
3. Action Phase: Move your adventurers and rafts
During this first phase, you have three moves of a maximum of one space, which you can freely distribute between your adventurers and the rafts you control.
Moving an adventurer on foot
An adventurer can move from one Island tile to another, join a raft, or reach a destination island. They can also immediately board a raft on their current tile, provided there is space available.
Each raft can accommodate up to three adventurers.
Swim to reach dry land
It is also possible to swim across a Water space. A move is considered a swim as long as the starting or ending point is a Water space.
Note, however: an adventurer can only make one swimming move per turn, unless a power allows this restriction to be bypassed.
Swimming can therefore help an isolated adventurer, but it exposes him to the marine creatures that patrol the waters.
Moving a raft
You can move an empty raft or a raft you control to an adjacent free Water tile.
To control an occupied raft, you must have at least as many adventurers of your color on board as your opponents.
4. Use the Power tiles
In addition to your movement, you can use your Power tiles during the Action phase. These tiles are acquired when you remove certain Island tiles and can give you a decisive advantage.
Here are the main powers available:
- Oars: Move a raft you control, or an empty raft, one or two spaces.
- Dolphin: Move one of your swimmers one or two spaces in the water. Its movement can end on an Island tile or a raft.
- Dive: Move a creature present on the board to an Open Water space of your choice.
- Creature Dice: Roll the die and move the designated creature according to its movement rules.
- Repellent: Immediately remove a shark or kaiju when one of your adventurers is on the same space. This power can be used reactively, even during an opponent’s turn.
5. Rising water phase: the island gradually disappears
After your actions, you must remove one Island tile of your choice from among the thinnest still present on the board.
The disappearance of the land follows a precise order:
- The beaches disappear first.
- The forests are then swallowed up.
- The mountains are the last to disappear.
6. Creatures Phase: Beware of sharks, sea serpents and kaiju!
To end your turn, roll the Creature die. If the indicated creature is present on the board, it must move according to its rules.
7. End of game and scoring
The game ends immediately in two situations:
- There are no more adventurers left to save.
- The third volcano has been revealed.