
Endeavor Deep Sea is a worker placement game from Kickstarter: it was originally up for funding back in May 2023 and promised delivery in May 2024.

My Kickstarter copy arrived October 1st, 2024 (see above) making it about 5 months late. Meh, that’s not too late in the grand scheme of Kickstarters.

I backed this because it is a worker placement game promising both solo and cooperative modes! That’s right! Cooperative worker placement games are a rare creature, so I was excited to see what this would bring! (How many can you think of? Exactly!)

Let’s take a look below!
Unboxing and Gameplay

So, my version is the deluxe version (see above: I had to pay extra for that). Anything you see here will be from the deluxe version: mostly, the deluxe version has nicer components and adds a 5th player.

This is a pretty big mamba-jamba! Look how the Coke can is dwarfed by the box!

There is a LOT of stuff in this box! See above! The easiest way to take a look at it is to talk about gameplay and show the pieces as we do, so you can see how everything (so much stuff!) interacts!

There’s 5 “teams” in the game: each player chooses one of them to operate. (They are all the same except for the color: there’s no special powers or anything). Each team has a whole bunch of tokens in their little trays.

The circular tokens are the worker player disks: these go out to “do actions”. The hexagonal tokens are special tokens that go on the Impact Board (we’ll discuss more below). Each team also has a Specialist called the Team Leader … they are a Jack-Of-All-Trades: they can do any of the actions in the game!

As the game progresses, you acquire more and more Specialists: see above. Basically, you place a circular “worker placement” token (see above) on a Specialist to activate their ability! Notice that each of the Specialists can only do certain things! The Skipper can only MOVE! The Underwater Photographer can either DIVE or JOURNAL! So, your choice of Specialists is important, as it shapes what you can do!

The Specialists come from a special tray (no pun intended). It’s nice, because at the start of every turn, each player gets a Specialist, no matter what! So, as the game progresses, players get more and more Specialists to activate with the “worker placement” tokens.

There’s some real interesting things going on with worker placement in this game! For example, the “worker placement” tokens tend to placed out in pairs! Also, you can only do an operation (like DIVE or JOURNAL) if your sub is on a Deep Sea Zone with that action on that board!

For example: Let’s say you want to JOURNAL! See configuration above!
1) Your sub has to be on a zone with a JOURNAL action (it is: the sub is in the upper portion)
2) One of your Specialists would have to have the JOURNAL action as something they can do (the Team Leader can do anything, so he can JOURNAL!)
3) You place one token on the Specialist AND one token on the JOURNAL action on the board! (We have enough tokens: one to activate the Specialist and one to put in the JOURNAL action on the board)
This is a little different than most worker placement games … it took me a game a few rounds to get the gist: some of your worker placement tokens go onto the board and never come back! The idea is that your tokens on the sea boards score you victory points/achieve some goal.

For example, in the cooperative solo game, you might need to get 5 JOURNALS on the board! See GOAL 2 above! So, that’s why one of your worker placement tokens stays on the board: to denote progress for those Goals!

Now, lest you think you run out of these tokens quickly, never fear!!! These worker placement tokens are both created (from your supply) and reclaimed (from your Specialists) every turn! But it’s your player board determines the rate you get more tokens!

Each player gets a board like above (all boards are the same except for color; there are no special abilities). The 5 tracks above help determined the rate of many things!! The higher the track the better!
- Orange Bubble: How good a Specialist can you recruit? (Reputation track)
- Green Light Bulb: How many worker placement tokens do you create this round? (Inspiration Track)
- Yellow Arrow: How many worker placement tokens can you reclaim for specialists this round? (Coordination Track)
- Blue Puzzle Piece: How fast can your sub move/How many Subs do you have? (Ingenuity Track)
- Black DNA: Research Track … How much Research do you have so you can JOURNAL?
At the start of every turn, you will gain a Specialist, create some worker placement tokens, and reclaim some of them from your Specialists.

Once you have all tokens for this round, you put all your tokens in your Staging Area … and you are ready to go for your turn! Players play an action one at a time, and play until they want to, are out of tokens, or out of Specialists! Many times, you will find you have more tokens that Specialists that can use them …

And that is the worker placement part of the game! Using worker placement, New Zones come out, players explore, players journal, they dive, they conserve, they explore the deep sea! See above for what a completed game might look like, both with new Zones explored, worker placement tokens everywhere, and a bunch of journals!

There’s significantly more to this game, but it’s got such a different worker placement feel, I wanted to go over that part a little! I really do like the components!

When the seascape is all explored, it looks really cool!

Everything is very readable and the trays make it so easy to jump into a game!
Rulebook

The rulebook has good points and bad points: generally, it’s pretty good.

It’s does well enough on The Chair Test: it opens up without drooping too much, it stays open, the fonts are big enough, and there are plenty of pictures. It’s about a solid B+ on The Chair Test.

The front page jumps right into the overall game: it does a nice job “introducing” you to concepts that will permeate the game! I also like how it mentions there are several ways to play the game! (Play Against your friends, or With them, or without them!)

The Components pages are pretty great: they show all the components and show the fronts and backs of cards and Specialists. This is well done. See above.

The Set-Up is good. See above: It shows pictures of everything and has easy-to-read annotations. I had no trouble getting set-up!

Generally, this rulebook is very concise. This is both boon and bane: it keeps the rulebook shorter (which makes it easier to peruse and get through) and generally clear, but there are several places where a few sentences would go a long way. My friend Sam actually knocked a full half-point of of the score because it was too concise in a few rules!

One such example of this is the cooperative rules (the last page), where it’s not clear that little blue bubble is considered an optional one of the 7 goals you can achieve! It clearly looks you must achieve it as well as the other goals … but the more you stare at the components, the rules, and the game, you have to conclude that it has to be optional, or the game is too hard. A sentence saying “The Impact Mission Goal is one of the optional 7 goals” would have done wonders for my first few solo games.

This is a pretty good rulebook overall, it just needs a few more edge cases defined and few more sentences for clarification. Honestly, I really like this game, but this is one of my major complaints. Concision and precision are worthwhile goals, but not at the cost of clarity.
There is also no index. Or Table of Contents. You pretty much have to go searching linearly for rules when you need to find them. This is a big enough game that I think a Glossary or Index would have helped a lot.

This is a generally pretty good rulebook, so I don’t want you to think I didn’t like it…. I did like it!! It has lots of good examples, lots of good pictures, and it teaches the game pretty well. But the lack of index and lack of some extra clarity were frustrating. It was pretty good, but it could have easily been a great rulebook.
Solo Play

Endeavor Deep Sea does support solo play! Congratulations for following Saunders’ Law!

All of the solo rules (and cooperative rules) are found on the last page of the rulebook. The rules SAY there’s only one real change between Solo and Co-operative rules: The Solo player plays 7 rounds instead of 6 rounds… that’s it!! That’s great! … well, that’s what the rules SAY … but the solo and cooperative rules really do change the game more! Instead of victory points, players are trying collectively complete some goals, (and must choose from 7 goals to complete). The basic rules stay the same, but the victory conditions are VASTLY different! The game feels very different in solo/cooperative mode, so I don’t 100% buy “only 1 change”. But generally, that’s true.

Nominally, this is a competitive worker placement game FIRST (as the competitive rules come first), but there’s not too many changes to make the game solo/cooperative.

The competitive game is all about victory points on the goal cards (see above)! But, the cooperative game (and solo) is all about working together to achieve (collectively) a certain number of Goals … 4-7 Goals, depending on your difficulty. For example, for GOAL 2 (above) JOURNALing, the 1P needs to do 5+ JOURNALS to “achieve” the goal, but 2P need (collectively) 8+ JOURNALS!

Each scenario you choose will have 3 unchanging goals (as per the scenario) …

… and then bonus goals you draw (4 in the solo game) …

.. and finally the Impact Sheet goal!! (This was the goal we complained about in the rulebook section, which was unclear that it was one of the OPTIONAL goals!)

You get to choose which of the Goals you want to try to achieve, but you can change you mind mid-game as the game evolves!

I have currently played about 4+ solo games! I played two with the starting Scenario, and a few others to get a sense of what other Scenarios do! I had to play one full game to “get” the game, but after that, the game flows pretty quickly!

I like this game! There are about 10 Scenarios, so there is a lot of variability to extend the life of the game. And the game plays fairly quickly: with only 7 rounds, you find yourself running out of time quickly! So, your turns are fairly thinky as you try to take the best advantage of the Specialists you have, how to advance your tracks, when to explore, when to move, when to JOURNAL, when to dive, and what regions to explore!

This game has a really neat “explore” feel as you SONAR to find new regions of the sea to explore! But, even cooler, you get to choose which of 2 regions to bring forth! And each region has different bonuses when discovered! And different special abilities! And different new Locations! Remember, Locations get “filled” as you play, so you absolutely have the explore to open up new regions and new Worker Placement Locations!!! So, you have to balance “Well, I like the bonus I get if I discover this region, but we need these spaces to win! Which do I choose?” Every thing you do involves some kind of choice which affects your game!

I had a really nice time playing this solo. The plays pretty well once you’ve played it solo. And you can absolutely teach your friends the game quickly once you know it.
I would absolutely play this again solo.
Two Players

Sam and I had a good time playing 2-Player. Because of my solo experiences, I was able to teach the game quickly, and we jumped right in!

There was a good balance of cooperation and solo agency in the game: every one did what they wanted on their turn, but there was discussion about what Zones to bring out, what Journals to do, what Specialists to focus on. I don’t think there would be a lot of Alpha Player problems in this game, as each player still has agency.
Generally, the 2-Player game went … swimmingly (pun intended).
The only real problems were more with the rules: both Sam and I felt like the edge cases and some of the cooperative Goals needed more explanation. Since this is a competitive game first, the co-op explanations get the lesser explanation.
3-4 Player Games

The three and four player cooperative games went over quite well.

The only real problems of the 3 and 4-Player game was the downtime between turns. In the solo and 2-Player games, the game moves much more quickly as the turns bounce back and forth quickly. In the 4-Player game especially, sometimes it felt you did have to wait a long time for your turn to come around. There is some analysis paralysis in this game, as you try to find the right Specialists, right actions, and so on, so they gets multiplied out. This isn’t as bad as you might think because the game is still cooperative—while your friends are thinking, you can be talking about strategies with others, plans on your turn, and generally communicate. Luckily, there are no communication limitations in this game! So, even when someone might be taking a longer turn, players can still talk!

Another possible negative was that the game was pretty multiplayer solitaire. Sure, players could talk freely, but none of the actions of the game “really” help others … (some of the Journals help all the other players, but those are few and far-between); mostly, each player is trying to do the best they can on their turn, while trying to keep the cooperative goals in mind. I am not sure that’s too big of a negative, because the multi-player solitaire keeps everyone involved on their own turn. Even when someone is taking a longer turn, there are still cooperativ things the other players can talk about.

Generally, the balance of the multiplayer solitaire and the longer turns seemed to balance out: players were either thinking about their own turns or talking to each other about the cooperative goals. There did seem to be less cooperation and more multiplayer solitaire in the 3 and 4-Player game than the 2-Player game. Nevertheless, it still seemed to work fine. Everyone had a good time.
What I Liked

Exploration: I liked exploring the seas! It’s a real interesting phenomena in a worker placement game that you have to explore to bring out more location because you keep using them up! The exploration worked really well because you got to CHOOSE which of 2 tiles comes out! That choice kept me more involved and interested in the game.

Components: The components are generally very high quality and easy-to-read. I liked that the tokens were in a token box … it was so easy to set-up! I don’t think this game will win best components of the year or anything like that, but I liked what I saw and everything was easy to read.

Seas: I did like the look of the seas once you had explored a lot.

Worker Placement Mechanism: The fact that the worker placement is so different in this game really elevated the play (you have to be in a Location with an open spot, and you have to have a Specialist that can do that action, and tokens are typically placed in pairs). But it also felt very thematic to the game, with the Specialists!!! Also the fact that worker placement worked so well in a solo, and more impressively, in a cooperative game really made this stand out.

Variability: There’s quite a bit of gameplay to be had between the variability of the Scenarios, the Zones, the expansions (which were included with our copy), the many Goals, and all the little touches in the game! That really extends the life of the game.
Continue reading “Endeavor Deep Sea: A Review of the Solo and Cooperative Modes”





















































































































































































































































































































































































































































