Designed
By:
Brigitte and Wolfgang Ditt
Published by:
Kosmos, 2002
# of Players:
2-4 players, age 12 and up.
Translation by:
Bob Scherer-Hoock (Usual disclaimers pertaining computer-assisted translations
by a non-German speaker apply)
Small Format, Player’s Aids, and Editing: Idris Hsi
Game
Overview
In ancient times, people dreamed of exploring the depths of the sea and looking
for unknown treasures. You can make
this dream come true in this game. Your mission is to build an undersea city
that will be the starting point for your exploration and to explore the ocean,
seeking its hidden treasures.
You
have two objectives:
1.
Recover as many Sea Discoveries as possible.
Each Sea Discovery brings you points.
2.
To have a chance for victory, you must make these points multiply.
Your points can multiply if you have many research stations on line; the
more of a research type, the better.
You
may earn additional points as well as cash for recovering the ruins of Atlantis.
At the end of the game, whoever has the most points, wins the game.
Game contents
1.
The game board shows the sea
divided into 4 different depth-zones:
·
Lagoon (the light area in the middle)
·
Incline (the somewhat darker area around the
Lagoon)
·
Deep Sea (the even darker area around the
Incline and in 2 corners)
·
Canyon (the very dark ditch)
The
deeper the region, the more expensive it is to construct stations there. However, the deeper regions of the sea hide the more valuable
Sea Discoveries.
2.
The Sea Discovery tiles cover
spaces on the game board, marked in the color as the depths.
One can recover these discoveries (i.e. take them from the game board) if
one moves a submarine onto these spaces. These
tiles score different values of victory points.
·
60 Sea Discoveries (also including 15 Atlantis
Discoveries)
3.
The base station is the first
station tile that is placed, and it is the starting point for construction of
the undersea city.
·
1 Base Station
·
1 Start-Player Disk
4.
Players buy stations in order to
build the undersea city. There are
two types:
Residential stations
do not score victory points, but they are required to bring researchers onto the
board. There are two types: green
stations with straight connections (passages) and blue stations with diagonal
sluices.
Research
stations
score victory points at the end. Each
player is allowed to use any research station - no matter who built it.
The builder is paid a utilization fee for it.
The more research stations of a type one has, the better.
There are 5 different types that also have special functions in addition
to scoring victory points.
·
20 Residential Stations;
·
20 Research-Stations
·
80 round Station Markers (20 in each player color)
5. Researchers
move in the undersea city by passing through the colored passages from stationto
station. They operate the research
stations to activate various functions and to earn victory points.
Researchers are also needed to use the submarines.
·
60 Researchers (15 in each player color)
6. Submarines are used by the players to explore the sea and to
recover Sea Discoveries and earn victory points.
·
12 Submarines (3 in each player color)
7. Special discovery tiles under the sea:
the “Atlantis Discoveries”.
If they are found, they are put on the Ruins of Atlantis board with a
station marker of the player who made the discovery.
The more Atlantis Discoveries a player makes, the more victory points
they receive at the end. If all the
Atlantis Discovery tiles are recovered, the game ends.
·
1 Ruins of Atlantis board
·
15 Atlantis Discovery tiles
8. The
special goals cards are given to
players at the beginning of the game and are kept secret by the players up to
the end. The Sea Discoveries
portrayed on the card can be increased in value at the end.
·
4 Special Goal cards
9. To
purchase and build stations and to recover Sea Discoveries, you must have
income. In the undersea city, this
currency takes the form of Nemos.
You must manage the Nemos that you receive at the beginning.
You only earn a little income if a player uses one of your research
stations or if you find a Treasure Chest under the Sea Discoveries.
So, spend your Nemos wisely. At
the end of the game, you will need Nemos to activate your special goals.
·
1 packet of “Nemos”
·
40 x 1 Nemos, 40 x 5 Nemos
10.
At the end of the game, the victory points generated by the
research stations are multiplied by
the points generated by the victory points for Sea and Atlantis Discoveries.
Whoever has the most points wins. Therefore
you must engage in research as well as recover Sea Discoveries.
·
30 square Marker Chips (20 x 0/1, 5 x 3/3, 5 x 1-5)
·
4 Overview Cards with short rules
Game
setup
Before the first game, the tiles must be removed from their frames.
1.
The game board is placed in the middle of the table.
It shows the sea with its different depth zones.
2. For your first game, the base station with 8 passageways should be placed on the board as illustrated on page 2. In subsequent games, it can be placed on any space within the Lagoon. Place it so that the silver cross in the center of the base station points to the edges of the board, and the brown passageways point the corners of the board.
3.
Sort the different stations into 7 stacks.
These are placed with the picture-side face up beside the board.
·
10 blue Residential Stations
·
10 green Residential Stations
·
4 Training Stations (green)
·
4 Engineering Stations (gray)
·
4 Sonar Stations (brown)
·
4 Testing Stations (blue)
·
4 Analysis Stations (black)
The
60 square “Sea Discovery” chips, including the “Atlantis Discoveries”,
are sorted according to the colors on their reverse sides.
There are 3 groups:
·
26 chips for the Incline (orange);
·
20 chips for the Deep Sea (red), and;
·
14 chips for the Canyon (purple).
All
the chips in each group are placed face down and are thoroughly mixed. They are then placed face down, by color, on the matching
colored spaces on the game board. There
are no Sea Discoveries in the Lagoon. You
will find a table with the exact distribution of the Sea Discoveries at the end
of the rulebook.
5.
The storage space board for the “Atlantis Discoveries” is placed
beside the game board. The
following marker chips are placed beside this storage space:
·
with 4 players - 5, 4, 2, 1;
·
with 3 players - 5, 3, 1;
·
with 2 players - 4, 2
These
marker chips declare the points that players get at the end for securing
Atlantis Discoveries - the more Atlantis Discoveries a player recovers, the more
points they will get. The remaining
marker chips for the Atlantis Discoveries are put back into the box.
6.
The 5 marker chips with the number “3”, in the five colors of the
different research stations, are placed beside the game board.
These will go to the player who has the most research stations in
operation in each type of research.
7.
Each player gets:
· All the game pieces of one color: 15 researchers, 3 submarines, 20 station markers
·
Initial Income:
·
with 4 players, 45 Nemos;
·
with 3 players, 50 Nemos;
·
with 2 players, 55 Nemos.
(The
remaining Nemos form the bank and are placed beside the game board.)
·
1 Overview Card and 5 different colored marker
chips that are placed with the “0” side face up on the same colored spaces
of the board in the first column marked “Base Value” (Grundwert).
·
1 “Special Goal” card.
The 4 special goal cards are shuffled face down.
Each player draws a card; any remaining cards are hidden and placed back
into the box. Each player looks at
their goals and sets aside the card face down in front of them.
·
8. Whoever can remain under water the longest gets
the start-player disk and begins. If
that cannot be determined, the eldest player begins.
The
Overview Card
(refers to diagram on Page 4 in the rules)
·
Das Übersichts-Tableau ®
The Overview Card:
·
Punkte für Forschungs-Stationen ® Points for research stations
·
Punkte für Meeres-Funde ®
Points for Sea Discoveries
·
Kurzregel ®
Short rules
·
The left half of the Overview Card shows how many
research stations the player has placed. At
the beginning, all marker chip are placed with the “0” face-up in the first
column (Base Value) since nobody has activated any research stations.
If a player places a researcher on a research station, they push the
marker chip one space to the right. If
they move a researcher into a second station of the same research type, they
push it one space to the right again and turns the chip to the side with the 1.
Now, the player’s research is worth 1 point.
·
If the player has occupied most of the research
stations of this type with researchers, they get the chip with the “3” on it
in the color of this research type and puts it on their board. Now, the player’s research is worth 3 points.
This player loses these “3” chips to another player if that other
player occupies more research stations of the same type.
As soon as a player occupies all four research stations of one type, they
can no longer lose the “3” chip.
·
The position of these marking chips also declares
which particular abilities a player has acquired through their research
stations. If the marker chip for
the Engineering Station lies in the “2” column (2 research stations in
operation for example), they can move each submarine 6 spaces. If the player has 1 Training Station in operation, they can
move two researchers 4 spaces.
·
Sea Discoveries are placed on the right half of the
Overview Card. If a player recovers
one of the pictured Sea Discoveries with one of their submarines, they put it on
the corresponding space. The number
beside it declares how many victory points there are for this Sea Discovery.
·
The Atlantis point-chips are placed on the space
beside the “?”. The more
Atlantis Discoveries a player finds, the more points they receive.
·
The Overview Card also has a description of the
individual game phases with the most important details.
Game play
·
The game proceeds in rounds. Each round consists of 3 phases.
·
The start player begins the round, playing
completely through Phase 1. All
players follows in clockwise order: all play through Phase 1.
·
In this sequence, Phase 2 is played through, then
Phase 3 is completed.
·
After all players have completed Phase 3, the round
is finished.
·
If a round is finished, the left neighbor of the
start player becomes the new start player.
The start player begins again with Phase 1. The other players follow in clockwise order.
·
Phases 2 and 3 follow again.
·
Them comes the next round, etc.
Phase
1: Building the undersea-city
In this phase, players build residential and research stations to extend the
undersea city. First they buy the
Stations then they build the purchased stations onto the city.
·
A player can buy at most 1 station per round on
their turn.
·
A research
station, of any type, costs 1 Nemo, which is paid at the bank.
·
A player can take 1 residential
station for free. However, a
residential station must be occupied with researchers:
For each researcher, 1 Nemo is paid to the bank.
The researchers are immediately put on the residential station.
With 2 and 3 players, a maximum of 3 researchers are allowed on a
residential station, with 4 players at most 4 researchers are placed.
·
A station that has been purchased is placed in
front of the player making the purchase. Now,
the player can immediately continue by building stations.
·
If a player has 1 or more stations in front of them
from this or previous rounds, they can use them in the second half of this phase
to expand the undersea city. However,
the player can also store the station(s) and build them in a later round.
·
The player whose turn it is takes a station and
places it on the game board.
·
The station should be placed so that a passageway
of the station is connected to an identically-colored passageway of the base
station or with the identically colored passageway of another station.
To help with orientation, each
station carries a cross with 4 arrows. These
arrows must always point to the edges of the board, never to the corners.
·
If a player expands the city by more than 1
station, the second and additional stations must connect at a station that the
player has placed in this phase. Therefore
the stations that a player plays must be connected to each other.
·
If a player has expanded the city by one or more
research stations, they immediately place a station marker in their color on
these stations. Residential
stations are not marked.
·
Building stations costs money (Nemo) that is paid
to the bank.
·
The total cost of a station depends on the type of
undersea landscape (depth zone) where the station is placed. If several stations are placed simultaneously, the cost of
the entire expansion is only the cost of the highest station.
|
Depth
Zone |
Cost
in Nemos |
|
Lagoon |
1 |
|
Incline |
2 |
|
Deep
sea |
3 |
|
Canyon |
4 |
·
If a station covers different types of landscape -
even if it is only one corner - the cost of the most expensive landscape is
paid.
·
Stations must always have at least one access to a
neighboring station through an identically colored passageway.
However, it is permissible to place a station so that it has access to
one neighboring station at a passageway, but at another passageway there is a
wall at different neighboring station so that there is no way to pass through
(see example above right, page 6).
·
Stations cannot be placed on spaces that contain a
submarine, even if the station only partially covers that space.
·
When a new station completely or partially builds
over a Sea Discovery tile, the Sea Discovery chip in question must be removed.
These are set aside beside the game board.
If Atlantis Discovery chips are among them, these are put face up on the Ruins
of Atlantis board. However,
nobody can place a station marker on these chips.
(See Ruins of Atlantis section)
·
A player can buy stations and save them to build
them in a later round all at once. However,
a player can only accumulate at most 4 stations this way.
·
If the player wants to expand the city, they must
use all of their stations this turn. All
unused stations have to be placed back under their stacks. These can be bought again later but the money paid to buy
them is lost, of course. A player
cannot build one or more stations and save up the remaining purchased stations
for a later round.
·
If on their turn, a player neither buys nor builds
stations, but has stations sitting in front of them, they must hand over all
their stations and place them back under the stacks.
This is to prevent station “hoarding”.
·
If a player has finished this phase, the player to
the left takes their turn. Once all
players have finished this phase, the start player begins the second phase.
Building the blue residential station costs player
Orange 1 Nemo. For the residential
station, Orange has previously paid 4 Nemos, since Orange occupied it with 4
researchers.
For building the two Training Stations and the
green residential station, player Violet must pay 2 Nemos, since the stations
are covering the Incline. Even if
Violet had built only the first Training Station along with the residential
station, the cost would still have been 2 Nemos since the residential station
partially extends onto the Incline.
Player Red is allowed to the place the blue
research station, since it fits against the brown passageway of the base
station. It doesn’t matter that
there is not an open passageway to the green Training Station.
Phase 2: Deploying The Researchers
Researchers
in residential stations are not yet doing research.
Researchers begin the game in residential stations and must be brought
into the research stations.
·
On a player’s turn, they can move 1 or 2 of their
own researchers.
·
The two researchers have 3 moves at their disposal
that the player can distribute
between them. The moves can also be
assigned to just one researcher. It
is permissible to use fewer than three moves and give up the rest of the
movement.
·
If a player has 1 Training Station in operation,
they can distribute up to 4 moves between one or two researchers; with 2
Training Stations, up to 5 moves. This
advantage is immediately available after the startup of a training center
operation. If the player has not
yet moved a second researcher in this round, they can immediately move it one
space more (see example on page 7, below left).
·
Researchers can move through any station.
It doesn’t matter whether it is the base station, or a residential
station, or a research station. It
is also not important which player built the station.
·
If a researcher finishes movement in a research station in which no researcher of its color already stands,
it automatically begins working at this station.
It doesn’t matter whether the player has placed this station himself or
if another player did so.
·
Player Violet moves a researcher left and another
researcher right into Violet’s Training Stations.
Since Violet has already moved 2 researchers, the remaining moves are
lost. (Upper-left Diagram on page 7)
·
A researcher that stops in a research station built
by another player must pay the owner of the station 1 Nemo in order to work at
this station.
Player Violet moves a researcher into their
Training Station at the left. With
this move the player immediately has 1 more movement step at their disposal.
With the remaining 4 movement steps, Violet moves into the research
station of player Red. The player
must detour over the base station since there is no passageway to the
neighboring research station from the left Training Station.
(Translator’s note: The example seems to presume that Violet already
has one Training Station in operation. Lower-left diagram on page 7)
·
If a player has only 1 researcher standing in a
research station, this researcher may not be moved.
·
A player cannot “park” a researcher in a
research station if the movement number is not enough, and then move the
researcher further in the next round.
·
If a player has several of their own researchers in
a research station, then all except one may be moved. Thus “parking” is possible in this case.
·
In each station, no matter whether base,
residential, or research station, an unlimited number of researchers can be
placed.
·
A research station is operational if a researcher
is in the station.
·
Important: Each research station can be
operated by several players!
·
Each research station that a player builds belongs
to that player. It is marked with a
station marker of that player’s color.
·
If a researcher is moved into a research station in
which no researcher in its own color is standing, it takes over the operation of
this station. The researcher can
now no longer leave this station.
·
If another player has built this research station,
an opposing station marker lies there. The
player whose turn it is must pay 1 Nemo to the builder for the joint use of the
research station for the rest of the game.
If the player enters the same station with another researcher later, the
player does not need not to pay again. However,
other players who enter this foreign station for the first time must pay 1 Nemo
to the builder.
·
After placing a researcher in a station, the marker
chip of this research type is moved on the player’s Overview Card one column
to the right.
·
The player activates an Engineering Station
(diagram on right-side of page 7)
·
The research in one single station (this one type)
still brings no points for the final result - the marker still shows the value
“0”.
·
If a player has several researchers in a station,
this has no effect on the research itself.
However, the presence of 2 researchers (of one player) is prerequisite
for the use of a submarine, see Placing Submarines.
·
When a player has placed researchers in more than
one station of the same type, their research station score increases.
·
Whenever a player begins operating a second station
of a type with one of their researchers, they move the marker chip of this
research type one space to the right. The
chip is now under the column with a “2”.
Afterwards, the player turns the marker chip over so that it now shows
the number “1”. The red line
is a reminder that the marker chip is turned because there are now 2 stations of
a type in operation.
·
If a player has at least 2 research stations of a
type in operation and also has the most operating stations of this type, the
player takes the corresponding 3 points station chip of this type and puts it
over their marker chip on the Overview Card.
·
If the marker chip with the “3” is the property
of another player and the active player can legally take the “3” marker, the
chip changes ownership (with the previous owner again displaying the “1”
marker again).
·
With a tie, the ownership of the “3” marking
chip does not change.
·
If one player has all 4 stations of a research type
in operation, they can no longer lose the corresponding 3- point chip.
There
are 5 different research types, each represented by its own research station.
Each research type has a special function in the game.
Training
Stations improve the mental and physical abilities of researchers.
Without Training Stations, a player can only move two researchers up to 3
moves. With a Training Station, the
movement limit climbs to 4 spaces; with 2 Training Stations the limit increases
to 5 spaces. Improvements past 5 spaces per round are not possible.
This increase to the movement limit is immediately valid after the
station startup. If the player has
not yet moved a second researcher in this round, they can immediately move this
researcher one more space.
Everyone
is allowed to pilot a submarine 4 spaces without a Engineering Station.
Engineering stations improve submarine performance by increasing their
movement range. With 1 Engineering Station, each submarine can move 5 spaces,
with 2 Engineering Stations 6 spaces. Further
improvements past 6 spaces per round are not possible.
Sonar
stations allow players to gain a better picture of the ocean floor, leading to
more Sea Discoveries. A player who
wants to look at Sea Discoveries without sonar can “scan” Sea Discoveries up
to 4 spaces away from their submarine. With
one Sonar Station, the scan-distance climbs to 5 spaces, with 2 Sonar Stations
to 6 spaces. A scan-distance of
more than 6 spaces is not possible. Even
if one has a Sonar Station in operation, one must pay the scan cost of 1 Nemo
(see Sonar Scanning).
The
Testing Station works only if a player’s own submarine has recovered a Sea
Discovery. With the recovery of a
“Seashell” or a “Snail” (value 0) the station immediately makes a
discovery! The player can look at
any face down Sea Discovery on the board. With 2 Testing Stations in operation,
the player may examine 2 facedown Sea Discoveries.
These discoveries must, if possible, lie in different depth zones.
Analysis
Stations allow a player to performed detailed studies of recovered “Treasure
Chests”, increasing its value past the basic 2 Nemos.
With one Analysis Station, the value of the Treasure Chests climbs to 3
Nemos, with 2 Analysis Stations to 4 Nemos.
However, no Treasure Chest can have a value more than 4 Nemos.
Phase
3: Exploring the Ocean Floor
Once all players have finished the Moving Researchers phase, each player can
send submarines on diving trips in turn.
A
submarine can be launched if a player has:
1. At least 2 of their researchers
standing in a research station, and
2. This research station has at
least one blue passageway that leads to a free sea space.
Whoever
wants to deploy a submarine,
1. Removes one of their researchers
from the research station (this researcher is returned back to the player’s
reserve).
2. Places a submarine on a free sea
space beside a blue passageway of this research station.
(Diagram on Page 9) Player Orange puts in a submarine.
A
player must first place all the submarines they wish to move before moving the
submarines.
A
player who has one or more submarines in use can use sonar in order to scan for
Sea Discoveries in reach. Sonar
allows the player to look at Sea Discoveries and can only be used before the
submarine moves.
·
If a player wants to use a submarine’s sonar,
they pay 1 Nemo to the bank.
·
They can now secretly look at all Sea Discoveries
that are in the scan range of this submarine and replace them face-down where
they were picked up.
·
The scan range without a Sonar Station is up to 4
spaces from the submarine, not counting diagonally (see middle Diagram on Page
9). If the player has 1 Sonar
Stations in operation, the scan range rises to 5 spaces, with 2 Sonar Stations
in operation, to 6 spaces.
·
The player must pay for each submarine that uses
sonar.
·
Sea Discoveries in the Canyon can only be scanned
if the submarine itself is on a space in the Canyon.
(Diagram on Page 9) If the player has no Sonar
Station in operation ,they can only look at the Sea Discoveries marked with X.
If the player already has 1 Sonar Station in operation, the submarine’s
scan range increases to 5 spaces and the player can now also look at the Sea
Discovery on Y.
On
their turn, a player can move their submarines on the board, one after the
other.
·
Each submarine normally moves 4 spaces.
·
If a player has 1 Engineering Stations in
operation, each of their submarines is allowed to move 5 spaces; with 2
Engineering Stations in operation 6 spaces.
·
Submarines move in straight lines, never
diagonally. Turning at right angles
is allowed, even multiple times.
·
A submarine does not have to completely use the
allowed number of spaces.
·
A submarine may pass over other submarines, but not
over Sea Discoveries.
·
The trip must always finish on a free sea space or
on a space with a Sea Discovery.
·
A submarine CAN move over a station.
The spaces covered by the station are counted normally.
(Diagram on Page 9) Player Orange has no
Engineering Stations in operation, so the submarine can finish its move on any
one of the spaces marked with a white dot.
The
Canyon, the dark area on the game board, contains especially difficult waters.
A player needs to have all 5 different research stations in operation
before they can drive a submarine into the Canyon.
However, as soon as one player has driven into the Canyon, all other
players can also drive with their submarines into the Canyon.
They are allowed to do this even if they themselves do not have 5
different research stations in operation.
Hint:
If the undersea city should expand so far that a submarine is built directly in
the Canyon, each player can drive submarines into the Canyon afterwards.
The 5 different research stations are no longer necessary.
If
a submarine moves onto a space with a Sea Discovery tile, this discovery must
immediately be recovered. The
movement of this submarine is finished for this phase.
·
Recovering a “speed chip” or a “Treasure
Chest” (beige-colored background) is free.
·
The recovery of all other Sea Discoveries (with
blue backgrounds) costs 1-2 Nemos per Sea Discovery:
o
on the Incline and in the Deep Sea: 1 Nemo,
o
in the Canyon per Sea Discovery: 2 Nemos.
·
With recovery of a “speed chip”, the player is
immediately allowed to move any of their submarines up to 3 additional spaces.
That can also apply to a submarine that has already moved in this round.
It is thus possible to reach another Sea Discovery and recover it.
·
With recovery of a “Treasure Chest”, the player
gets 2 Nemos. If they have an
Analysis Station, the player gets 3 Nemos, and 4 Nemos with two Analysis
Stations.
·
If a player recovers a “Snail” or
“Seashell”, and has one Testing Station in operation, this player can
immediately look at any 1 Sea Discovery on the board, cover it, and put it back
in its place. This includes Sea
Discoveries in the Canyon. With 2
Testing Stations in operation, the player may look at 2 Sea Discoveries. However, the two Sea Discoveries, if possible, must lie in 2
different depth zones.
·
All Sea Discoveries with blue backgrounds on them
(exception: Atlantis Discoveries) are put on the player’s own Overview Card as
points received towards the player’s final score. Beige-colored Sea Discovery tiles are placed back into the
box.
·
If a player does not have sufficient money to
recover the Sea Discovery, it must be placed face up back on its space.
Exception: Atlantis Discovery chips are put on the corresponding
fields of the Ruins of Atlantis board. However,
the player does not score any points for this chip.
As
Sea Discoveries are recovered, parts of the ruins of Atlantis may be found.
Recovered Atlantis tiles are placed on the space on the Ruins of Atlantis
board with the same number, with a station marker in that player’s color
placed beside it.
Player Yellow has recovered the Atlantis tile 10.
It is placed on space 10 of the ruins board and a Yellow station marker
on the round space next to it. (Diagram on page 10)
·
As a reward, the player making the recovery is
immediately allowed to move one of their researchers up to 2 spaces, as they
spread the message of the finding.
·
Under these circumstances, a researcher can begin
operating a station - with all the consequences – such as changing the
ownership of the 3-point marker chips or allowing more movement for the
submarines.
A
submarine’s move ends if it has moved its allowable distance or if it has
recovered a Sea Discovery. The
submarine’s explorations can be continued in the next round.
In
addition, a submarine can be deactivated:
·
If the submarine moves onto a free sea space that
is beside a blue passageway of a research station, in which at least one
researcher is present (not necessarily their own).
Then the player takes a researcher from their reserve and puts it into
this research station. If through
this action the player gains the majority in this type of operational research
stations, the 3-point chip changes ownership.
If the player begins operating another player’s station by this action,
the player pays the owner 1 Nemo.
·
The submarine is taken back into the player’s
reserve. It can be put into service
again the next round, also from another research station.
·
If a player has no researcher in their reserve,
they do not get one back. Nevertheless,
the submarine can be taken out of service.
End
Of a Round
·
After the Submarine Exploration phase is completed,
the round ends.
·
The player to the left of the start player now
becomes the new start player, receives the start player disk, and begins phase 1
of the new round.
End of
the game
For the end of the game, there are these possibilities:
·
All the Atlantis Discovery chips have not been
found, however the chips 13, 14, and 15, of which two are in the canyon, are
recovered. The current round is
played to its end and one more round is played after it.
·
If the last Atlantis chip is found in a round, the
current round only is played to its end.
·
The game ends prematurely if, in a round, no player
buys a station, builds a station, or recovers a Sea Discovery.
Then the game immediately finishes after this round.
Game scoring