How To Teach Treasure Diver
How To Teach Treasure Diver
Say: This is your Search Pattern it has a row of blank header spaces at the top and a column of blank
header spaces on the left side, and the area in the middle represents the locations where treasure is hidden.
Say: Before we start the Preparation Phase you get to pick one free space. You write the word “Find” in
it. I’ll explain what that does later.
Say: During the Preparation Phase you roll three dice. You may reroll one die, but you must keep the
second roll.
Do: Roll three dice. Pick up the smallest numbered die and reroll it.
Say: Now you write each of your results on your Search Pattern; one number per space. Write one of the
numbers in a header spaces and one in a column of header spaces on the left-hand side and the last in
the space at the intersection of the row and column; that number is called the Treasure Number. Let’s say
you wrote them in these spaces.
Do: Place one die in each of the spaces on the Search Pattern to represent them being written in those
spaces. Make sure to put one die on one header that lines up with the Find space.
Say: You don’t have to write this number (point at the die you did not reroll) in the header because you
already have it written.
Say: In later turns, it’s okay to use one or two of the dice results as numbers you have already written on
the Search Pattern, but you may never have an exact match of all three numbers on your Search Pattern
or on another players Search Pattern. If you do, you must black out one of the two duplicate Treasure
Numbers. If you and another player match two patterns you both must black out the Treasure Number. You
cannot score a blacked-out number during the Search Phase.
Say: Instead of writing the numbers on your Search Pattern you can use your roll to buy one piece of
equipment per turn. Sum your dice and match the total to the range of numbers in the cost column of the
equipment chart. You draw a star next to the piece of equipment to show you own it. You use equipment
during the Search Phase, but not during the Preparation Phase.
Do: Roll three dice total them and point to a piece of eqimpment with a cost that matchs your total.
Say: You must use every roll if you can, but if you cannot use a roll to either fill in spaces on the Search
Pattern or buy equipment you do nothing for that turn.
Say: As soon as one player fills in all 8 header spaces of their Search Pattern the Preparation Phase ends,
and the Search Phase begins.
Say: During the Search Phase we use the timer, which is set for 20 seconds. On your turn, you pick up
three dice, press the timer start button then roll the dice. You may reroll one die but must keep the second
roll. You roll the three dice only once per turn.
Say: Before time runs out you try to match the dice you rolled with a pattern of numbers you wrote on your
Search Pattern during the Preparation Phase. If you make a match, you score the Treasure Number’s
points. Draw an X over that treasure number it is out of the game. If you don’t’ make a match you must fill
in one of your clouds.
Say: Lastly you may use another players’ Search Pattern to fine treasure, and other players may help you
find matches on their Search Patterns. If you use another player’s Treasure Number, they make the X on
their Search Pattern. You must split the Treasure Number score with them. The player who owns the Search
Pattern always gets any odd point.
Say: The game ends when one player has darkened in all their clouds.
Say: The winner is the player with the greatest number of points when the storm comes.
Side Scan Sonar - After you roll you may subtract one from the result on any one of your dice.
Malfunction – Use during your turn, but use no other equipment. You may choose one player. On that
player’s next turn they may not use any of their equipment.
Maps/Charts - After you roll the dice you may tip-roll one die west (toward your left). Effectively this
changes the die’s value to the side that is facing to the right. If the die is sitting so that it is difficult to tell
which side is facing left then Maps/Charts may not be used. You may use this equipment with the
Compass.
Deep Sea Vacuum - After you roll the dice you may tip-roll one die south (toward you). Effectively this
changes the die’s value to the side that is facing away from you. If the die is sitting so that it is difficult to
tell which side is facing away from you then Deep Sea Vacuum may not be used. You may use this
equipment with the Compass.
Compass - After you roll the dice you may twist one die up to 90o. This will allow you to change one
facing or adjust a die so that it has facing that is favorable to use the Maps/Charts, Deep Sea Vacuum,
Nitrox Tanks, and/or Depth Finder equipment.
Nitrox Tanks - After you roll the dice you may tip-roll one die north (away from you). Effectively this
changes the die’s value to the side that is facing you. If the die is sitting so that it is difficult to tell which
side is facing toward you then Nitrox Tanks may not be used. You may use this equipment with the
Compass.
Depth Finder - After you roll the dice you may tip-roll one die east (toward your right). Effectively this
changes the die’s value to the side that is facing toward your left. If the die is sitting so that it is difficult to
tell which side is facing right then Depth Finder may not be used. You may use this equipment with the
Compass.
Metal Detector – This is why the game comes with four dice. On your turn roll four dice instead of three.
You choose which three results you will use this turn. The fourth die is then ignored.
Magnetometer - After you roll you may add one to the result on any one of your dice.
Dive Scooter - Before you roll, place one of your die with any side you choose facing up. Then roll only
the two-remaining dice as normal.