How to Play

AquaSphere

2-4 players 100-100 min 7.2 Board Game Geek Rating

In AquaSphere, players manage underwater research teams consisting of engineers, scientists, and programmable bots exploring ocean depths. The main mechanic involves programming bots with engineers, then deploying them with scientists to conduct experiments, launch submarines, and collect specimens. Victory comes through accumulating knowledge points while strategically managing limited lab space and seizing tactical opportunities.

Published 2014

AquaSphere

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Connect sectors
Connect all 6 Sectors together in a random order
2
Create card stacks
Create facedown stacks for the Research Cards and Lab Expansions
3
Place sector cards
Place 1 Research Card next to the Red areas and 1 Lab Expansion next to the Green areas of each Sector
4
Stack centre tiles
Stack Centre Tiles based on the number of players with random orientations in the centre of the Sectors, highest number on the bottom
5
Assemble headquarters
Assemble the Headquarters
6
Prepare program cards
Place 4 random Program Cards faceup in a stack
7
Set programming tiles
Place the 7 Programming Tiles on the spaces in the Headquarters according to the top Program Card, then discard the Card
8
Distribute player components
Each player chooses a colour and takes:
9
Gain starting time tokens
If your Starting Sector is adjacent to a '0' Lock gain 3 Time Tokens, otherwise gain 4
10
Determine play order
Choose a Start player who places 1 Bot at the Start of the Play Order track; in clockwise order other players place on each next free space
11
Place starting resources
According to the top of the Setup Card corresponding to the number of players, place Resources in the corresponding coloured areas in each player's Starting Sector
12
Deploy first submarine
Take 1 Submarine from the left-most space on your Player Board and place on the area with a single crossed out Time icon
13
Setup remaining sectors
Draw 1 Base Lab for each additional line on the Setup Card to indicate how the rest of the game is setup; use neutral Bots and/or Submarines from unused colours in 2/3 player games

On Your Turn

What you can do during your turn.

1
Choose one action
On your turn choose 1 of the following 3 options: Program 1 Bot, Carry Out an Action, or Pass
2
Move engineer to program
Move your Engineer 1 space along an arrow path to a Program Symbol, then place 1 Bot on the corresponding Programming space on your Player Board
3
Pay to program alternatively
Once per round you may pay 3 Time Tokens to place 1 Bot on any available Programming space; place 1 Time Token in the right upper corner of your Player Board to indicate usage
4
Observe bot limit
Maximum 2 programmed Bots at a time on your Player Board
5
Return bot for tokens
At any time on your turn return a programmed Bot to your Supply to gain 2 Time Tokens
6
Move scientist optionally
You may move your Scientist to another Sector, paying the indicated number of Time Tokens for each Lock it passes through
7
Place scientist in action area
Place your Scientist in 1 of the coloured Action areas corresponding to 1 of your Programmed Bots
8
Take sector control
Move your Programmed Bot into the centre of this Sector to control it
9
Displace existing bots
If another Bot is on the centre space, move it to the Loading Station; if this exceeds the limit then each player with Bots there returns all but 1 Bot back to their Player Board
10
Loading station limits
2 Players = 2 Bots, 3 Players = 4 Bots, 4 Players = 5 Bots
11
Execute the action
Carry out the Action, using any Research Cards that activate with that Action
12
Expand Your Lab
Take the top Lab Expansion from the Sector and place in your Lab; if the Expansion has Letters, you may place 1 Bot in the centre of the Sectors corresponding to those Letters; maximum of 5 Expansions
13
Take Time Tokens
Take as many Time Tokens as you can from the Sector according to your supply limit; always gain a minimum of 2, taking any additional from the Supply
14
Take Crystals
Take as many Crystals as you can from the Sector according to your supply limit
15
Catch Octopods
Discard as many Octopods from the Sector as you can according to your supply limit; immediately score VP: 1=1VP, 2=3VP, 3=6VP, 4=10VP, 5=15VP, more than 5=21VP
16
Deploy a Submarine
Deploy the left-most Submarine from your Player Board onto the next available Submarine space in the Sector; pay Time Tokens equal to the number of Time icons on the space; gain VP according to the number on the Centre Tile; only 1 Submarine per Sector allowed
17
Take a Research Card
Gain the top Research Card from the Sector and gain VP according to the number on the Centre Tile
18
Program a Bot
Move the next Bot from your Player Board to your Programming space corresponding to the colour in the White area of the Sector; if the space is already occupied, instead gain 2 Time Tokens
19
End your round
Move your Engineer from 1 of the top Programming Tiles to the next free space on the Pass Order Track; you may not carry out any more Actions this Round
20
Gain submarine income
Gain 1 Time Token per Submarine you've deployed
21
Discard spent tokens
Discard any Time Tokens from the top-right of your Player Board
22
Use research cards
You may use any Research Cards with end of round timing
23
Calculate VP total
Calculate your VP total without gaining it yet:
24
Adjust VP counter
Pay 1 Crystal to cross a Red Line; if you have no Crystals, you may return 1 Bot from a Program Symbol without gaining Time Tokens; you cannot fall back behind a Red Line
25
Replenish sector cards
Place 1 Research Card next to Red areas and 1 Lab Expansion next to Green areas of each Sector
26
Add sector components
Add additional components into each Sector according to the Centre Tile
27
Discard centre tile
Discard the top Centre Tile
28
Reset play order
Rearrange Bots on the Play Order track to correspond to the Pass Order track
29
Return engineers
Return Engineers to the Start space
30
Set new programming
Place the 7 Programming Tiles according to the top Program Card then discard it

Winning

How to claim victory.

1
Game length
The game is played over 4 Rounds
2
Final scoring triggers
After the 4th Round the game ends and Final Scoring takes place; Red lines are no longer relevant
3
Score lab letters
Score VP per number of different Letters in your Lab: 1=1VP, 2=3VP, 3=6VP, 4=10VP, 5=15VP, more than 5=21VP
4
Score remaining time
Score 1 VP per Time Token you own
5
Score full submarine deployment
Score 5 VP if you've deployed all 5 Submarines
6
Score completed lab
Score 5 VP for a completed Lab
7
Determine winner
The player with the most VP wins the game
8
Break ties
Ties are broken by most controlled Sectors, followed by most Crystals owned

watch & Learn

Let the pros teach you with these top videos.

Aquasphere : les règles du jeu

Aquasphere : les règles du jeu

Instructional

Aquasphere en 7 minutos  [JcK / Juego de Mesa / Cómo se Juega / Maldito Games]

Aquasphere en 7 minutos [JcK / Juego de Mesa / Cómo se Juega / Maldito Games]

Instructional

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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