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Helper App Download the free bonus app Atmospheric soundtrack Digital timer For Android 4, ios 8, and Fire OS 4 and newer Download the free Kosmos Helper App! For 1-4 players, ages 10 and up CAUTION: Do not look at the game materials (cards, book, etc.) yet! First, read this rulebook together out loud and carefully follow all of its instructions. What s the game about? A treasure hunt in the Caribbean? That sounds a bit cliché! For you, it was actually just supposed to be a joke a crazy adventure, if you will. You paid the street vendor 10 dollars for the nautical chart and an odd wooden disk. The two together, or so the story went, would lead you to the fabled wreck of the Santa Maria. Sailboat, dive guide, and equipment were easy to rent. Why not take it as an opportunity to learn how to scuba-dive? Oh, how naive you were! And now? Now you are literally all in the same boat in the middle of the ocean, in the middle of nowhere. No trace of the scene of the Santa Maria s accident. The map, which is apparently counterfeit, does not even show the correct ocean! Instead, nothing but riddle after riddle... You will only be able to find the wreck and recover the treasure if you are able to work together to crack all the codes. If not, sooner or later, and in the truest sense of the word, you will all be sunk. 1

ials before ely at any of the game mater Important: Do not look clos too. you s tell e gam e th il starting the game! Wait unt Game materials Help Card 1 CLrdUE Help 1ST CLUE 1 CLUE ST rd Help Ca d Help Car ST 1 CLUE 1ST CLUE rddd Ca Car Car dlele dle Ridd Rid Rid Anser Answ Answ wer ercard Card Card AA A 111 ST 85 Cards 30 s 30 s 25 Riddle Cards 1 Book 1 Decoder disk 9 Strange items (gold coin, flag, 6 gemstones, mast) rd Help Ca Ca 1ST CLUE 1ST CLUE 1 ST CLUE 1 ST CLUE 1 ST CLUE Additionally required materials In addition, you will need something to write with (ideally a black felttip pen and a pencil), at least one pair of scissors and possibly paper for notes. You will also need a watch, ideally a stopwatch. Alternatively, you can use the digital timer with the atmospheric soundtrack. Just select the game in the Kosmos helper app and press the hourglass. Game setup Get the book and the decoder disk ready on the table. Carefully remove the mast, the flag, and the gold coin and set them to the side on the table along with the gemstones. You will not need these until later in the game. 2

Sort the cards into three piles in accordance with what is written on their back sides: > Riddle Cards (red) Be sure not to look at the front sides of > s (blue) any of the cards yet! > s (green) Check to be sure that the Riddle Cards and the Answer cards are arranged in ascending order according to their letters or numbers. Sort the s according to their symbols, and then place them on the side of the table. Place cards with the same symbol, one on top of another, such that the 1 st CLUE card is on top of the 2 nd CLUE card and the latter is on top of the SOLUTION card. Where is the game board? This game has no game board! You will have to figure out for yourselves what you have to find in the game and what the setting looks like. At the beginning of the game, you will have only the book and the decoder disk available to you. As the game continues, you will add the Riddle Cards either to be found in illustrations, or referred to in the text. Whenever this happens, you can pick the corresponding cards from the Riddle Card pile and look at them. Example: You find an illustration of Riddle Card A in the book. Then, you may immediately take the corresponding card from the pile and look at it. You may only look at an when you have entered a code on the decoder disk and have been directed to the corresponding Answer Card. Likewise, you can only use the strange items when explicitly told that you have found them. Until then, they have to remain off to the side of the table! 3

Course of play Your goal is to work together to find the wreck of the Santa Maria and recover the treasure as quickly as you can. That would definitely be easier if there weren t so many riddles awaiting you, each of which has to be solved for you to make even a doggy-paddle s worth of progress! IMPORTANT: To solve riddles, you can write on, fold, or tear the materials... All of this is allowed, and sometimes even required. You can only play the game once after which you will know all the riddles, and won t need the game materials any longer! You will be solving the riddle in the order in which they appear in the book. You will keep coming across locked doors and objects. Each of these will display a symbol and can only be opened with a three-part number or animal code. If you see a riddle, take a careful look at the corresponding pages in the book and the Riddle Cards. Put your heads together to try to figure out how to solve the riddle so that you can decipher the three-part code. Then enter that code on the decoder disk. On the outer ring of the disk, you will see 10 different symbols. Each symbol stands for a code to be cracked. Pay close attention to the, symbol that is depicted on the cards and on the objects in the book! Enter the three-part code under that symbol on the disk starting at the outside and working your way in. Then, look through the viewing window on the smallest wheel to see a number. This number indicates the number of the that you are then allowed to look at. Example: For the riddle with the symbol, you have come up with 8 6 1 as the code. You enter this combination under the symbol on the decoder disk. In the little window, you will see the number of the that you are then allowed to pull out of the pile and look at in this case, 8. 8 4

It was totally predictable that you would look at this card. Unfortunately, the code is not correct! When you are done, place this card back 1 in the stack of s! Is the code incorrect? If so, the will tell you with an Check the symbol and the code. If that still doesn t help, take another look at the riddle and try to come up with a different code. The code may be right. Where do you see the code symbol? 6 20 1 18 9 5 Is the code possibly correct? If so, you will get an showing an overview of objects and cards. 16 8 When you are done, place this card back in the stack of s! 14 25 20 Where can you see the code symbol? On the showing an overview, you will see the doors and objects to be opened shown in a series. Each locked door or object is marked with a symbol. To continue with this example scenario: Let s say you want to open the wooden box with the symbol. So look for the box with the symbol on the Answer Card. It will then point you to another. In this example, it points you to Card 20. Pull this card out of the pile. You will not learn whether the code is really correct until you see this. Is the code really correct? If so, the second will tell you how to continue. You will find one or more new Riddle Cards which you will be allowed to take from the pile of Riddle Cards and look at right away. Is the code actually incorrect? Well, in that case you will land on an with an. Check the sequence of numbers or animals in the code, and compare the symbol on the decoder disk against the symbol on the Riddle Cards. If the code is nevertheless wrong, take another closer look at the riddle and try to come up with a different code. 5

IMPORTANT: You have to solve the riddles in the proper order! In other words, you are only permitted to continue with the next riddle or turn to the next page of the book if you have solved the previous code and the instructions tell you that you may do so! Don t forget! The s with overviews show the locked doors and objects in sequence first from top to bottom in the left column, then in the right one. Whether wrong or right return all s immediately to the pile if the card tells you to do this. All codes can be solved logically. You shouldn t just try all possible combinations on the disk. 1. 2. The code may be right. Where do you see the code symbol? 6 20 1 16 8 When you are done, place this card back in the stack of s! 18 9 5 14 25 Need some help? If you get stuck, the game can provide you with some help. For each code, there are three s that can be recognized by the symbol on their back sides. In addition to giving you an initial useful clue, each 1 st CLUE Help Card also tells you what you need in order to be able to solve the corresponding riddle. The 2 nd CLUE s will give you somewhat more concrete assistance in finding a solution to the corresponding riddle. The SOLUTION s provide the approach to solving the riddle and tell you the correct code. Don t be shy about using s if you get stuck. Once you have used them, place them face up on a discard pile. 6

When does the game end? The game ends when you have solved the last riddle and resurfaced from the sea. A card will tell you this. Assessment It is a major victory to solve all the riddles. You can look at the table below to see how well you did. When calculating the number of s used, only the ones that gave you new hints or solutions should count! No 1 2 3 5 6 10 > 10 s s s s s < 60 Min. 10 stars 9 stars 8 stars 6 stars 5 stars < 90 Min. 9 stars 8 stars 7 stars 5 stars 4 stars < 120 Min. 8 stars 7 stars 6 stars 4 stars 3 stars > 120 Min. 7 stars 6 stars 5 stars 3 stars 2 stars The game begins What are you waiting for? Start the stopwatch or timer! Now you are allowed to open the book and start the game on page 2. We hope you have fun with EXIT The Sunken Treasure! Inka & Markus Brand and Kosmos thank all the test players and rule readers. EXIT concept: Kosmos (Ralph Querfurth, Sandra Dochtermann) Illustration: Michael Menzel Cover illustration: Silvia Christoph Title graphics and graphic design: Fine Tuning Editing: Katja Ermitsch Translation: David Gamon English edition editing: Camille Duhamel, Ted McGuire The Authors: Inka & Markus Brand live with their children Lukas and Emely in Gummersbach, Germany. They have published many children s and family games together and won numerous prizes. Of course, they are avid riddle and escape game fans. 2017 Franckh-Kosmos Verlags- GmbH & Co. KG. Pfizerstr. 5-7, D-70184 Stuttgart, Germany. Phone: +49 711 2191-0; Web: kosmos.de 2018 Thames & Kosmos, LLC, Providence, RI, USA Thames & Kosmos is a registered trademark of Thames & Kosmos, LLC. All rights reserved. 7 Printed in Germany / Imprimé en Allemagne Distributed in North America by Thames & Kosmos, LLC. Providence, RI 02903. Phone: 800-587-2872 Web: thamesandkosmos.com Distributed in United Kingdom by Thames & Kosmos UK LP. Cranbrook, Kent TN17 3HE. Phone: 01580 713000 Web: www.thamesandkosmos.co.uk 694050-02-010318

Share your Exit experiences using #exitstrategies The following players 1 2 3 4 on in have successfully recovered the treasure of the Santa Maria from the sea floor. What an outstanding accomplishment, and how fortunate it is that they are such clever divers! To do it, it took them Minutes and Seconds They used a total of s. This earned them stars in the assessment! The coolest riddle was The toughest riddle was