The Kraken is considered to be a Diver card of value 15. This card is played in the place and in the same way as a Diver card.
The Fishbone is considered to be a Diver card of value 0. This card is played in the place and in the same way as a Diver card.
The Anchor is played when a Diver card is played, on that card or another Diver card already in play. The Anchor prevents any movement action on the targeted card.
Starting with the first player of the round, the following cards must be played before the playing of Diver cards begins:
The Eye allows you to look at the Diver cards in your opponent's hand in order to anticipate their moves.
The Diving Module
The Diving Module allows you to draw two extra Diver cards, to keep one in your hand and return the other, face-down on top of the pile of Diver cards.
The Harpoon allows you to randomly draw a Diver card from the hand of your opponent and exchange it with one of yours if the card you've picked satisfies you. Otherwise, return the drawn card to your opponent.