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Nemo's War Rule Clarifications

The document provides errata and clarifications for the game Nemo's War, detailing corrections to rules, scoring, and card interactions. Key updates include adjustments to token counts, scoring methods, and game mechanics such as the handling of Warship attacks and character sacrifices. It emphasizes the importance of adhering to the specified rules for a proper gameplay experience.

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John the Mendes
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0% found this document useful (0 votes)
41 views2 pages

Nemo's War Rule Clarifications

The document provides errata and clarifications for the game Nemo's War, detailing corrections to rules, scoring, and card interactions. Key updates include adjustments to token counts, scoring methods, and game mechanics such as the handling of Warship attacks and character sacrifices. It emphasizes the importance of adhering to the specified rules for a proper gameplay experience.

Uploaded by

John the Mendes
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Nemo’s War Nautilus Notes

Version 22 August 2017 20,000 Leagues under the Seas [Finale]: Technically, you
In a game with as many moving parts as Nemo’s War, Fail this Finale if you garner a negative Character VP
some things require further clarification or correction. score from it; otherwise, you Pass this Finale. This
distinction is important if you have also acquired the
ERRATA
Captain Nemo’s Diaries (Adventure) card.
RULES:
Co-op Game – Executive Officer: Delete the reference to
p.6: #4: There are 14 Pale Yellow Ship tokens in the game, yielding the card.
not 15.
TOKENS:
p.7: Commence Play: “Commence play by revealing the
For Treasure Tokens discarded and Characters Sacrificed
first card on top of the Draw Pile…” not the Adventure
for “Action(s)” you gain that many Action Points (per the
Deck.
Character Resources example on p.26, Rule 13).
p.10: Act Cards: In the "Act Cards" section at the bottom of
CUBES:
the page, it should read: "note what dice you will be
rolling each turn to begin the Placement (not Action) The Uprising cubes were supposed to be a natural wood
Phase. color per the rules. The printer packed black ones instead.
p.17: Removing Uprising Cubes, B.: Delete the end of MAP:
this sentence: “, plus the cubes at that Ocean”. You Underneath the MOTIVES scoring matrix it says -50 VPs
only suffer a Notoriety gain equal to the die roll’s result for an Imperialist Victory; ignore that. An Imperialist
(per the map’s summary). Victory means you are defeated; no scoring is done.
p.19: Incite Action: From the first paragraph, ignore the
extra verbiage, “in an effort to…”
p.26: How the Game Ends: Add to the end of Rule 14, #3,
CLARIFICATIONS
“(see Rule 10-D, Go Hunting).”
RULES:
p.27 Scoring Example: The Explore motive yields a +0 VP
modifier for Adventure cards, so this Adventure card’s p.5 Difficulty Levels: You can pick-and-choose/mix-and-
total VP score would be 5, not 6. match the difficulty levels for different aspects of the
game as you desire; e.g., you could have the
CARDS:
Additional Adventures at Sailor (2 gemstones) and do
Adventure: Accident or Incident? [Event 32]: “Is the initial Upgrade card at Nemo (none can be
possession of the Accident or Incident card an purchased pre-game).
Emergency Resource and, therefore, works
p.11: Play Event Cards: Please, re-read this rule about
identically?” Technically, it is not, as it refers to its
what you do when instructed to fight a Warship and,
benefit specifically to TESTS (and a Warship Attack vs.
should it survive, add it to the Nautilus’ Ocean. If that
the Nautilus is not a TEST you take, per se), but
Ocean is full, add such Warships temporarily near its
reflecting on this further, a more intuitive ruling will help
spaces until removed or a proper open space becomes
in such "edge cases:"
available to place that Warship Token in.
If it looks like an Emergency Resource, feels like an
p.12: Resolving Test: If you roll a natural 2 ("snake eyes"),
Emergency Resource, and you think it could play like
that is an automatic Fail, regardless of DRMS. For
an Emergency Resource, go ahead and treat it as an
Actions with "degrees" of failure, you automatically
Emergency Resource (per Rule 13).
suffer the worst one (i.e., a roll of "<=2").
Adventure: Prussia Declares War! [Event 48]: If there are
p.13: Test DRMs:
no Prussian Warships, ignore the first part of the text
and go right to part after the word “Then:” o For the first (-1 DRM) modifier, add to the end “unless
otherwise noted.” For example, if you Incite, then each
Adventure: The Korean Incident [Event 49]: Add “At
revealed Ship token present is another negative DRM!
game’s end, (F) if unused.”
o Nemo’s Motive only modifies your Victory Point score
Reinforced Armor [Upgrade]: This provides a +1 DRM
at the end of the game, not the value of Treasure
benefit as stated in the rules (not a -1 penalty!).
tokens spent for DRMs during play.
o You can spend Retain Treasure tokens for their p.31: Voluntarily Relinquishing the Captaincy: This
treasure value, when appropriate. does not add one (+1) Action Point. Only an
p.17: Lull Turn Treasure Placement: The “doubles involuntary loss of the Captaincy does that.
Ocean” is the one you rolled doubles for which CARDS:
triggered the lull turn. E.g., if you rolled double ‘3s,’ Act III [Second Intermission]: If you do not change Nemo’s
then the North Atlantic is the “doubles Ocean.” Motive, you may select one Nautilus Upgrade card (of
p.18: Adventure: “What happens if you draw a KEEP your choice, not randomly) from their deck and place it
card?” You simply keep it and collect any gemstones in the Available to Purchase area.
there. Lucky you! Adventure: Troubled Dreams [Event 14]: To clarify, you
p.19: Torpedo Attack: A Torpedo Attack follows the may change any single die, regardless of its color, the
normal Attack procedure (i.e., if you are targeting a reason it was rolled, or how many other dice were
Warship, it fires first!). The Torpedo Attack dice/die roll rolled along with it.
is always unmodified when rolled. However, 2d6 dice Adventure: Commerce Scare! [Event 23]: Keep reading!
rolls, if your Torpedo Attack was a 2d6 dice roll, can be A Reaction is one instance of choosing A or B from the
“saved” by Emergency Help (p.26). text which follows. Note that you cannot choose B if
p.20: Refit Action: there are no Non-Warships Tokens to flip.
o You can only purchase one Nautilus Upgrade card Adventure: The Treasure Fleet [Event 26]: Whenever
per Refit Action. instructed to place Treasure Available gemstones,
always do so per page 17, Placing Treasure.
o Do not restock the Available Upgrades area after
Adventure: Vigo Bay [Event 45]: To be clear, you draw
Refitting the Nautilus. Only certain circumstances allow
one Treasure Token. If it is a Wonder or Retain Token,
adjusting the Available Upgrades area.
stop drawing! If not, keep drawing Treasure Tokens,
p.20: Periscope Device: This includes all Stalk Attacks, one at a time, until you draw a Wonder or Retain
even those forced upon you. Token, at which point you keep it and cease drawing.
p.26: Emergency Help: Adventure: The Chinese Treasure Fleet [Event 51]: Do
o A 2d6 roll includes Torpedo Attacks (p.19) while they not remove Treasure Available gemstones from the
are still rolling 2d6! Once they are “countered” by the board when resolving the second part of this card.
Imperialist Powers (i.e., you are down to rolling only Nautilus Upgrades There is no limit to the number of
1d6), your Torpedo Attacks can no longer benefit Upgrade cards available; there can be more than four.
from Emergency Resources. Electro-Powered Crew Armor [Upgrade]: This is an
o Sacrificed Characters that are “revived” do not recover either/or situation. That is, “you may use this card... to
the penalty incurred when Sacrificed, and that penalty either receive +1... OR remove...”
applies once more if they are again Sacrificed! Return to Mystery Island [Finale]: If the Nautilus is in the
p.27 Scoring: Motive score adjustments of + or – “each” Western Pacific when you drew the card, the game
(e.g., Tonnage, Adventures, and Treasures) are added ends immediately.
to or subtracted from every instance such a scoring MAP:
event is tallied. No single tally can go below 0 even if
Open Spaces: Ocean spaces are “open” when there are
modified into a negative value.
no Hidden Ship markers or Ship Tokens in them.
Motive score adjustments of “times” a number (e.g.,
Pass / Fail Piles: Do These Matter? Yes. You only score
Liberation, Science, and Wonders), score exactly that
points at the end of the game from the upper-left
many points for each such instance.
corner of cards in the Pass Pile. Also, the 20,000
p.28 Your Epilogue: If you were Defeated in any way, Leagues Under the Seas Finale card compares the
read the Defeat (not Failure) paragraph. number of cards in each Pile for your bonus score.
p.30 Relinquishing the Captaincy: You do not relinquish COMPONENT LIMITS:
the captaincy when the Nautilus is successfully
Do not create additional components. The number of Ship
attacked (per P.22, Step 1: How Warships Attack the
Tokens, gemstones, etc. is finite by design!
Nautilus). That is not your captain failing a TEST; it is
the opposition succeeding!

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