Flip Voyage
Flip Voyage Rulebook
Table of Contents
Table of Contents
- Components
- Setup
- Tracking Your Inventory
- Searching the Discard Pile
- Overview of Gameplay
- Common Symbols to Know
- Overview of Stars & Inventory Items
- Phases of Play
- Bonus Actions
- Nemo's Challenge Cards
- End of Turn & End of Game Check
- End of Game
- Farragut's Pursuit Solo Variant
- Solo Final Ranking
- Quick Reference: Upgrades
- Credits
Components
- 4 dry erase player boards
- 4 dry erase markers
- 1 deck of 54 playing cards and tuck box
- 16 phase tokens
- 12 Farragut's Pursuit solo cards
- 8 Nemo's Challenge cards
- 8 Character cards
Setup
- Each player takes a board and dry erase marker
- Each player chooses a color and takes the four phase tokens in that color
- Each player draws two character cards, choosing one to keep and one to return to the box. Circle the listed starting resources in the appropriate inventory areas of your submarine
- Referencing the star symbol on the mini-map of your character card, find the matching zone on your board's map and circle the space containing a star in that zone. This space is your starting map location. Note that you begin with the first star on the track at the edge of your board already circled.
- Flip your character card over to its special item side and set it beside your board. You may use this item once at any point during the game. After using it, flip it back to its character side or return it to the box to indicate that it has been used.
Additional Setup for Solo Play
- Shuffle the poker deck (INCLUDING both jokers) and place it above the leftmost panel of your board
- Shuffle the Nemo's Challenge deck and randomly choose 3 cards, placing them off to the side of your board with their "5 stars" side face up. Return the rest of the Nemo's Challenge cards to the box
- Decide if you are playing "Beat Your Own Score" mode (in this mode, you are simply playing to achieve the highest score possible; recommended for your first play) or "Farragut's Pursuit" mode (the game's "AI" opponent). If playing "Beat Your Own Score" mode, return the Farragut's Pursuit solo cards to the box. If playing against Commander Farragut, see "Farragut's Pursuit Solo Variant" on page 20.
Additional Setup for 2-4 Players
- Shuffle the poker deck (EXCLUDING both jokers, which should be returned to the box) and place it in the center of the table to form a draw deck
- Shuffle the Nemo's Challenge deck and randomly choose 3 cards, placing them in the center of the table near the draw deck with their "5 stars" side face up. Return the rest of the Nemo's Challenge cards to the box
- Return the Farragut's Pursuit solo cards to the box. They are only used in solo play
Tracking Your Inventory
You keep track of your damage, knowledge, salvage, crew and treasure in the inventory areas aboard your Nautilus class sub. Whenever you gain an item, circle the first matching symbol that isn't already circled.
Whenever you spend/lose an item, cross out or erase a circled symbol to indicate it has been spent/used. If you reach the end of a track, erase inventory as needed to free up space in that inventory area or track additional gained inventory off to the side.
"Look for me throughout this rulebook for tips to help you on your voyage."
Searching the Discard Pile
At any point during the game, you may search the discard pile to see what cards are in it.
Overview of Gameplay
In Flip Voyage, each player commands their own Nautilus class submarine, earning stars by engaging in science, warfare, adventure and liberation. Each turn, players will flip over three cards from the deck. These cards can be assigned as you wish and determine where you move, what type of activity you engage in and what action you take. In the end, you win by gaining the highest score.
The score track on the edge of the board is a combination of two tracks in one: a notoriety track (symbolized by the stars within the circles) and a leagues track. The notoriety track and leagues track run parallel to each other in opposite directions around the board. When you gain stars, mark them by circling spaces on the notoriety track clockwise. When you move your submarine, you must mark your leagues traveled by crossing out spaces on the leagues track counter-clockwise. The first player to have their notoriety track and leagues track converge will trigger the end of the game.
Four resources — knowledge, salvage, crew and treasure — will help you earn more stars. Additionally, you may gain damage, which will cost you points at the end of the game unless repaired. Lastly, you have the opportunity to build upgrades that will improve the operational prowess of your vessel.
Common Symbols to Know
- Stars
- Science (hearts)
- Warfare (spades)
- Adventure (diamonds)
- Liberation (clubs)
- Damage
- Knowledge
- Salvage
- Crew
- Treasure
- Anchor
- Card values (from Ace through King); Aces are low card
Overview of Stars & Inventory Items
Stars – Throughout the game, notoriety is depicted as a star symbol. A star usually has its value listed inside it, but in a few places (Science beakers and Upgrades), it shows only a star with no listed value. In these instances, the star symbol counts as 1 star. Gained stars are recorded on the notoriety track (by circling spaces as you advance along the track) the moment they are earned. If you earn multiple stars at once, you can jump ahead on the notoriety track to mark the appropriate stars earned rather than having to circle every space on the track.
Damage – You may sustain damage when moving or when taking an action. If not repaired, you will lose 1 point for each damage you have at game end (see "Repair" on page 15).
Knowledge – During any turn, by spending 1 knowledge, you may modify a card's value by 1 per increase or decrease in value. For example, you can spend 2 knowledge to change a 9 value to a 7 or to a Jack. There is no limit to the amount of knowledge you may spend to modify a value. You may not modify an ace to a king or vice versa (in other words, there is no "wraparound" effect). For a cost of 2 knowledge, you may modify a card's suit to the suit of your choice. You may apply knowledge to affect a card during any phase. You may not use knowledge to modify a bonus action's suit (see "Bonus Actions" on page 17).
Salvage – Salvage is needed to construct upgrades (see "Upgrade" on page 15).
Crew – There are two primary uses of Crew: to repair and construct upgrades (see "Repair/Upgrade" on page 15).
Treasure – You may spend treasure during any turn to gain any other resource of your choice (knowledge, salvage or crew), which must be circled in the appropriate inventory area of your submarine. Each unused treasure still in your inventory at game end is worth 1 point.
Phases of Play
Flip Voyage is played over a series of turns, each with four phases. To take a turn, flip over three cards from the top of the deck and place them in a row beside the deck. This is known as the lineup.
For solo play, the cards should be arranged above your game board. You may rearrange these cards as you wish, using one card for each of the first three phases (Move, Engage, Take Action).
For 2-4 players, the lineup should be thought of as "community cards." Each player will use one card for each of the first three phases (Move, Engage, Take Action). Players will play simultaneously, and each player may choose the same or different cards from the lineup.
There are four phases:
- Move (chart course, track leagues, gain rewards)
- Engage
- Take Action
- Repair or Upgrade
After completing all phases, start a new turn unless the end game is triggered, which occurs when any player's notoriety track (circled spaces) and leagues track (crossed out spaces) converge (see "End of Game" on page 18).
Phase Tokens
Each player has their own set of phase tokens. These four tokens represent the four phases of a turn: Move, Engage, Take Action and Repair/Upgrade.
The first three tokens (Move, Engage, Take Action) will be assigned to the three cards in the lineup. After using a card for the phase you are in, set your token matching that phase beside or onto the card. You cannot use that card for the next two phases. Thus, at the end of the third phase, you will have used each card once.
Do not move onto the next phase until all players have completed every step of the current phase. In the final phase (Repair/Upgrade), you will have the opportunity to either repair damage or construct an upgrade.
Phase One: Move
Movement is tracked on your board's map. The map is made up of 12 zones, each of which is made up of 9 spaces.
- A space with 1 star or 2 stars gains you that many stars when you travel through or end your movement on that space. Note that you gained 1 star during setup for your starting space (the first circled space on the notoriety track)
- A space with damage gains you 1 damage when you travel through or end your movement on that space
- A space with a bonus action symbol (hearts, spades, diamonds or clubs) gains you a bonus action of that type only when you end your movement on that space. This distinction is noted with the anchor symbol. Unlike stars and damage, if you travel through a bonus action symbol but do not end your movement at that space, that bonus action is considered "lost at sea" and eliminated from play
- A space with no symbol has no special effect
- You cannot gain the same star, damage or bonus action twice. Once you gain something, it is considered collected and should be ignored for future movement.
Your current location is identified as the circled space on your map. To begin the game, that circled space should correspond to the star space in your starting zone.
Chart a Course
To move, choose a card in the lineup for its value, placing your move token beside or onto that card to mark it. This card's value determines how many spaces you MUST move. You are allowed to modify your value through knowledge up to a maximum of 10 spaces.
Only the value matters related to this card. If you assign a Jack, Queen or King for your card, treat the movement value as 10 spaces.
Chart a course by counting spaces from your current location to a new location equal to your movement card's value. The new location must be an unmarked space that has not been previously circled or charted. Draw a line from your current location to your new location, which represents you charting a course, and circle your new location to represent the Nautilus stopping there.
Next, cross out your previous location to indicate that you are no longer in that space. After moving, there should only be one circled space on your map that is NOT crossed out (your new location).
Movement must be charted orthogonally. You may move through a space that has already been circled or charted. You may stay in the same zone or move to a different zone. You can never immediately backtrack onto a space you just charted, though you may pass through that space again later during the same move, so long as you end your movement on an uncharted space. In the rare event that no card in the lineup would allow you to reach an uncharted space (even after spending knowledge/treasure from your inventory), simply extend your movement until you reach the nearest uncharted space.
Using a Face Card as Wild: The King, Queen and Jack cards count as 10 movement. However, if you pay 1 treasure, you may treat a face card as "wild" for purposes of movement, meaning you can make it ANY movement value from 1 to 10 spaces.
Track Leagues
Next, you must record your leagues traveled on the leagues track. For each space you moved, advance along the leagues track a number of spaces equal to your movement, marking your leagues spent with an "X".
Collect Rewards
Finally, it's time to collect all the booty you've gained along the way! If you moved through or ended your movement on any stars, advance along the notoriety track by that many stars and cross out the gained star/s on your map.
For each zone border you crossed over, gain one exploration reward listed at either corner point of that zone border, circling the gained reward(s) in your inventory area and crossing out that exploration reward on your map.
If you moved through a damage during your movement, circle a damage symbol in your damage inventory area and cross out the gained damage on your map.
If you ended your movement on a bonus action, take the bonus action in the appropriate section on your board (see "Bonus Actions" on page 17). Bonus actions must be taken after recording any gained stars, damage and exploration rewards.
Stars, exploration rewards and damage, once gained through movement, cannot be gained again. A gained bonus action must be crossed out during your move phase next turn when you move to a new location.
Movement Reminders
Before moving on to phase two, all players should double check that they have:
- Crossed out their previous location and circled their new location
- Tracked their leagues traveled on the leagues track
- Collected all rewards they have gained: stars, damage, exploration rewards, bonus action
"Before going to the next phase, all players must announce that they have completed ALL steps of movement."
Phase Two: Engage
To engage in science, warfare, adventure or liberation, choose a card in the lineup for its suit, placing your engage token beside or onto that card to mark it. This card's suit determines what you engage in for this turn, which corresponds to one of the four sections at the top of the board: Hearts, SCIENCE; spades, WARFARE; diamonds, ADVENTURE; or clubs, LIBERATION. Only the suit matters related to this card. It cannot be the same card you marked in phase one for movement.
Phase Three: Take Action
To take action, place your take action token beside or onto the only card in the lineup that you have not yet chosen. This card's value determines the action you take within the section that corresponds to the section you have engaged in. Only the value matters related to this card. It cannot be the same card you marked in phase one or phase two.
Take an action based on the rules of the section you are engaging in, as described below. If you are unable to take an action or do not wish to take an action, you must skip this phase with no benefit.
Science
With Science, you will work to complete experiments to gain knowledge and stars. Your "take action" card allows you to fill (cross out) one level of a beaker. The card's value must match the level of beaker you wish to fill. The value of each beaker level is written to its right. Each beaker must be filled from the bottom up. You do not have to fill beakers from left to right.
You may use any value to fill in the smallest beaker level labeled "ANY."
When you fill a level, gain the reward listed inside that level after filling it in. Additionally, if you fill a level with a bonus action between it and a vertically adjacent level that has already been filled, you gain that bonus action. Cross it out, then take the bonus action corresponding to the listed suit.
You must fill every level of a beaker to gain the stars listed above it. After you fill a beaker, cross out the stars listed above the beaker and record them on your notoriety track.
"Remember that knowledge allows you to modify any card's value. This is especially useful in science, where you are restricted with how you fill beakers. It's a good idea to have some knowledge available when going to this section."
Example: Using the "hearts" card for its suit (engage) and "6" card for its value (take action), you fill in the "6" level on the third beaker (on a previous turn you had filled in the "5"). You gain 1 knowledge and unlock an adventure (diamonds) bonus action.
Warfare
With Warfare, you will attack ships to gain salvage, damage and stars. Your "take action" card allows you to cross out that card's value in a corresponding box below a ship. You do not have to cross out from left to right.
After you cross out a box's value, cross out and gain the reward or damage inside the crate floating above that box. Additionally, if you cross out a box with a bonus action between it and a neighboring box that has already been crossed out, you gain that bonus action. Cross it out, then take the bonus action corresponding to the listed suit.
To sink a ship and earn the stars listed beside that ship, you must cross out every box below the ship. If you sink a ship, cross out the stars listed beside that ship and record them on your notoriety track.
Example: Using the "spades" card for its suit (engage) and "7" card for its value (take action), you cross out "7", the middle box below the leftmost ship (on previous turns you had crossed out the other boxes). You score 6 points, gain 1 damage and unlock an adventure (diamonds) bonus action.
"Bonus actions that lead you to the Adventure section are quite useful early in the game so you can populate boxes on the surface level with high values, which will make it easier to dive later in the game."
Adventure
With Adventure, you will explore the depths of the sea to gain treasure, damage and stars. Your "take action" card allows you to write that card's value in one empty box along the surface (top row) of the ocean. You may repeat values and you do not have to fill in from left to right.
After you fill in a box with your card's value, cross out and gain the reward or damage inside the bubble above that box. Additionally, if you fill in a box with a bonus action between it and a neighboring box that has already been filled in, you gain that bonus action. Cross it out, then take the bonus action corresponding to the listed suit.
To dive deeper and fill in a box on a lower row, both boxes above it must already be filled in AND the value you fill in must be lower than both values above it. An Ace, Jack, Queen or King can be noted with its first letter (A, J, Q or K). King is the highest valued, followed by Queen, then Jack, and so on. An Ace is valued at 1.
If you fill in every box in a row, cross out the stars listed beside that row and record them on the notoriety track.
Example: Using the "diamonds" card for its suit (engage) and "A" card for its value (take action), you write "A" in the second level box (on previous turns you had filled in the other boxes), which is legal because it is lower than the two boxes above it (K and 9). You gain 1 treasure and a liberation (clubs) bonus action. However, by writing an Ace you have made diving to the lowest left and center spaces impossible, since A is the lowest card!
Liberation
With Liberation, you will help to liberate an oppressed coastal village made up of 14 connected buildings to gain crew, damage and stars. Your "take action" card allows you to cross out one building in the village matching the card's value (the value of each building is written beside it). Buildings may be crossed out in any order. A crossed out building represents you helping clear it of the oppressors who have taken over.
You may use any value to cross out the bottom right building labeled "ANY."
When you cross out a building, gain the reward or damage listed on that building's rooftop after crossing it off. Additionally, if you cross out a building with a bonus action between it and a neighboring building that has already been crossed out, you gain that bonus action. Cross it out, then take the bonus action corresponding to the listed suit.
If you cross out both buildings in the same row, also cross out the leftmost stars reward at the bottom of this section and record them on your notoriety track.
Example: Using the "clubs" card for its suit (engage) and "8" card for its value (take action), you cross out the "8" building (on previous turns you had crossed out the other buildings). You gain 1 crew, a warfare (spades) bonus action and score 4 points for completing your third row.
"While you are free to fill in buildings in any order you wish, grouping your results without gaps will allow you to complete both rows and columns more easily, gaining you stars and bonus actions."
Phase Four: Repair/Upgrade
Finally, you may improve your sub by either repairing one damage or constructing one upgrade. Flip your "Repair/Upgrade" phase token to whichever you wish to do. You may make one repair or construct one upgrade per turn. You cannot choose to do both on the same turn. If you wish to do neither, simply skip this phase.
Repair
Pay two crew from your inventory to cross out one damage in your inventory.
Upgrade
There are 13 possible upgrades, each identified by a card value, which must match one of the three card values in the lineup to build it. You may use knowledge to modify a card's value.
To build an upgrade, pay the "build cost" listed in the top half of that upgrade's box, which is a combination of salvage and crew. If you do not have enough salvage and crew, you cannot build that upgrade. Once paid for, cross out that upgrade's card value and star, then gain one star on your notoriety track. Finally, circle that upgrade to indicate that you have built it. Once built, there is no limit to the number of times you may use an upgrade.
"Look for these symbols related to upgrades. If you see a conversion symbol, it is related to a conversion (pay resource X to gain resource Y). If you see an ongoing reward symbol, it is an ongoing reward that triggers whenever the requirement to gain it occurs."
Overview of Upgrades
- A — SKIFF – Hire your team to venture out beyond the Nautilus to gather new resources. Pay one treasure to gain any two of the following: crew, salvage or knowledge. It may be two of the same resource or two different ones.
- 2 — DREDGE – Comb the seas to salvage debris from the briny deep! Pay one crew to gain one salvage.
- 3 — LIBRARY – Construct a library to improve your understanding of the seas! Pay one salvage to gain one knowledge.
- 4 — MEDICAL BAY – Apply your medical knowledge to revive crew and get them back in the ranks! Pay one knowledge to gain one crew.
- 5 — OBSERVATION DECK – Create a deck to marvel at the wonders of the sea and inspire your next plot! Pay one knowledge to change your "engage" suit to that of your choice. This is a discount from the usual cost of two knowledge to do so.
- 6 — CHART ROOM – Get rewarded for clever navigation to lesser known waters! Whenever you end your movement on a blank map space, gain a treasure. You do not get this benefit if you end your map space on a damage, star or bonus action space.
- 7 — RAMMING PROW – Sharpen your prow to inflict even more damage to enemy ships! Whenever you gain a salvage in warfare (spades section), gain one additional salvage.
- 8 — SUPER PROPELLER – Traverse the dangerous depths of the ocean to discover riches! Whenever you gain damage in adventure (diamonds section), also gain one treasure.
- 9 — LABORATORY – Bend the laws of science with your incredible experiments! Whenever you take a science (hearts) action, you may ignore the requirement to fill beakers from the bottom up.
- 10 — ARMORY – Arm your team with ingenious weapons for your anti-Imperialist efforts! Whenever you take the liberation (clubs) action, you may increase or decrease that card's value by one for free. Further modifications may be applied by paying knowledge as normal.
- J — REINFORCED HULL – A stronger hull makes your submarine easier to repair! Pay one crew to cross out one damage when repairing. This is a discount from the usual cost of two crew to do so.
- Q — WORKSHOP – Build a workshop to improve the efficiency of future projects! Pay one less salvage than the listed cost to construct an upgrade. This discount does not apply to the Workshop itself.
- K — SERRATED RAKERS – Sharpen your rakers to rip into the hulls of passing ships and pluck up the shipwrecked sailors clinging to their wreckage! Whenever you gain damage during movement, also gain one salvage and one crew. Ned Land's Harpoon special item does not trigger the Serrated Rakers.
Bonus Actions
Both the board's map and the science, warfare, adventure and liberation sections contain suit symbols that represent bonus actions. These actions are free to take when you gain them and are considered "open actions" with their respective section, meaning you can choose any value to advance in that section, gaining the reward or damage as normal. If taking a bonus action gains you another bonus action, you get to take it, too. Be sure to cross out any gained bonus actions before taking them.
As a reminder, when moving you only gain a bonus action if you end your movement on a bonus action space. This is noted with the anchor symbol next to each map bonus action.
You cannot use knowledge to change the suit of a bonus action.
Nemo's Challenge Cards
Each of the three Nemo's Challenge cards in a game presents a goal that all players are racing to achieve. The first player or players who meet the required conditions of a challenge during the same turn immediately gain the five stars indicated on the card (track these on your notoriety track as normal). At the end of the turn, flip over the scored challenge card to its "2 stars" side. Other players who achieve the same challenge on a future turn score this lower star amount. A player can only score each challenge once.
For solo play, when a joker is revealed, return it to the poker tuck box and flip over the leftmost unscored challenge card to its "2 star" side, if possible. If you are playing "Beat Your Own Score" mode, there is no further action needed. This simply simulates another player achieving a challenge before you. If you are playing with the "Farragut's Pursuit" solo variant, Commander Farragut immediately scores the 5 points (see "Farragut's Pursuit Solo Variant" on page 20).
End of Turn & End of Game Check
After all players have finished all four phases, retrieve your phase tokens, move all three cards to a discard pile and check to see if the end game has triggered. If any player's notoriety track and leagues track have converged, this triggers the end game for all players and the game ends. It is possible (and quite likely) that you will circle additional scoring on the notoriety track or cross out additional leagues traveled on the leagues track that will reach farther along the track than the convergence point. Circled star spaces that extend beyond the convergence point DO count toward your final score, and crossed out spaces do NOT negate stars earned. The crossed out spaces are simply to track your progress on the leagues track.
If the end game was not triggered, flip over three new cards from the top of the deck to form a new lineup and all players take their next turn as normal.
End of Game
When the end game has been triggered and all phases of that turn have been taken, the game ends and scoring proceeds as follows:
End Game Leagues Bonuses (2-4 Players Only)
If playing with 2-4 players, award End Game Leagues Bonuses as follows:
- The player (or players) who recorded the most leagues on the leagues track gains no Leagues Bonus
- The player (or players) who recorded the fewest leagues on the leagues track gains 7 stars
- All other players gain 4 stars
- If all players are tied on the leagues track, no bonus is given
- If playing solo, skip this step
Four-Player Example: These are the final positions on the leagues track for each player: Player Two has traveled farthest on the leagues track (to the 55 space) and therefore earns no Leagues Bonus. Player Three has traveled the least amount on the leagues track (to the 59 space), making her the most efficient and scoring her 7 stars. Player One and Player Four both ended on the 58 space, earning them each 4 stars.
Final Scoring
Tally your final score by counting the following:
- 1 point for each star gained (check the notoriety track for your last circled space on the track; this should include your End Game Leagues Bonus)
- 1 point for each treasure gained (crossed out does not count)
- 1 point for every three knowledge/salvage/crew (any combination) in your inventory (crossed out does not count)
- -1 point per damage in your inventory (crossed out does not count)
Total all the points and, if playing with 2-4 players, the player with the most points wins! If tied, the tied player with the most treasure wins. If still tied, the players share the victory. If playing solo, check the chart on the inside back page to see how well you did. Combine the results of your final score, treasure earned and final damage to create your own sea shanty!
Before returning the game to the box, it is strongly recommended that you "erase" your game boards using either the dry erase marker's eraser or a cleaning cloth/tissue so that the ink does not dry on the boards during storage.
Farragut's Pursuit Solo Variant
Commander Farragut is a naval officer on a mission to hunt down the dangerous sea monster that has been plaguing the seas. While he has no idea this "monster" is actually your vessel, his efforts are a constant threat to the Nautilus. You must outfox the cunning commander as he tries to anticipate your next maneuver! Your goal: score more points than Farragut by avoiding the cards in his lineup and filling up the section that is his specialty as much as possible.
Setup
Set up the game as normal for yourself.
Shuffle the Farragut's Pursuit deck and set it above the poker deck.
Choose a difficulty level from Level 0 (Easiest) to Level 4 (Hardest). Draw cards from Farragut's deck equal to the difficulty level and place them face-up beside his deck. This row of cards is known as Farragut's Lineup. We suggest Level 0 for your first play.
Draw the top poker card from the poker deck to learn what Farragut's specialty is for this game. Circle that card's suit on your board beside its matching section header (i.e. circle the giant heart next to Science on your board if the card you drew was hearts).
"Keep Farragut's specialty in mind throughout the game. You'll want to engage in his specialty section as often as possible to minimize the amount of points you'll be giving away at the end of the game—especially when that suit is NOT in his lineup."
Playing with Farragut's Pursuit
At the start of each turn before taking your turn, draw 2 cards from Farragut's deck and add them to Farragut's lineup. If Farragut's draw pile is ever empty, shuffle his discard pile to form a new draw pile. Then take your turn as normal. As you are playing, check to see what cards in Farragut's lineup score. As soon as a card's condition is met, slide it up slightly to indicate that it will score during end-of-turn cleanup.
Conditions that have not been scored by Farragut will score 1 star each for you during the end-of-turn cleanup. Slide met conditions up slightly. They will score 5 stars each for Commander Farragut during the end-of-turn cleanup.
Overview of Farragut's Pursuit Cards
- If you gain any crew this turn, Farragut scores this card
- If you gain any damage this turn, Farragut scores this card
- If you gain any knowledge this turn, Farragut scores this card
- If you gain any treasure this turn, Farragut scores this card
- If you gain any salvage this turn, Farragut scores this card
- If you take a Science (hearts) action this turn, Farragut scores this card
- If you take a Warfare (spades) action this turn, Farragut scores this card
- If you take an Adventure (diamonds) action this turn, Farragut scores this card
- If you take a Liberation (clubs) action this turn, Farragut scores this card
- If you end your movement in any of the four zones highlighted in gold this turn, Farragut scores the card
End-of-Turn Cleanup
At the end of your turn, Farragut scores 5 stars for every card whose condition has been met. Mark this by underlining each numeral on the inside of the notoriety track, beginning with 5, then 10, then 15, and so on. After noting any scoring for Farragut, move the scored cards from the lineup to a discard pile. Cards that have not been scored remain in Farragut's lineup.
Next, you score 1 star for every card remaining in Farragut's lineup (this is indicated in the upper left corner of each Farragut's Pursuit card) as a reward for enduring the commander's relentless pursuit.
Example: Farragut scores two cards for 10 stars, leaving 2 cards in Farragut's lineup, which scores you 2 stars. After scoring Farragut's scored cards, move them to a discard pile.
Scoring Specifics for Commander Farragut
- If you convert a treasure or resource to a different resource, Farragut scores if he has a card that matches the resource you gain
- If you gain a map exploration reward, damage or action/bonus action, Farragut scores if he has a card that matches
- If you decline to take an exploration reward, gained resource or action/bonus action, Farragut scores 5 points for your cowardice. Such behavior is shameful in the eyes of Captain Nemo!
- If Farragut surpasses 95 points on the notoriety track, you immediately lose
End Game & Scoring for Farragut
The game ends when your notoriety and leagues tracks converge. Finish the final turn and do End-of-Turn Cleanup as normal. Then proceed to final scoring.
For Farragut, first calculate points earned based on his specialty (the suit symbol you circled during setup). Farragut scores 1 point for each space in this section that you did NOT cross out or fill in. Add these points to his last underlined score on the notoriety track to get Farragut's final score. Compare your final score to Commander Farragut's score. If your score is higher, you win. If tied or if your score is lower, you lose.
Don't forget that Farragut also scores a Nemo Challenge card during the game whenever a joker is revealed (see "Nemo's Challenge Cards" on page 17).
Example: Farragut scores 9 points for his specialty.
Solo Final Ranking
Check your score, treasure and damage to create your own sea shanty!
Your Score
| Range | Verse |
|---|---|
| 0-65 | Oh, down below the waves so deep, where secrets of the ocean sleep |
| 66-79 | With mettle and might, we roam the tide, through darkened depths, we swiftly glide |
| 80-89 | The sonar pings a haunting sound, as whispers of the deep abound |
| 90+ | Our hearts be true, our spirits high, as we drift through the liquid sky |
Treasure Collected
| Range | Verse |
|---|---|
| 0-3 | With courage bold, we dive anew, in search of treasures lost from view |
| 4-5 | Together strong, through storm and strife, in this great sea, we find our life |
| 6-7 | Behind our voyage the bravest souls, who carry out their noble roles |
| 8+ | Beware the beast from deepest blue, with tentacles to steal our crew |
Damage Remaining
| Range | Verse |
|---|---|
| 0-1 | Heave ho, me hearties, let's dance and sway, one league at a time, we'll find our way. |
| 2-3 | So raise a glass and dare to dream, through Captain Nemo's daring scheme. |
| 4-5 | And in the depths where dangers loom, we meet our fate and face the gloom. |
| 6+ | For through the trials our crew still sings, a life at sea and the joy it brings. |
Quick Reference: Upgrades
- A — SKIFF – Pay one treasure to gain any two of the following: crew, salvage or knowledge. It may be two of the same resource or two different ones.
- 2 — DREDGE – Pay one crew to gain one salvage.
- 3 — LIBRARY – Pay one salvage to gain one knowledge.
- 4 — MEDICAL BAY – Pay one knowledge to gain one crew.
- 5 — OBSERVATION DECK – Pay one knowledge to change your "engage" suit to that of your choice. This is a discount from the usual cost of two knowledge to do so.
- 6 — CHART ROOM – Whenever you end your movement on a blank map space, gain a treasure. You do not get this benefit if you end your map space on a damage, star or bonus action space.
- 7 — RAMMING PROW – Whenever you gain a salvage in warfare (spades section), gain one additional salvage.
- 8 — SUPER PROPELLER – Whenever you gain damage in adventure (diamonds section), also gain one treasure.
- 9 — LABORATORY – Whenever you take a science (hearts) action, you may ignore the requirement to fill beakers from the bottom up.
- 10 — ARMORY – Whenever you take the liberation (clubs) action, you may increase or decrease that card's value by one for free. Further modifications may be applied by paying knowledge as normal.
- J — REINFORCED HULL – Pay one crew to cross out one damage when repairing. This is a discount from the usual cost of two crew to do so.
- Q — WORKSHOP – Pay one less salvage than the listed cost to construct an upgrade. This discount does not apply to the Workshop itself.
- K — SERRATED RAKERS – Whenever you gain damage during movement, also gain one salvage and one crew. Ned Land's Harpoon special item does not trigger the Serrated Rakers.
Credits
Designer: Steven Aramini
Artist: Naomi Ferrall
Editor: Reed Ambrose
We would like to thank all the playtesters who provided feedback, with special thanks to Cody Ague, Steven Alberti, Reed Ambrose, Janice Baker, Jake Bless, Jennie Bowers, Ned Davis, Danny Devine, Chad Elkins, Mike Foght, Cory Munson, Jonny Pac, Michael Raftopoulos, Karl Rahenkamp, Logan Smeades, Tucker Smeades and Brad Taylor.
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