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Nemo's War: Expansion Kit

Expansion for Nemo's War (First Edition)

Nemo's War: Expansion Kit Rulebook

Table of Contents

Table of Contents

  • Expansion Markers [3.2]
    • Do No Harm [3.2.1]
    • The Treasure Fleet [3.2.2]
  • Alternate Endings
    • Setup: Final Cards [3.0, step 5]
    • Ending the Game [2.2, 6.6.3, 12.2]
  • Scoring Addition [12.4]
  • Historical Game [14.0]
    • Historical Game Setup [14.1]
    • Historical and Alternate Endings [14.2]
    • Historical Adventures [14.3]
  • Optional Rules [13.0]
    • Deadly Seas [13.1]
    • Relentless Pursuit [13.2]
    • Clear Seas [13.3]
    • Ocean Pressure [13.4]

Expansion Markers [3.2]

Two Adventure cards use round markers from the expansion: the Cannonball token (the cannon) and the Sunken Treasure Fleet token (the shipwreck). Place these markers beside the game board during setup. When the corresponding card is drawn, place the marker according to the card's instructions.

Note: the translation calls these expansion markers. The Expansion Kit's listing describes new rules for the Treasure Fleet and Cannon tokens that come with the base game. The rules below are transcribed as printed.

Do No Harm [3.2.1]

Place the Cannonball token on the green circle on the card. Move the cannon to the yellow and red circles when you use the first and second bonus, respectively. After the third bonus, discard the token and the card.

The Treasure Fleet [3.2.2]

Add the Sunken Treasure Fleet token to a random Ocean (roll 1d6).

Alternate Endings

The Expansion Kit adds three Alternate Ending cards to the four final cards of the base game. They are numbered 24a, 24b and 24c: "Return to Mysterious Island," "Another Thousand Leagues," and "Bottom of the Sea."

Note: card titles are translated from the Spanish. The setup step below is step 5 of the translated setup, which also covers the base final card (no. 24) and the base card no. 21; it is transcribed in full because it is the procedure for choosing the ending.

Setup: Final Cards [3.0, step 5]

  1. Remove the five Adventure cards with the Red Sun (no. 21: A Hollow Explosion, no. 24: The Maelstrom!, no. 24a: Return to Mysterious Island, no. 24b: Another Thousand Leagues, and no. 24c: Bottom of the Sea) from the deck. Set aside card no. 21 for now.

Shuffle the four final cards (nos. 24, 24a, 24b, and 24c) and select one at random. Without looking at the selected card, set it aside for now. Set the remaining final cards aside without looking at them; these cards will not be used.

Shuffle the remaining cards, face down. Remove twelve of them without looking, and set them aside; these cards will not be used.

Remove four more cards at random, without looking, and shuffle the selected final card (which you had set aside earlier) together with these four cards. Place them face down in the upper right part of the board so that they form the bottom of the Draw Pile.

Place card no. 21 (A Hollow Explosion) on top of the Draw Pile. That is, it is the sixth card counting from the bottom, and it serves as a reminder that the card marking the end of the Adventure is near.

Place the rest of the shuffled cards used in the game on top of the Draw Pile to complete it.

Ending the Game [2.2, 6.6.3, 12.2]

The game ends when you face the Maelstrom event or any of the other three Final Game cards.

The Maelstrom! [6.6.3]: After the Maelstrom event (no. 24) has been resolved, the game ends immediately and victory is determined (see Rule 12.0). Note: the game also ends with any of the other three Alternate Ending cards (nos. 24a, 24b and 24c).

Ending conditions [12.2, item 4]: The game ends immediately upon the conclusion of the final Adventure: card no. 24 (The Maelstrom!), or any of the other three Alternate Ending cards (24a, 24b and 24c). The other ending conditions in Rule 12.2 are those of the base game.

Scoring Addition [12.4]

If you use all six expansion ships (the Armored Frigates and Battleships described under Deadly Seas), your Victory Point total is increased by 30.

Historical Game [14.0]

If you want your voyage to resemble the original story more closely, play the Historical Game variant.

Historical Game Setup [14.1]

Instead of shuffling the Adventure cards, sort them from 1 to 23, including the expansion cards (except the alternate endings). The expansion Adventure cards nos. 2½, 4½, 9½, etc., are placed after their corresponding base card. Card no. 1 is the first card drawn, no. 2 the second, card no. 2½ the third, and so on.

Historical and Alternate Endings [14.2]

Card no. 24 (The Maelstrom!) is the historical ending. You may use any of the endings, or select one at random. Unselected ending cards are set aside and not used.

The Historical Game also ends when the last Adventure card is drawn, when the player loses (Tragic Ending or Imperial Victory), or when the last ship in the game has been sunk. The game does not end by passing week 52 on the Calendar track.

Historical Adventures [14.3]

In this variant, Adventures are not drawn at random. Ignore the Adventure roll (6.4). Instead, draw an Adventure card at the start of each odd-numbered turn (1, 3, 5, etc.) and at the start of each 10th turn (10, 20, 30, etc.).

Optional Rules [13.0]

You may select any or all of the following optional rules at the start of a game:

  • Deadly Seas
  • Relentless Pursuit
  • Clear Seas
  • Ocean Pressure

Note: the translation lists these four optional rules together. Only Deadly Seas is expansion-specific by its content (it adds the expansion's six ships). Relentless Pursuit, Clear Seas and Ocean Pressure are transcribed because they appear in the same list; the source does not say which edition introduced them.

Deadly Seas [13.1]

During setup, you may increase the number of enemy warships at the start in order to gain extra Victory Points at the end of the game. Add 0-3 Armored Frigate tokens and/or 0-3 Battleship tokens to the initial Ship Draw Pool.

Token values, read from the ship illustrations in the translation (page 15):

  • Armored Frigate: Attack value 6, Defense value 10, one Notoriety skull icon, and a Victory Point value of 0 printed in the lower right corner.
  • Battleship: Attack value 10, Defense value 12, two Notoriety skull icons, and a Victory Point value of 0 printed in the lower right corner.

Victory Point Bonus [13.1.1]: If this option is used, add the following Victory Point bonuses at the end of the game:

  • Each Armored Frigate added increases your Victory Point total by 3.
  • Each Battleship added increases your Victory Point total by 7.

Relentless Pursuit [13.2]

At the start of the turn, after the preparation roll, roll one die for each Warship that is face up in the same Ocean as the Nautilus. On a result of a 5 or a 6, that Warship makes an attack (as if it had just been revealed by the player in that Ocean).

Notoriety Bonus to Pursuit [13.2.1]: Add one (+1) to the pursuit roll for every 10 points of Notoriety (rounded down).

Victory Point Bonus [13.2.2]: If this option is used, increase your Victory Point total by 20.

Clear Seas [13.3]

Ships added to an Ocean are placed face up.

  • Victory Point Penalty: If this option is used, reduce your Victory Point total by 20.

Ocean Pressure [13.4]

If a Warship's attack roll is equal to its Attack Value, you choose the Nautilus resource that is lost instead of rolling for it randomly. If the attack roll is less than the Attack Value, the loss is random, as always.

  • Victory Point Penalty: If this option is used, reduce your Victory Point total by 10.