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Nemo's War (Second Edition): Journey's End Expansion

Expansion for Nemo's War (Second Edition)

Nemo's War (Second Edition): Journey's End Expansion Rulebook

Table of Contents

Table of Contents

  • 1. Journey's End Overview
  • 2. Motive Tiles
  • 3. Setup Changes
    • Motive Choice
    • Event Card Groups
    • World Order Setup
    • Nadeen Dakkar Setup
    • Character Tiles
    • Nautilus Upgrade Cards
  • 4. Piracy Motive
    • Overview
    • Imperialist Patrols
    • Piracy: The Eyes of the World Are Upon You
    • Piracy: Never Say Die!
    • Piracy: Imperialist Constraints
    • Piracy in the Action and Test Rules
    • Piracy Scoring
    • Piracy Defeat and Notoriety
    • Piracy Nautilus Upgrade: Map Room
  • 5. World Order Motive
    • Ally Tokens
    • The Value of Unity
    • Fear and Respect
    • Scourging the Seas Scoring
    • World Order Nautilus Upgrade: War Room
    • World Order Notoriety Defeat
  • 6. Nadeen Dakkar
    • The Character
    • Nadeen Dakkar Defeat
    • Nadeen Dakkar Scoring
    • Nadeen Dakkar Co-operative Play
    • Nadeen Dakkar Cards and Tokens
  • 7. Imperialist 2-Player Competitive Variant
    • Parts
    • Setting Up the Versus Game
    • Imperialist Map Changes
    • Anti-Nautilus Activities
    • Imperialist Mission Briefing: Highs and Lows
    • The Placement Phase (Imperialist)
    • The Imperialist Phase
    • Imperialist Squadrons
    • Imperialist Actions
    • Imperialist Gemstones
    • Nautilus Victory and Defeat (Imperialist)
  • 8. Epilogues
    • Piracy
    • World Order
  • 9. Imperialist Victory Levels and Epilogues

1. Journey's End Overview

The material below is the Journey's End content found in the 2021 revised manuals that is not in the base Nemo's War rulebook. It is the set of rules that a player needs in addition to the base game when playing with Journey's End:

  • Two Stern Motives: Piracy and World Order (Motive tiles and rules).
  • The seventh Character tile, Nadeen Dakkar, with six Nadeen Dakkar Event cards and nine Characteristic (Nadeen) tokens.
  • Fourteen Ally tokens and thirteen Wonder tokens used by the World Order Motive, plus the Map Room and War Room Nautilus Upgrade cards.
  • The Imperialist 2-player competitive variant, with four Imperialist Player Aid cards, two Imperialist Squadron miniatures, an Imperialist Action Points marker, and the Jules Verne vs. Pierre-Jules Hetzel [KEEP] card.
  • Epilogue paragraphs for the Piracy and World Order Motives and for the Imperialist victory levels.

2. Motive Tiles

The Piracy and World Order tiles carry the following values, shown top to bottom in the order printed on each tile. Each tile adjusts the VP value of the seven scoring groups listed in Rule 15 of the Between Voyages Guide (Liberation, Science, Wonder, Warship, Non-warship, Adventure and Treasure). Where the Motive notes below name a category, use that category.

MotiveRow 1Row 2Row 3Row 4Row 5Row 6Row 7
Piracy-1 each+3 each-1 each+1 eachx3x2x1
World Order+1 each-1 each+0 each+0 eachx1x4x1

Motive notes (Between Voyages Guide, page 4):

  • Piracy: Captain Nemo pursues a more notorious mission at sea and vents his anger at the Imperialists' wrongs by succumbing to his own greed and wrath. Notes: Non-warships are worth +3 VPs each. No Notoriety defeat, but that track's #51 space is a hard place; Imperialists seem to have Warships everywhere (with a -1 DRM for everything). See Appendix B – Motive Rules Changes Index.
  • World Order: Captain Nemo ventures to create a new world order, turning the methods of the Great Powers against them. Employing negotiations with the world's malcontents, he enlists their direct support in his cause. Notes: Adds Ally tokens to Treasure cup; successful Incite gives a Treasure draw; awards your two highest Scourging the Seas columns' VPs (which can net a huge total). See Appendix B – Motive Rules Changes Index.

3. Setup Changes

The base game's setup applies, with these Journey's End changes.

Motive Choice

Piracy and World Order are Stern Motives. Select one at setup (Between Voyages Guide Rule 3, step 1). Setup for Nautilus Upgrade cards uses the matching Motive title: Piracy: Map Room and World Order: War Room.

Event Card Groups

When building the Draw Pile, the Piracy Motive uses the War!/Piracy Event card group and the World Order Motive uses the Anti-Imperialism/World Order Event card group. The Event card counts are the same as the base game:

  • Act II: Anti-Imperialism/World Order x5; War!/Piracy x3.
  • Act III: Anti-Imperialism/World Order x11; War!/Piracy x13.

World Order Setup

When Nemo's Motive is World Order during setup:

  • Remove all thirteen Wonder tokens from the Treasure cup and place one each face down on Notoriety space 10 and on each third space after that (i.e., 13, 16, 19 … through to 46). When reached, those Notoriety levels also add that Wonder token to the Treasure cup (thus increasingly "polluting" it). Rising notoriety makes it more difficult to obtain dependable allies.
  • Ignore this placement when switching to this Motive during Act III (it's too late for that), and leave these Wonder tokens on the Notoriety track (to be removed as described above) when switching from this Motive during Act III (it's too late for that, too).
  • Add all of the Ally tokens (these are a special type of "Retain" Treasure token) to the Treasure cup. Do this immediately when switching to this Motive at the start of Act III.

Nadeen Dakkar Setup

Nadeen Dakkar is an optional Character. Ignore his setup, as printed below, unless you are playing with him.

  • Find the four Special Adventure (Act and Rising Action), all the Finalé, and the six Nadeen Dakkar cards (three each for A Family Reunion and Unwanted Reflections) and set these aside.
  • Act II: If you have decided to add the Nadeen Dakkar Character into play, randomly select one of the A Family Reunion cards (A1 – A3) without revealing it and return the others to the box without examining them. Then shuffle it (if playing with Nadeen Dakkar) along with X number of face-down Event cards together as shown in the setup diagram (based on Nemo's Motive), and place these cards face down directly on top of the Draw Pile.
  • Act III: Optionally, if you wish to add the Nadeen Dakkar Character into play, randomly select one of the Unwanted Reflections cards (B1 – B3) without revealing it and return the others to the box without examining them. Then shuffle it (if playing with Nadeen Dakkar), the Rising Action card (A Hollow Explosion), and X number of face-down Event cards together as shown in the setup diagram (based on Nemo's Motive).
  • The Draw Pile is now complete with 31 cards (or 33 if the Nadeen Dakkar cards were added).

Character Tiles

Place the six standard Character Resource tiles (excluding Nadeen Dakkar) with their character side face up in your Tableau. Nadeen Dakkar is the seventh Character tile; his participation is a setup decision.

Nautilus Upgrade Cards

The Motive's starting Nautilus Upgrade card is:

  • Piracy: Map Room.
  • World Order: War Room.

Apply the Starting Nautilus Upgrade card difficulty settings from the base game (Between Voyages Guide Rule 3, step 4).

4. Piracy Motive

Overview

Arrr! While Piracy is Captain Nemo's Motive, you cannot suffer a Notoriety Defeat. Instead, freeze the Notoriety marker in place upon reaching the War! Defeat box (#51). These rules remain in effect for the rest of the game:

  • Infamy to Infinity: Treat all future Notoriety fluctuations as +0 Notoriety but, when offered a choice between affecting Notoriety or some other penalty, you must choose the other.
  • Imperialist Retaliation: For the rest of the game, determine your Action Points using the differential of the two black dice (not the three white dice) each Placement Phase (ignoring the white dice during Lull Turns).

Imperialist Patrols

While Piracy is Captain Nemo's Motive, collectively treat the presence of one or more Hidden Ship tokens in the Nautilus' Ocean as one Warship token (total, not each) for all DRM purposes (i.e., a -1 DRM for almost everything).

Piracy: The Eyes of the World Are Upon You

While Piracy is Captain Nemo's Motive (i.e., the world is paying some attention to the Nautilus), collectively treat the presence of one or more Hidden Ship tokens in the Nautilus' Ocean as one Warship token (total, not each) for all DRM purposes (i.e., there will be a -1 DRM for almost everything).

Piracy: Never Say Die!

There is no Notoriety Defeat when Nemo's Motive is Piracy. Instead, when the Notoriety marker reaches the #51 box (i.e., the end of the Notoriety track), it remains frozen there and the game rules are modified as follows:

  1. Infamy to Infinity: Treat all future Notoriety fluctuations as +0 Notoriety.
  2. Limited Options: When offered a choice between affecting Notoriety or some other aspect, you must choose the other.
  3. Imperialist Retaliation: For the rest of the game, determine your Action Points using the differential of the black dice (instead of the white dice) each Placement Phase (and ignore the white dice during Lull turns).

Piracy: Imperialist Constraints

As there is no Notoriety Defeat when Nemo's Motive is Piracy, when the Notoriety marker reaches the #51 box at the end of the Notoriety track, it remains frozen there and, for the rest of the game, you determine your Action Points using the differential of the black dice (instead of the white dice differential) each Placement Phase (and instead ignoring the white dice during Lull Turns).

Piracy in the Action and Test Rules

Operations Manual Rules 7, 11 and 12 refer to "the Piracy Motive" in several places (for example, in the -1 DRM for revealed Warships on Rest, Repair and Refit Actions). Those references are to the Imperialist Patrols rule above.

Piracy Scoring

  • Non-warship Ship tokens are worth +3 VPs each under the Piracy Motive (Motive notes; Between Voyages Guide Rule 15, Adjusting VPs for Nemo's Motive).

Piracy Defeat and Notoriety

  • Under the Piracy Motive there is no Notoriety Defeat. The Notoriety marker freezes at #51 as described above (see Rule 14 – How the Game Ends, condition 2, which lists the Notoriety Defeat thresholds for the other Motives).

Piracy Nautilus Upgrade: Map Room

Map Room (Piracy) — COST: 4; VPs: 3 Non-warships.

  • A. +1 DRM for Search Actions.
  • B. Immediately after drawing and examining each Treasure token, you may draw a second one for +1 Notoriety or -1 Nemo; keep one and return the other to the Treasure cup.
  • C. You may return any discarded (i.e., lost, removed, spent, etc.) Treasure token having a Treasure VP value to the Treasure cup if you desire.

The Map Room also allows you to return a discarded Treasure token to the Treasure cup instead of losing it when a Treasure is spent for a DRM (see Rule 7 – Dice Roll Modifiers, Spending Treasure).

5. World Order Motive

Ally Tokens

Retain ALLY tokens when drawn. While Nemo's Motive is World Order and the Nautilus is in any Ocean where a cube is in a Land space there (i.e., a "Cube Ocean"):

  • You can spend Ally tokens as Emergency Resources (see Rule 13 – Emergency Help).
  • You can place Ally tokens face down on the Tonnage track as if they were Ship tokens sunk there (to occupy that space on the Tonnage track and for its Ship VPs at the end of the game, but at a cost in Notoriety).

Otherwise, an Ally token just scores the VPs listed on its front side at the end of the game.

The three Ally token faces printed in the Operations Manual are:

Ally tokenSpend forKeep for (end-game VPs)Sunken Ship token value if placed on the Tonnage track
MerchantsX for up to 1 Salvage21
ScientistsX for up to 2 Salvage13
Secret SocietyX for +2 DRM after roll12

The Value of Unity

While your Motive is World Order, when you place a cube via an Incite Action, you also draw 1 Treasure token (courtesy of your new allies there).

Also see Rule 11 – Action Phase, Incite: World Order: Every Crowd Has a Silver Lining. While your Motive is World Order, when you place an Uprising cube via a successful Incite Action, you also draw 1 Treasure token (courtesy of your new allies there).

Fear and Respect

At the end of the game, you score Scourge VPs for the two right-most columns you fill on the Tonnage track. For example, if your two rightmost columns filled are Danger and Menace, you would score 53 Scourge VPs at the end of the game!

Between Voyages Guide Rule 15, World Order Motive: The Ultimate Scourge: when the game ends with a World Order Motive, score the Scourge VPs for the two right-most columns you fill on the Tonnage track.

Scourging the Seas Scoring

Before removing any Ship tokens from the Tonnage track, begin scoring by determining your Scourging the Seas VP value. This VP value is shown above the rightmost completely filled column on the Tonnage track. This value can be supplemented by certain Adventure and Ally tokens. Scourging the Seas VPs are a bonus in addition to those earned for sinking individual Ship tokens on the Tonnage track.

World Order Nautilus Upgrade: War Room

War Room (World Order) — COST: 4; VPs: 3 Warship.

For any 2d6 Combat (whether attacked or attacking) or Incite roll, you may change either die's result to a 2 before determining the outcome.

You need to think about that for a minute; in addition to being "snake eyes" insurance to avoid disasters, a War Room plan can be invaluable in close situations!

World Order Notoriety Defeat

Under the World Order Motive, reaching the Pariah threshold of #44 on the Notoriety track is a Defeat (see Rule 14 – How the Game Ends, condition 2: "#44 for Anti-Imperialism and World Order").

6. Nadeen Dakkar

The Character

Entering our story is Nemo's son, Nadeen Dakkar, who crosses paths with his father after hearing news of mysterious events at sea. He enters play as a seventh Character tile with variable characteristics.

  • Nadeen Dakkar's participation is a setup decision (Between Voyages Guide Rule 3). Using this optional rule adds two more turns to the length of the game: the first introduces him in Act II, and the second resolves his conflict with Captain Nemo in Act III.
  • Nadeen cannot be voluntarily Sacrificed as other Character tiles. Losing him is a Defeat condition.
  • His variable entry and abilities emerge as the game unfolds (Operations Manual Appendix C, Nadeen Dakkar).

Nadeen Dakkar Defeat

Nadeen Dakkar is killed when you must Sacrifice a Character tile and his is the last one left. This ends the game in Defeat without scoring: the loss of his son, with whom Nemo has been newly reacquainted, leads to grievous consequences for all. The Defeat conditions are listed in Rule 14 – How the Game Ends (condition 3).

Nadeen Dakkar Scoring

Each Character symbol has its own individual VP scoring value. If Nadeen Dakkar is aboard the Nautilus, you score +1 VP per instance when scoring Character symbols (except for Attribute tokens; those are just modifications to that Character tile's VP value before it is scored). Thus, if you had the following Character scores at the game's end: 1, 2, 2, 3, and 4, you would score a total 17 Character VPs (i.e., +5 VPs more than their face value) thanks to Nadeen.

Nadeen Dakkar Co-operative Play

The Nadeen Dakkar tile remains with the player who was Captain at the time of his arrival (Between Voyages Guide, Fully Cooperative Gameplay Variant).

Nadeen Dakkar Cards and Tokens

  • Six Nadeen Dakkar Event cards are set aside during setup and added to the Draw Pile as described in Section 3 above: three A Family Reunion cards (A1 – A3), of which one is used in Act II, and three Unwanted Reflections cards (B1 – B3), of which one is used in Act III.
  • Nine Characteristic (Nadeen Dakkar) tokens are used with the Nadeen Dakkar Character. Many Ally, Attribute, and Characteristic tokens have important information on both sides; examine their complete information before using them.
  • Each Nadeen Dakkar card and Characteristic token's effect is printed on the card or token itself.

7. Imperialist 2-Player Competitive Variant

This variant is recommended for experienced Nemo's War players! Do not play using this variant to learn, or even teach, the game. In addition to some "learning," it requires a little "unlearning;" successful play is significantly different for both sides than it is in the one-sided gameplay experience.

This Nemo's War variant provides a 2-sided "versus" game experience. With it, one player or team (see Rules 16 and 17 for Cooperative Gameplay variants) commands the Nautilus, and the opponent, seated along the top edge of the map where the Imperialist Tableau resides, leads the Imperialist forces bent on its defeat. Alternately, as many wargamers do, you can simply play both sides in a solitaire game vs. yourself.

Putting a brain behind the Imperialist creates fresh challenges on the board for both sides that become more intense as the action rises each Act.

Parts

  • 4 Imperialist Player Aid cards (Versus A–D).
  • 1 Jules Verne vs. Pierre-Jules Hetzel [KEEP] Adventure card (Versus 1).
  • 2 Imperialist Squadron miniatures (the Blue Squadron and the Green Squadron).
  • 1 Imperialist Action Points marker.

Setting Up the Versus Game

a. The Nautilus player (or co-op team; i.e., those in command of the Nautilus) sets up the game normally but can only play Stern Motives in this 2-player variant. Also, receive for free the special Jules Verne vs. Pierre-Jules Hetzel card (Versus 1) to the Nautilus' Tableau.

b. The Imperialist player places the Blue and Green Squadron tokens (miniatures) on top of those stacks of Warship tokens on the Notoriety track, places the Imperialist Action marker in the 1 box of the Action Point track, and places in the Imperialist Tableau their four Player Aid cards (Versus A–D).

c. The Nautilus and Imperialist players should negotiate which Optional Rules and Difficulty Settings to use. This is one of the reasons why this 2-player variant is recommended for experienced players only.

Imperialist Map Changes

  • Arctic Ice: All Squadrons and Ship tokens (excluding the Nautilus) cannot move between the Western Pacific or Pacific Coast and the Arctic Ocean. Consider those as dotted line connections not blue line connections – there is no Northwest Passage route for surface forces.
  • The Suez Canal: During Act III, the Imperialist may move Squadrons and Ship tokens directly between the European Seas and Indian Ocean. The Suez Canal is completed at this time.
  • The Airship: Optionally, the Airship token can move between any two connected spaces (solid blue or dotted). It flies!
  • The Sea Serpent: Optionally, the Sea Serpent token moves exactly as the Nautilus is allowed to move. So, the Suez Canal does not help the Sea Serpent, but the Arabian Tunnel does.

Anti-Nautilus Activities

The Imperialist operates the Notoriety track. Rolls that increase the threat to or actually harm the Nautilus are rolled by the Imperialist. For example:

  • Rolling the black Placement Phase dice.
  • Attack rolls versus the Nautilus.
  • Random Notoriety increases.
  • Randomly applied Nautilus Resource Hits.

The Imperialist player makes these clearly anti-Nautilus rolls. Of course, the Nautilus player can still use resources to modify them both before and after knowing their result, or to demand the Imperialist player re-roll them, as usual.

Imperialist Mission Briefing: Highs and Lows

Rolling high values on the dice is good for the Nautilus and bad for the Imperialist – and vice-versa (i.e., the Imperialist, when rolling, covets negative DRMs and low rolls).

Thus, when the Imperialist performs a Crush Dissent Action, they try to roll under its adjusted TEST value to PASS it; rolling equal to or greater than that value would cause the Imperialist to FAIL.

The Placement Phase (Imperialist)

At the beginning of each Placement Phase:

a. The Nautilus player rolls the required number of white Placement Phase dice.

  • During Act III, the Nautilus player also determines, as usual, which two white dice to use for Action Points or a Lull Turn.
  • During Acts II and III, the Imperialist rolls both black dice (the Imperialist always rolls both black dice) and, if it is not a Lull turn (in which case the black dice are ignored, as usual):
    • The Imperialist may play either one (if the Nautilus' Notoriety is less than 44) or both (if the Nautilus' Notoriety is 44 or higher) of the results of their black dice by placing, as usual, one Ship token corresponding to its result's Ocean, OR
    • Play one fewer than normal, thus restricting commerce and "starving" the Oceans a bit.
  • While Nemo's Motive is Piracy and the Notoriety marker is in its #51 box of that track, players switch the color dice they roll per that Motive's instructions (see Rule 10 in the Operations Manual – Placement Phase).

b. The Nautilus player places newly arriving revealed Non-warship tokens (only). These commerce vessels go where they will and so the Nautilus player places them. The Imperialist places all other Ship tokens per all applicable die roll results using the standard ship placement protocols (and is thus the primary "artist painting the board" during this Phase). That is, the Imperialist controls the Hidden and revealed Warship (military) placements.

c. Afterward, the Imperialist receives a number of Imperialist Action Points and conducts the Imperialist Player Phase (see below).

The Imperialist Phase

The Imperialist Phase occurs between the Placement and Action Phases. After the Imperialist Phase is completed, the game turn resumes with the Nautilus player's Action Phase.

Receiving Imperialist Action Points. Like the Nautilus player, the Imperialist receives and spends Action Points as follows:

  • They receive a number of Imperialist Action Points equal to the current Act (i.e., 1, 2, or 3).
  • +1 for each gemstone allocated by the Imperialist from their Tableau during the previous turn (which, if allocated last turn, must be added this turn). These gemstones "spent" by the Imperialist are then returned to the available stock of those pieces.
    • Note that, once acquired, the Imperialist player need never spend these pieces; they can slowly "starve" the Nautilus of their availability in the stock; this also reduces the Nautilus' final score and increases the Imperialist victory level should they win the game.
    • It is also at this time that gemstones in the Imperialist Tableau are committed, if desired, for next turn's Imperialist Action Points additions. There are no radios in 1870, so issuing commands is a deliberately slow and forward-thinking process.

In exactly the same way as the Nautilus player, the Imperialist:

  • Cannot exceed 5 Imperialist Action Points on the Action Point track (its maximum).
  • May also save one Imperialist Action Point between turns on the Action Point track.

Lull Turns (Important). The Imperialist player receives their full allotment of Imperialist Action Points during a Lull Turn. Do not remove Uprising cubes as part of the Lull Turn sequence (the Imperialist player must sail forth and actively Crush Dissent as an Action, see below).

Competitive Tempo of Play. For both sides, the tempo of activity increases with each Act. The Nautilus player, as always, has much to accomplish during the early part of the game to prepare for the latter part. The Imperialist player will be harassing the Nautilus and exacerbating its problems every step of the way, first with pinpricks and, by the end, with hammer blows.

Imperialist Squadrons

Imperialist Squadrons are revealed Warships having no name, Notoriety value, VP value, nationality, or Ship class.

Placement. After the blue and green Ship tokens in their color group are added to the Ship cup due to increasing Notoriety, also place that color's Squadron miniature in the Imperialist player's Tableau (awaiting placement). From there, it costs 1 Imperialist Action Point to place it in a random Major Ocean (roll 1d6 to determine which) in its top area (i.e., next to any gemstone there and where the Nautilus is also placed; there is no "stacking limit" for these pieces).

Designer's Note: Where Squadrons form, because they are international by nature (and design), is random (and you must deal with that). Where you send Squadrons, however, is up to you; it is called movement.

Movement. Once placed, it costs 1 Imperialist Action Point to move one Squadron to an adjacent, connected Ocean (noting the Imperialist Map Changes, above).

Combat. Think of Squadrons as "stack free" Warship tokens residing in the top area of an Ocean (along with the Nautilus, any gemstones, Adventure tokens, etc.). They can be targeted by the Nautilus and attacked normally. When engaged in combat, each Squadron has an intrinsic Attack Strength of 7 and Defense Strength of 9. When sunk, they are returned to the Imperialist Tableau. Sinking one yields no Victory Point benefit (nor Notoriety penalty) to the Nautilus player; the advantage for doing so is to remove it from the board (at least temporarily), which will cost the Imperialist one Action to replace and still more, if you're lucky, to reacquire the Nautilus.

Effect. The presence of each Squadron in its Ocean:

  • Is and counts as 1 Revealed Warship there.
  • Allows the Imperialist to Crush Dissent there.
  • Allows the Imperialist to Hunt the Nautilus there.

Imperialist Actions

The Imperialist player spends their Actions per the following costs and rules:

Ship Tokens

  • 1 – Move: Move one Warship token to an Open space in an adjacent, connected Ocean (noting the Arctic Ice and Suez Canal map changes). You cannot move Non-warships.
  • 1 – Thimble-Rig: Swap two Warship and/or Hidden Ship tokens' positions in adjacent, connected Oceans (noting the Arctic Ice and Suez Canal map changes). You cannot swap Non-warships.
  • 1 – Obscure: Replace 1 revealed Ship token of your choice with a Hidden Ship token (returning the revealed Ship token to the Ship cup). This makes juicy Nautilus targets "disappear."
  • 2 – Convert: Flip 1 revealed Ship token of your choice.

Squadron Tokens (Miniatures)

  • 2 – Apply Pressure: Lower either the Blue or Green ship group's arrival by 1 space on the Notoriety track. When these ship groups meet the Notoriety marker, in addition to immediately adding that ship group to the Ship cup (as usual), place its Squadron in the Imperialist Tableau.
  • 1 – Place one Squadron from your Tableau: Place that Squadron in the top section of a random Major Ocean determined by rolling 1d6.
  • 1 – Move a Squadron: Move a Squadron to the top area of an adjacent, connected Ocean (noting the Arctic Ice and Suez Canal map changes).
  • 2 – Hunt the Nautilus: You must have a Squadron token in the Nautilus' Ocean to hunt it there. The Imperialist conducts a Hunt TEST (7) as follows:
    • DRMs: +1 each for Crystalline Sensors, Hydro Drive, and Periscope Device; -1 each per Warship token in that Ocean (this includes each Squadron token).
    • PASS (roll less than): The Imperialist has succeeded in drawing the Nautilus into a costly mistake or an advantageous fight!
      • a. The Nautilus player must give the Imperialist one gemstone, as desired, from anywhere not in the Imperialist Tableau, if available.
      • b. The Nautilus evolves counter-tactics; the Nautilus player may either:
        • i. Place another gemstone, as desired, from anywhere not in the Imperialist Tableau to an empty space on the Salvage track. It is worth 1 Salvage Point while there, OR
        • ii. Discard any Nautilus Upgrade card from those available for purchase and replace it with a random draw from among those set aside at the end of Setup Step 4.
      • c. The Imperialist player selects their desired benefit:
        • i. The Nautilus suffers one random Hit, OR
        • ii. There is a battle. Select any one Warship (including the Imperialist Squadron token) in that Ocean to Attack the Nautilus (per Rule 12 – Combat); conduct an immediate free Nautilus Bold Attack which, if the Nautilus is successful, results in no Notoriety increase nor are follow-up Bold Attacks permitted.

Designer's House Rule (Chez Emrich): Fate cannot randomly hand you three miserable outcomes in a row. When this happens, the third failure becomes the most minimal success instead.

Imperialist Gemstones

For each Success in hunting the Nautilus or use of the special Jules Verne vs. Pierre-Jules Hetzel card, the Nautilus player must give the Imperialist one gemstone from anywhere not in the Imperialist Tableau, as desired.

Spending Gemstones. These can be spent (i.e., returned to the stock) by the Imperialist player for future Imperialist Action Points (see The Imperialist Phase, above).

Saving Gemstones. Not spending acquired gemstones helps the Imperialist player thus:

  • It reduces their quantity in the stock and might starve the Nautilus from their lack of availability.
  • Each is worth -2 VPs when computing the Nautilus' score at the end of the game.
  • If the Imperialist player wins, each contributes to raising their victory level.

Nautilus Victory and Defeat (Imperialist)

Automatic Defeat. If the Nautilus is automatically defeated, the Imperialist wins the following level of victory:

  • The death of Nadeen Dakkar is an Inconsequential victory.
  • Exhausting a Ship Resource (i.e., Nemo, Crew, or Hull) yields an Inconsequential victory.
  • A Notoriety game end is a Notable victory.
  • Filling the Oceans with Warships and no other can be placed when required is a Success victory.

The Imperialist reads their corresponding epilogue paragraph (see Section 8 below).

Mission Complete, Finalé Survived. If the Nautilus player avoids defeat (i.e., survives to the completion of the Finalé card), apply the following Nautilus VP score modifiers:

  • +20 Character VPs from the Jules Verne vs. Pierre-Jules Hetzel card in the PASS Pile.
  • -2 VPs for each gemstone in the Imperialist Tableau.

Victory and Epilogue Balancing (Difficulty Level Setting): If you want to "balance" your score against the standard Officer Difficulty settings and you played with mostly Sailor Difficulty settings, then each Imperialist gemstone is worth -3 VPs from your final score; if you played with mostly Captain Difficulty settings, then each Imperialist gemstone is worth -1 VPs from your final score.

Who Won on Points?

  • If the Nautilus' final score is Notable or higher, the Nautilus player has won the game and the Imperialist player is defeated.
  • If the Nautilus' final score is Inconsequential, the game is officially a "draw" (i.e., the Nautilus and Imperialist players have "tied").
  • If the Nautilus' final score rates a Failure, the Imperialist player wins but reduces the Imperialist's victory level by one (see below).
  • If the Nautilus' final score rates a Defeat, the Imperialist player wins (see below).

Imperialist Victory. Achieving any defeat condition for the Nautilus (including a low-enough final score, see above) is a victory for the Imperialist.

Imperialist Scoring. If the Nautilus' final score yields only a Failure or Defeat, then the Imperialist counts the number of cards remaining in the Draw Pile and adds to that count the number of gemstones in the Imperialist Tableau. With that total, consult the Imperialist Victory Levels table in Section 8 below (reducing it by one level if the Nautilus' mission scored a Failure outcome).

8. Epilogues

Level of victory is set by the final score, using these thresholds printed at the head of each Epilogue column: Defeat (<160), Failure (160–199), Inconsequential (200–239), Notable (240–279), Success (280–319), Triumph (320+). Read the Defeat paragraph whenever the game ends in Defeat without scoring (Rule 14 – How the Game Ends). Otherwise, find your level of victory and read the paragraph for your Motive in that column.

Piracy

Defeat (<160). With surprising swiftness and surety, the Great Powers recognize the threat of a submersible ship with global reach as it plunders the sea lanes and shores. They soon pledge themselves to the Southampton Accords whereby all oceangoing ships would, with increasing regularity, travel in groups with warships offering mutual protection and support. Although elusive, the Nautilus' bold Captain Nemo seems possessed of an antiquated spirit of piracy that fails to garner a legendary nickname (in his time, he was derisively known to the British as "The Sea Sikh Sailor;" an irony as he was a descendant of a great Muslim Sultan and raised a Hindu). The ruin of his vessel in a great naval battle off Santiago becomes his legacy, recounted in a popular sea chantey about this harrowing new machine age.

Failure (160–199). Following an outbreak of sailors' paranoia (deserved when considering they faced a submersible pirate ship), nautical regulations change notably. An increase in caution results in better record keeping and more weapons aboard, leaving less and less to chance and chaos – the very essence of piracy. Imperialist precautions and shared information ultimately turn the tide against the bold pirate they dubbed, Rajah Nemo. The damage inflicted upon the seas' trade routes is very real, but like a wound, once stitched together again after the Nautilus is caught and sunk, it heals in time and the world makes a full recovery.

Inconsequential (200–239). And it comes to pass that Captain Nemo, the pirate from the depths, etches a fading legend in blood and plunder that few today can still recount. Like most pirates, Captain Nemo has a strict "code" that the crew follows (e.g., anyone giving orders not handed down from Nemo or the First Officer, or disobeying those of a superior, is beheaded on the spot). They enrich themselves (in scrupulously accounted-for shares of booty based strictly on their crew assignments and seniority) and maintain their discipline. Unlike most pirates, however, when cut off from assistance from land, the Nautilus can survive at sea indefinitely; it is only the abandonment of the crew over time to enjoy their wealth that quietly ends Captain Nemo's career.

Notable (240–279). Today, most people remember the dread pirate Nemo from the coins he struck bearing his profile on the obverse (with his motto, Mobilis in Mobili – "moving within the moving element") and the Nautilus on the reverse. These electrum "green gold" coins (made from a mixture of mostly gold and silver) were manufactured in South America on a captured die press. As nations abandoned silver coinage (leading to the Panic of 1873 and America's Coinage Act of that same year), fixing their paper money to a de facto Gold Standard, Captain Nemo redefines the meaning of gold itself among the masses with his decentralized specie. Apparently, a vast number of these coins were made but few exist today (with many assumed to be secreted away and buried somewhere). Still, from making and not just taking money, most remember his name alongside Nemo's predecessors such as Blackbeard, Captain Kidd, Henry Morgan, and Madame Cheng.

Success (280–319). Proving the superiority of the Nautilus' technology and his own leadership, the "Dread Pirate" Nemo cuts a swath through history as the world's last famous and most successful pirate. Popular culture still cherishes indelible tales of Imperialist ships sunk, looted, and taken as prizes by the Nautilus. The result has been a culture of personal independence and resistance; seemingly every rebel since Nemo's voyages claims freedom and adventure as a birthright. This places the pirate philosophy in direct conflict with the rising socialist movements of the late nineteenth and early twentieth centuries causing long, protracted, and bloody wars between governments and peoples. Ultimately, Nemo's legacy leads directly to the pro-democracy movements of the late twentieth century.

Triumph (320+). Known forever Captain Pratishodhi ("Avenger") Nemo, like the Caesars from ancient times, so too his name passes along from successor to successor, all of whom would be known as Nemo the Avenger. In his quiet, lavish retirement, the original Captain Nemo leaves a private log (not written by his own hand, but clearly dictated in his own words and surely edited) aboard the Nautilus. It is read only by his successors (who have each added their own wisdom to this tome's addenda). Two things Nemo stresses are the Eternal Pirate Code, an almost Managerial Guide for the business of high seas piracy, and the need to pursue science and maintain innovations aboard the Nautilus and her many successor vessels. Today, entire pirate nations exist in remote corners of the world and retain their independence thanks to Nemo the Avenger's legacy.

World Order

Defeat (<160). Captain Nemo's name is relegated to the dustbin of history as another potential world crisis is averted by the Great Powers' luck and pluck. Future historians, biographers, entertainers, and game designers do, from time to time, reconsider the potential of Nemo's daring exploits aboard the Nautilus and create alternate-history "what if?" scenarios and stories based on the premise that the Captain had Fate sailing with him, affording him an opportunity in those tales to seize the brass ring that now lies buried with him at the bottom of the sea.

Failure (160–199). Creating nationalist uprisings against the Imperialist Powers proves far easier than making allies among the world's malcontents. Nemo and his emissaries never seem able to make the right offers to the right people in the right way. Sadly, his failed bid for world order overshadows his other notable accomplishments in science and technology. The Nautilus earns an exciting reputation among ship designers, leading to an arms race in submersible military technology that, ultimately, the Prussians (and, de facto, all Germans under their leadership) win by managing to infiltrate a spy among Nemo's officers to steal the Nautilus' secrets.

Inconsequential (200–239). The rise and fall of small, magnate empires fill the history books in every era and region of the world, but Captain Nemo's is the first sea-based government to project itself on land (instead of vice-versa). As a potentate, Captain Nemo is remembered as another notable minor-conqueror of his era in the same breath as Simon Bolivar of Venezuela, Shaka of the Zulus, and Kamehameha of Hawaii. With a larger vision for a world order than the others, Nemo's polyglot legion of global intriguers lacks the cohesion needed to maintain their impetus and consolidate lasting change. Disappointed, the crew breaks up and eventually all go their separate ways.

Notable (240–279). Much like Arthurian Legend, Captain Nemo also creates a world around him that cherishes his values. However, his world is not defined by geography but by questing, by sea and by land. These quests establish a philosophical world order so firm that to this day "Nemoites" still spread the belief that the strongest, wisest leader is foremost and forever a servant of their subjects and that the value of their rewards is what they accomplish together. Eschewing the trappings of religious dogma, Nemoites are remarkably open to those who believe that a Great Community must have a Great Cause – theirs is to wear down the haughty and raise up the oppressed.

Success (280–319). In what historians have dubbed "a reverse British Empire," Captain Nemo forges the Varuna Confederation of tribes, peoples, and proto-nations contractually united by their desire for free trade and unrestricted migration. For an entire generation, the ocean's wealth (as delivered by the Nautilus) supports this vision. Captain Nemo stitches together an empire of merchant and passenger ships and builds small, tightly managed coastal oceanic colleges that dot the globe emphasizing science and the betterment of humanity. Upon his death, Nemo's world order unravels and, within a generation, historians waste no time besmirching him as merely "another wealthy utopian socialist."

Triumph (320+). Captain Nemo is forever remembered as the man who made the sun set on the British Empire. No army or navy can oppose the power of his ideas for freedom, order, and comity, and many nations rise up to enlist in Nemo's world order. A convention gathers in the Azores and signs the Treaty of Ponta Delgada reshaping international and maritime laws (ius gentium) and recognizing World Citizenship and universal human rights (ius naturale); laws that reverberate to this day. The rise of human dignity as a right and the blurring of national boundaries are the legacies we inherit from Nemo's world order.

9. Imperialist Victory Levels and Epilogues

If the Nautilus' final score yields only a Failure or Defeat (Section 7), the Imperialist reads the epilogue for the level reached. Use the Imperialist's total from Section 7 (Draw Pile cards plus gemstones in the Imperialist Tableau); reduce the level by one if the Nautilus scored a Failure.

0–2 Defeat. You have hunted the accursed submarine and its captain to the ends of the Earth and all you have achieved is witnessing its story's finalé. Your claim to victory is remembered as only that, your claim, while the legend of the Sea Fox, Captain Nemo, continues to resonate to this day. Your career ends in bitter ignominy.

3–4 Pyrrhic. Your arduous pursuit of the Nautilus saw it remain in command of its destiny until the very end. The high cost to Imperialist nations has left them much worse for wear. At first grateful, the Admiralties of the world conspire to impugn your name and hinder your career until all that remains in your retirement is the bitter taste of their pernicious ingratitude.

5–7 Inconsequential. When you dispatched your short message to the British Admiralty, Sic transit gloria Nautilus, it was the fulfillment of your mission but not your destiny. Winning an undeclared war credited your name with no additional cachet and left your heirs little to add to their legacy but a small family honorarium and the modest thanks of Imperialist nations.

8–9 Notable. For a long while, the press has hailed you as a hero. Although this has little impressed the careerists among the Admiralties of the world, it has allowed you to publish your memoirs with some success. The legacy of your name paved the way for generations of your heirs to attend Naval Academies from Annapolis, to Dartmouth, to Hiroshima.

10–11 Success. Your promotion to Honorary Vice-Admiral in four different navies has made your reputation unique among sailors. This, in turn, has opened doors making you a global ambassador able to reach out to the world's leaders and luminaries. However, your greatest satisfaction was parlaying your victory over the Nautilus into excellent outcomes for your heirs with a family name still honored.

12+ Triumphant. After crushing the Nautilus and her captain, your presence became a force during the ensuing naval arms race between the Great Powers. Your opponents at sea remarked that your hat aboard any Dreadnought was worth another four Cruisers, a legacy engraved on your headstone. Emerging through your books as the authority on military naval technology, strategy, and tactics (and later studied by the likes of Jacky Fisher, von Tirpitz, and Fletcher Pratt), the new era of warship design which followed (a true naval arms race) still bears your name.

  • FAIL (roll equal to or greater than): The Nautilus slips away. The Nautilus player selects either:
    • a. -1d3, OR
    • b. Return one Squadron from that Ocean to the Imperialist Tableau.
  • DISASTER (roll of 6 6): Apply both FAIL results a and b, above.
  • 2 – Crush Dissent: You must have a Squadron in the Ocean where there is a cube in a Land space (i.e., a "cube Ocean"). The Imperialist conducts an Inland Campaign TEST (6) as follows:
    • DRMs: +1 each for Armory, Nemo's Manifesto, and War Room; -1 each per revealed Ship token in that Ocean (this includes each Squadron token).
    • PASS (roll less than): The situation moves towards resolution. The Nautilus player selects either:
      • a. Gain Notoriety equal to the number of revealed Warships in that Ocean (which includes Squadron tokens), OR
      • b. Return 1 Cube from that Ocean to its available box.
    • FAIL (roll equal to or greater than): Resolution of this situation remains elusive. The Nautilus player selects either:
      • a. -1d3, OR
      • b. Return one Squadron from that Ocean to the Imperialist Tableau.
    • DISASTER (roll of 6 6): Apply both FAIL results a and b, above.