Xmann wrote: Wed Nov 24, 2021 3:14 pm
Ok, Amazon has Nemo's War for $45 so I just bought it.
BTW, one important aspect of the game I would strongly encourage you not to overlook: pay careful attention to the 'Placing Ship Tokens' section of the rules. Because I've seen several video playthroughs of Nemo's War get this wrong.
As the board fills up with hidden ship tokens, you'll eventually need to start placing revealed ship tokens instead. When you do this, you draw it from the bag or cup, examine it, and
then decide where to put it; you do not decide where it goes first. Much of the long term strategy of the game lies in deciding where to place those revealed ships, allowing you to set up or 'paint' the map the way you'd prefer. You can plan many turns in advance this way, and arrange the oceans to best suit your motive. It's a subtle detail that can be easily overlooked while first learning the ropes. But overlooking this detail makes the game needlessly more erratic and difficult.
Here's the relevant section quoted from the
Nemo's War manual:
victorypointgames.com wrote:Summary List When a Full Ocean Gains Another Ship:
- Place a Hidden Ship token in an adjacent Ocean.
- Draw a Ship token from the Ship cup, examine it, and replace a Hidden Ship token with it in that or an adjacent Ocean.
- Flip a revealed Non-warship to its Warship side (i.e., flip a white Ship token to its Gray side) in that or an adjacent Ocean.
- Draw a Warship from the Ship cup, examine it, and place it in any Open space anywhere in the world; if there are no Open spaces remaining, you lose (see Rule 14 – HOW THE GAME ENDS)! If you place it in the same Ocean as the Nautilus, you must fight it immediately.
This is a crucial strategy element in the game! How you decide to “paint the board” with the growing number of increasingly lethal Ship tokens is often the difference between the success or failure of your Motive. When you have a choice, consider these placements carefully!
For further clarification, watch this
video explanation and demonstration from Alan Emrich, the 2nd edition designer and developer. The
One Stop Co-Op Shop Nemo's War video playthrough does get this detail correct, so it's better than most in terms of visually depicting and correctly teaching how the game is played (other mistakes are made, but they are clearly annotated).
Also, look carefully at your 'Ship Resources' section on the board. Notice that Nemo starts out providing only a +2 Dice Roll Modifier (DRM). But thematically, like the original story, as Nemo declines he becomes more crazed and tenacious, so the Dice Roll Modifier he provides actually
increases to a +3 DRM. Again, another subtle detail that is very easily overlooked, but one that can really help out in a pinch, especially as tensions invariably ramp up by the third act.
PS. If memory serves, non-Kickstarter versions of Nemo's War do not include the two cloth bags from which to draw treasure and ship tokens. But even though I own the
Nemo's War Cloth Bundle, I found these velour
FFS40 Fantasy Flight Tentacle-themed Dice Bags are more pleasant to use, so it's worth grabbing a couple if you enjoy upgrading your game components:
Nemo's War Cloth Bundle Bags:
Fantasy Flight Tentacle-themed Dice Bags:
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