How to Play

Nemo's War (Second Edition)

1-4 players 60-120 min 7.8 Board Game Geek Rating

In this solitaire submarine adventure set in 1870, you command Captain Nemo's Nautilus across the world's oceans. Navigate through encounters with ships while pursuing one of four victory paths: scientific discovery, exploration, anti-Imperial warfare, or pure conquest. Success depends on managing action points effectively while avoiding detection and destruction in your electric-powered vessel.

Published 2017

Nemo's War (Second Edition)

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Place the game board
Put the board on the table with some space around for cards and components
2
Select a motive
Choose one Captain Nemo Motive tile and place it face up on the Victory Point Indicator area of the board
3
Prepare the draw pile
Find and set aside special Adventure cards (Prologue, Act cards, Finale, and Recovery card)
4
Create Adventure deck
Place remaining event cards face down to the right of the Notoriety track with one gem on top
5
Locate starting upgrade cards
Find the 2 upgrade cards matching your motive
6
Prepare ship tokens
Place 30 white and 14 tan ship tokens in an opaque container to form the Ship Draw Pool
7
Set Notoriety track ships
Place 2 black, 4 deep yellow, 4 orange, and 7 red ship tokens face up on the corresponding spaces
8
Place Notoriety track reinforcements
Put 4 blue and 4 green ship tokens in the Notoriety track boxes
9
Place the Nautilus
Put the Nautilus miniature beside the board, starting in the Prologue
10
Place hidden ships on map
Put Hidden Ship tokens on designated starting ocean positions (3 in European Ocean, 2 each in North Atlantic and Western Pacific - total 12)
11
Put gems in treasure bag
Place treasure tokens in the bag to form the Treasure Draw Pool
12
Set Notoriety marker
Place the Notoriety marker on the leftmost space of the track
13
Place gems on oceans
Put one gem in each of the six Major Oceans; store extras nearby
14
Set ship resource markers
Place Nemo, Crew, and Hull resource markers on their leftmost track positions (reduced by 3 if you purchased an upgrade)
15
Arrange character tiles
Place the 6 character resource tiles face up in front of you
16
Set Action Point marker
Place the Action Point marker on position 1 of the Action track
17
Store additional components
Keep dice, unused tokens, gems, and green cubes accessible
18
Place Attack markers
Put Attack! markers within easy reach
19
Place Uprising cubes
Put 10 Uprising cubes in the available frame spaces
20
Set death markers
Place black death markers at position 44 on the Notoriety track with white dice nearby
21
Flip first card
Reveal the top card of the draw pile and follow the Prologue instructions

On Your Turn

What you can do during your turn.

1
Event Phase
Flip the top card of the draw pile and resolve its event, test, or instructions
2
Placement Phase
Roll dice as indicated on the current Act card to place ships on the map
3
Action Phase
Spend Action Points to perform actions advancing Nemo's goals
4
Roll for placement
When placing ships, refer to Act card for which dice to roll
5
Handle full oceans
If the target Major Ocean has no empty spaces, execute steps A through D in order:
6
Lull Turn placement
During Lull Turns, place ships only using white dice results, ignoring black dice
7
Add gems to oceans
When an ocean gains treasure, place one gem to indicate searchable treasure
8
Handle existing treasure
If the ocean already has a gem, move it to an adjacent ocean without treasure, or ignore if impossible
9
Track Action Points
Add the differential roll result to the Action Point track on the board
10
Three-dice rolls in Act Three
When rolling 3 white dice, select any two for the differential and use the third only for placement
11
Maximum Action Points
The maximum AP is 5; excess points are lost
12
Save Action Points
You may save up to 1 AP for the next turn; unused points beyond 1 are lost
13
Adventure (2 AP, 1 in Lull)
Draw one card from the Adventure deck; you may execute the card or decline and keep the gem
14
Attack (1 AP)
Conduct a Bold or Stalk Attack against a ship in your ocean
15
Incite (1 AP)
Place an Uprising cube in an ocean adjacent to the Nautilus; conduct an Incite test
16
Move (1 AP)
Move the Nautilus to an adjacent ocean (Major or Passage); with Hydro Drive upgrade, move up to two oceans per action
17
Rest (2 AP, 1 in Lull)
Conduct a Rest test to regain Crew resource
18
Repair (2 AP, 1 in Lull)
Conduct a Repair test to regain Hull resource
19
Refit (2 AP, 1 in Lull)
Conduct a Refit test to acquire a Nautilus Upgrade card
20
Search (1 AP)
Conduct a Search test in an ocean with a gem to collect treasure
21
Phase 1: Warship attacks Nautilus
If target is a warship, it attacks first
22
Phase 2: Nautilus attacks ship
Roll 2d6 and compare to target ship's defense value
23
Gain Notoriety
Add the ship's Notoriety value to your Notoriety track
24
Monstrous Design bonus
With this upgrade, reduce Notoriety by 1 (minimum 0) for each Stalk Attack success
25
Decide ship fate
Choose to send ship to Davy Jones (tonnage track) or Salvage for upgrades
26
Place in tonnage track
Put sunk ship token in the leftmost empty space of the corresponding ocean's tonnage column
27
Place in salvage
Put ship token in the Salvage grid; each ship equals one Salvage Point for purchasing upgrades
28
Roll 2d6
Add the dice results together and apply DRMs
29
Compare to test value
If modified result equals or exceeds the test value, you pass
30
Automatic failure
Rolling double 1s (snake eyes) is always failure regardless of DRMs
31
Apply DRMs before rolling
Most DRMs must be declared before you roll
32
Choose resources to commit
Before rolling, select which ship resources to use for DRM bonuses
33
Move markers
Slide resource markers halfway right to indicate commitment
34
Resource types
Nemo (N), Crew (C), and Hull (H) may be committed as allowed by the test card
35
Limit per test
Most tests allow only one ship resource to be committed
36
Risk of loss
If you fail the test, lose the committed resources (move markers fully right)
37
Return on success
If you pass, return committed resources to their original position
38
Fleet reinforcements at 14
Immediately add blue ship group to Ship Draw Pool
39
Fleet reinforcements at 26
Immediately add green ship group to Ship Draw Pool
40
Alliance upgrade at 36
Flip all non-gray warships on the map; only purple (enhanced) ships are drawn for remainder of game
41
Additional black die at 44
Roll an extra black die during each Placement Phase
42
Game loss thresholds
Reaching certain Notoriety values based on your motive ends the game in defeat
43
Place Uprising cubes
Successfully placing cubes through Incite reduces Notoriety
44
Purchase certain upgrades
Some Nautilus upgrades (Fog Machine, etc.) help manage Notoriety
45
Adventure cards
Certain cards provide Notoriety reduction opportunities
46
Play cards
Cards marked PLAY must be resolved immediately; place in Pass or Fail pile as indicated
47
Keep cards
Cards marked KEEP are placed on the table until you decide to use them
48
Test cards
Cards showing TEST must be resolved immediately; complete the test and place in appropriate pile
49
After seeing roll result
You may sacrifice character tiles or equipped upgrades to change the outcome
50
Nautilus Upgrade sacrifice
Discard a face-up upgrade to compensate for one Nemo, Crew, or Hull loss
51
Character sacrifices
Flip character tiles to provide various emergency benefits:
52
Prologue
Roll one die and place Nautilus in corresponding Major Ocean; continue with next card; roll only white dice for Action Phase
53
First Intermission
Continue normal play
54
Second Intermission
Determine Nemo's Final Motive; add orange reinforcements to Ship Draw Pool; roll three white dice and one black die, choosing two white dice for AP
55
Finale
Follow specific finale card instructions

Winning

How to claim victory.

1
Resource depletion defeat
If any ship resource marker (Nemo, Crew, or Hull) reaches the rightmost DEFEAT space, the game ends immediately in failure
2
Notoriety defeat
If the Notoriety marker reaches the DEFEAT threshold for your current motive (26 for Science, 36 for Explore, 44 for Anti-Imperialism, 51 for War), you lose
3
Imperial victory defeat
If all ocean spaces are filled with revealed or hidden ship tokens when you must place a new ship, imperialism wins and you lose
4
Finale completion
If you complete the finale action card's final instruction, proceed to scoring
5
Sort adventure cards
Separate all adventure cards into Pass and Fail piles; place equipped upgrades in Pass pile
6
Count only Pass pile
Only cards in the Pass pile contribute to your score
7
Sunk warships
Score VP for ships in the tonnage track (not salvaged ships); count warships and non-warships separately
8
Adventure cards
Check Pass pile cards for VP values
9
Collected treasures
Total VP from treasure tokens in your collection box and on the table
10
Liberated peoples
Count Uprising cubes on the board and score per your Motive tile
11
Science achievements
Score VP from applicable upgrade cards, ship tokens, Adventure cards, and Professor Aronnax's survival status
12
Wonders
Score VP from treasure tokens, Nautilus upgrades, Adventure cards, Nemo's mental state, and certain sunk ship tokens per Motive tile
13
Apply motive modifiers
Each VP category is modified by your Nemo Motive tile (positive, negative, or zero multipliers)
14
No negative category totals
When applying motive adjustments, individual category scores cannot go below 0
15
Surviving characters
Score VP for each character tile still face-up (not sacrificed), healthy Crew, and certain Adventure cards
16
Ocean bonus
Score points shown in the rightmost filled tonnage column (max 23 if all 4 columns filled)
17
Ship resource penalties
Lose points based on damaged Nemo, Crew, and Hull positions on their tracks
18
Track tens and ones
Use tens and ones VP markers on the board's VP track
19
Flip for hundreds
When exceeding 99, flip the tens marker to show +100; use +200 marker for scores over 199
20
Below 185
Failure
21
185-219
Inconsequential
22
220-249
Success
23
250-274
Commendable
24
275+
Triumph
25
Read story conclusion
Consult the Epilogue handbook using your Motive and Victory Level to find your ending
26
Defeat endings
If you lost by any method, read only the defeat paragraph

watch & Learn

Let the pros teach you with these top videos.

Nemo’s War (Second Edition) | Board Game Explained

Nemo’s War (Second Edition) | Board Game Explained

Instructional

Uitleg & review door Nox' Spellenzolder.

Uitleg & review door Nox' Spellenzolder.

Instructional

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FULL rules

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