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