A mere glimpse of the box and its artwork tell you that we're right at the top of Victory Point Games' output. I've been a longtime fan of VPG's products, following them from their zip-lock bag days through the small slip-case packaged boxes to the upgraded boxed versions of their Napoleon 20 series. But Nemo's War is right there at the very pinnacle of their recent output as seen in games like Dawn of the Zeds. By this I mean a solid, deep box with insert, mounted board, superb quality counters and marker tokens, and a glorious, full colour glossy rulebook.
They come in a variety of background colours that denote their growing strength and danger to Nemo's exploits, with a darker shading on the reverse which also indicates increased strengths. With even more attention to detail, each individual ship silhouette captures its real life counterpart where possible and just to add a little extra flavour, a few terrors of the sea have been added in; such as a sea monster [though not the giant squid that Nemo did battle with - that is introduced through one of the Adventure cards]], pirates, slavers and the famous abandoned ship of mystery, the Marie Celeste.
All the other tokens are equally colourful and first class, pressing out of their sheets with ease and not a cardboard tag in sight.
[as well as the 6 Character Tiles that offer bonuses]
While the cards make you feel that you are living the narrative, in your deck there will always be four cards that must always appear. The fact that three of them are named Act 1, Act 2 and Act 3 also create the idea that you are living out the drama of Nemo's life. You know you will always get to these points, but not exactly when, and the 5th card, the Finale, that brings the play and your game to its resounding curtain-call is drawn randomly at the start of the game from a group of 7 cards and shuffled into the last four cards in your Adventure deck.
Pass and your marker on the track will return to its current position, Fail and it will drop to the next lowest position. Usually as they drop lower the bonuses decrease, but [an inspired touch] as Nemo's mental state deteriorates, his bonuses increase!
In the bottom left corner of the board is the table on which you roll to SEARCH for treasure, to REST your crew, to REPAIR the hull, to REFIT [i.e. add an Upgrade] to Nautilus and finally INCITE [attempt to cause an Uprising in one of the many areas inked to the oceans]
Each turn begins as we've seen by turning up and executing an Adventure card. This is followed by rolling the two white dice and placing new Hidden ship markers on the map. The difference in score between the two dice gives you the number of Action points you have for that turn. From that moment on, the pressure begins and rarely lets up. At best 5 Actions, at the worst none [you've rolled a double and caused a Lull].
Choices, choices, choices! So many, starting with all those mentioned two paragraphs earlier, plus moving the Nautilus and most common of all bringing death and destruction to the oceans of the world: COMBAT - sinking shipping either for salvage which helps you attempt to buy Upgrades for Nautilus or for tonnage which provides VPs at the end of the game. Do you choose a single Stalk Attack which gives you a bonus +1 DRM on the dice roll or a Bold Attack where you can push your luck and keep attacking providing you are successful, but racking up the Notoriety? With the appropriate Upgrade you may even be able to make a Torpedo Attack. All the time deciding whether to gamble one of your bonuses. Every single time you roll the dice, there is the chance of Failure.
In the early stages, the tension is moderate, but as the game progresses one time bonuses get spent and some of your VP bringing Treasure tokens may need to be used for bonuses instead. The Crew and Hull and Nemo bonus tracks start to decrease and need to be improved. More and more ships crowd the seas. merchant vessels give way to warships and ever more deadly ones are added to the draw cup! Nemo's War gives you action and excitement all the way.
There's a lot to do and a lot to learn. So how does the rule book fair in preparing you for the task? Well, this is the most lavish publication from VPG that I've seen. It is part of their Premier standard of production level and can't you just tell. If like me you've been with VPG since their earliest zip-lock bag days when the few cards where in a perforated sheet and the rule book was a single sheet that folded out, then you'll be bowled over. This is 32 pages of high gloss, full-colour glory!
My one main concern is that the print is small and quite faint, especially against the parchment colouring of the paper. A lesser issue is that the Table of Contents directs you only to very broad areas of the game. Finding the many finer details, when necessary, demands much closer searching within those areas. Despite that, I soon found that I gained rapid familiarity with the mechanics of play. In part, this was because each page has a side-bar of examples, plus numerous illustrations within the body of the text.
As always many thanks to Victory Point Games for providing the review copy.
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