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EXPANSION PACK
Bold and Caring
This Expansion Pack for Nemo’s War second edition
includes small punchboards featuring a new Motive tile
plus this rules sheet explaining those Motives’ special
rules. Also included are Adventure tokens and new
Treasure tokens; simply mix them in with the others.
ADVENTURE
Captain Nemo and his cohorts seek to establish a legacy
that will leave them remembered for their deeds and
content Nemo’s heart.
Setup: Treat this Motive as Explore when setting
up and when else it matters. Roll 1d6 and place 1
Adventure token face down in that random Major
Ocean.
Starting Nautilus Upgrade available: Diving
Apparatus (3); new, included with this Expansion Pack.
Notoriety Defeat = 36 (Explore)
Special ADVENTURE Motive Rules:
1. Call to Adventure: While Nemo’s Motive is
Adventure, Lull Turns are handled a bit differently
but only in these ways:
• You receive 2 Action Points, not 0.
• You never receive the Lull Turn “discount” for
normal Actions. That is, normal (e.g., Rest) Actions
reduced in cost to only 1 Action Point during a
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Lull Turn always cost 2 Action Points during a Lull Turn while Nemo’s Motive is Adventure. Other events that reduce their cost to only 1 Action Point during a Lull Turn, such as The Grecian Archipelago or The South Pole, still apply normally.
• You also place 1 Adventure token (if possible), face down, in the doubles Ocean. If that Ocean already has a face down Adventure token in it, place it in an adjacent Ocean that does not have one; if there is no such Ocean, do not place that Adventure token.
• These changes notwithstanding, it is still a Lull Turn; conduct all other aspects of it normally.
2. The High Seas: There are 9 Adventure tokens for this motive.
• To reveal an Adventure token, the Nautilus must be at that Ocean and perform a successful Search Action – this also entitles you to collect Treasure token(s) if there is a Treasure Available gemstone there. This is a “search for adventure.”
• Once revealed, place that Adventure token in its specified Ocean regardless of the presence or absence of other tokens there.
• To claim an Adventure token, move the Nautilus to the Ocean with that revealed Adventure token and either: 1) Perform a successful Attack Action, OR 2) Conduct an Adventure Action there; afterward, also collect that revealed Adventure token as a bonus reward. Consider it a “Retain” Treasure token; i.e., you have the option to discard it (“X”) for an excellent benefit or score it at the end for both of its point categories.
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ADVENTURE EPILOGUES
Defeat: Tales of Nemo’s adventures are not widely circulated and lack sufficient credibility to be believable. Years after the Nautilus’ voyage, the dusty busts of her Captain grow cobwebs in the attics of private collectors and some small cliques of “Nemo-ite” enthusiasts.
Failure: The life of Captain Nemo grows in the telling as a cautionary tale of imbalance and instability. It is recited as an occasional bedtime story to children seeking to run away in search of adventure and is referenced in college lectures about the importance of adhering to the established order and thriving in your obscurity within it.
Inconsequential: People remark that Captain Nemo was a man for his age but give much of the credit for his successes to the machine he piloted rather than the pilot itself. In mock tribute to his global escapades, future generations would inscribe their variations of “Nemo was here” in every obscure corner of nature or machine. Certainly, Captain Nemo garnered a legacy, just not one of greatness.
Success: A tomb rises up at the head of an estuary on Cuba’s shores reading “NEMO ‘All Should Be Revealed,’” the dying words of the great man about whom so much has been written and whose legacy grows in the retelling. Societies, foundations, scholarships, and innumerable works of history, science, and fiction all bear Nemo’s name, recalling the wonders of how the world has improved for his adventures aboard his legendary submersible ship, the Nautilus.
Triumph: Like Alexander, Caesar, and Napoleon, another Great Captain has risen to have an age of history named in his honor. During the Age of Nemo, his restless spirit possessed many to claim the entire world as their birthright. Nemo and his devotees forged paths to the world’s many dark corners. The light of
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this age showcased Nemo’s great purpose of raising up the weak and oppressed so all could live better lives as brothers and sisters. Transforming not merely human history but humanity itself, the borders of nations blurred for a long while in the Great Age of Nemo.
HUMANIST
Captain Nemo turns some of his rage into gruff compassion for the oppressed masses. His crusade to raise up the weak conflicts with his desire to wear down the haughty as he continues to confront the Imperialists. Powerful, small-minded mediocrities discount his motive and seek to destroy his reputation as he ventures his goodwill and diplomacy to right the world’s wrongs.
Setup: Treat this Motive as Science when setting up and when else it matters.
Starting Nautilus Upgrade available: Hospital Machines (4); new, included with this Expansion Pack. It costs you 4 Resources to purchase it at start!
Notoriety Defeat = 36 (Explore)
Special HUMANIST Motive Rules:
1. Deeds not Words: While Nemo’s Motive is Humanist, during the Action Phase (only!), triple all Notoriety gains. Use caution when initiating Attack and Adventure Actions!
2. Motive Change: When changing to or from this Motive at the beginning of Act III, return all the cubes on Land spaces to their available box. In other words, cube placement becomes a complete, last-Act do-over.
Goodwill Missions: Think of your Incite Actions as now Goodwill Actions with identical effects.
Special Diplomacy Attack Rules (courtesy of having Hospital Machines):
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1. Treat Hospital Machines like Steam Torpedoes in all ways, except a Diplomacy Attack differs from a Torpedo Attack thus:
A. For each Warship’s Attack against the Nautilus, apply the usual DRMS, but instead, roll 3d6 and choose which two to use to resolve their Attack. They still shoot first and respect your Truce Flag later, but at least they are more likely to be curious!
B. Apply Diplomacy Attack failures exactly as you would Torpedo Attack failures.
C. If your Diplomacy (Torpedo) Attack succeeds (i.e., you Parley), your options are to:
• Further Diplomatic Relations: Place that Ship token in the correct space on the Tonnage track, rotating it 180 degrees (i.e., so it is “upside down”). Ignore any Notoriety increase from that Ship token (i.e., it has a 0 Notoriety) as it is not sunk. Do not collect any immediate additional benefits from that ship (e.g., Treasure, Crew, Nemo, etc.; end-of-game scoring benefits such as Science and Wonder do still apply). See Scoring, below.
• Create a Diplomatic Incident: Place that Ship token on the Salvage Track normally (i.e., do not rotate it, and suffer this motive’s triple Notoriety gain), OR
• Gather Support for Your Good Intentions: Discard that Ship token, ignoring its Notoriety gain (consider it a 0) and place one Goodwill cube in the Nautilus’ Ocean, if able.
2. Reputation Mending: “Honorable” Motives (i.e., Science, Explore, Adventure, and Humanist) with Hospital Machines may, at any time, return 1 cube from any Land space to its available box to “repair”
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the Diplomacy Attack marker from its 1d6 side
back to its 2d6 side.
3. Scoring: When scoring, the rotated (i.e., upside
down) ships on the Tonnage track are neither
sunken “Warships” nor “Non-Warships,” but are
instead still-floating “Relations Ships.”
• All Ship tokens on the Tonnage track contribute
to your Scouring the Seas bonus points at
the top of each column on the Tonnage track,
although this is now “Securing” the Seas (instead of
Scouring). This involves a combination of navigation
treaties and enforcement, with new column headings
representing the success of your naval treaties reading:
Bending (8), Recognition (12), Consent (17),
Compliance (23), Deference (30), and Honor (40).
• Relations Ships score 1 Securing (Scouring)
VP per different Nationality type among your
Relations Ships (i.e., check their flags and score
1 VP for each different one).
• Relations Ships also score +1 Securing
(Scouring) VP each IF you decline to score
any of the individual Warship and Non-Warship
VPs from the Tonnage track. You still earn
Ship VPs normally from other sources
(e.g., Adventure cards).
HUMANIST EPILOGUES
Defeat: The earth remains ruled by the violent use
of force. Arrogant nationalists bent on Imperial
aggrandizement have thwarted Captain Nemo’s
benevolence at every turn. After a year’s hard trying
to shape a better world, a melancholy Captain
Nemo commiserated with a Christian missionary he
encountered, notably remarking that “Even Jesus didn’t
tell us what to do after both cheeks were slapped.”
Disgusted with humanity’s prospects, he prepared for
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battle in the coming year – a war he never launched.
Rumors of his demise abound, but nothing has firmly
tied Captain Nemo and his consular ship, the Nautilus,
to any known event since.
Failure: Rebuke upon rebuke by peoples, nations, and
empires have dangerously embittered Captain Nemo.
Word precedes him as the world’s press drives up
newspaper sales by distorting his story with headlines
screaming: “Nemo: Threat or Menace?” We lived aboard
the Nautilus for several months into the second year of
our voyage, returning on the tide to the rock-bound
shores of Maine in the United States one moonless
night. I have since quested to correct the record and
rehabilitate the reputation of Captain Nemo and the
wonders of the Nautilus by writing books, articles,
and lecturing throughout the world, but with no real
success. Obscurity in damnation is, tragically, the only
reward of this great man.
Inconsequential: After making headway among the
world’s ancient and emerging regimes, Captain Nemo
began leaving his mark as a noted benevolent influence.
Many people came to admire the tangible results of his
efforts; so many, in fact, that the Earth’s powers came to
fear his popularity and “mad” agitators. In a disgraceful
conspiracy, the Great Powers arranged a secret meeting
hosted by The Falkland Islands Company at Port
Stanley to discuss the quiet assassination of this feared
aquatic messiah. They invited the Nautilus into a trap
around Cape Horn where Captain Nemo ended the
battle by lashing himself to his sinking ship and dying
a martyr’s death. Sadly, today, Captain Nemo’s tale is
scarcely told and little remembered.
Success: Unlike the great philanthropists his name is
spoken alongside of, Captain Nemo was not a Robber
Baron from the Gilded Age attempting to mend his
reputation before meeting his maker. His heaven was
traveling under the stars in the Nautilus and spreading
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the gospel of humanism, quiet courage, and self-reliance. Easing much of the world’s suffering through his direct, focused contact and spending the ocean’s abundant wealth, many joined his cause and protected his reputation from the small-minded jealousies residing under the crowns and top hats of political mediocrities. Medical and social sciences flourished under Nemo’s direction, with many new colleges and museums bearing his name. With great optimism, the world leaped upward into the twentieth century.
Triumph: Not since the Sea Peoples closed the epoch of Bronze Age civilization has something from the oceans had such an impact upon human history.
In contrast to the barbaric destroyers of 3,000 years ago, under Captain Nemo the hands offered from the oceans reached out with benevolence, offering up the water’s bounty in food, energy, and treasure to bring light to the darkest coastlines of the world. Captain Nemo became a teacher at sea, constructing several small flotillas of nautical classrooms and laboratories (he dubbed them his “schools of fish”) where he created many acolytes. They have since become his missionaries who tied the bonds of humanity to personal acts; rising up neighbors, and making everyone “citizens of the world,” one adherent at a time. Although the onslaught of socialism all but destroyed his legacy, the stoic humanism of Captain Nemo remains parallel in history to other great teachers: Buddha, Confucius, Socrates, Sun Tzu, and Jesus.
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