A Nemo's War (2nd ed) Scoring Proposal
Kevin S-D
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[UPDATE: The system outlined below has been assembled into a downloadable file available here. Please post any questions, comments, critiques, or corrections on the file page.]

Do you like counting chits, examining them with the purpose of tallying details? Do you like checking other people’s math work? Do you like ASCII-art informational tables? If you answered “yes” to any of these questions, this is a GeekList for you! Just scroll on down (and keep scrolling, and keep scrolling, and…) and enjoy!


GENERAL INTRODUCTION


I’m working on a hybrid dynamic/endgame scoring system for Nemo’s War (Second Edition) that will utilize a physical, soroban-influenced score tracker akin to the one found here. The actual construction of the score tracker will start at some undetermined time in the future. (I’ve several irons in the fire, including having recently moved across the country and about to start a new job.)

The purpose of this GeekList is to invite folks to check my proposed scoring methods and my math. I've opted to do this as a GeekList rather than a Forum thread for the sake of formatting, breaking down my proposal into several speed bumps of text (instead of a single massive wall of text).

Proposal for and discussion of the physical object will get its own thread later.

So if you see a mistake anywhere below, please do let me know in a response! And thank you in advance for checking this out!


A CONTEXT CAVEAT

This post is being written in mid-July 2017 and reflects the base game only of Nemo’s War (Second Edition). As of this writing, there has been an official announcement of possible “Booster Pack” expansions. All of the number-crunching gone through below does NOT account for these expansions.
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1. Board Game: Nemo's War (second edition) [Average Rating:8.19 Overall Rank:617]
Kevin S-D
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GENERAL SCORING OUTLINE

As mentioned above, the scoring system I’m working on will be a mix of both dynamic and endgame scoring. Dynamic elements will be scored as the game progresses. Endgame elements will be scored only after the game finishes. The number of several dynamic elements and some of the endgame elements will be tracked throughout the game, with separate tallies of dynamically-scored elements worth zero points and those worth more than zero points also being kept where needed.

Using Warships Sunk as an example of a dynamic element: If 5 zero-point Warships and 6 non-zero-point Warships (each worth 2 points) are on the Tonnage Track, the zero-point Warships tally will show 5, the non-zero-point Warships tally will show 6, and the overall score will include the points gained by the Warships as modified by the current Motive (12 points for Science and Anti-Imperialism, 6 points for Explore, 24 points for War!).

Dynamically scored elements are:
- Warships Sunk
- Non-warships Sunk
- Adventure Cards
- Treasures
- Surviving Characters

Endgame scored elements are:
- Liberation
- Science Discovered (dynamically tallied, but not scored until end of game)
- Wonders Seen (dynamically tallied, but not scored until end of game)
- Ship Resources Penalty
- Scouring the Seas
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2. Board Game: Counting Fun [Average Rating:6.16 Unranked]
Kevin S-D
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TOKEN COUNTS AND MAXIMUM NUMBERS

The following is broken down by scoring element, in the order they are presented in the rulebook. If I've miscounted anything, please do let me know!


Warships Sunk:
Max # of zero-pointers possible: 16 (due to some double-siders)
Max # possible (all values) on Tonnage Track: 36

Non-Warships Sunk:
Max # of zero-pointers possible: 3
Max # possible (all values) on Tonnage Track: 30

Adventure Cards:
# of zero-pointers: 13
Max # of non-zero-pointers in one game: 23

Treasure:
# of zero-pointers: 1
Total available:41

Liberation:
Max # possible: 12

Science Discovered:
Max score amount: 20

Wonders Seen:
Max score amount: 22
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3. Board Game: Tabula [Average Rating:5.59 Overall Rank:11809]
Kevin S-D
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ACT THREE CONVERSION TABLES

With the option to change one’s Motive at the beginning of Act Three, it might become necessary to change the scoring of several of the elements in the game. This includes a number of elements that have been scored dynamically up to this point.

The following charts aid in converting the current score to reflect the change in Motive. To use these tables, the Motive that was chosen at the beginning of the game is the top left header of the table. Column headers in the tables indicated the Motive that will be the new motive. Columns underneath these headers indicate the changes to be be made to the current score.

In a cell where there are both bracketed and unbracketed numbers, the bracketed number indicates how to change the score for each item worth zero points and the unbracketed number indicates how to change the score for all other items. In a cell with only an unbracketed number, the indicates how to change the score for all items.

Some examples from the SCIENCE table immediately below. In all the examples, there are 5 zero-point warships on the Tonnage Track and 6 non-zero-point Warships on the Tonnage Track. The points for the Warships have already been included in the overall score:

1. Going from Science to Explore; calculating Warships sunk
- No change to the score for the 5 zero-point Warships
- Take 6 points away from the overall score for the non-zero-point Warships. (-1 for each)

2. Going from Science to Anti-Imperialism
- No change to the overall score at all. (Change of 0 for all Warships)

3. Going from Science to War!
- Add 22 points to the overall score (+2 for each Non-Warship and for each Warship)



SCIENCE - - - - - - - - - - - - - -
\ \ \
\ \ \
| EXPLORE | ANTI-IMP | WAR! |
- - - - - - - - - - - - - - - - - - - - - -
Warship | [0] -1 | 0 | +2 |
- - - - - - - - - - - - - - - - - - - - - -
Non-Warship | [0] +1 | [+2] +3 | [0] +1 |
- - - - - - - - - - - - - - - - - - - - - -
Adventure | -1 | -1 | [-1] -2 |
- - - - - - - - - - - - - - - - - - - - - -
Treasure | +1 | [0] -1 | 0 |
- - - - - - - - - - - - - - - - - - - - - -



EXPLORE - - - - - - - - - - - - - -
\ \ \
\ \ \
| SCIENCE | ANTI-IMP | WAR! |
- - - - - - - - - - - - - - - - - - - - - -
Warship | [0] +1 | [0] +1 | [+2] +3 |
- - - - - - - - - - - - - - - - - - - - - -
Non-Warship | [0] -1 | +2 | 0 |
- - - - - - - - - - - - - - - - - - - - - -
Adventure | +1 | 0 | [0] -1 |
- - - - - - - - - - - - - - - - - - - - - -
Treasure | -1 | [-1] -2 | -1 |
- - - - - - - - - - - - - - - - - - - - - -



ANTI-IMP - - - - - - - - - - - - -
\ \ \
\ \ \
| SCIENCE | EXPLORE | WAR! |
- - - - - - - - - - - - - - - - - - - - -
Warship | 0 | [0] -1 | +2 |
- - - - - - - - - - - - - - - - - - - - -
Non-Warship | [-2] -3 | -2 | -2 |
- - - - - - - - - - - - - - - - - - - - -
Adventure | +1 | 0 | [0] -1 |
- - - - - - - - - - - - - - - - - - - - -
Treasure | +1 | [+1] +2 | [0] +1 |
- - - - - - - - - - - - - - - - - - - - -



WAR! - - - - - - - - - - - - - - -
\ \ \
\ \ \
| SCIENCE | EXPLORE | ANTI-IMP |
- - - - - - - - - - - - - - - - - - - - - -
Warship | -2 | [-2] -3 | -2 |
- - - - - - - - - - - - - - - - - - - - - -
Non-Warship | [0] -1 | 0 | +2 |
- - - - - - - - - - - - - - - - - - - - - -
Adventure | [+1] +2 | [0] +1 | [0] +1 |
- - - - - - - - - - - - - - - - - - - - - -
Treasure | 0 | +1 | [0] -1 |
- - - - - - - - - - - - - - - - - - - - - -

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4. Board Game: Flow [Average Rating:0.00 Unranked]
Kevin S-D
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PUTTING IT ALL TOGETHER

What follows is a rough outline of how to put all the above pieces together. This is an overall view of how scoring will work when setting up, going through, and ending the game.

The things that will be recorded on the imagined, multi-compartment soroban are the following:
- number of zero-point Warships in Tonnage Track
- number of non-zero-point Warships in Tonnage Track
- number of zero-point Non-Warships in Tonnage Track
- number of non-zero-point Non-Warships in Tonnage Track
- number of zero-point Adventure cards passed
- number of non-zero-point Adventure cards passed
- number of zero-point Treasures in Collected Treasures area
- number of non-zero-point Treasures in Collected Treasures area
- number of Science VPs in play
- number of Wonder VPs in play
- the current score


Setting-Up:

- Add to the current score all Surviving Character points (CREW Ship Resource points and Character points).
- Tally all Science VPs in play (HULL Ship Resource points, Professor Aronnax, any applicable Nautilus Upgrades in Tableau). These are NOT added to the current score.
- Tally all Wonders VPs in play (NEMO Ship Resource points, "Arcane Library" Nautilus Upgrade if in Tableau. These are NOT added to the current score.


During Game Play:

As play progresses, keep a tally of all scoring elements listed above. For example, for each ship added to the Tonnage Track, add just one tally per ship, regardless of how many points it is worth. Do be mindful of the separate tallies for zero-point and non-zero-point items.

Add to the current score any points gained though Warships, Non-Warships, passed Adventures, obtained Nautilus Upgrades, and Treasures. Do modify these points as indicated by the current Motive. For example, add 2 points to the value of each Warship added to the Tonnage Track when using the War! Motive.

Subtract points from the current score whenever points are lost. This can happen when:
- Surviving Character points are lost on the CREW Ship Resources track
- Characters are sacrificed (N.B. loss of Professor Aronnax also loses one Science tally)
- Treasures are used as DRMs

[A note about treasures: I would advise not scoring any Retain Treasures until the very end of the game, but I leave that to the player.]

Reduce the tallies for Science and Wonder when applicable, such as when points are lost on the NEMO or HULL Ship Resources tracks, or when Professor Aronnax is sacrificed.


The Act Three Motive Decision:

If the player chooses NOT to change the Motive at the beginning of Act Three, then proceed with gameplay until the game's end.

If the player chooses to change the Motive at the beginning of Act Three, then the player will need to adjust the current score by consulting the appropriate conversion table (see previous GeekList entry) to see which of the following scoring elements change (i.e. do not have just a 0 in the designated cell): Warship, Non-Warship, Adventure, Treasure.

Adjust the current score as needed by the method outlined previously (again, see previous GeekList entry).

Once that is done, proceed with gameplay until game's end.


Endgame Scoring:

When the Finale card has been resolved and the current score has been adjusted for it, go through the following steps:
- Resolve all Retain Treasures, modifying any tallies and the current score as needed.
- Calculate Liberation VP as per rulebook. Add this to current score.
- Multiply Science tally by Motive modifier. Add this result to current score.
- Multiply Wonder tally by Motive modifier. Add this result to current score.
- Surviving Characters have already been accounted for. Proceed to next step.
- Determine Scouring the Seas VPs as per rulebook. Add this to current score.
- Apply any Ship Resources penalties to the current score.

Congratulations! You now have your final score! I hope you did better than I usually do!
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