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Oooh a solo game? Excellent, I like a good solo game. Well usually. I can completely understand the opinions of those who don't appreciate solo gaming - at the end of the day, board gaming allows us to be social with each other and have good times. I'm all for that. But I live alone and sometimes I can't get to a game club or everyone else has got plans or kids (the one true enemy of social interaction - yeah I don't want kids, it shows)! So a solo variant or a true solo-only game has its place in my collection - lord knows I've banged on enough about Coffee Roaster in my time!
Now the more involved solo-only games I don't go for quite as often mainly because of the time sink and complexity. I like my LCG's, but they're quick to set up and get playing and are just highly enjoyable in general. But I've played games like the DVG range and they're just a bit too fiddly and over the top for my liking. Nemo's War had me a little worried at first because it reminded me of those kind of games - it looked complex and had a bunch of chits with a huge rulebook. But when I did my Top 10 Solo Games, many viewers asked me about Nemo's War so I felt I should give it a fair chance.
Designer: Chris Taylor
Publisher: Victory Point Games
Players: 1-4 (but best at 1)
Time: 60 - 120 Minutes
From the publisher:
Jules Verne’s classic novel Twenty Thousand Leagues Under the Seas tells the story of Captain Nemo and his astounding ship, the Nautilus. This second edition of Victory Point Games' popular solitaire offering from designer Chris Taylor has been greatly enhanced with mass-production printing and amazing Ian O'Toole art and graphics throughout.
With this supercharged second edition of Nemo's War, prepare yourself for the adventure of a lifetime!
NEMO NO MATES
Nemo’s War is predominantly a solo game for 1 player, but if you really want, you can turn it into a 2-4 player co-op and even a semi co-op. Now I've not tried the co-op versions, nor am I really fussed about doing so - pretty much everyone who has asked me to try this game out plays it solo and brought the matter up because of my Top 10 Solo Games list.
You take on the role of Jules Verne’s Captain Nemo as he commands his ship the Nautilus through the oceans of 1870. Through the game, the player will combat all kinds of hazards and creatures as well as fighting vessels of all nations who just seem to have something against you for some reason (I've never read the book so forgive me for any blatant confusions over the background). While staying in one piece, you'll also be finding treasures and new wonders in the oceans to further your quest for knowledge or in other words, collecting various tokens for victory points.
Your mission in Nemo’s War is simply to survive until the Finale card is drawn from the Adventure deck, an event deck with a built-in timer mechanism. Along the way, you’ll have the opportunity to upgrade the Nautilus, cause a few uprisings and sink enemy ships. . . . a LOT of enemy ships.
It sounds like a lot of choices, but your initial "motive" will dictate how much these various activities contribute to your final score. For example Exploration will reward you more for discovering wonders and new science advances, but Warfare wants you to go on a killing spree and sink as many ships as possible. Once the Finale card is drawn, you'll check your Victory Points against your original Motive (basically your goal for the game) and find out how well you've done based on a ranking chart.
VICTORY POINT GAMES 2.0
I was really apprehensive when I first opened up Nemo's War and glanced at the board, rulebook and tokens. It's a pretty bulky rulebook and I couldn't fathom (pun intended) what everything on the board was referring to or how I was ever going to learn this game. However things became clearer when I devoted the time to sit down, unbox everything carefully and work through the rulebook from start to finish for my first game without skipping pages or being distracted. I know you ideally should do this for every game, but you'd be surprised how quickly you pick up games without having to analyse every sentence in a rulebook after doing reviews for so long.
It looks like a busy board and there's certainly a lot of text in that rulebook, BUT if you take the time to read it and go at a slower pace, you find out that everything just clicks and the rulebook is actually really good. A lot of important rules are reconstructed on the board for reference. And the rulebook is laid out in logical steps with clear references to other sections, colour coding for difficulty amendments and pictorial examples galore in the sidebars. For a game that isn't light by any means and looks pretty complicated, this is one of the best rulebooks I have seen for getting you through it all - it just requires a clear head and some devoted "peace and quiet" time to absorb it all.
From a presentation standpoint, Nemo’s War isn't anything I would write home about, but it's still pretty good, especially considering this is from Victory Point Games, who aren't well known for their production quality - I still have Trieste with its subpar artwork in its 1990's-esque cardboard case. I know that the publisher has recently made some changes in its supply chain so they can now up their game on production quality - good to hear!
You do have to put up with a few cubes and a bunch of chits everywhere, but they're pretty sturdy and illustrated. The highlight is probably the artwork, which has remnants of light pastel blues and pencil drawings that all help to bring the theme out, courtesy of Ian 'O' Toole, who is better known for putting Eagle Gryphon Games in the spotlight for their beautiful heavy Euro's recently. If I have one complaint, it's that the bags for holding counters were Kickstarter Exclusives, yet you have to keep two sets in different bags for game purposes so you have to come up with some alternative and fair means - seriously don't make important components exclusive and you reviewers out there who didn't mention this in your articles, shame!!
WAS NEMO THIS BLOODTHIRSTY?
From a thematic standpoint, Nemo's War scores high marks, with all of the events that can occur being taken straight from the novel it's based on. Now that being said, I've not read 20,000 Leagues Under The Sea, nor do I have any prior background knowledge of the story behind Nemo and the Nautilus. This does mean that a lot of the references and theme are lost on me, however that doesn't detract from the fact that Nemo's War does tell an abridged story throughout your playthrough from prologue to epilogue, which will change dramatically each game depending on the composition of the Adventure deck and the Motive you chose to begin with. My story when on a voyage of exploration is fundamentally different from when I'm on a warpath. . . sort of!
Why only sort of? Well I found that the combat aspect kind of dominates your experience no matter what motive you use. As Nemo's War progresses you have to place more and more ships on the board and these are no slouch, you need resources and upgrades to stand a decent chance against a lot of the warships and you'll be lucky if you're getting a +2 bonus at best to handle them. But there's an auto-lose condition if the whole board fills up with warships so you can't ignore them entirely even if your Motive choice minimises the victory point gain for them. So even though I want to focus on finding treasure, I still have to spend a good 60-70% of my game, possibly more dealing with ships. Again I'm no expert on the lore, but did Nemo really have to sink so many ships? I feel like I'm not sure whether he's meant to be a good guy or not with the amount of cold blooded murder he's involved in. In my first game using the Explore motive, I was somewhat surprised at just how little actual "exploring" was done compared to multiple attack runs.
WE'LL LET FATE DECIDE
Players looking for a heavy strategic experience may want to look elsewhere. You have plenty of choices as to what you can do (albeit dominated heavily by the need to keep the ships down given that they enter the table quicker than you can physically despatch them), but there is a lot of dice chucking here. I mean A LOT! Now this is mitigated by several measures in place that modify your rolls, but you are going to have to accept that sometimes the dice just hate you and will muck up your chances to succeed, not something that is wanted when you've been playing for over 60-90 minutes, this isn't a short game by any means.
But you're throwing dice for combat, for incoming damage, for event card tests, for multiple different actions, for ship placement, even for how many actions you get on a turn. Mitigation only works so well and I'm not keen on any mechanic that says you only get to perform as many actions as the dice say you will. If you know this going in like I did, it's not a huge bugbear as it adds to the tension with your choices, but still I would have appreciated a bit more control at times or just a fixed set of actions per turn at the very least. Needing 3-4 actions to stand a hope in hell and having the dice give you 2 Lull turns in a row is pretty frustrating as you still have to place ships out, but you don't get to do anything!
There is an optional variant that you can include, but it looks pretty minor and I didn't bother with it. I like that you can change the difficulty of the game as well by tweaking some rules/setups and I certainly recommend that you start on the easiest mode. It won't be a cakewalk, but at least it's a bit more forgiving if the dice hate you. I actually found it more fun to play on Easy after my first Explore on Normal was still classed as "Failure" despite surviving to the end and having what I thought was a decent amount of high scoring tokens. I can't imagine ever wanting to play this on Hard mode with the amount of luck in this game so consider that an aspect of the game I'll never be using.
VERDICT ON NEMO'S WAR
This was a bit of a surprise for me. I had lowered expectations going in based on my lack of knowledge of the lore and the publisher track record. But after putting in that effort and patience at the start (and believe me you'll need it), it was definitely worth it. Firstly once you've studied that rulebook, everything begins to flow pretty smoothly with lots of reference aids present on the board to minimise the time spend consulting the book mid-game. Secondly, it looks like Victory Point Games has got back on par with production quality now that they have changed their business practices. Both aspects I was not expecting to be impressed by.
The story is a bit of a sidebar factor however, at least for me. The epilogue book is just a selection of single paragraphs, each being a slight variation from each other depending on motive and outcome. And if you've no experience with Nemo or 20,000 Leagues Under The Sea, none of the theme here, as fairly strong as it is, is going to draw you in. Given that this is not a short game by any means, I found myself rushing through the adventure cards rather than taking in the flavour text. And I've forgotten the last time I rolled dice so often in a game so you need to be comfortable with swings of luck deciding your fate at times, particularly in combat, which I felt dominated the experience a bit too much.
It's a solid design and production overall and I can see why Nemo's War is popular among solo gamers, hence the special request for me to review it. I'm glad I did and I'm going to hang on to this for a bit longer and see how it fares over time. I do wish I had more of an interest in Nemo's lore to really enjoy the theme, but I'll still be happy to set sail again some time soon.
PERSONAL RATING - 7
YOU WILL LIKE NEMO'S WAR IF:
You've read the book or are well versed in the lore of Nemo and want a thematic representation.
You enjoy solo games that tell a narrative story as you progress.
You like the variety that comes with choosing your style of play when you begin the game.
YOU WILL NOT LIKE NEMO's WAR IF:
You want a quick "pick up and play" solo game - you need to devote time to absorbing this one.
You have no interest or knowledge in the Nemo lore - the theme might fail to draw you in.
You feel it's far too random with the amount of dice chucking involved, despite the ways to mitigate it.
Bonus GG for being a detailed review that doesn’t link to a blog post “with added photos”!
Nice overview of the game, but like most reviews of Nemo's War, it evaluates the dominance of random factors prematurely (before extensive experience and "playing correctly" revise such initial opinions). It is true that you roll dice constantly in Nemo, but (carefully played) no die roll (or even series of die rolls) is likely to be decisive in itself -- and that let's the "law of large numbers" produce a game with only minor fluctuations on average (overall of course, in my 100 odd games played, I experienced three "snake-eyes" in a row once).
Once you "crack the code" of playing Nemo's War well (and I must repeat correctly -- a large number of players got a crucial rule wrong initially), you will find that those random fluctuations of dice necessary to create any real tension. There is such a "not obvious" amount of strategy to Nemo, that mastery will completely rewrite your opinion of the game's balance (literally, consistent Failure can be turned into consistent Triumph). I am not saying such metamorphosis is easy -- I have been playtesting the Second Edition off and on for over 4 years now -- but the perception that success in Nemo's War is dependent on players "surviving" a gauntlet of die tosses...is false (with experience).
Your overview lacks great detail (not a criticism...it's a review not a play-thru), but I can see the quoted "soft" Motive requirement of 60-70% of effort spent on combat, speaks to lack of efficiency -- I sink over twice as many ships playing War than I do in Science (targeting only revealed ships when "soft" is very important). The fact that you are not seeing a "heavy strategic experience" present in Nemo's War, worries me that you are not seeing the true nature of the Ship Placement procedure (or at least its overwhelming importance). This is the aspect that trips up many (most?) players initially -- the fact that you can "paint a Picasso" through careful deployment of your would-be tormentors, is an enormous aid to both short-term execution and long-term strategic planning. When needing to reveal a ship during the SPP, LOOKING at that ship BEFORE placement, is such an easily missed, yet hugely strategic aspect.
I have written oceans and oceans about the fine points of Nemo play over the last year and a half. Probably too much, as discovering all the layers and nuance of Nemo was one of the all-time "highs" in my 47 year wargaming experience. But this BGG site is full of "tips" if you wish -- from me as well as plenty of other experienced players. And some of them also echo your dislike of randomized action allowance -- one, "Chuft" has a card system that "smooths over" the total math perfectly. Personally, I like the challenge of trying to Triumph with bad luck as much as I like the challenge of reaching mythic VPs when having good luck. Of course the fact I enjoy the Nemo gameplay in general so much, probably contributes heavily in my "not caring" over such luck swings...certainly YMMV.
Seems to be a pretty fair review. Thank you. I think your thoughts on randomness/mitigation will evolve over time as you play more. It did for me.
- Last edited Sat Nov 17, 2018 9:43 pm (Total Number of Edits: 1)
- Posted Sat Nov 17, 2018 9:43 pm
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Solid review, Luke. The production of NW 2e blew me away and I was pleasantly surprised that almost everything you need to is on the board itself. It's a great gaming experience.
There is a lot of dice rolling though, and the "draw a card and deal with it or something bad happens" really drives this game. That could be divisive among players, and I agree with you mentioning it.
It took a few playthroughs for me to really feel that I was playing the game, instead of the game playing me. That learning curve could be frustrating and disappointing to gamers who don't want to put that much of an investment into a game.
I still enjoy the game a lot though. Everything in the game is about the theme; I love it. It will most definitely stay in my collection for a bit longer.
I do wish it came with scoring pads or have scoring pads be in one of the Kickstarters. There are some nice ones in the file section here on BGG, but it would have been nice to have been included in the base game.
Regarding the bags: I don't think they are really necessary. You can just use cups instead, which works just as well.