Nemos War Ultimate Edition

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Nemo’s War: The Ultimate Edition is an adventure game of underwater exploration and combat in the Age of Imperialism, circa 1870. Play as Captain Nemo, the commander of the magnificent Nautilus, or as his numerous Imperialist foes. Brave the hazards of the deep, find mysterious treasures, combat vessels of all nations, chronicle amazing wonders, and travel the globe for knowledge and vengeance--your quest knows no bounds. Combining the base game and all expansion content, experience everything Nemo’s War has to offer. Play solitaire, cooperatively, or competitively; the choice is yours!


Includes 58 new cards from the Journeys End Expansion!

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How will the world remember your voyage?

Nemo's War is an immersively thematic strategy experience. Assume the3 role of Captain Nemo and set sail circa 1870 in the famed Nautilus submarine!

Search the oceans and littoral lands, find mysterious treasures, combat vessels of all nations, brave the hazards of the seas, behold and chronicle amazing wonders, and travel around the world in your quest for knowledge, adventure, and vengeance. Carve out your own 20,000 Leagues Under the Seas!

This Ultimate edition includes all of the Nemo's War expansion content, including the new Journey's End expansion. Enrich your journey on the deadly seas with new Adventures, new Upgrades for the Nautilus, a new 2-player versus mode, and two additional miniatures, all integrated into one box and one set of rules.


Nemo's War: 2nd Edition by The Secret Cabal Gaming Podcast

Thematically this game is freakin' awesome...I've played this game four and a half times now, [and it] is quickly becoming, I believe, one of my favorite games of all time...It's just awesome in every single way. ... Those motives are probably the most genius way of changing a gameplay kind of style that I've ever seen in any board game ever.

Alone Beneath the Sea by Space-Biff

For many solo gamers, Nemo’s War is one of the finest options out there. It’s easily the prettiest thing Victory Point Games has ever offered, if that matters to you. From the feel of the draw bags and the weightiness of the ship tokens to the crispness of the board’s visual design, there’s very little to complain about. ... Far more importantly, this is one of those rare dice games that never fails to excite, weaving a narrative that’s both gripping and ever so slightly somber, the tale of a man raging against the callous march of industrial progress. ... Its sensibilities are roguelike in nature — it’s tough, capricious, likely to end in failure, and each attempt presents new challenges, ships, and likelihoods of disaster. It isn’t a game you’ll win often, and its “triumph” score may elude you for many dozens of plays.

And, shipmate, is it fantastic. It’s rare enough for a solo game to receive such a loving treatment. Snap it up.

Contents & Credits


1 Game board, 163 cards, 16 acrylic gems, 12 wooden cubes, 5 six-sided dice, 1 Nautilus plastic miniature, 2 Imperialist squadron miniatures, 3 custom wooden markers, 72 ship tokens, 7 Character resource tiles, 73 treasure tokens, 2 cloth bags, various cardboard playing tokens, 1 rulebook, 1 setup, and epilogues book.



Chris Taylor with Alan Emrich
Documentation and Game System Development: Alan Emrich
Graphic Design and Illustration: Ian O'Toole
Playtesting: Stig Morten Breiland, Vince DeNardo, Wes Erni (Mathemagician), Taylor Flynn, Kevin Fortuna, Nathan Hansen, Joanne Powers, Petra Schlunk, John Smales, Zach VandeKamp, Ian Wakeham
Proofreading: Scott Bowen, Linda Dailey Paulson, Rodolphe Duhil, Avalon Emrich, Mike Holzman, Lines Hutter, Simon King, Hans Korting, John LaFief, Noelle Le Bienvenu, Russell Martin, Mo Mozzone, Sam Oppenheim, Rick Partin, Matthew Roskam, Ludovic Russo, Paul Scholey, Daan Spitael, Leigh Toms, Emanuele Vicentini, Ian Wakeham, Karen Wolterman


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