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Nemo Rising: Robur the Conqueror is a co-operative board game that follows the new adventures of Captain Nemo and the crew of the Nautilus, as reintroduced by C. Courtney Joyner in his novel, Nemo Rising. The game allows 1-4 players to assume the roles of the protagonists of the series — Captain Nemo, Sara Duncan, Adam Fulmer, or Ulysses S. Grant — as they explore new worlds, overcome dangerous obstacles, and complete challenging missions.
As you and your fellow players work together, you can choose to explore one of two scenarios. The first scenario is the Undersea Grotto, in which you must venture outside the Nautilus to gather supplies while avoiding sea hydras, deep sea scavengers, and the mechanical Kraken. The second scenario is the majestic City in the Sky, in which you must thwart Robur the Conqueror and his army of foot soldiers, war dogs, and steam-powered creations. Special action cards and customized dice allow you to attempt dangerous tasks and overcome powerful enemies in order to save the world.
—description from the publisher
Ages | 14+ |
---|---|
Players | Solo, 2 Players, 3 Players, 4 Players |
Play Time | 30m – 60m |
Designer | Andrew Parks, Matthew Cattron |
Mechanics | Action Points, Cooperative Game |
Theme | Novel-based, Adventure |
Publisher | WizKids |
peakhope
"Gateway-level adventure-themed euro co-op. Quick play and simple rules (once you digest the rulebook). Has some roll-to-resolve randomness, but there are plenty of decisions too. " What I like: - Good setup variability, with random missions and board layout - I like the goal of completing 2 missions and securing 4 locations - Theming is fun - The Clue-like board layout should be welcoming to casual gamers What I don't like: - 6 actions can be a bit tough to track at times - Many tasks require a good die roll to succeed - Some character powers seem stronger than others - More characters would greatly help with variability The rulebook is organized in a way that makes the game harder to learn than it should be, and also isn't great as a reference. It's not bad ... just has room for improvement. The components seem pretty good, although my board was a bit warped when I opened the box. I would put the weight above Forbidden Island but below Pandemic. NR has a bit higher complexity-to-depth ratio than either of those. It's a bit more in the direction of "fun romp". Rating of 8 is based on 2 solo plays. It's a strong 8, and could go up.
charlest
A solid sort of gateway+ game in the same weight range as Pandemic. This is more of an adventure game, and I do think there are plenty of little twists, but it's also not substantial or interesting enough to really light a fire in a hobbyist. I would certainly enjoy playing this with the target market, but for a group of experienced cardboard enthusiasts, I'm not sure there's much here to really get you going. That said, I think the AI system is great, the exploration is very solid, and the action card selection mechanism is slick. I also really dig the emergent scenario mechanism where a scenario is built from randomized objectives and setups - this is reminiscent of Andrew Parks' Marvel Strike Teams, although it's handled with a lighter touch here.
Massimo982
I like 20 000 leagues,so this game is something that gives me nice time....no complexity too much,but good time for me.