Note:ere is one exception to this rule: the Diver card of value 1 (with
a crab on it) always wins against the card of value 14, and only against
that card.
Once gained, the Domain cards are placed in a face-down pile
in front of each player, together with any cards won during pre-
vious rounds. is pile can be consulted at any time by its
owner.
If the draw pile of Domain cards is empty, see End of Game and
Scoring. Otherwise the Nemo token is given to the opponent
and 5 new Domaincards are placed face-up on the game board.
e used Diver cards are returned to the corresponding draw
pile, which is shued again. e special cards drawn at the be-
ginning of the round are set aside, whether they've been used
or not. A new round can then begin.
Note: At the end of the 3rd round, reshue the draw pile of special
cards by shuing together the special cards previously played and dis-
carded.
e game ends at the end of the 6th round, when the pile of
Domain cards is empty.
Each player takes the pile of Domaincards won during the game.
In each of the 5 domains (Science, Exploration, Navigation,
Engineering, War), the players will compare their totals: two
stars are worth 2 points, one star is worth 1 point,
an ink blot removes 1 point from the concerned domain.
e player with the highest points score in a domain wins that
domain. e player who wins most domains wins the game.
End of Game and Scoring
e Kraken is considered to be a Diver card of value
15. is card is played in the place and in the same way
as a Diver card.
e Fishbone is considered to be a Divercard of value
0. is card is played in the place and in the same way
as a Diver card.
e Anchor is played when a Diver card is played, on
that card or another Diver card already in play. e
Anchor prevents any movement action on the
targeted card.
Starting with the rst player of the round, the following cards
must be played before the playing of Diver cards begins:
e Eye allows you to look at the Diver cards in your
opponent's hand in order to anticipate their moves.
e Diving Module allows you to draw two extra
Diver cards, to keep one in your hand and return the
other, face-down on top of the pile of Diver cards.
The Harpoon allows you to randomly draw a Diver
card from the hand of your opponent and exchange it
with one of yours if the card you've picked satises you.
Otherwise, return the drawn card to your opponent.
e Special Cards
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