Original publication on boardgamegeek.
Waters of Nereus has a little of everything: worker placement, engine building, resource management, multiple paths to victory, and Beth Sobel’s artwork and Steve Finn’s design. It’s also the first game (I think) from Dr. Finn’s Games with a 60-90 minute playtime. Given that he’s known more for shorter, filler games, that’s an ambitious change. It pays off nicely. It’s not just that there’s a lot to like in Waters of Nereus, it’s that it catches my imagination.
Before going any further: I’m fairly biased in that I enjoy almost everything I’ve played from Steve Finn, but this is the first time I’ve even considered writing a few hundred words about it.
The look: Two things stand out to me here: the artwork, which includes 7 distinct character cards for each of the four players, and the boards. Each are well designed. The other components don’t stand out, but they’re perfectly fine. The coins are well sized, the cards and boards have a good finish. I’m enjoying seeing how Dr. Finn’s ongoing success has allowed him to provide higher quality components. Compare the coins in this game to the wooden crates from Gunrunners, where it’s hard to tell the sizes apart.
Big kudos to Dr. Finn for focusing on accessibility for this game, providing a complete extra set of tokens for people with color blindness, and also using the back side of the player board to use letters to distinguish colors. Kudos, I’m sure, also go to the graphic designer, Sebastian Koziner, who I’m sure had a part in that.
So it will seem pedantic to nit about that, but the player markers and ships aren’t distinguished by color. I’m not expecting Scythe-like individuality, I’m only noticing the absence.
The gameplay: As I said, it’s got a bit of everything I like.
It has worker placement, by choosing from a variety of actions to take on a turn. The longer you wait to claim an action, the worse your options become. Every action has a value and cost that comes from lost opportunity.
It has engine building: by focusing on paying off members of your crew, they’ll do more for you.
It has multiple paths to victory: one game I focused on the treasure chest for big rewards, and another game I focused on acquiring vital crew bonuses by day two, and then executing those cards as much as I could.
The crewmember variety is one of this game’s best strengths, and gives you room to combine their options into attractive combinations. Of all the crew, the Boatswain is probably the least used – it’s not often you just want to shuffle your treasures, so it’s made more attractive with the point bonuses. (incidentally, it’s pronounced bo’son, or, /ˈbōs(ə)n/. Thank you, Wifeberg.)
A two-player variant uses neutral third-player with peculiar movement rules, where you roll a six-sided die to determine the ship’s direction. But since ships can travel in eight directions, it means the ship can never move -45 degrees. I’ll probably use an eight-sided die, or maybe I’m looking for a reason to use the seven-sided die I just happened to get.
https://www.amazon.com/gamescience-opaque-white-dice-7-sided…
What was this about it captures your imagination?
This game doesn’t need any changes. It’s complete and good. But the board options the game presents makes me want to try a number of things, and also, pimp my set a bit.
I want pirate coins for this game. It’s not cheap, but options are out there https://www.ebay.com/p/Metal-Pirate-Treasure-Coins-Set-of-30… – maybe even the Scythe coins, https://www.thebrokentoken.com/scythe-metal-coins-80?utm_sou… though they’re a bit pricey.
The set-up for each round comes with drawing four of a set of six cards describing where treasures will be placed each day. While it’s more than sufficient for the game, I just want more.
I want stickers: four markers with the number ‘50’ on it, giving you a way to flip your scoring marker over once you’ve lapped the score board. It’s not critical — Carcassonne doesn’t have one and it’s one of the most successful games in the world. But Sagrada has it, and now I just want.
In the meantime such a sticker sheet could have small color letters to place on the player markers to address the minor accessibility issue I mention above, for color blindness.
The game does not allow you to attack your opponents, and that’s probably the right thing to do. And I’ve continued thinking about how to bolt on rules allowing you to take on a meaningful risk to try to steal treasures from your opponent’s hold. That idea seems to be waning, but that it’s been in my mind this long is a testament to how much I enjoy it.
More than anything I’ve been thinking about solo play. Steve published his rules for solo play warning people he didn’t think it was up to the quality he hoped for. It’s more of a puzzle than I’d like. Inspired by Patchwork Automa and some fan-made solo rules for Istanbul: The Dice Game, I’ve drawn and written a few card prototypes, and hope to focus on it this weekend.
What the game is not, and why it frustrates me, and why it doesn’t matter.
The game has some strategy, but hobbles its strategic depth. Most of this is manifested in the random nature of daily treasure placement. You have no idea where treasures will appear the next day, and even if you did, you wouldn’t know which treasures they were. This limits your daily choices toward maximizing your flexibility on further days.
Azul is pretty similar, you pull tiles from a bag, but in that case, the quantity and broad availability can still play in to an overall strategy.
And while the movement options are much improved over Sunset Over Water (still an excellent tight little game) and appropriate for a game of this size, I can’t help but feel it loses itself in the strategy. Why can a Captain only move one or two spaces? Why can’t a Pilot move diagonally? That’s a weird boat you got there, Cap’n.
So yes, this game isn’t Scythe. But it’s not trying to be Scythe, and even if it was Scythe, Wifeberg wouldn’t play it. And that’s why I didn’t consider mentioning this to begin with: if you want to play Scythe, go play it. But if you want to satisfy your lust for worker placement and engine building, I would be hard pressed to pick something else right now.

































