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Nemesis 2.0
90m - 180m
1 - 5 Players
Ages 12+
The Campaign/Battle Card Driven mechanic is a relatively recent development in war games that focuses the players' actions on cards they have in their hand. The very basic idea is that performing a single action uses a single card. Games where cards are used to determine the outcome of battles do not use this mechanic.
Campaign / Battle Card Driven
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
Player elimination occurs in multiple-player games (>2) when a player can be eliminated from the game and play continues without the eliminated player.
Player Elimination
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Horror
Miniatures
120.00
€
110.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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2d20
Rating likely to rise with more experience in the game. First play was excruciatingly long! I like the theme but I don't think the play style is the perfect fit for me but would be open to try it again!
aeonphreak
Essentially entirely luck based. Very difficult to mitigate all the luck in the game even with effective decision making. You can play smart and still get screwed by luck. With that being said, the game oozes theme, so if you don't mind all the game mechanisms engulfed with luck, you'll enjoy this.
Alan Stern
Wow! This one is awesome! It's Alien but in a board game AND IT WORKS! The tension ratchets up as the game progresses. You get these BIG, unexpected cinematic moments. It feels very tight and the semi-coop is real! Wow! FIRST BIG CINEMATIC: From some unlucky noise, two crew members attracted the attention of an adult and The Queen. They killed the adult before running from the Queen. She eventually moved into the Generator room (I think). Then Rob noticed she was in a yellow room and he hatched a plan to open the airlock. He succeeded and laughed gleefully as she was sucked into outer space. SECOND BIG CINEMATIC: The Soldier explored a room that turned out to have a larva (from noise). He ran out of actions (lesson: never explore a room with your last action of the round) and the larva attached itself to him (Event phase: intruders attack). He then immediately succumbed to the infection and a creeper burst from his chest (Event card, first crew death). Next round, someone ran from the creeper and, as it attacked the fleeing crew member, it suddenly transformed into a breeder! (Intruder Attack Card: Transformation) We just stared and I silently mouthed "Oh my g-d." THIRD (SMALL) CINEMATIC: We tried to scare an intruder from our room by using a fire extinguisher. It ran head first into a door (the only blocked exit). Great. It's funny how you don't really need any extra scaling from 2-5 players. The extra noise, particularly from the intruder draw during the Event phase, really does balance out. By the end, the entire ship was covered in noise. We knew that every movement would attract attention. It was far too much for us to fight off as our ammo was all but gone. So cool! We had someone die to an event, someone die to a vicious attack, someone succumb to infection after fleeing in an escape pod. It was awesome! The only suggestion I have - play pure coop for the first play. We did a 5p semi-coop which we essentially played as coop. It worked and was fun, but we really were helping one another out (for the most part) if and when we could. I think my future plays, unless the group wants the potential backstabbing, will be coop. I didn't even mention the production value. I have an all-in KS with sundrop and wow is it good! The art is great. The sculpts are fantastic. The sundrop is wonderful. The KS plastic bits (fire, noise, card holders) are sweet. All around, just incredibly well done! While I'm here, my favorite mechanic of the game (besides noise attracting intruder attention) is the draw bag. It represents the aliens hiding in the Technical Corridors. When an intruder pops out (attracted by the noise you're making), you draw a chit from the bag to see who it is and keep the chit out (that intruder is no longer in the Technical Corridors, it's on the main floor of the ship). If an intruder retreats into the Technical Corridors, the chit goes back into the bag. If an intruder is killed, its chit stays removed from the bag (it can go back in from other effects where the population changes or grows). It's such a nice way of representing a key thematic element - the ship is infested and you never know whose attention you will attract with your noise. One criticism: The game was long at 5 players (around 4 hours until the last two of us gave up). I'll have to see what a 3p or 4p coop clocks in at. I am so glad I got this one and went all-in. Just a wonderful game! Rating may go up (9 --> 10) after additional plays, particularly coop plays.