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Nemesis box art

Nemesis

Game ID: GID0224801
Game Info
Year
2018
Players
1-5
Age
14+
Playtime
2 min
Collection
Ratings
Expansions & Family
Nemesis: Space Cats Expansion Nemesis: Aftermath Exp
Mechanic profile
Percentile rank vs. all games
Vibe profile
How this game feels to play
Description

Playing Nemesis will take you into the heart of sci-fi survival horror in all its terror. A soldier fires blindly down a corridor, trying to stop the alien advance. A scientist races to find a solution in his makeshift lab. A traitor steals the last escape pod in the very last moment. Intruders you meet on the ship are not only reacting to the noise you make but also evolve as the time goes by. The longer the game takes, the stronger they become. During the game, you control one of the crew members with a unique set of skills, personal deck of cards, and individual starting equipment. These heroes cover all your basic SF horror needs. For example, the scientist is great with computers and research, but will have a hard time in combat. The soldier, on the other hand...

Nemesis is a semi-cooperative game in which you and your crewmates must survive on a ship infested with hostile organisms. To win the game, you have to complete one of the two objectives dealt to you at the start of the game and get back to Earth in one piece. You will find many obstacles on your way: swarms of Intruders (the name given to the alien organisms by the ship AI), the poor physical condition of the ship, agendas held by your fellow players, and sometimes just cruel fate.

The gameplay of Nemesis is designed to be full of climactic moments which, hopefully, you will find rewarding even when your best plans are ruined and your character meets a terrible fate.

Description

Playing Nemesis will take you into the heart of sci-fi survival horror in all its terror. A soldier fires blindly down a corridor, trying to stop the alien advance. A scientist races to find a solution in his makeshift lab. A traitor steals the last escape pod in the very last moment. Intruders you meet on the ship are not only reacting to the noise you make but also evolve as the time goes by. The longer the game takes, the stronger they become. During the game, you control one of the crew members with a unique set of skills, personal deck of cards, and individual starting equipment. These heroes cover all your basic SF horror needs. For example, the scientist is great with computers and research, but will have a hard time in combat. The soldier, on the other hand...

Nemesis is a semi-cooperative game in which you and your crewmates must survive on a ship infested with hostile organisms. To win the game, you have to complete one of the two objectives dealt to you at the start of the game and get back to Earth in one piece. You will find many obstacles on your way: swarms of Intruders (the name given to the alien organisms by the ship AI), the poor physical condition of the ship, agendas held by your fellow players, and sometimes just cruel fate.

The gameplay of Nemesis is designed to be full of climactic moments which, hopefully, you will find rewarding even when your best plans are ruined and your character meets a terrible fate.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 210
This page: 50
Sentiment: pos 23 · mix 13 · neu 2 · neg 5
Mentions per page
Showing 51–100 of 210
Video NBrVGXOlT9I Board Game Critique Top 8 List at 5:44 sentiment: positive
video_pk 83902 · mention_pk 212355
Board Game Critique - Nemesis video thumbnail
Click to watch at 5:44 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Immersive theme and standout minis
  • High tension and tactical play
Cons
  • Complex rules
  • Possible downtime in large player counts
Thematic elements
  • sci-fi survival horror with quiet treachery
  • spaceship with alien intruders
  • semi-cooperative with traitor elements and dramatic turnarounds
Comparison games
none
Mechanics (from transcript analysis)
  • Noise/doors/crew actions — Sneaking, triggering events, and locking doors affect progress.
  • Self-destruct and misreporting — Engines, coordinates, and objectives can be manipulated to derail others.
  • Semi-Cooperative — Some players cooperate; others may be alien infiltrators.
  • semi-cooperative play — Some players cooperate; others may be alien infiltrators.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Massive social deduction in a cursed village.
  • The storyteller moderates, keeps balance, and adds drama.
  • Every game forms a new narrative.
  • One Night Ultimate Werewolf: Lightning fast. Social deduction.
  • The traitor subtly tanks quests, plays black cards, or pressures the table into false accusations.
  • Carl became the traitor before his character even got to move.
  • We spent the rest of the game running and screaming, 'Carl!'
  • It's the best feeling for the traitor and the worst for everyone else.
References (from this video)
No references stored for this video.
Video RjKJDBHa2z8 Rob's Tabletop World Other at 5:18 sentiment: positive
video_pk 83402 · mention_pk 210038
Rob's Tabletop World - Nemesis video thumbnail
Click to watch at 5:18 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fully painted miniatures.
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Hey everybody, we're doing an auction uh and uh it's going to start right this moment.
  • I'm going to show you everything. We're going to do it a little bit better than last time.
  • Uh, once you do that, uh, please put down what lot and how much you bid. I will get back to you if you get outbid.
  • Uh, the first lot I'm I've got right in front of me, which is a ton of uh entire big box of comic books.
  • So, a nice big healthy lot right there. So, uh, this is going to be Fate Forge and Orcquest.
  • Whoa, whoa, whoa, whoa. I'm not going to edit that out. Why not? Why should I?
  • Boy, today is not going well, huh?
  • Uh, kind of a little bit of everything.
  • Okay, you're going to get the main rule book here. You're going to get an expansion. You are going to get an accessory pack.
  • So, uh, they got little magnets on the bottom of them so they stay in here as you can see.
  • Uh, I don't know how well you can see them, but I've got all kinds of different pirates that you can you can use for uh any one of those two rule sets.
  • Well, my perfection before I got hurt. This drunken dude. I mean, come on. That's a cruel cool crew cool crew mate.
  • So, uh, they all are painted and they come in this nice little holiday tent to keep them safe and they're all magnetic base.
  • Uh, this is the Whailing Citadel and there's another expansion. Oh, wandering forest is also in here.
  • So, you're going to get all those maps and everything. Um, and all the miniatures that you need for it are in here, as well as uh uh the spell book expansion and everything else that you could possibly need to play this wonderful game.
  • So, uh, good luck. That is lot number eight. Uh, and trip, uh, airplane tripods and tripods and triplanes.
  • So, you get a whole bunch of stuff here for that. I mean, that is a massive set there.
  • Uh, just [snorts] dream. Um, everything that you could possibly want.
  • Uh, the brand new uh, Alien uh, set, meaning the miniatures. Um, the screen for it. Uh, aliens building better worlds.
  • Uh oh, I missed some alien books here. Uh, the core rules for aliens, the Heart of Darkness for Aliens.
References (from this video)
No references stored for this video.
Video VoJB79sQY7s Rob's Tabletop World Discussion at 10:06
video_pk 83409 · mention_pk 210114
Rob's Tabletop World - Nemesis video thumbnail
Click to watch at 10:06 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I've been through way too much, too much adversity, and I've been able to overcome so much and and still have this channel go for for 11 years, which for me was really impressive.
  • It's so easy to run your mouth on the internet nowadays instead of just, you know, being a decent human being.
  • I didn't have a great upbringing, but um my first year we lost every game in the first bracket.
  • When you feel what it's like to lose you know it stings. It stays with you.
  • How you succeed in life is the fear of losing.
  • It's just time. It's just time. I'm okay. I'm good.
  • Kickstarter and GameFound have have really made things kind of ugly.
  • Descent is garbage.
  • Things should be more affordable.
References (from this video)
No references stored for this video.
Video w-endCHv5PU Rob's Tabletop World Discussion at 6:24 sentiment: mixed
video_pk 83361 · mention_pk 209824
Rob's Tabletop World - Nemesis video thumbnail
Click to watch at 6:24 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • found an expansion (Void Seekers) to add
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Go look up Europa. You're talking almost $400, $500 a game.
  • my first edition Blood Bowl is rare.
  • My Warhammer is worth a ton.
  • First edition of Space Hulk is worth a lot.
  • It's It's literally tasteless [ __ ]
  • Tastes like the color white. If white paste had a flavor, like white diarrhea [ __ ]
  • I will cut you out of my life without even thinking without even thinking if that's what you want to do
  • You either figure it out and see that these people aren't here for you. You're just entertainment for them. Or I'll just take you from this world.
  • You get it out of your system or I'm not gonna let you kill your mother, I'm gonna kill you.
  • I think the most important thing is is that you never give up on your family, on your children, on your grandchildren, and you give everything that you got.
  • All I want written on my damn gravestone is I wish I was up there reading this.
  • If in all these years I helped somebody, you want to know something? That's worth more than all the subscriptions, all the views, and all the [ __ ] YouTube YouTuber influencer [ __ ] that you can have.
References (from this video)
No references stored for this video.
Video BsjkVYJuGQI Rob's Tabletop World Discussion at 16:30
video_pk 83352 · mention_pk 209756
Rob's Tabletop World - Nemesis video thumbnail
Click to watch at 16:30 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I don't go to our local game shops. I I because personally I can't stand people.
  • And if GW did exactly what this man is doing, okay, this game would be alive forever.
  • What I consider one of the greatest games of all time.
  • And that's the thing that keeps me going because it's not it's not you're not faceless to me, okay?
  • The 20s have not been very kind to me.
  • If you fight hard enough if you give everything that you got and you don't quit ever. You just kind of keep keep plugging along.
References (from this video)
No references stored for this video.
Video w-endCHv5PU Rob's Tabletop World Discussion at 46:44
video_pk 83361 · mention_pk 209868
Rob's Tabletop World - Nemesis video thumbnail
Click to watch at 46:44 · YouTube ↗
Pros
  • Expansion included
Cons
none
Thematic elements
  • Sci-Fi
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Go look up Europa. You're talking almost $400, $500 a game.
  • my first edition Blood Bowl is rare.
  • My Warhammer is worth a ton.
  • First edition of Space Hulk is worth a lot.
  • It's It's literally tasteless [ __ ]
  • Tastes like the color white. If white paste had a flavor, like white diarrhea [ __ ]
  • I will cut you out of my life without even thinking without even thinking if that's what you want to do
  • You either figure it out and see that these people aren't here for you. You're just entertainment for them. Or I'll just take you from this world.
  • You get it out of your system or I'm not gonna let you kill your mother, I'm gonna kill you.
  • I think the most important thing is is that you never give up on your family, on your children, on your grandchildren, and you give everything that you got.
  • All I want written on my damn gravestone is I wish I was up there reading this.
  • If in all these years I helped somebody, you want to know something? That's worth more than all the subscriptions, all the views, and all the [ __ ] YouTube YouTuber influencer [ __ ] that you can have.
References (from this video)
No references stored for this video.
Video ItDPchVTx3E Stonemaier Games Analysis at 11:44
video_pk 83127 · mention_pk 208948
Stonemaier Games - Nemesis video thumbnail
Click to watch at 11:44 · YouTube ↗
Pros
none
Cons
none
Thematic elements
  • Sci-fi
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The reason I highlighted Planet Unknown is that this is a game that is purely about building a planet.
  • But I love the idea that instead of having a universe of planets that you can go and discover, instead you have one specific planet with a unique hook, a unique layout, beautiful art.
  • So, in Hot Streak, it is a racing game for mascots.
  • Delightful game. I think the the theatic and the uh mechanical twist make this game really stand out.
  • Trading in the Mediterranean. Concordia is the game that I think has really broken through in this genre.
  • They typically don't enjoy trading in the Mediterranean, but they really really enjoy Concordia.
  • But if you're not into the Viking theme of I I guess exploring and pillaging, if you're not really into that, I think a game that stands out that's mentioned here is the game A Feast for Odin.
  • But I think this game is just a really really good Eurothemed game that give players a lot of choices.
  • So, Creature Caravan doesn't even really present itself as a zombie themed game, but it is.
  • But I love that Ryan Locket put his own spin on zombie themed games by just having them be these lumbering creatures that that just follow you around.
  • I say that because our game origin story, we have a different take on the the superhero theme in our collection now.
References (from this video)
No references stored for this video.
Video 1R2y3ixcI64 Totally Tabled Top 10 List at 14:02 sentiment: positive
video_pk 82106 · mention_pk 206172
Totally Tabled - Nemesis video thumbnail
Click to watch at 14:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • taut atmosphere and jump scares
  • randomized rooms add tension
  • rich thematic touches like self-scan and medical bay
Cons
none
Thematic elements
  • survival horror, claustrophobia
  • derelict spaceship infested with aliens
  • story-driven with character goals and missions
Comparison games
none
Mechanics (from transcript analysis)
  • exploration with hidden movement — sneak through rooms, noise markers trigger events
  • Hidden Movement — sneak through rooms, noise markers trigger events
  • infection risk and encounters — alien threats can infect and cause danger
  • objective-driven missions — each character has distinct goals to complete
  • Scenario / Mission / Campaign Game — each character has distinct goals to complete
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Doomtown has my favorite setting of all time, the weird West.
  • the single greatest game mechanism ever designed, and it's easily the most cinematic.
  • It's the mythical Wild West, but also with magic and advanced technology.
  • These factions are complete with unique characters that are so full of personality.
  • A cinematic adventure game should create memorable moments.
  • I could absolutely see this being a fantastic movie or TV series along the lines of Snowpiercer or Silo.
References (from this video)
No references stored for this video.
Video FQEhXK0puzU Board Game Hangover Top 10 List at 0:17 sentiment: positive
video_pk 82074 · mention_pk 205992
Board Game Hangover - Nemesis video thumbnail
Click to watch at 0:17 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Significantly enhances immersion through a 3D, tile-based board
  • Strong visual storytelling with detailed, painted elements
Cons
  • Upgrading to custom boards can be time-consuming and costly
  • Maintenance and wear may be an issue with large, elaborate setups
Thematic elements
  • Array
  • Space station
  • Immersive, cinematic
Comparison games
  • Dune Imperium
  • Slay the Spire
Mechanics (from transcript analysis)
  • Tile Placement — Tiles are placed to create corridors and navigate the ship, enhancing immersion
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Insane. Insane in the best way possible.
  • This is a literal 3D board where you will place tiles right here and move around little corridors here
  • Look at that alien right there in the corridor. I mean, it's already scary, just the board itself
  • Way back when, 3D printers were not as accessible as you think.
  • What I really like about people when they're coming up with upgrades for games is how innovative and funny they can be.
  • All it's missing is like voice over AI talking, 'Please select your deck.'
  • I think I would upgrade it to bring the game from 10 to 11.
  • The pieces are giant. Look, that's a real human hand right there on a giant meeple.
References (from this video)
No references stored for this video.
Video SZJ339iqnTs BoardGameCo Review at 0:00 sentiment: mixed
video_pk 81803 · mention_pk 204446
BoardGameCo - Nemesis video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Maintains Nemesis vibes in a more compact, accessible 20 Strong framework
  • Shorter playtime with solid tension and tactical decisions
  • Solo and multiplayer options with distinct pacing
  • Lower production footprint and price point compared to full Nemesis
  • Interesting dice-based engine that requires careful resource management
Cons
  • Semi-cooperative dice pool can be exploited and requires etiquette to avoid hurting others’ play
  • Not a pure Nemesis experience, which may disappoint Nemesis purists
  • Some complexity remains; the game may feel less approachable for new players
  • Limited to two or three players in practice; scales differently than a typical 20 Strong title
Thematic elements
  • survival under pressure, tension between cooperation and self-interest, and escape before disaster
  • A spaceship environment with sci-fi horror elements; exploration, containment, and escape
  • semi-cooperative with hidden elements and objective-driven tension; asymmetric player goals
Comparison games
  • Nemesis
  • 20 Strong (Tangle Woods, Hopmocks, Cloudspire, Too Many Bones)
  • Too Many Bones
  • Cloudspire
  • Hopmocks
  • Tangle Woods
Mechanics (from transcript analysis)
  • 20 Strong dice pool — A core dice system where players manage a shared or semi-shared pool to perform actions, roll outcomes, and trigger room effects.
  • Compound Scoring — Players receive individual or shared objectives that grant points; multiple players can win if meeting tiered thresholds.
  • Noise track and enemy spawning — Advancing noise causes enemies to emerge from the deck and interact with players, adding pressure and risk.
  • Objectives and scoring — Players receive individual or shared objectives that grant points; multiple players can win if meeting tiered thresholds.
  • Recall at turn start — Unlike typical 20 Strong games, dice are recalled at the start of a turn to ensure players have dice available in a shared pool.
  • Room activation and card placement — Activating rooms places specific cards (engine, armory, etc.) under the room based on room type, affecting available actions and dangers.
  • Semi-Cooperative — Players must work together to keep the dice pool viable, but may have incentives to prioritize their own objectives, creating tension.
  • Semi-cooperative play and dice pool management — Players must work together to keep the dice pool viable, but may have incentives to prioritize their own objectives, creating tension.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is effectively a distilled version of Nemesis using the 20 strong system.
  • Nemesis breaks the general mold of how this game operates.
  • I think you'll get a better game experience out of pure regular Nemesis with the caveat around shelf space and affordability.
  • This does give you a different type of 20 strong feeling, a little less direct competition with the enemies, and a lot more maneuverability as you try to accomplish your goals.
  • This is probably more familiar to a Nemesis player than it is to a 20 strong player.
  • Handing all the cards out to all the players before the game begins and having them read through it is beneficial.
References (from this video)
No references stored for this video.
Video 7K5BoJfrP94 Neon Gorilla Interview at 6:51 sentiment: positive
video_pk 81790 · mention_pk 204420
Neon Gorilla - Nemesis video thumbnail
Click to watch at 6:51 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • faithful adaptation within the 20 Strong framework
  • strong emphasis on atmosphere and tension
Cons
none
Thematic elements
  • co-op, grid-based exploration with high tension and survival
  • Nemesis deck adaptation
  • hunted-in-a-dangerous-environment with variable threats
Comparison games
  • Elder Scrolls
  • Ether Fields
  • Tainted Grail
  • 20 Strong (system)
Mechanics (from transcript analysis)
  • co-op/semi-co-op tension — players cooperate but competing objectives and hidden trader elements exist
  • critical decision points and salvage — salvage and resource management affect future turns
  • dice-based resolution with noise — dice influence noise, threats, and reactions; crits affect noise, not all crits are deadly
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the cards have an A and B sides. They have different things.
  • 20 strong really can mean whatever we want it to mean.
  • Ether Fields is the deck I'm most proud of.
  • This is the most direct, faithful one-to-one adaptation of a 20 strong deck yet.
  • The dice is the thing.
References (from this video)
No references stored for this video.
Video 2kXjIN23B9w The Dice Tower Top 10 List at 5:50 sentiment: positive
video_pk 81711 · mention_pk 204122
The Dice Tower - Nemesis video thumbnail
Click to watch at 5:50 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong tension and paranoia at four players
  • Pacing keeps momentum with four
Cons
  • Length can feel long at times
  • Harder to run smoothly with many players
Thematic elements
  • paranoia, hidden objectives, and survival
  • Spacefaring crew on a derelict ship
  • semi-cooperative with betrayal risk
Comparison games
  • Trajan
  • Austria
Mechanics (from transcript analysis)
  • action-programming and exploration — players move through corridors and resolve threats through a sequence of actions.
  • cooperative gameplay with hidden objectives — players have shared goals but some players may have competing aims.
  • Traitor Game — table talk and trust dynamics drive tension and paranoia.
  • traitor/deduction tension — table talk and trust dynamics drive tension and paranoia.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Four players is what we're talking about today.
  • Four is the sweet spot.
  • This is the classic board and dice game, Teayotiwakan.
  • This is a four-player game to me.
  • World Order nudged out Root from the number one spot because I thought, 'this is the four-player game'.
References (from this video)
No references stored for this video.
Video tWY36NTe3kc BoardGameCo Top 10 List at 5:38 sentiment: mixed
video_pk 81663 · mention_pk 203820
BoardGameCo - Nemesis video thumbnail
Click to watch at 5:38 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • When it goes well, the experience is very strong and story-driven.
Cons
  • Can be inconsistent; often feels like an unknown quantity per session.
Thematic elements
Comparison games
  • Once Upon a Time
Mechanics (from transcript analysis)
  • cooperative and semi-cooperative play — Described as cooperative in some senses but with betrayal and personal goals in others.
  • Semi-Cooperative — Described as cooperative in some senses but with betrayal and personal goals in others.
  • story-driven narrative — Game crafts an excellent story when executed well.
  • team dynamics and conflict — Players' goals may align or conflict, affecting the group's experience.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Hey, I'm Alex Racker from Board Gameco.
  • I'm going to be going over the top 10 highest rated games on Board Game Geek that didn't work for me.
  • This does not mean that I did not like the games.
  • Cascading failure is the term I use.
  • I would rather play Mage Knight.
  • I've put over 300 hours into the world of Frost Haven, Jaws of the Lion, Gloom Haven, all of that.
References (from this video)
No references stored for this video.
Video YLVX2-vkEtg The Dice Tower Crowdfunding Coverage at 31:58 sentiment: positive
video_pk 81631 · mention_pk 203638
The Dice Tower - Nemesis video thumbnail
Click to watch at 31:58 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Cross-pollination of known properties into the 20 Strong system
  • Thematic strength of the included properties
Cons
none
Thematic elements
  • cooperative dice pool expansion across three titles
  • space horror / thematic crossovers
  • multi-game tie-in under 20 Strong system
Comparison games
none
Mechanics (from transcript analysis)
  • 20 Strong dice pool system — dice-driven cooperative play across multiple titles
  • core box integration — Nemesis can be a core box; others are add-ons
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a cooperative game in which you're working in a future where an AI has taken over and you are jumping into various bodies.
  • This has both expansions for the base game, right? So, if you wanted to expand the base game, you can do that.
  • Marvel Champions meets The Witcher is sort of the combination here at play and I'm here for it.
  • Not deck building, it's shuffle build. You pick a character, you pick a class or whatever, you shuffle those two things together. There's no deck building.
  • Escape Comics: The Alien Ship. This is a funky looking project.
References (from this video)
No references stored for this video.
Video CFCn2wam6CQ Board Game Hangover Top List at 0:39 sentiment: positive
video_pk 81594 · mention_pk 203411
Board Game Hangover - Nemesis video thumbnail
Click to watch at 0:39 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • thematic feel similar to the big Nemesis
  • small package provides the taste of Nemesis
  • backstabbing and treachery present
Cons
  • less depth than big Nemesis
Thematic elements
  • treachery with backstabbing, semi-cooperative
  • spaceship survival
  • survivor on a spaceship with missions
Comparison games
  • Nemesis (big version)
Mechanics (from transcript analysis)
  • Hidden Victory Points — completing missions scores victory points
  • missions and victory points — completing missions scores victory points
  • Semi-Cooperative — players generally cooperate but can be opposed; backstabbing occurs
  • semi-cooperative play — players generally cooperate but can be opposed; backstabbing occurs
  • shared dice pool — all players share a pool of dice used for actions such as exploring, obtaining items, and fighting monsters
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "This game really surprised me. I loved it."
  • "It's a must-have for me. I'm saying it now."
  • "I would love to play it again and beat Mr. Cy to bits again."
  • "This is the last time I'm saying the full name of the game because before each game, you'll start a timer."
References (from this video)
No references stored for this video.
Video 6CaXVxy_QBc Meet Me At The Table Top 20 List at 2:24 sentiment: positive
video_pk 81436 · mention_pk 202202
Meet Me At The Table - Nemesis video thumbnail
Click to watch at 2:24 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • If you're not in the mood to lose, don't even try and pick this one up.
  • This is a no-brainer for any solo player looking for a deduction style game or logic style game.
  • The core system of the game remains the same but the variety of different decks you can buy for the game is what makes this game tick.
References (from this video)
No references stored for this video.
Video 3mrJ4ygxdmQ Board Game Critique Top 10 List at 13:55 sentiment: positive
video_pk 81435 · mention_pk 202192
Board Game Critique - Nemesis video thumbnail
Click to watch at 13:55 · YouTube ↗
Overall sentiment (raw)
positive with caveats
Pros
  • system built for this universe; tension feels purposeful
  • mix of survival and paranoia with trust erosion
Cons
  • unclear if semi-cooperative tension sustains in 30 minutes
Thematic elements
  • survival under paranoia with trust erosion
  • modular spaceship survival
  • semi-cooperative tension with individual objectives
Comparison games
  • Nemesis (Awaken Realms)
Mechanics (from transcript analysis)
  • noise/intruder mechanics — more dice results attract intruders, increasing danger
  • semi-cooperative tension — players have their own objectives and distrust others
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's the grammar textbook before the novel. Nobody reads the grammar textbook for fun, Eve.
  • The trail mechanic is genuinely cool.
  • The atmosphere is incredible and the trail mechanic is a real innovation.
  • Gorgeous art from Manny Tremblay.
  • The premise is simple. The execution is the most elegant in the system.
  • Misses are not wasted. They get allocated to offset incoming enemy damage.
  • The backup plan pool and tyrant timing layer add cognitive overhead that simpler decks avoid.
  • Owning all three Tanglewoods decks without Baba Yaga feels like reading three chapters of a novel and skipping the finale.
References (from this video)
No references stored for this video.
Video cDDZc1CtFYE Get into games Top 10 List at 59:53 sentiment: neutral
video_pk 81415 · mention_pk 201988
Get into games - Nemesis video thumbnail
Click to watch at 59:53 · YouTube ↗
Overall sentiment (raw)
Neutral
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • If I wanted to play the same game but be really stressed, Silver Frost would be my go-to.
  • I argue I'd almost argue that it's the best artwork of any of the Everdale games.
  • Whereas normal Everdale, you can kind of chill and just be like, 'Yeah, let's build these fun things and look at my little critters.'
  • the landlord's game was the basic blueprint for Monopoly.
  • and arguably the best game ever made. So really what we've ranked is completely wrong.
  • that is quite dull. Let's say you're rolling. The only so I feel like the boring bit about it is that you're just rolling dice and you land where the dice tells you.
  • Monopoly Legacy.
  • The board state changes. Buildings go into disrepair and crumble around you.
  • There are elections. Hire one of you becomes a mayor of the city. You can control other people's turns and what properties they're going to buy.
  • How do you improve Cludo Legacy?
  • Well, just dying over and over again.
References (from this video)
No references stored for this video.
Video ro6E0uATlw0 The Dice Tower Interview at 11:09 sentiment: positive
video_pk 81240 · mention_pk 200650
The Dice Tower - Nemesis video thumbnail
Click to watch at 11:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Designer Adam Kopinski does a lot with Nemesis.
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • officially Castles of Burgundy has grown on me.
  • Betrayal at House on the Hill. Everyone's like that's not a party game. It's like a game night game. I'm like well, that's what I want.
  • Bad Bunnies.
  • It was it was it was really it was cute. I enjoyed that one.
  • Do you expect any more Kinfire Delve sets to be produced?
  • I don't expect any more to be produced, but I you know, and I can't even say that I want more to be produced. I'm very happy with what we have, and I like it. I think there's so much variety already. I don't need more. But if they produced it, I'd buy it because I'm a sucker and that's what I do.
  • the biggest thing that I I think still shocks me sometimes is how small the industry is. It is still very um just a bunch of friends in a lot of time in a lot of ways, you know?
  • It's um in a it's a well-established industry that still has that young excitement and and kind of um um, blood in it and I I I really like that.
References (from this video)
No references stored for this video.
Video _qeaVjxzhck Neon Gorilla Interview at 38:12 sentiment: negative
video_pk 81273 · mention_pk 200855
Neon Gorilla - Nemesis video thumbnail
Click to watch at 38:12 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • later versions fixed the instant death issue
Cons
  • speaker's mother hated it
  • can result in players being eliminated early and having nothing to do
  • the alien comeback mechanic is not appealing to the speaker
Thematic elements
  • Sci-fi survival horror.
Comparison games
none
Mechanics (from transcript analysis)
  • Player Elimination — Players can be eliminated from the game before it ends.
  • threat of death — The game has a significant threat of death for players.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I mean, you had ready, set, bet. Like, uh, The Last Kingdom was like a a fantastic game that just flew under the radar. Do you know what I mean? Nobody nobody played it at all, you know?
  • They charged a hundred quid for a game that was made out of a bog roll.
  • I think I compared my copy of War of the Ring to a Garen Hospital.
  • I have 15 burner accounts just just tearing you down.
  • It's all me. I've got 15 burner accounts just just tearing you down.
  • I don't care whether AI has had a hand in designing it. If the game is good and I find it fun, then I'll play it.
  • I don't care whether it's designed by a woman, by a man, by, you know, a capybara.
  • The incentive system is totally broken.
  • I honestly think like the whole board game review system in general is like is broke, especially if you are and we can't afford to get all these games. You do have to get some review.
  • I think there's something to say for people um wanting to maintain publisher relationships.
  • You know, my core audience are grumpy old white men that just want to hear somebody slag off a game.
References (from this video)
No references stored for this video.
Video _qeaVjxzhck Neon Gorilla Interview at 2:03:23 sentiment: negative
video_pk 81273 · mention_pk 200926
Neon Gorilla - Nemesis video thumbnail
Click to watch at 2:03:23 · YouTube ↗
Overall sentiment (raw)
negative
Pros
none
Cons
  • slagged off
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I mean, you had ready, set, bet. Like, uh, The Last Kingdom was like a a fantastic game that just flew under the radar. Do you know what I mean? Nobody nobody played it at all, you know?
  • They charged a hundred quid for a game that was made out of a bog roll.
  • I think I compared my copy of War of the Ring to a Garen Hospital.
  • I have 15 burner accounts just just tearing you down.
  • It's all me. I've got 15 burner accounts just just tearing you down.
  • I don't care whether AI has had a hand in designing it. If the game is good and I find it fun, then I'll play it.
  • I don't care whether it's designed by a woman, by a man, by, you know, a capybara.
  • The incentive system is totally broken.
  • I honestly think like the whole board game review system in general is like is broke, especially if you are and we can't afford to get all these games. You do have to get some review.
  • I think there's something to say for people um wanting to maintain publisher relationships.
  • You know, my core audience are grumpy old white men that just want to hear somebody slag off a game.
References (from this video)
No references stored for this video.
Video Kw9MD3qHA6s Board Game Critique Analysis at 10:13 sentiment: mixed
video_pk 81166 · mention_pk 200189
Board Game Critique - Nemesis video thumbnail
Click to watch at 10:13 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Phenomenal production.
  • Thematic coherence is air-tight.
  • When it works, nothing in the hobby feels quite like it.
Cons
  • Rule book is a disaster.
  • Shipped rulebook contained confirmed factual errors.
  • Illustration described as simply wrong.
  • Melee versus shooting injury rule contradicts itself.
  • Official FAQ document had to annotate multiple passages as errors.
Thematic elements
  • Atmospheric survival horror.
  • Alien-infested ship
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — Implied through survival mechanics.
  • Cooperative — Implied cooperative nature of survival.
  • Survival Horror — Atmospheric survival horror game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Great games shipped with terrible rulebooks.
  • The problem isn't the design, it's the documentation.
  • When the gate is broken, it doesn't matter how amazing the garden behind it is.
  • The rulebook is supposed to be the gate that lets you into the experience.
  • This isn't getting better. We're not talking about ancient games... we're talking about high production releases from the last few years that arrived with rulebooks that simply do not work.
  • That's not a learning curve, that is a wall.
  • The rulebook tried as hard as it could to hide all the weird stuff.
  • The cruelty of it is the context. This is a re-release.
  • A reprint is supposed to be your second bite at the apple, your chance to sand down every rough edge.
  • The BGG threads at launch were just flooded with rules questions, and people were asking whether later retail copies shipped with a corrected version, which is the most damning signal a rulebook can possibly send.
  • The publisher rewrites the rulebook and releases the new version as a paid product.
  • The irony is doing some heavy lifting there. That's almost too perfect.
  • Players blame themselves first.
  • And that is the real damage of a bad rulebook. It makes people feel stupid.
  • There is a difference between density and dysfunction.
  • A good rulebook scaffolds complexity. It layers information in the order a player needs it.
  • The structure is so dense and so poorly sequenced that you consistently have to read it multiple times across multiple sessions before anything coheres.
  • Community-built rule summaries became the standard learning tool, more reliable and more frequently consulted than the rulebook the game shipped with.
  • More than a decade after release, the standard recommendation for new players is still to skip the rule book and watch a video tutorial first, which is a clear signal that the official documentation never became trustworthy enough to stand on its own.
  • That's not an FAQ, that is a corrective supplement to a deficient primary document.
  • That's what bad rule books generate, this cottage industry of third-party fixes that should never have been necessary.
  • At some point, a pattern is a policy.
  • The rule book was written for people who already know how to play.
  • A game asking players to invest significantly in both time and money should not require that players outsource explanation to volunteer fans online.
  • Simplicity is no protection.
  • Writing a clear rule book is a separate skill from designing a clear game.
  • When you've spent that much money and waited that long, opening the box to find a document that cannot explain how to play feels like a betrayal of the implicit contract between publisher and backer.
  • Complexity is not an excuse for poor structure.
  • Game designers are not naturally positioned to ask that question because they already know everything. They need editors who do not.
  • Professional technical writers exist. Rule book editors exist as a dedicated specialty within the hobby now.
  • Until publishers treat rule book production as a non-negotiable line item rather than an afterthought squeezed into the final weeks of production, we will keep having this conversation, and players will keep arriving at what should have been a great first session armed with a document that sets them up to fail.
  • Every single game we've talked about today is worth playing.
  • The rulebook failures we've documented are a reason to seek out community tutorials and third-party summaries and how to play videos before your first session. They are not a reason to avoid the games entirely.
  • The rulebook is supposed to be the gate that lets you into the experience. And when the gate is broken, it doesn't matter how amazing the garden behind it is.
  • The Conan rule books were universally panned, and that experience cost Monolith both bad press and the additional expense of rewriting and posting replacement rule books to backers.
  • That's the line that should be tattooed on every studio's wall. A game designer understands their game completely and intuitively, which is exactly why they are poorly positioned to write the document that explains it to someone with zero context.
  • Until publishers treat rule book production as a non-negotiable line item rather than an afterthought squeezed into the final weeks of production, we will keep having this conversation...
References (from this video)
No references stored for this video.
Video Kw9MD3qHA6s Board Game Critique Analysis at 20:12 sentiment: positive
video_pk 81166 · mention_pk 200197
Board Game Critique - Nemesis video thumbnail
Click to watch at 20:12 · YouTube ↗
Overall sentiment (raw)
Positive
Pros
  • Atmospheric triumph
Cons
  • Rulebook issues necessitate community tutorials/summaries
Thematic elements
  • Atmospheric
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Great games shipped with terrible rulebooks.
  • The problem isn't the design, it's the documentation.
  • When the gate is broken, it doesn't matter how amazing the garden behind it is.
  • The rulebook is supposed to be the gate that lets you into the experience.
  • This isn't getting better. We're not talking about ancient games... we're talking about high production releases from the last few years that arrived with rulebooks that simply do not work.
  • That's not a learning curve, that is a wall.
  • The rulebook tried as hard as it could to hide all the weird stuff.
  • The cruelty of it is the context. This is a re-release.
  • A reprint is supposed to be your second bite at the apple, your chance to sand down every rough edge.
  • The BGG threads at launch were just flooded with rules questions, and people were asking whether later retail copies shipped with a corrected version, which is the most damning signal a rulebook can possibly send.
  • The publisher rewrites the rulebook and releases the new version as a paid product.
  • The irony is doing some heavy lifting there. That's almost too perfect.
  • Players blame themselves first.
  • And that is the real damage of a bad rulebook. It makes people feel stupid.
  • There is a difference between density and dysfunction.
  • A good rulebook scaffolds complexity. It layers information in the order a player needs it.
  • The structure is so dense and so poorly sequenced that you consistently have to read it multiple times across multiple sessions before anything coheres.
  • Community-built rule summaries became the standard learning tool, more reliable and more frequently consulted than the rulebook the game shipped with.
  • More than a decade after release, the standard recommendation for new players is still to skip the rule book and watch a video tutorial first, which is a clear signal that the official documentation never became trustworthy enough to stand on its own.
  • That's not an FAQ, that is a corrective supplement to a deficient primary document.
  • That's what bad rule books generate, this cottage industry of third-party fixes that should never have been necessary.
  • At some point, a pattern is a policy.
  • The rule book was written for people who already know how to play.
  • A game asking players to invest significantly in both time and money should not require that players outsource explanation to volunteer fans online.
  • Simplicity is no protection.
  • Writing a clear rule book is a separate skill from designing a clear game.
  • When you've spent that much money and waited that long, opening the box to find a document that cannot explain how to play feels like a betrayal of the implicit contract between publisher and backer.
  • Complexity is not an excuse for poor structure.
  • Game designers are not naturally positioned to ask that question because they already know everything. They need editors who do not.
  • Professional technical writers exist. Rule book editors exist as a dedicated specialty within the hobby now.
  • Until publishers treat rule book production as a non-negotiable line item rather than an afterthought squeezed into the final weeks of production, we will keep having this conversation, and players will keep arriving at what should have been a great first session armed with a document that sets them up to fail.
  • Every single game we've talked about today is worth playing.
  • The rulebook failures we've documented are a reason to seek out community tutorials and third-party summaries and how to play videos before your first session. They are not a reason to avoid the games entirely.
  • The rulebook is supposed to be the gate that lets you into the experience. And when the gate is broken, it doesn't matter how amazing the garden behind it is.
  • The Conan rule books were universally panned, and that experience cost Monolith both bad press and the additional expense of rewriting and posting replacement rule books to backers.
  • That's the line that should be tattooed on every studio's wall. A game designer understands their game completely and intuitively, which is exactly why they are poorly positioned to write the document that explains it to someone with zero context.
  • Until publishers treat rule book production as a non-negotiable line item rather than an afterthought squeezed into the final weeks of production, we will keep having this conversation...
References (from this video)
No references stored for this video.
Video xJUvCItTtWY Our Family Plays Games Discussion at 1:09:08 sentiment: positive
video_pk 81102 · mention_pk 199607
Our Family Plays Games - Nemesis video thumbnail
Click to watch at 1:09:08 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • want to play it one day
  • is basically Aliens
Cons
none
Thematic elements
  • null
  • null
  • null
Comparison games
  • Alien
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Yamatai is never going to be made again cuz I don't I'm mad about Yamatai because Desaana that's a very good game that y'all gave up on and that's a very good game.
  • UNMATCHED. NO. YES. YOU'RE NOT TOUCHING THAT. THEY'RE TAKING UNMATCHED. NO, NO, NO. I don't Okay, you're not touching none of those. None.
  • Unmatched. They stay. Every one of them.
  • This is what I deal with.
  • It takes up a lot of space in your home and you do fall in love with these games and you want to play them and then a lot of times you can't play them because you're so busy getting new stuff.
  • It's hard. It's hard.
  • I want an alarm to go off. An alarm after 365 days if you haven't played it. Yeah, it's got to go.
  • Board game collections are gaseous and tend to expand to fill the entire volume of the space you allow them in.
  • The stores are not going to help you sell your games. That's their business.
  • I wish you get a store, which is not bad. Okay. No, store credit is NOT GOOD BECAUSE THAT'S GREAT. That's great.
  • If you haven't played it in three years, get rid of it.
  • Okay. Next week, next Sunday, we will not be here. No, we won't be here, y'all. We will be at BG Spring. We are not doing a tape show because we got a lot of other videos that we've got to get done before we leave.
  • A friend asked me, did you know it takes five sheep to make one sweater? I answered I didn't even know they could knit.
References (from this video)
No references stored for this video.
Video J1mzm_Q2vMA Board Game Critique Analysis at 5:50
video_pk 81016 · mention_pk 199095
Board Game Critique - Nemesis video thumbnail
Click to watch at 5:50 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The noise is not organic. It's built.
  • The information environment around a game's launch is structurally compromised in ways most hobbyists have absolutely no idea about.
  • The hotness does not measure quality. It does not measure how many people are enjoying a game. It measures activity, page views and forum thread activity.
  • Previews are universally positive in tone because the entire purpose of a preview from the publisher's perspective is to generate excitement.
  • A preview is an advertisement that does not always announce itself as one.
  • The structural pressure that creates on the honesty of reviews.
  • The incentive to be positive is not always conscious. It rarely manifests as someone deciding to lie. It shows up in softer ways.
  • Publishers are not stupid. When they choose which creators to send games to, they tend to gravitate toward people who covered their previous games positively.
  • Crowdfunding campaigns are not just fundraising tools, they're psychological environments specifically designed to manufacture urgency and suppress rational decision-making.
  • It's behavioral economics weaponized against your wallet, and it works on us, too.
  • The FTC has actually noticed all of this, by the way.
  • There are documented cases of publishers going after creators who gave their game a negative review, including approaching the creator's sponsors to pressure them into removing content.
  • The board game content space has been slow to comply. Disclosure practices vary wildly.
  • The review copy is a permanent gift. Yeah, this one is wild when you actually think about it.
  • The game did not fail. The hype around it failed the game.
  • The hype machine is not going away. The economic incentives that drive it are too strong.
  • Once you can see the machinery behind the curtain, the magic stops working.
  • The publishers who rely most heavily on these tactics are not creating the hobbies best games. They're creating the hobbies most marketed games.
References (from this video)
No references stored for this video.
Video 2tuHVzoak5M Board Game Coffee Interview at 669:09:20 sentiment: positive
video_pk 80858 · mention_pk 198359
Board Game Coffee - Nemesis video thumbnail
Click to watch at 669:09:20 · YouTube ↗
Overall sentiment (raw)
Positive
Pros
  • Incredible theme and atmosphere
  • High replayability due to player interaction and hidden objectives
  • Creates memorable, dramatic moments
Cons
  • Can be very long
  • Player elimination can be a negative for some
  • High level of player conflict can be divisive
Thematic elements
  • Survival horror in space
  • Sci-fi horror
Comparison games
none
Mechanics (from transcript analysis)
  • Combat — Players engage in combat against alien creatures.
  • hidden objectives — Players have secret goals that may conflict with others, leading to potential backstabbing.
  • Survival — Players must manage resources and avoid threats to stay alive.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's got this dark fantasy, like demons and cultists.
  • It feels like you're playing a movie.
  • It's that paranoia, that tension, that makes Nemesis so good.
  • The narrative is so strong in Arkham Horror LCG.
  • Spirit Island is just brilliant.
  • It's just a fantastic puzzle.
References (from this video)
No references stored for this video.
Video bGizpRc8oB8 Get into games Other at 43:47 sentiment: mixed
video_pk 80709 · mention_pk 197453
Get into games - Nemesis video thumbnail
Click to watch at 43:47 · YouTube ↗
Overall sentiment (raw)
Mixed
Pros
  • A good game that is enjoyable.
  • Fun to play annually.
  • Can be themed for holidays (Christmas).
Cons
  • Very long playtime.
  • Can feel monotonous with too many rounds.
  • Misunderstandings of objectives can prolong the game.
Thematic elements
  • Survival horror on a spaceship
  • Sci-fi
Comparison games
none
Mechanics (from transcript analysis)
  • cooperative gameplay — Played annually by the hosts.
  • hidden objectives — One player misunderstood their objective, thinking they had to kill another player.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • We played Return to Dark Tower because we decided to pick another massive game.
  • So, Sunday is always the day we take the kids. It's a little bit more chilled.
  • I feel like more people took care of their hygiene.
  • The artwork is beautiful, especially on those foily ones. Really nice.
  • It was a truth or dare game.
  • The main problem is the Shop and Drop boxes are small and board game boxes are not small.
  • It's like Christmas. It's going to be like this. It's going to be amazing.
  • It's clear that UKGE isn't the one for new releases because new releases of Gen Con and Essen.
References (from this video)
No references stored for this video.
Video DPxxZ8BhS3s Board Game Critique Top List at 15:06 sentiment: positive
video_pk 80458 · mention_pk 195851
Board Game Critique - Nemesis video thumbnail
Click to watch at 15:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Most cinematic game on the list.
  • Makes the whole table feel unsafe.
  • The ship feels like a place that is gradually becoming uninhabitable.
  • Ambiguity in player actions is excellent.
  • The system naturally creates drama.
  • Mechanics compound to create a disaster movie feel.
Cons
none
Thematic elements
  • survival horror with hidden objectives, intruders, and malfunctioning systems
  • spaceship
  • cinematic
Comparison games
none
Mechanics (from transcript analysis)
  • hidden objectives — Players have personal goals that may conflict with collective survival.
  • Noise and Intruder System — These elements compound to create danger and panic.
  • Semi-Cooperative — Requires cooperation early on but personal goals create tension.
  • Survival Horror — The core theme of the game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • That's what we're covering today. And we've got a great spread, too. Some of these are tense strategy games, some are chaotic and cinematic, some are cooperative, some are mean, and one of them is basically four people daring each other to ruin their own potion.
  • It's a political economic simulation about social classes, public systems, labor, capital, and the state.
  • Which is exactly why four players is essential here. This is one of the clearest examples on the list of a design that is most itself at four.
  • At four, every policy has a face. Every economic shift has a stakeholder. Every argument at the table suddenly has substance because the people affected are literally sitting there saying, 'Well, this is great for you, but it wrecks my entire round.'
  • The Quacks of Quedlinburg, which is pure push-your-luck joy.
  • In our experience, it is one of the all-time best examples of simple tension done right, because the entire experience is built around a question everybody understands instantly. Do I stop now, or do I pull one more?
  • Four is perfect, because this kind of game thrives on shared reaction.
  • So, if your group wants something interactive, accessible, and wonderfully dramatic without a huge rules burden, we think Quacks at four is an easy recommendation. It's loud in the best possible way.
References (from this video)
No references stored for this video.
Video Bw6q1149GjE Adam in Wales - Board Game Design Analysis at 18:12
video_pk 80259 · mention_pk 195041
Adam in Wales - Board Game Design - Nemesis video thumbnail
Click to watch at 18:12 · YouTube ↗
Pros
  • Descendant of HeroQuest
  • Aimed at adults with disposable income
  • Business model still works for this audience
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • When I was a child, the board game industry was also dominated by huge hulking giants, epic, violent, plastic adventures aimed squarely at children.
  • Unlike the dinosaurs before them, this entire genre of games which felt like everything to children like me went extinct.
  • What they shared wasn't mechanisms, it was ambition. They were huge, packed with toyetic miniatures and terrain and aimed squarely at kids.
  • Meaningful decisions. And this is where the genre struggles.
  • The reality is that epic plastic adventure games for kids represented a very specific cultural moment, and one which we can never get back.
  • Grab a block of amber, extract a little dino DNA, and rewild the board game ecosystem with new epic adventures for kids.
References (from this video)
No references stored for this video.
Video NNPCf_iv-7Q Shelfside Analysis at 18:34 sentiment: positive
video_pk 80206 · mention_pk 194809
Shelfside - Nemesis video thumbnail
Click to watch at 18:34 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • sounds a lot like what Hero Quest scenarios are trying to do at the end.
Cons
  • not cooperative
  • not high fantasy
  • not a campaign
  • doesn't even have puzzles
  • killing monsters is the means to an end, not the main focus.
  • often you want to avoid killing monsters because they can infect you.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • exploration — exploring the multiple parts of the facility every single game, so it's different every game.
  • looting — loot new rooms that you explore to get new weapons or items.
  • Secret objectives — some players have secret tasks they might choose to do instead.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • So, let's see if we can come up with the definition together. Then we'll walk back through all sorts of iterations of dungeon crawling to see how the heck we got here.
  • The genre is getting stretched in all these new creative ways to become more of a vibe.
  • And again, if you think it's really boiled down to something simple like kill monsters, grab the loot, and level up. Well, doesn't that also describe the backsabbing party game Munchkin?
  • And pretty much every single dungeon crawler we've played here is not actually a dungeon crawler by some sense of the definition.
  • Fly, you fools.
  • Rather, it's better to make combat mechanics around, say, constantly responding enemies that goofully stand around and exist to die for the adventurer's profit.
  • So actually the right terminology for a lot of dungeon crawling would be dungeon exterminating.
  • So, since we established that dungeon crawling is now dungeon exterminating with a level of vibes that you feel once your character is equipping items, fighting, and looting, let's go into some other examples of dungeon crawler feel that I felt over the years.
  • And finally, number four, dungeon crawler vibe check. There's actually now zero nada puzzle solving, at least from the strict sense of performing a dedicated puzzle within the dungeon.
  • cooperative board gaming just didn't really exist back then.
  • These are the moments that cause the high fives and make you remember game night.
  • But since it was made with a skirmish mode in mind, its turn order doesn't feel like a dungeon crawler at all.
  • This might be the most dungeon crawlery in the truest sense.
  • Wow, this is actually a pretty good comparison.
  • It's kind of like Munchkin and being dungeon crawler inspired, but now you have the threat of dying and with more mechanics.
  • We've always felt like Gloom Haven fit perfectly into what gamers wanted out of Dn D to just be a murder hobo and to kill everything in their path.
  • It wasn't so much about looting or exploration, even though it technically had those things. Rather, it was about being euro puzzly.
  • And ironically, none of them have that typical high fantasy swords and armor and elves and magic theme.
  • Yeah, I was actually chocked by this.
  • It really feels like we've gone from the video game inspiration to board game form which came with a lot of limitations as dungeon crawling in a board game is inherently timeconuming and also very component consuming.
  • For me, I started this video with the goal of, okay, we're going to nail exactly what a dungeon crawler is. But yeah, still it's just it's just like vibes, right?
  • My final thoughts. So, what do I think is going on with this genre? Well, I think it's been massively overtaken by video game influence onto your board game night.
  • And that makes my life as a reviewer more complicated, but also a lot more fun.
  • It actually sounds a lot like what Hero Quest scenarios are trying to do at the end.
  • So, what do I play now? Like what what?
  • And then I can participate in some sort of conflict like probably combat. And then I can move and interact with some sort of map thing like rooms. I don't care about the puzzle element, and it doesn't always have to be a campaign.
References (from this video)
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Video nMihwPNR2EI The Dice Tower Top List at 2:26 sentiment: negative
video_pk 80001 · mention_pk 193871
The Dice Tower - Nemesis video thumbnail
Click to watch at 2:26 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • Love the idea of an Alien game
Cons
  • Ridiculously long
  • No streamlining
  • Can die randomly at the end after 4 hours
  • Plot holes
  • Random card showing up
  • Compares it to a $200 Betrayal House on the Hill
Thematic elements
  • Alien
Comparison games
  • Betrayal House on the Hill
  • Nemesis Retaliation
Mechanics (from transcript analysis)
  • miniatures — Mentions Wake does beautiful minis.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The game mostly speaks for itself. We've all experienced it. We all want to forget about it. Sorry I brought it up here.
  • I think I think we live in a more innocent time and I miss that.
  • This was a huge, huge disappointment for me because I wanted to like it so much.
  • Seal is one of the biggest hype to reality moments that I've ever had. Just that that gut check of like, yeah, you still live in a in a messed up earth. You lost faith in humanity.
  • There's so many mistakes and so many disappointments and we still tried to play through so much.
  • my number one is what my clear number one because it was the worst execution possible of any game.
  • And so on top of the fact that it didn't work, which is a huge problem, but if you didn't enjoy assembling them and if you assemble them just like a teeny bit off, not only would the marble like roll down and get stuck, but it would roll off the side of the first piece and just fall on the floor.
References (from this video)
No references stored for this video.
Video wzyBY4InfxQ Top List at 19:50 sentiment: positive
video_pk 79862 · mention_pk 193452
Nemesis video thumbnail
Click to watch at 19:50 · YouTube ↗
Overall sentiment (raw)
Highly Positive
Pros
  • Effectively evokes dread and tension
  • High production value with excellent miniatures
  • Cinematic experience
  • Engaging traitor mechanic
  • Exciting bag pull for Xenomorph encounters
Cons
  • Can be frightening
Thematic elements
  • Sci-fi horror (inspired by Alien)
  • Spaceship
  • Cinematic
Comparison games
  • Alien
  • Aliens
Mechanics (from transcript analysis)
  • Bag Building/Drawing — Used to determine Xenomorph encounters.
  • Card Play — Used to perform actions.
  • Dice Rolling — Used for actions and combat.
  • hidden traitor — Players have secret objectives, and some may be traitors.
  • Modular Board — The board is made up of face-down tiles that players explore.
  • Semi-Cooperative — Players may have to cooperate to survive, but also have individual goals.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is my top 10 horror themed games.
  • Board games can't really evoke horror very well.
  • Final Girl is another modular game where you're going to choose a final girl, which is a slasher movie trope.
  • Nemesis is this idea of you are characters that wake up on a ship through cryo after cryosleep.
  • This one really does evoke some sense of dread, right? Some sense of anything can happen at any time.
  • Just a really really great the most cinematic board game probably I've ever played.
References (from this video)
No references stored for this video.
Video izGKE5c_2ys Discussion at 17:00 sentiment: mixed
video_pk 79531 · mention_pk 193001
Nemesis video thumbnail
Click to watch at 17:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Can create amazing emergent narrative experiences.
  • High stakes and intense gameplay.
Cons
  • Can end prematurely and anticlimactically.
  • Very punishing for new players.
  • Requires a consistent group to fully appreciate its emergent narrative potential.
  • May lead to negative first impressions if the game ends poorly.
Thematic elements
  • Emergent narrative gameplay, backstabbing
  • Emergent narrative
Comparison games
  • Ghost Stories
Mechanics (from transcript analysis)
  • emergent narrative — The gameplay creates unique stories and experiences each time it's played.
  • Fire Hazard — A deadly element in the game that can lead to early player elimination.
  • Player Backstabbing — A potential element of player interaction.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • So, it sounds like you know, we all like a little bit of foreplay when it comes to our board games.
  • It really made those rules feel concrete to me though by watching them.
  • And he barely needed a refresher. It was his first time playing and he won.
  • the disappointment is just because when you're getting into a game like that you're expecting to be like okay well I'm getting into this for like 15 sessions like a year of casual play whenever people can get together and it was like we did two sessions and and I'm the one leading those sessions and I'm no longer compelled to gather people for it because I'm realizing I'm not having a good time
References (from this video)
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Video 3euU6QkFH-g Playthrough at 0:52 sentiment: mixed
video_pk 79466 · mention_pk 192901
Nemesis video thumbnail
Click to watch at 0:52 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Allows for multiplayer cooperative play.
  • Offers a semi-cooperative mode with potential hidden traitor.
  • Has a thematic goal of escaping the ship.
  • Room activation provides strategic choices.
Cons
  • Can be difficult to win.
  • Noise mechanic can attract unwanted attention.
Thematic elements
  • survival horror in space
Comparison games
none
Mechanics (from transcript analysis)
  • Action Points — Players have a set number of actions they can take on their turn.
  • Dice Rolling — Dice are rolled to determine the success of actions like movement and combat.
  • hidden traitor — There is a possibility of a hidden traitor among the players.
  • Modular Board — The game board is constructed from room cards that are revealed during play.
  • Set Collection — Players collect items and activate rooms to achieve objectives.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • They do deviate from the core 20 Strong more than the others, but not necessarily a bad thing because it's bringing in that lore and that feeling of the games.
  • So, if you like Nemesis and you have that, you're going to feel like this is Nemesis in a little box or Etherfields in a little box, you know.
  • This is the first 20 strong game that allows you to play multiplayer cooperative.
References (from this video)
No references stored for this video.
Video Meij89QQxc0 Top List at 2:01 sentiment: mixed
video_pk 69590 · mention_pk 166148
Nemesis video thumbnail
Click to watch at 2:01 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the Olympics may be over so now it's time to do the board game Olympics
  • I've put everything into bracket fights so afterwards you can do this yourself too
  • I've never even heard of Gloomhaven Jaws of the Lion
  • let me know in the comments below what yours came out to be
  • the original brass versus terraforming Mars
References (from this video)
No references stored for this video.
Video 2PxQRLCskZE Analysis at 23:43:20 sentiment: mixed
video_pk 67729 · mention_pk 163938
Nemesis video thumbnail
Click to watch at 23:43:20 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Cooperative Nemesis is liked more than trying to test and see if you win.
Cons
  • Operates under player elimination.
  • More of an experience than an actual game due to its semi-cooperative nature.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This has ruined not only the evening but potentially some of my closest friendship style hate.
  • I mean, don't we have enough AI slop floating around the world and the internet as it is?
  • The third player AI that has to be run for a two-player game is one of the worst things about Dune Imperium.
  • I want to share with them. I want to brag. I want to boast. I want to win.
  • Put your best foot forward, please.
  • I don't want player elimination in my games.
  • My dyslexic brain will never be able to attach to that new rhythm you set and the pace of play and the strategy is thrown off entirely.
References (from this video)
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Video vyJGpXIdhjM Top List at 1:08:34 sentiment: positive
video_pk 67341 · mention_pk 163415
Nemesis video thumbnail
Click to watch at 1:08:34 · YouTube ↗
Overall sentiment (raw)
Positive, with reservations about player count
Pros
  • Fantastic version
  • Really cool ship discovery element
  • Semi-cooperation works well
  • Allows game to develop on its own before decisions are made
  • Cannot directly attack other players
  • App helps manage tedious bag building
Cons
  • Terrible at max player counts
  • Ship gets discovered too quickly at max player counts
  • Tedious bag building element (though mitigated by app)
  • Expansions are expensive and numerous
Thematic elements
  • Survival horror in space, potentially with betrayal
  • Spaceship
  • Semi-cooperative
Comparison games
  • Nemesis Lockdown
  • Nemesis Retaliation
Mechanics (from transcript analysis)
  • Bag Building (with App Variant) — There is an app that comes with that that you can uh download that helps manage the bag building that which is like one of the most tedious parts about the game where there's like some bag development on okay now you have a larvae but the larvae now evolves into a you know a child or whatever and then that evolves into an adult and that it's like It's very tedious.
  • hidden objectives — Everyone has two objectives a you know a cooperative one and a competitive one.
  • Modular Board — They utilize this really cool uh element of like ship discovery where with a bunch of different tiles uh that have different effects that you're searching for.
  • Semi-Cooperative — This game actually is one of the very rare games that semi-cooperation actually works.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The theme really doesn't come through. It's just how the scoring and the gameplay is why it's here.
  • that that thing is always the thing that catches people that very first time. They're like, 'Oh, I see now.'
  • It's such a short game.
  • It takes longer to score the game than it does to play the game
  • Guards of Atlantis 2 is a MOA style uh t 2v2 game.
  • I absolutely love that there's a reason why I'm not a big fan of exceed or onward in this in this mobile case is because I don't like randomness in these head-to-head games
  • if I'm outplayed, I know my opponent outplayed me.
  • every single uh, hero has only five cards that they can play and they'll play four of them in a given round.
  • I really like that that level up system.
  • Onward 100% feels more like a MOA than Guards of Atlantis does.
  • I've had a great time every single time I've played it.
References (from this video)
No references stored for this video.
Video xEm1Lcvj4lk Analysis at 8:40 sentiment: mixed
video_pk 67047 · mention_pk 163003
Nemesis video thumbnail
Click to watch at 8:40 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Good for those that like to sneak around and betray people.
  • Strong cinematic feeling and tense atmosphere.
  • Core gameplay loop is fun with pressure and tension.
  • Lots of cool ways to fight back.
  • Enjoyed it and would recommend for fans of OG Nemesis.
  • Better fit for those that like to sneak around, scavenge resources, and have a ticking time bomb.
Cons
  • Hesitant about the amount of dice rolling and potential downtime.
  • Strategy phase used for every single action leads to a lot of dice rolling.
  • Movement should be more simplified to avoid downtime.
  • Potential for a lot of downtime between movement and rolls, especially with a group.
Thematic elements
  • alien spaceship
Comparison games
  • OG Nemesis
Mechanics (from transcript analysis)
  • action phase — On your turn, you can take up to four actions. What's different about Nemesis is that every time you take any of these actions, you're going to resolve an entire strategy phase. The second action that I can take is to, of course, attack. The third action is to salvage. The last action is trade.
  • Dice Rolling — every time you take any of these actions, you're going to resolve an entire strategy phase. So, if I were to take my first action, which is move, I can roll some dice. ... if you roll a crit, that's going to raise your noise level. ... the more noise that you make, more aliens will come to your spot. ... you roll for noise using your exhausted pool of dice.
  • Noise level management — Obviously, just like OG Nemesis, you do not want to make a noise in this game, because the more noise that you make, more aliens will come to your spot. ... I am now being on a self-destruct sequence. So, it says, 'When flipped, deploy the nest stack enemies to the cryo chamber, and each player discards one objective card.'
  • Room activation — When I move to this room, I can check and see what room is hidden underneath. ... Each room is also going to have a certain ability, too. ... 'When activated, increase noise by the number of players in this game. And as an action, I can deactivate this room to decrease the noise by two.'
  • Salvaging items — When you are able to activate this room, you actually will put behind this room the corresponding amount of items. ... as your third action, you can salvage, which means you're going to take all of your dice, roll this entire pool, and then you look at how many crits that you rolled. ... you can then take the top item from the stack and you've now gained a new weapon.
  • semi-cooperative play — This is not a solo only game. It is semi-coop for up to three players, which makes this very very exciting. Everyone's going to be given a couple objectives.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I'm not here to show you just one new game. Not just two new games, but three brand new solo game experiences for 20 Strong in collaboration with three Awaken Realms titles, Nemesis, Tainted Grail, and Etherfields.
  • Everything that you're going to see today is still in prototype form, including the rules as well.
  • This is not a sponsored review, but I was sent over these prototypes to check out.
  • The bosses are very interesting, and they do change how you actually interact with this world.
  • Flipping is a big mechanic because it is permanent.
  • As soon as you beat a boss, you will flip it over, and then there will be a new boss that takes its place.
  • The flipping mechanism, I think has got to be my favorite part about Etherfields.
  • Nemesis is definitely going to be the most different out of all the games that you see today.
  • Everyone's going to be given a couple objectives.
  • The more noise that you make, more aliens will come to your spot.
  • I'm just really hesitant about the downtime from rolling dice.
  • I love the cinematic story building. I love how intense the pressure is when you're trying to run away from all these aliens.
  • I was not a fan of Tainted Grail, the campaign game, because I felt like it was full of fillers.
  • Tainted Grail has the most straightforward and simple system compared to all the others today.
  • I would easily rank Tainted Grail as my favorite as number one out of the three games today.
  • Reason why is because you saw how straightforward and how simple it is.
  • If you're type to explore more and if you like ever-changing landscapes and a deck of cards that are constantly going to change depending on how you react to it, then I would definitely go with Etherfields.
  • Nemesis is definitely better fit for those that like to sneak around, that like to scavenge resources, and have like a sort of ticking time bomb.
  • Like, there is so much game in all these three boxes.
References (from this video)
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Video XC2Vg_1L9ZE Analysis at 19:25 sentiment: negative
video_pk 66536 · mention_pk 162169
Nemesis video thumbnail
Click to watch at 19:25 · YouTube ↗
Overall sentiment (raw)
Negative
Pros
  • Creates genuine sustained physical threat
  • Deepens tension through human relationships
  • Conditions for plausible abandonment
  • Produces betrayal through misaligned objectives
Cons
  • Secret objectives can conflict, leading to suspicion
  • Potential for quiet, cold abandonment
  • Decisions can be individually defensible but collectively detrimental
Thematic elements
  • Science fiction survival
  • Spaceship
Comparison games
none
Mechanics (from transcript analysis)
  • Alien invasion — the intruders are hunting
  • Modular ship — The ship is deteriorating
  • player interaction — structurally misaligned objectives create natural conflict.
  • Secret objectives — Each player has a secret personal objective that may or may not align with the rest of the group.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • There is a specific kind of silence that falls over a game table when somebody realizes they have just been completely, deliberately, and systematically destroyed by somebody they trusted.
  • Mean games are a genre unto themselves.
  • The person sitting across from them smiled, played their cards just right, and had been planning it for three rounds.
  • The sea serpent player maintained eye contact and smiled the whole time.
  • You were never trying to save us.
  • I was always trying to save myself.
  • That is a different thing. It is, in fact, exactly what Nemesis is designed to produce.
  • Everything is negotiable.
  • The elected pope controlled by a player can excommunicate opponents.
  • The traitor system is the knife at the game's heart.
  • I held that card for two hours.
  • That is why you committed everything.
  • It is the meanest game ever designed because it is the only major board game where the primary mechanic is human trust and the primary strategy is its violation.
  • Attack the east on this move and I will allow you three supply centers.
  • That is diplomacy.
  • This is showing me things about markets I did not want to understand.
  • Since round one.
  • The worst part was understanding that it had never been a competition. It had been a lesson on a schedule the teacher set before the first card was played.
References (from this video)
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Video qGGXUkTKovY 10 Times 10 Discussion at 10:52 sentiment: positive
video_pk 66306 · mention_pk 161292
10 Times 10 - Nemesis video thumbnail
Click to watch at 10:52 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Atmosphere and minis; tense, thematic play
  • strong group engagement
Cons
  • Rule complexity and long playtime
Thematic elements
  • survival, horror, and betrayal
  • Spaceship infested by aliens
  • semi-cooperative with hidden traitor mechanics
Comparison games
none
Mechanics (from transcript analysis)
  • Asymmetric Player Powers — Different character roles grant distinct abilities and weaknesses
  • Asymmetric powers — Different character roles grant distinct abilities and weaknesses
  • Hidden Roles — Roles and objectives are not fully known to all players
  • hidden/secret traits — Roles and objectives are not fully known to all players
  • Semi-Cooperative — Most players aim to survive, but one or more players may betray the group
  • semi-cooperative play — Most players aim to survive, but one or more players may betray the group
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • evil adjacent it's all good
  • it's a pretty fast game
  • you step into a coal shoot now you're in the basement hope you can find a way out
  • revolving door... sometimes you own it alone sometimes your partner just stared at you
  • we played a mouse cheese cat cucumber
  • there's a lot of randomness and it's part of the fun
References (from this video)
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Video vUrd3FF7tC0 Danielle Discussion at 5:56 sentiment: positive
video_pk 66048 · mention_pk 160540
Danielle - Nemesis video thumbnail
Click to watch at 5:56 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • cute art and high production value (not a PnP)
  • great for bonding with a young child and for quick play
Cons
  • likely light on depth for experienced players
Thematic elements
  • numbers, arithmetic, simple but charming visuals
  • numbers-focused, educational flavor
  • light, family-friendly
Comparison games
none
Mechanics (from transcript analysis)
  • Multi-Use Cards — cards can be used in different orientations for varied effects
  • number-based puzzle — cards depict numbers; players manipulate to reach goals
  • rotations/flip sides for added value — cards can be used in different orientations for varied effects
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I really really like this game
  • I am excited that I was able to have the opportunity to get this game back in my collection
  • I prefer not to do PNPS
  • easy to learn but a hard hard one to master
  • the art is adorable very story book like
  • I would definitely choose this one
  • the high quality production of it that I would not be able to get as a PNP
  • I really like the little fish art
  • looks pretty interesting to me
  • excited to try this
References (from this video)
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Video ZTGjuEtWAEQ Other at 9:02 sentiment: positive
video_pk 65748 · mention_pk 159512
Nemesis video thumbnail
Click to watch at 9:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Presentation and aesthetics
  • Theme
  • Can be played cooperatively or with a traitor element
  • Opt-in traitor element provides agency
  • Adds fascinating social dynamic
  • Allows players to screw with each other
  • Thematic
  • Instant classic for core group
Cons
none
Thematic elements
  • Sci-fi
Comparison games
  • Battlestar Galactica
Mechanics (from transcript analysis)
  • dice chucking — Nemesis is thematic and has 'chucking dice'.
  • hidden objectives — Everyone gets dealt two cards, one benign and one sneaky, and chooses which to do.
  • Semi-Cooperative — Can be played cooperatively or with a traitor element.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • an award only has the power we give to it
  • obsession is something different it's something wonderful and it's something special
  • horrified is a bit of a pandemic killer
  • villagers is a bit of a masterclass on how to make a small game but looks good and plays well that doesn't cost the earth
  • they did something i thought was impossible and that was to create a game that goes from a strategic layer right down to the inside of a house and individual soldiers within a conflict and to do that seamlessly and in a streamlined way
  • paladins is the heaviest game to come out from garphill games it's a real chunky beast of the game
  • putting aside the gorgeous art and tactile components the satisfying action of activating in a row and triggering a rudder power still feels good after many plays
  • wingspan is a bird watchers delight wingspan is very much a game that seems to have captured the public's imagination
  • Elizabeth has done an awful lot for women and board-gaming over the last year she's become a real torch bearer for their cause and continuously advocated for more inclusion of woman non-binary people and people of color and board game design and publication
  • there's so much i love about the game but the presentation the aesthetics of it the theme but i really like how it can be played cooperatively all of a trader element but that the trader element in the game is opted in
  • we love games where we can screw with each other we love thematic games and we love chucking dice nemesis now is that and has become an instant classic for my main gaming program
References (from this video)
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Video Eqx86JlIH5A Meeple University Rules Teach at 0:34 sentiment: neutral
video_pk 64369 · mention_pk 157819
Meeple University - Nemesis video thumbnail
Click to watch at 0:34 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
  • survival horror / semi-cooperative teamwork
  • stricken spaceship
  • narrative driven by room actions and objectives
Comparison games
none
Mechanics (from transcript analysis)
  • Combat (shooting and melee) — Attacking uses a combat die; different results cause varying damage; melee carries infection risk.
  • Contamination and healing — Infections and contamination cards can cause deaths; healing via surgery or antidotes removes infections.
  • Door and room control — Doors can be opened/closed; destruction and demolition tokens affect access and can alter ship layout.
  • Intruder bag and randomizer — An intruder bag is used to draw intruder minis and trigger effects.
  • Item and equipment management — Items occupy hand slots; heavy items require hands; crafting and discarding costs are required to use actions.
  • Movement — Movement costs 1 action point; move through open corridors, reveal rooms, roll for noise, resolve encounters.
  • Movement Points — Movement costs 1 action point; move through open corridors, reveal rooms, roll for noise, resolve encounters.
  • Noise and encounters — Noise rolls generate noise tokens in corridors, triggering intruder encounters.
  • Quests and objectives — Each player starts with two objectives (personal and corporate); players discard one to pursue; victory requires completing an objective and surviving.
  • Self-destruct and escape — Self-destruct track advances during events; escape pods and hibernation are alternate win paths.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "Nemesis is a game of survival"
  • "The Narrative" drives the game
References (from this video)
No references stored for this video.
Video esu4NsTzpZ4 kovray Discussion at 10:05 sentiment: mixed
video_pk 63806 · mention_pk 157314
kovray - Nemesis video thumbnail
Click to watch at 10:05 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • theme doesn't matter. At the end of the day, it's all math with art.
  • I loved managing all those little things. I loved setting all of it up.
  • We can play six hours of Monopoly and if the crowd is good and we're all laughing and having a joyous time, that will be a better memory than me sitting through a game I really love with people I may not connect with.
  • okay if it's like love letter, like it's a card game where it's more like the intent of it.
References (from this video)
No references stored for this video.
Video C4nKjVU_Fbk Board Game Critique Analysis at 2:23 sentiment: mixed
video_pk 63707 · mention_pk 157188
Board Game Critique - Nemesis video thumbnail
Click to watch at 2:23 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • First alien discovery creates a dramatic narrative moment.
  • Depth comes from information management and risk mitigation.
  • Scanner sleeve adds a tactile moment and tension.
Cons
  • Rulebooks are dense, cross-referenced, and printed in small fonts; can be hard to teach.
  • Setup and playtime can be lengthy, especially for larger groups.
Thematic elements
  • survival horror with secret objectives and shifting alliances.
  • Crew aboard a spaceship dealing with alien threats and hidden objectives.
  • tension built around hidden objectives and a dramatic first alien discovery.
Comparison games
  • Nemesis (Original)
  • Nemesis: Lockdown
  • Nemesis: Retaliation
Mechanics (from transcript analysis)
  • intruder bag evolution — The intruder bag evolves over time (larvae and creepers replaced by adults and breeders) and encounters draw from the bag, increasing threat.
  • movement and noise — Moving fast costs one card and triggers a noise roll; moving careful costs two cards and may involve placing a noise marker. Noise and movement balance economy against safety.
  • scanner sleeve (infection reveal) — A scanner sleeve mechanic turns a passive deck penalty into a tangible moment of tension when dealing with infected cards.
  • Secret objectives — Each player starts with two secret objectives; upon first alien discovery you must pick one and are locked into it for the rest of the game.
  • two actions per turn (or one action and pass, or pass) — In the player phase you draw up to five cards and choose to take two actions, one action plus pass, or pass. Actions cost discarding cards (zero to three) depending on the action.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Three games, pick yours.
  • Real decisions, real consequences, real moments.
  • Lockdown is the best second purchase.
  • If you're new to this franchise in 2025 and you can find retaliation at retail, buy retaliation.
  • The marines premise, the better weapons, the procedural map, the objective flexibility, these all combine into a game that still has genuine tension, but gives you actual tools to fight back.
References (from this video)
No references stored for this video.
Video q89dtiK2HPo Neon Gorilla Discussion at 0:38 sentiment: positive
video_pk 62756 · mention_pk 155462
Neon Gorilla - Nemesis video thumbnail
Click to watch at 0:38 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • A 3.5 is a seven out of 10. A 3.5 is a good game.
  • But if a game is good, a game is good.
  • I can't fully separate out my emotional range.
References (from this video)
No references stored for this video.
Video Ialj7sSIs1Q One Stop Co-op Shop Playthrough at 0:35
video_pk 62579 · mention_pk 155299
One Stop Co-op Shop - Nemesis video thumbnail
Click to watch at 0:35 · YouTube ↗
Pros
none
Cons
none
Thematic elements
  • Array
  • Science Fiction
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think this is great.
  • I think the whole AB thing is really cool, really fun.
  • I love managing your dice. I love the management of these items and these cards.
  • There are a lot of really creative things in the design.
  • The map cards can also flip.
References (from this video)
No references stored for this video.
Video B5G70dA_0c0 Board Game Critique Analysis at 12:10 sentiment: mixed
video_pk 62523 · mention_pk 155214
Board Game Critique - Nemesis video thumbnail
Click to watch at 12:10 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Cinematic atmosphere; tense moments when everyone knows the icons
Cons
  • Icons require memorization; rule checks interrupt immersion
Thematic elements
  • creature threat and stealthy escape
  • cinematic sci-fi horror in a ship
  • immersive but icon-heavy exploration
Comparison games
none
Mechanics (from transcript analysis)
  • icon-heavy rulebook — immersion relies on understanding a large iconography set.
  • semi-coop with hidden roles — player goals may conflict with others, adding tension.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's not engagement. It's everyone doing their own puzzle in the same room.
  • Gorgeous production quality, but multiple simultaneous subsystems that can feel complex initially for new players.
  • Turn order determines a lot in this game's economy.
  • One wrong move with how the link network system works, and you've completely invalidated your entire strategy.
  • The clue giver walks a razor line between clever and intuitive that new players haven't calibrated.
  • Eight-hour day commitment, full group attendance, full mental energy required throughout.
References (from this video)
No references stored for this video.
Video ZBpPmfb649U Board Game Critique Discussion at 13:19 sentiment: negative
video_pk 62515 · mention_pk 155185
Board Game Critique - Nemesis video thumbnail
Click to watch at 13:19 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • Atmospheric theme and cinematic moments
  • Visually striking minis and components
Cons
  • Overreliance on randomness can feel unfair
  • Elimination and swings can undermine tension
Thematic elements
  • alien threats, paranoia, tension
  • Semi-cooperative sci-fi aboard a starship with hidden objectives.
  • Array
Comparison games
  • Station Fall
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The theme and the mechanics are completely disconnected.
  • Yes, Terrammystica.
  • Masquerade looks silly at first. You're given a character card.
  • Descent solved the overhead problem by integrating a free companion app that handles almost everything Gloom Haven makes you do manually.
  • Station Fall is making your own story.
  • Aons is exceptional for people who want depth without the homework.
References (from this video)
No references stored for this video.
Video RPsqTnRhx8E Allies or Enemies Top List at 1:29 sentiment: positive
video_pk 61094 · mention_pk 153554
Allies or Enemies - Nemesis video thumbnail
Click to watch at 1:29 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Atmospheric sci-fi theme
  • Varied win/lose conditions
  • Tense, thematic gameplay
Cons
  • Heavy rules
  • Long play time
Thematic elements
  • Survival horror in a sci-fi setting
  • Spaceship, alien-infested ship
  • Semi-cooperative with traitor/hidden agenda elements
Comparison games
  • Aliens
Mechanics (from transcript analysis)
  • Asymmetric Player Powers — Players have different abilities and goals.
  • asymmetric roles — Players have different abilities and goals.
  • cooperative with variable map and events — Board changes and events occur as you play.
  • Semi-Cooperative — Players work together but some players may have traitorous objectives.
  • semi-cooperative play — Players work together but some players may have traitorous objectives.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is our top 10 co-op games
  • it's such a chill game
  • we are so engaged in this very simple game
References (from this video)
No references stored for this video.
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