Nemesis Lockdown is the first stand alone expansion to Nemesis. During the game, players will be taken to a totally new location - a secret base on Mars, represented by a multi level board. Lockdown will retain the highly cinematic, semi-co-op experience of the original game, while introducing a lot of new, fresh mechanics.
During the tense gameplay, you and your fellow players will gather items, explore different rooms and use your actions, craft, run, and fight other species. At the same time, every player will try to complete their secret objective, that will grant them victory... Sometimes at the expense of others.
Some of the new mechanics are:
Multi-level base with stairs and elevators
Advanced computer actions
CSS hatch system
Power and light on different levels
Contingency procedure
New characters and alien race
- tight cooperative challenge with three distinct characters
- strong sense of tension and decision-making under risk
- varied objectives and a meaningful crafting path
- detective/mystery elements around intruder weaknesses
- setup is heavy and the board is very large (table hog)
- single-camera setup limits overhead visibility of miniatures and components
- Survival against hostile intruders while uncovering weaknesses and completing mission objectives
- Underground facility / containment base in a sci-fi horror setting
- Array
- Nemesis
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we are playing cooperative with three characters
- it's just more challenging
- it actually shines quite well Cooperative
- this game is a table hog
- when you buy the base game it will not come with the 3D little Rover it's going to be a cardboard Rover
- there will be tears
- the goal of the game you have to complete your objectives you have to survive have fun with that and then you have to survive the corporate contingency that's coming for you after you survive
- it's a detective mystery thing anyway
- this is Nemesis lockdown three-handed solo playthrough
References (from this video)
- High-tension co-op play with emergent intruder dynamics
- Hand management and crafting provide satisfying planning
- Accessible livestream demonstration of complex rules (with cheat sheets)
- Rule-heavy with many edge cases; easy to misread, as shown by live-stream commentary
- Long play sessions can be time-intensive
- Survival against hostile intruders, exploration, crafting, and escape
- Spacefaring research facility where a corporate mission goes awry
- Emergent storytelling through player choices and event sequencing
- Puzzle Dungeon
- Pocket Dungeon
Mechanics (from transcript analysis)
- card crafting — Items are crafted in a repository/CSS pods; players discard/create items to fulfill objectives.
- Cooperative Game — Players work together to survive against intruders, with variants for solo and semi-cooperative play.
- cooperative play — Players work together to survive against intruders, with variants for solo and semi-cooperative play.
- Crafting and inventory management — Items are crafted in a repository/CSS pods; players discard/create items to fulfill objectives.
- CSS pods / cargo sending system — Scheduling CSS pods to escape; pods launch at intervals depending on time token.
- Intruder bag / random encounter deck — An intruder bag generates adult intruders; encounters and noise affect danger level.
- Knowledge / weaknesses / archives — Knowledge tokens unlock weaknesses of intruders; archives provide powerful one-off bonuses.
- Time track — A round-based time track advances; managing power across floors is critical to survival.
- Time track / power management — A round-based time track advances; managing power across floors is critical to survival.
Video topics + discussion points
Quotes (from this video)
- Nemesis lockdown has solo Cooperative where's my hand cooperative
- three-handed solo play
- we made it Nemesis locked down three-handed solo play
- the power on moving slow and having the power on has been the key to surviving this game
References (from this video)
- Complete Nemesis collection (all previous content)
- 3D terrain adds to gameplay
- High quality miniatures from Awakened Realms
- Aliens-adjacent theme
- Lots of painting opportunity
- Can be eliminated quickly
- Mixed reviews (some love it, some don't)
- sci-fi
- aliens
- space_horror
- Aliens (film)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- pandemic shame which is i just went on a kickstarter spree while i was living in egypt
- we're gonna start a new hashtag we're going hashtag team jason zack
- there's nothing wrong with that because i think this is going to be a great game
- it might be number 23 which is something that is not being put out until tomorrow
- i just want to see that in motion and working on the table
- if you really enjoy some games by you know certain makers you're probably going to like in another one
References (from this video)
- strong narrative through thematic events and ambient tension
- more powerful character options and varied upgrades than original Nemesis
- high replayability with contingencies and multiple victory routes
- heavy rule set; not beginner-friendly
- some players may find it punishing or opaque without prior Nemesis experience
- horror, survival, base defense
- Mars base on a doomed exploration mission; contingencies threaten all
- cinematic, high-stakes fatigue and chaos
- Nemesis
Mechanics (from transcript analysis)
- contingencies — endgame conditions tied to tokens that threaten the crew and mission
- semi-cooperative / traitor mechanics — players work toward objectives while contingencies and hidden threats complicate progress
- upgraded character decks and item crafting — characters grow stronger with upgrades and crafted gear
Video topics + discussion points
Quotes (from this video)
- this game has like hundreds of miniatures and metal components galore that were all unlocked via the Kickstarter
- the biggest thing that surprised me is every time a game comes into our library i try to learn it as soon as possible
- nemesis lockdown is wonderful for that and the contingencies really add a new layer of tension
- the mirror effect... I haven't seen before; it's distilled; it's simple
- Sleeping Gods is the best adventure game—it's 10 out of 10 for me
- Calico is the crunchy, punishing one; Cascadia is more open and forgiving in terms of pathing
References (from this video)
- More escape options
- Electricity noise management
- Interesting new mechanics
- More complex rules
- Expensive
- Survival sci-fi
- Mars base
- Semi-cooperative survival
- Nemesis
- Nemesis Retaliation
Mechanics (from transcript analysis)
- Electricity system — Manages noise tokens
- Elevator/fast travel — Allows movement between spaces
- Secret information — Players start with hidden objectives
Video topics + discussion points
Quotes (from this video)
- All three games are semi-cooperative
- This game is not that much about winning as it is telling a story
- There are certainly better games for certain players
References (from this video)
- strong theme and tension
- immersive atmosphere
- can be punishing
- complex with many pieces
- betrayal, suspense, procedural danger
- horror-survival in a sci-fi environment
- cinematic, tense, emergent story with hidden traitors
Mechanics (from transcript analysis)
- risk management / combat — players face threats while managing resources and morale
- semi-cooperative with traitor elements — players cooperate but some betrayals or hidden agendas exist
Video topics + discussion points
Quotes (from this video)
- in this video we're each gonna pick our 10 best board games of all time in our honest humble opinions objective opinions so it's complete truth
- it's my favorite Story game
- the best work replacement deck building, like combination, I have played
- it's a really feel good game a massive game that feels light
- the most thematic game I think in my top 10 just surviving horror sci-fi
- Twilight Imperium is a historic epic