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Nemesis: Retaliation box art

Nemesis: Retaliation

Game ID: GID0224863
Game Info
Year
2025
Collection
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Percentile rank vs. all games
Vibe profile
How this game feels to play
Description

Nemesis: Retaliation is the third installment of the Nemesis horror board game series. Like the first two, it is designed as a standalone game.

This time, players take on the roles of highly trained marines, entering the alien nest with strict orders and the most advanced tools available. But will they be well-prepared enough to face the unrelenting horde that awaits them? In Nemesis: Retaliation, players must survive against overwhelming odds and the possibility of betrayal at every step.

Some of the new mechanics are:
Reworked health system
New character actions
Modular map system with special exploration cards
Item management track
Individual objectives allow for hidden traitors

—description from the publisher

Description

Nemesis: Retaliation is the third installment of the Nemesis horror board game series. Like the first two, it is designed as a standalone game.

This time, players take on the roles of highly trained marines, entering the alien nest with strict orders and the most advanced tools available. But will they be well-prepared enough to face the unrelenting horde that awaits them? In Nemesis: Retaliation, players must survive against overwhelming odds and the possibility of betrayal at every step.

Some of the new mechanics are:
Reworked health system
New character actions
Modular map system with special exploration cards
Item management track
Individual objectives allow for hidden traitors

—description from the publisher

Ask a Rules Question
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 28
This page: 28
Sentiment: pos 23 · mix 2 · neu 2 · neg 0
Mentions per page
Showing 1–28 of 28
Video 4G0TodVeMT0 Rules Teach at 0:17 sentiment: positive
video_pk 68510 · mention_pk 164776
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Overall sentiment (raw)
positive
Pros
  • Fantastic game overall.
  • Retaliation is different from the original and Lockdown.
  • Players get to pick characters, weapons, and an additional draft item.
  • Great for playing with friends.
  • The miniatures look fantastic when painted.
  • Sundrop pledge miniatures are good for painting over.
Cons
  • The original Nemesis and Lockdown are not different enough to keep both.
  • Some contrast paints require multiple layers.
  • A specific 'Vallejo Glaze' color was described as terrible and having very little pigment.
Thematic elements
  • Space exploration and survival with alien threats.
Comparison games
  • Nemesis
  • Nemesis Lockdown
  • ISS Vanguard
  • Star Wars
Mechanics (from transcript analysis)
  • Character Selection — Specific characters like the Medic and Combat Engineer are chosen for play. Patrons decided which characters would be played.
  • Combat — The game involves combat, with characters going 'in with guns blazing.'
  • drafting — Players get to draft an additional item to go with their character and starting weapon.
  • miniature painting — The primary focus of the stream is painting miniatures for the game using techniques like slap chop, contrast paints, and specific color applications.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I have a painting style that is called slap and drop. I slap paint on drop paint miniatures on the table play game. That's the deal.
  • Going for slop and drop is what we call it. Slop and drop. That is the painting technique of Meet Me at the Table.
  • It's like playing Nemesis version of the movie Aliens.
  • The pile of possibilities, opportunities, and sadness are always a part of the of the hobby when it comes to board games and miniatures at at all of all of all time. Of course.
  • I'm not going for Golden Demon. Going for slop and drop is what we call it. Slop and drop.
References (from this video)
No references stored for this video.
Video 9V3y-xvixCU Rules Teach at 0:04 sentiment: positive
video_pk 68494 · mention_pk 164762
Nemesis: Retaliation video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • The game is highly anticipated and exciting.
  • The 'insider' mechanic adds a fun twist to the horror movie theme.
  • The upgraded components are cool.
  • The game has a lot of replayability due to various objectives and mechanics.
  • The host expresses adoration for the Nemesis franchise and this iteration.
  • The game can turn 'so fast', adding to the excitement.
Cons
  • Losing oxygen is brutal and happens quickly.
  • The game can be overwhelming with numerous intruders.
  • The insider character was defeated quickly.
  • The robot was disabled and the hibernatorium room was also broken.
  • The game can be lost very quickly if players aren't careful.
Thematic elements
  • Survival horror on a spaceship
  • Space
Comparison games
none
Mechanics (from transcript analysis)
  • Action Card Play — Players use action cards to perform various actions on their turn, with some actions requiring discarding multiple cards.
  • Bag Building/Token Drawing — Intruders are placed into a bag and drawn randomly to determine their presence and actions.
  • Combat (Shooting/Melee) — Players engage in combat with intruders using weapons and melee attacks.
  • cooperative play — The game is described as a 'two-player co-op game' where players need to succeed at tasks together.
  • Damage and wounds — Characters can take damage, gain serious wounds, and become infected with larvae.
  • Environmental hazards — Hazards like fire and lack of oxygen present ongoing threats to players.
  • Hidden Traitor/Insider — The 'insider' mechanic is introduced as a twist where a player could be hostile or friendly, adding an element of uncertainty.
  • Lander/Countdown Track — A countdown track and a lander mechanism are present, indicating a time-sensitive element or impending event.
  • Modular Board/Tile Laying — Corridor tiles and room tiles are revealed and placed as players explore, creating a dynamic map.
  • Noise/Alarm System — Noise values on corridors can trigger intruder spawns, adding a stealth/alert mechanic.
  • Objective Fulfillment — Players have specific objectives to complete, such as getting the robot to the reactor room or killing the queen, to succeed in the game.
  • Resource management — Players need to manage resources like oxygen, ammo, and health to survive.
  • semi-cooperative play — The host mentions that in semi-co-op, players will have mission tasks and ulterior objectives.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I have been waiting forever for this game. I am super pumped to bring this to the table.
  • What better way to make a horror movie have something fun than have a twist in it.
  • Oh my gosh, this was so so fun. I can hardly wait to come back to this.
  • I absolutely adore Nemesis and every iteration that has happened.
References (from this video)
No references stored for this video.
Video 6k1P4QLXCCI Playthrough at 4:00 sentiment: positive
video_pk 68106 · mention_pk 164435
Nemesis: Retaliation video thumbnail
Click to watch at 4:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • The expansions add significant variability and new challenges.
  • The game offers a tense and engaging cooperative experience.
  • The emergent narrative created by the game's systems is highly enjoyable.
  • The new faction (Neo Flesh Cult) and Xerion expansion provide interesting new mechanics and threats.
Cons
  • The host experiences a lot of 'bad news city' moments, indicating high difficulty and potential for setbacks.
  • A critical objective is missed due to overlooking a rule or detail.
  • The host makes a critical error leading to the death of a character.
Thematic elements
  • fight against aliens
Comparison games
none
Mechanics (from transcript analysis)
  • Bag Building / Bag Depletion — Tokens representing different intruders are drawn from a 'bag of death' or 'nemesis death bag', and new tokens are added throughout the game.
  • Card Play — Players use a hand of cards to perform actions like moving, shooting, or special abilities.
  • character abilities — Each character has unique starting equipment and abilities that influence their gameplay.
  • Combat — Players engage in combat with various alien intruders using weapons and abilities.
  • cooperative play — The game is played in a "two-player co-op" mode, requiring players to work together to achieve objectives.
  • Dice rolling — Dice are used for combat, noise rolls, and other actions, with the host specifically mentioning a 'lucky bursting die'.
  • Modular board — The game uses exploration cards to build the map as players explore, creating a different layout each game.
  • Objective-based gameplay — The game involves completing specific missions or objectives, such as retrieving an egg or securing areas.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is going to add some variability when you do play this group.
  • Oh my gosh, these items in this game are so good.
  • This guy is super dead. We were able to destroy this cultist.
  • Oh my gosh, this is super cool. Oh, these things are smarter than we are. They knew what our objectives were.
  • I'm such a bad player. Oh no, he's he's dead.
References (from this video)
No references stored for this video.
Video 2PxQRLCskZE Analysis at 23:43:20
video_pk 67729 · mention_pk 163939
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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)
  • 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)
No references stored for this video.
Video ipv3Xo8q6z4 Top List at 1:15 sentiment: positive
video_pk 66549 · mention_pk 162184
Nemesis: Retaliation video thumbnail
Click to watch at 1:15 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fantastic interaction and player engagement
  • Unique interaction and experience
  • Betrayal feels more real due to camaraderie
Cons
  • Ill-prepared for hyper-paranoia and mistrust
Thematic elements
  • survival and alien obliteration
  • alien-infested installation
Comparison games
  • original Nemesis
  • Alien
Mechanics (from transcript analysis)
  • action selection — Players choose actions to explore, collect items, and fight aliens.
  • modular map — Players explore a modular map.
  • Semi-cooperative — Features shared goals, but also personal objectives that can lead to selfish actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Nemesis Retaliation is a brilliant game providing one hell of a unique interaction and experience.
  • Brass's duality of interaction even extends into the route building portion of the game.
  • Dominant Species, like life, found a way.
  • Every faction creates this awesome dance at the table.
  • This isn't your typical worker placement game. This is an economic brawl, and to have fun, you need to get a little dirty.
  • Black Rose Wars does its best to recapture the days you played Quake against your buddies over the modem on your family computer, and I think it does a great job.
  • Food Chain Magnate's interaction is relentless and just so damn fun.
  • Keyflower is a game that has easily stood the test of time, and is not only one of the most interactive euro games out there, it is honestly one of the best board games ever made.
  • The entire game of Pax Pamir rests on the idea that your fate is intrinsically tied to everyone else at the table. The second you stop paying attention to other players, you've lost.
  • When it comes to interaction, Twilight Imperium is the undisputed king and I'm I'm not really sure it'll ever be dethroned.
References (from this video)
No references stored for this video.
Video pc5_tt-Bkxc Review at 0:12 sentiment: positive
video_pk 66473 · mention_pk 161989
Nemesis: Retaliation video thumbnail
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Overall sentiment (raw)
positive
Pros
  • Cinematic feel and narrative potential.
  • High highs and low lows create engaging moments.
  • Individual character development and unique decks.
  • Tension maintained throughout the game.
  • Meaningful decisions despite luck elements.
  • High replayability due to variability.
  • Tactical and reactive gameplay.
Cons
  • Game is still long.
  • Can be very random with little control.
  • Miniatures for aliens are hard to distinguish (adults from drones).
  • Rulebook could be better and is not user-friendly.
  • App for rules is slow.
  • Alien miniatures get entangled.
  • Tokens in the bag use miniature pictures instead of symbols.
Thematic elements
  • fighting aliens
  • space
Comparison games
  • Nemesis
  • Nemesis Lockdown
Mechanics (from transcript analysis)
  • Action Point Allowance — Players perform two actions on their turn, choosing from playing cards, passing, discarding cards for specific actions like moving, attacking, or using room abilities.
  • Alien Types — Larvae (infect and cause contamination), Adults (numerous, appear in swarms), Drones (larger, nastier), and the Queen (single boss).
  • Ammunition Tracking — Weapons require ammunition, tracked with tokens that are depleted as weapons are used.
  • Bag Development — Tokens are pulled from a bag to determine further game developments, such as adding more enemy tokens to the bag.
  • Betrayal Mechanic — The possibility exists for players to betray each other, adding a layer of distrust.
  • Card Play — Players play cards from their hand to perform actions, with some cards having restrictions on use when aliens are present.
  • Character-specific decks — Each character has a unique deck of action cards, allowing for specialized playstyles.
  • Cleanup Phase — Player order is changed, the start player token is passed, and players draw action cards back up to their hand limit.
  • Damage tokens — Wound tokens are used to track damage on aliens.
  • Dice combat — Attacking aliens involves rolling dice, with results determining damage dealt, ammunition spent, and potential misses.
  • Discard for actions — Discarding one or two cards allows players to perform specific actions like moving, placing shields, firing, using items, or activating the robot.
  • Door mechanics — Doors can be set up and activated to slow down aliens.
  • Enemy Phase — After players take their turns, the intruder phase begins where aliens attack, and their actions are determined by drawing cards.
  • Environmental hazards — Players can take fire damage if they are in a room with fire.
  • event phase — An event card is drawn and resolved, adding further challenges or changes to the game state.
  • exploration — Entering an unexplored room involves moving and drawing an exploration card that determines the room's placement, contents, and potential noise warnings.
  • hidden objectives — Players have private objectives that may conflict with the team's goals.
  • Item Usage — Players can use items found in the game to aid their progress.
  • Landing Zone Safety — The safety of the landing zone is determined by tokens that can be active or inactive, affecting whether the rescue ship can land.
  • Movement — Players can move between rooms, with options for regular movement that may trigger noise rolls or cautious movement to avoid ambushes.
  • Noise Rolls — When moving between explored rooms, players roll a die to determine if they make noise, which can lead to drawing tokens and spawning enemies.
  • Objective Fulfillment — Players are dealt two objectives at the beginning of the game: a mission objective and a private objective, and they need to satisfy one of them to potentially win.
  • Oxygen management — Players track their oxygen levels, which deplete in rooms without oxygen, and must find a way to replenish it to avoid perishing.
  • Queen Elimination — Eliminating the Queen by burning through her card deck prevents her from appearing further in the game.
  • Robot Activation — Players can activate a robot, which provides additional actions and can vary depending on its type.
  • Room abilities — Each room has an ability that can be activated by discarding two cards, such as turning on oxygen.
  • Time track — A time track advances, and reaching certain points can trigger events like the potential arrival of a rescue ship.
  • Weapon Reloading — Spent weapons need to be reloaded through specific actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is game number three now. And it takes the fight to the aliens.
  • You don't really know at the beginning of the game. It's going to be something different every game. The players going to have different objectives every game. They might be all working together or maybe betraying one another. You just don't know. You're going to find out.
  • So, here's what the game might look like a few turns already into the game. Everybody's going to be a character.
  • If that goes very low and you still cannot find oxygen after being given a warning round you will perish in the game.
  • But basically, after all of the uh intruders here have done their thing, then we go to an event phase where we draw an event and we're going to deal with what that event says.
  • And that is how you attack both in corridors and in rooms.
  • So, that is Nemesis Retaliation. Now, we have both played Nemesis, the first one. this sort of claustrophobic claustrophobic scary kind of like Alien the movie sort of feeling game.
  • And I think with that comes this this urgency, this agency, this sort of very cinematic feel. And I really like that aspect of this game.
  • Also, not trusting each other. Are we all working together? Are we not? What's your objective?
  • But it gives the players a little more oomph even if it's almost an illusion of that because at first you're like you you come in loaded up, you've got gear, you've got ammo, and very quickly things are going to go south and then you'll be in kind of that same sort of position where you don't you should just run. You should run away. You're going to die. But you feel powerful.
  • I really like that dichotomy of how the game feels at the beginning and how it feels near the end where you're like, 'Oh no, I'm dying.' I love that. I love that.
  • And so so really some interesting balances that you have to have during your turn.
  • Unfortunately, with that, are going to come some flaws as well.
  • This game has very little control.
  • You are going to be in a room sometimes with an alien and you will shoot that alien five times and you will miss every single time.
  • And that's that's layers deep, too.
  • And you need to know if you're willing to trade that randomness for a cinematic experience. If you're not, honestly, I don't think this game's for you if you're not.
  • There are rules in there. I found online, for example, rules that are not in the rule book that are misexplained in the rule book.
  • The alien figures in this game, the bad guys, are they look too similar and and they're not great models.
  • And then because they're spindly, I like the look of the miniatures. they just get really entangled in each other on the board which cause causes some problems.
  • There are so many points of interaction, so many little things to think about um that this game will definitely keep you engaged.
  • But it leaves so much to be discovered in the game. Which I think is just exciting.
  • And that is just exciting.
  • And I think that this game really really nails that.
  • Every single time I play, I feel like I'm on episode 10 of a miniseries.
  • Watch out for the aliens in outer space.
References (from this video)
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Video mDp1N7fwkDU Rolls in the Family Top List at 34:49 sentiment: positive
video_pk 65510 · mention_pk 159206
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Overall sentiment (raw)
Positive
Pros
  • Creates a strong narrative and memorable moments.
  • Nails the semi-cooperative experience with tension and paranoia.
  • Strategic depth with multiple objectives.
  • Improved mechanics from the original (e.g., commitment timing).
  • Reduced possibility of instant player elimination compared to the original.
Cons
  • Can be challenging and unforgiving.
  • Player death is still a possibility.
Thematic elements
  • Survival horror with alien threats
  • Space
  • Emergent storytelling through gameplay
Comparison games
  • Dead of Winter
  • Battlestar Galactica
Mechanics (from transcript analysis)
  • Dice rolling — Dice are used for combat and other random events.
  • Modular board — The game board is constructed from tiles, allowing for variability.
  • Objective-based play — Players work towards both a main team objective and personal objectives.
  • Semi-cooperative — Players have individual goals that may conflict with or complement the team's objective, creating tension and distrust.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I suck at the Ryan really nice way to say this.
  • how much childhood trauma I have from a gricola.
  • It takes time. It really does. It takes time to get good at it.
  • It really nails the semi-ooperative experience. I think it just strikes that
  • And so you're kind of like paranoid about it.
References (from this video)
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Video C4nKjVU_Fbk Board Game Critique Analysis at 3:41 sentiment: positive
video_pk 63707 · mention_pk 157190
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Overall sentiment (raw)
positive
Pros
  • Most modern engine with the greatest player agency and private objectives.
  • Flexible objectives and action bursts provide meaningful strategic depth.
  • Better alignment with players seeking an active, combat-forward experience.
Cons
  • Very large component footprint; setup can be lengthy; still a hefty investment.
  • May be less distinctive than the original in certain playgroups.
Thematic elements
  • agency through private objectives and mission variety; flexible pacing with combat-oriented play.
  • Marines in a sci-fi setting with aliens present; enhanced combat premise.
  • combat-focused, with a shift toward active engagement and resource management.
Comparison games
  • Nemesis (Original)
  • Nemesis: Lockdown
Mechanics (from transcript analysis)
  • armed marines premise — From turn one, players feel equipped and capable, shifting the feel from earlier games.
  • bonus actions on lock-in — Locking into a private objective yields a burst of bonus actions that scale with commitment.
  • escalating threat with Neoflesh — Neoflesh dynamics intensify as pressure grows, affecting pacing and risk.
  • timed commitment — Choose when to lock into private objectives to optimize map development and survival.
  • Two actions per turn — Same core action economy as the original: two actions per turn, with options to pass.
  • two objectives plus private objective — One broadly shared mission objective plus one private objective; lock-in timing influences strategy.
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 ZH0ziajyORI Board Of It Review at 0:04 sentiment: mixed
video_pk 63686 · mention_pk 157178
Board Of It - Nemesis: Retaliation video thumbnail
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Overall sentiment (raw)
mixed
Pros
  • combat changes reduce reliance on ammo and introduce a more swashbuckling feel
  • two combat modes add variety while maintaining tension
  • oxygen and tactical tokens provide clear ticking clocks and loadout options
  • secure tokens and reinforced corridors increase player control
  • robot adds per-game variability and tactical options
  • exploration cards and improved rulebook clarity enhance setup and understanding
Cons
  • despite changes, many core elements feel similar to previous Nemesis iterations
  • upgrading from Nemesis or Lockdown may have limited value
  • some play sessions described as frustrating due to line-of-spawn randomness
  • narrative emphasis may frustrate players seeking a purely strategic experience
Thematic elements
  • survival action in a hostile environment with objective-driven play
  • facility infested with intruders
  • semi-cooperative with emergent storytelling
Comparison games
  • Nemesis
  • Nemesis: Lockdown
Mechanics (from transcript analysis)
  • ammo-free room shooting — Regular shooting does not cost ammo; bursting consumes ammo.
  • boss battler — The queen has a unique combat system requiring players to mill through her deck to defeat her.
  • exploration cards — Drawing exploration cards when exploring sets up rooms, intruders, room types, tokens, and corridor layouts.
  • intruder spawning — Intruders spawn in rooms or corridors with varying density; spawns in corridors allow more aggressive action.
  • oxygen tracking — Oxygen must be monitored; life support rooms must be activated to avoid death from lack of oxygen.
  • per-turn actions — On a turn, players take two actions by moving, interacting, or shooting and spending cards.
  • queen boss mechanic — The queen has a unique combat system requiring players to mill through her deck to defeat her.
  • reinforce corridors — Corridors can be reinforced to reduce attack risk and noise rolls.
  • robot companion — A per-game robot with a unique ability.
  • secure tokens — Rooms can be secured to prevent attacks.
  • tactical tokens — Tokens representing health, ammo, grenades, and oxygen that can be spent for resources.
  • two combat modes — Shooting in the room deals 1 damage with a die roll to determine total damage; bursting in adjacent corridors uses a burst die to determine hits to intruders in the corridor.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is the best version of Nemesis out so far because of the gameplay changes.
  • It's a Marmite game.
  • I don't see much point in getting this unless you would sell one of those to get this.
  • the rulebook is the best it's ever been in the series.
References (from this video)
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Video vbhYx7Gdkqk Shelfside Discussion at 0:00 sentiment: positive
video_pk 60585 · mention_pk 152974
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Overall sentiment (raw)
positive
Pros
  • Stunning production quality and art; immersive minis and components
  • Excellent replay-ability due to varied objectives and large number of components
  • Tense, paranoia-driven social deduction core with many ways to screw over others
  • Rich theme that fits Alien-inspired premise and has strong storytelling potential
  • Asymmetry across characters and items adds depth and replayability
Cons
  • Rulebook is confusing, lacks index and page references, and has unclear procedures
  • Font size is small and layout could be improved; setup is lengthy (tens of minutes to set up and tear down across many boxes)
  • Expansions like Sanger Wars and Xerians have mixed quality and scaling issues
  • The base rule clarity creates a barrier for newcomers; some mechanics like infection are fiddly
Thematic elements
  • Array
  • Space facility infested with aliens
  • Emergent narrative through hidden objectives and player interactions
Comparison games
  • Battlestar Galactica
  • Nemesis
  • Nemesis: Lockdown
  • Aliens
  • Battlestar Galactica: The Board Game
Mechanics (from transcript analysis)
  • Character asymmetry and decks — Characters have unique decks and ranks; some roles provide unique abilities; heavy gunner, doctor, officer, etc.
  • Combat: Dice — Attacking aliens uses a shoot action with dice; bursting allows rapid fire down corridors.
  • Combat: shoot, burst, and dice — Attacking aliens uses a shoot action with dice; bursting allows rapid fire down corridors.
  • Contamination and larvae — Contaminations accumulate in your hand; larvae can hatch and cause endgame shocks; cleansing can be done in surgery.
  • Endless replayability and scenario variety — Many objectives, eight mission tasks per game, many exploration cards and tiles create varied experiences.
  • Expansion-driven complexity and variety — Expansions add new mechanics (UAV, Neoflesh, Xerian) and new tokens and rules to change game dynamics.
  • Exploration and tile drawing — Moving into a new room draws a card that guides corridors and reveals plot tiles.
  • hidden objectives — Each player has a personal objective that can diverge from the group goal, adding tension and agency.
  • hidden roles — Each player has a personal objective that can diverge from the group goal, adding tension and agency.
  • Lander escape and multiple exits — Escape can occur via lander, escape pod, or other exits; the lander proximity increases as rounds progress; anti-aircraft guns disable escape.
  • Noise and alien spawning — Movement triggers a noise check; dice determine noise locations; aliens spawn in affected corridors.
  • Two actions per turn with passing — Players perform two actions per turn and may pass when unable or unwilling to act; after everyone passes, the aliens act.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Nemesis 3 has fantastic replay-ability.
  • There is an insane amount of ways to screw other people.
  • The social deduction core is actually really solid.
  • You explore the facility, rolling for noise as you move.
  • The contamination mechanic does a lot of things very well with this ramping up tension.
  • When the queen spawns, the game state is a bit shocked.
  • This is shelf size certified.
  • The biggest hurdle that Nemesis Retaliation has is all its little rules.
  • Eight mission tasks that are possible for each game.
  • The facility will never quite feel the same even if the tiles happen to come out in the exact same order somehow.
References (from this video)
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Video wTp-r2vG4ZE The Discriminating Gamer Review at 7:04 sentiment: positive
video_pk 60178 · mention_pk 152616
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Overall sentiment (raw)
positive
Pros
  • Excellent board evolution and map expansion that enhances tension and exploration
  • Combat system is more streamlined than core Nemesis, with clearer action flow
  • Players can use all their cards each turn without needing reserved reactions
  • Bag/deck system feels smoother and more flexible
  • Secure tokens add safety and strategic depth when moving through new areas
  • Hidden agendas create intense coopetition without destroying cooperation
  • Expansions provide variety and new enemy types to extend replayability
  • Strong thematic feel that remains immersive even outside IP constraints
Cons
none
Thematic elements
  • Survival horror, space exploration, alien threat, crew cooperation under pressure
  • Space facility / infested facility on a spacecraft, with crew attempting to infiltrate and complete objectives while fending off aliens
  • emergent tension through procedural board evolution, hidden agendas, and boss encounters
Comparison games
  • Nemesis
  • Nemesis: Lockdown
Mechanics (from transcript analysis)
  • bag/deck management — a bag-drafting style mechanic replaces rigid hand management, enabling dynamic action possibilities without relying on a fixed hand.
  • board construction / procedural generation — players place corridors and rooms using exploration cards to build the map as they go.
  • boss battler — the queen requires multiple hits and a deck-exhaustion mechanic to defeat, with cards that can discard subsequent cards or alter flow.
  • boss encounter / queen mechanics — the queen requires multiple hits and a deck-exhaustion mechanic to defeat, with cards that can discard subsequent cards or alter flow.
  • combat system (room vs. corridor bursts) — shooting mechanics rely on dice and hit conditions; players can shoot in rooms or burst into corridors with different dice and effects.
  • deck manipulation — a bag-drafting style mechanic replaces rigid hand management, enabling dynamic action possibilities without relying on a fixed hand.
  • enemy variety and expansions — core game supports additional enemies and stretch-goal expansions that introduce new threats and variants.
  • exploration system (A/B/C sections) — the board is composed of A, B, and C sections with corresponding cards/tiles that are revealed as you explore.
  • hidden agendas / co-opetition — players may have personal objectives; cooperation is required but tension arises from unknown goals and potential subterfuge.
  • life support management — each player starts with seven life points; life support must be active in sections to avoid losing life support; oxygen tokens refill actions.
  • secure tokens / noise management — secure tokens can be placed when moving cautiously to reduce risk from attacks; securing corridors lowers noise and threat levels.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a superior Nemesis.
  • Nemesis Retaliation is the best of the Nemesis games so far.
  • I absolutely fell in love with Nemesis.
  • This is an excellent game.
  • 9.5 on the Cody scale.
  • This is an excellent game from start to finish.
References (from this video)
No references stored for this video.
Video n0m7y0Go4iw Board Games for One Review at 0:00 sentiment: positive
video_pk 42380 · mention_pk 151345
Board Games for One - Nemesis: Retaliation video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • High fidelity component quality and expansive expansion content
  • Strong thematic immersion with cinematic action horror vibes
  • Robust solo/co-op options and multiple play modes
  • Rich variety of cards, tokens, and upgrade options add depth and replayability
Cons
  • Complex rule set and dense terminology may steepen the learning curve
  • Long unboxing and setup sessions can be time-consuming
  • Substantial table space and organization required for full play
Thematic elements
  • Betrayal, survival, crew dynamics, alien threats, and cinematic action horror
  • Sci-fi horror aboard a space facility with intruder threats and lineage of missions
  • Card-driven, story-forward with mission objectives, private goals, and event-driven moments
Comparison games
  • Nemesis (base game)
  • Nemesis Lockdown
Mechanics (from transcript analysis)
  • Card-driven actions and resource management — Action cards drive movement, combat, and interactions; oxygen and health are core resources.
  • exploration and room discovery — Exploration decks and room cards drive map progression and encounter resolution.
  • Intruder and event threat system — Intruders attack via attack decks; unique intruder types (queen, mother brain, etc.) add variance.
  • Modular board — Each player draws a private objective and a mission objective that influence win conditions and strategy.
  • Modular mission structure with private objectives — Each player draws a private objective and a mission objective that influence win conditions and strategy.
  • Resource management — Action cards drive movement, combat, and interactions; oxygen and health are core resources.
  • Robot/UAV/extrinsic helpers — Robots, UAVs, and other bots provide exploration and action capability with modular activation.
  • Semi-cooperative — Players work toward shared goals while each may have private objectives and competing agendas.
  • semi-cooperative play — Players work toward shared goals while each may have private objectives and competing agendas.
  • Vehicle/ship movement and positioning on a round track — Movement of ships and airships on a round track provides tactical options and area control.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The queen is alive. The queen is dead. Which is it?
  • Suit up, lock and load, and prepare for retaliation.
  • This is the ultimate cinematic action horror experience.
  • I'm really trying to make this camera work for a game of this size.
References (from this video)
No references stored for this video.
Video UA55hhbrHps Board Games for One Review at 0:00 sentiment: neutral
video_pk 37499 · mention_pk 151346
Board Games for One - Nemesis: Retaliation video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
  • Survival, cosmic horror, sci-fi exploration
  • Space station / deep space environment
  • Semi-cooperative with hidden objectives and variable player roles
Comparison games
none
Mechanics (from transcript analysis)
  • AI-driven threat deck — Threats and encounters are managed through a structured deck or AI-driven system that escalates danger over time.
  • Exploration and room-based map — Players explore a modular map, triggering events and monster spawns as they reveal new areas.
  • hidden objectives — Each player has individual secret objectives that can influence decisions and trust within the group.
  • hidden roles — Each player has individual secret objectives that can influence decisions and trust within the group.
  • Modular board — Players explore a modular map, triggering events and monster spawns as they reveal new areas.
  • Resource and danger management — Managing resources, cards, and a danger track to maximize survival chances.
  • Resource management — Managing resources, cards, and a danger track to maximize survival chances.
  • Semi-cooperative — Players cooperate against threats on a shared board, yet may secretly pursue personal goals or agendas.
  • semi-cooperative play — Players cooperate against threats on a shared board, yet may secretly pursue personal goals or agendas.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Awaken Realms has sent me a final version of Nemesis Retaliation.
  • Very thorough, way too thorough. In fact, so thorough that it took me 1 hour to unbox the base game.
  • Don't worry, you're going to see all of that and then a critical review and hopefully if the cameras will allow some playthroughs.
References (from this video)
No references stored for this video.
Video ZxXxKPkBJeU BoardGameGeek Top List at 6:40 sentiment: positive
video_pk 35186 · mention_pk 105033
BoardGameGeek - Nemesis: Retaliation video thumbnail
Click to watch at 6:40 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Flexible play style with semi-coop tension
  • Familiar Alien/space-horror vibe infused with tighter, more tactical combat
Cons
  • Rule complexity can be intimidating for casual players
  • Longer playtime for some groups
Thematic elements
  • survival, personal objectives, possible betrayal
  • alien planet; exploration aboard a ship-like environment
  • semi-cooperative with variable loyalties
Comparison games
  • Alien
  • Other Nemesis games
Mechanics (from transcript analysis)
  • hidden objectives — each player has private goals that may confirm or conflict with others’ aims.
  • hidden roles — each player has private goals that may confirm or conflict with others’ aims.
  • Semi-cooperative — players may cooperate or compete to achieve personal goals while pursuing a common objective.
  • semi-cooperative play — players may cooperate or compete to achieve personal goals while pursuing a common objective.
  • survival and tactical combat — navigation of corridors, alien threats, and barricade/escape mechanics
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a living website, which one we really like about it.
  • The list is a snapshot in time; it will morph over time as people rate more games.
  • BG is this living website; the community can contribute their own photos, their own feelings about a game.
References (from this video)
No references stored for this video.
Video uZbGl-GONM0 Dice Tower Top 10 List at 3:09 sentiment: positive
video_pk 34752 · mention_pk 161750
Dice Tower - Nemesis: Retaliation video thumbnail
Click to watch at 3:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong thematic through-line ( Nemesis vibe) with improved pacing
  • Engaging combat and progression
  • Better balance and less punishing randomness
Cons
none
Thematic elements
  • cinematic, space horror with betrayal and hidden motives
  • Sci-fi horror with space marines and modular environments
  • semi-cooperative with potential for betrayal
Comparison games
  • Nemesis
  • Awaken Realms
Mechanics (from transcript analysis)
  • Modular board — dynamic layouts and changing play space
  • modular environments — dynamic layouts and changing play space
  • Semi-cooperative — players cooperate but may have hidden agendas
  • semi-cooperative with hidden motives — players cooperate but may have hidden agendas
  • streamlined systems — simplified mechanics from Awakening Realms lineage to improve pacing
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Theme is great.
  • Theme should be in everything.
  • Theme is part of life.
References (from this video)
No references stored for this video.
Video oiFI_o0akcM Board Games for One Review at 0:00 sentiment: positive
video_pk 34552 · mention_pk 151365
Board Games for One - Nemesis: Retaliation video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Streamlined Nemesis system with improved pacing
  • More affordable base version at a lower price
  • Tighter flow while preserving tension
  • Multiple play modes (solo, co-op, deadly, revive)
  • Rich intruder and event variety
  • Robots and nest mechanics add flavor
Cons
  • High setup time and component complexity
  • Rulebook consultations needed for initial plays
  • Heavy/complex; may be daunting for new players
  • Crowdfunding shipping risk mentioned in the video
Thematic elements
  • Survival horror with semi-cooperative play and hidden objectives
  • An alien-infested space facility set in the Nemesis universe
  • cinematic, tension-driven with betrayal elements
Comparison games
  • Nemesis
  • Nemesis Lockdown
Mechanics (from transcript analysis)
  • Card-driven action resolution — Players play action cards face up or down to perform actions and trigger abilities.
  • end game bonuses — Infection (larvae) and osion procedures with potential adult spawns determine endgame.
  • Endgame procedures — Infection (larvae) and osion procedures with potential adult spawns determine endgame.
  • Intruder threat system — Intruders spawn and move through the facility using shortest-path rules, attacking players.
  • Item management and equipment slots — Characters carry weapons, armor, and gear with limited slots.
  • Lander and anti-aircraft protocol — Endgame entries include a Lander and anti-aircraft checks affecting evacuation.
  • Modular board — Map consists of rooms, corridors and tiles built as you explore.
  • Modular map exploration — Map consists of rooms, corridors and tiles built as you explore.
  • multiple play modes — Fully cooperative, solo, and semi-cooperative modes available.
  • Noise and activity tracking — Noise tokens and noise rolls determine intruder activation and placement.
  • Oxygen and life support management — Players must manage oxygen and life support; running out leads to failure.
  • Robot helpers and bots — Robots provide actions and can be tapped for help or used to fetch items.
  • semi-cooperative play with hidden objectives — Players cooperate to achieve personal private goals that may conflict.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the queen is the queen and she is very very difficult to get rid of
  • this is the one they have improved upon the mechanics
  • my honest final thoughts this was my favorite of the trilogy
References (from this video)
No references stored for this video.
Video NimeKEm5Lzw ON TABLE Board Games Analysis at 0:00 sentiment: positive
video_pk 31268 · mention_pk 92119
ON TABLE Board Games - Nemesis: Retaliation video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Adds substantial variety with new heroes, items, intruders, and a Queen boss.
  • Oxygen life-support mechanic increases tension and resource management depth.
  • Expanded map interaction through exploration cards, corridors, and rover support.
  • Equipment management and dynamic backpack order enhance tactical choices.
  • New threat dynamics (noise, hordes, security/shield tokens) raise stakes and planning complexity.
Cons
  • Increased complexity may raise learning curve and play duration.
  • Prototype components and final production may change; expect design and rule adjustments.
  • Queen boss life-deck mechanic adds tracking burden and may feel fiddly for some players.
Thematic elements
  • Survival under alien threat with tactical combat, resource and information management, and base-wide challenges
  • Marines on a hostile alien-infested habitat/base; exploration of a multi-sector map with life support implications
  • Cooperative, story-lite progression with evolving threats and boss-like encounters
Comparison games
  • Nesis lockdown
Mechanics (from transcript analysis)
  • Character rank and command system — Hero ranks (stars) determine order of commands; higher-ranked heroes can influence lower-ranked ones via command cards; ranking affects task execution.
  • Combat system and dice — Two attack modes: shooting in the same room and burst in corridors; combat uses red K8 dice for basic hits and purple D6 for multi-kill results; ammo management and skulls/valor outcomes determine wounds or death.
  • Combat: Dice — Two attack modes: shooting in the same room and burst in corridors; combat uses red K8 dice for basic hits and purple D6 for multi-kill results; ammo management and skulls/valor outcomes determine wounds or death.
  • Escape options and endgame tension — Two escape routes are available: the Landing Tail (ship rescue) and the Hibernator room; air defenses and base self-destruct dynamics influence escape timing.
  • Exploration and room/corridor generation — Exploration cards determine room types and corridor layout; corridors are added progressively and their connections influence marker and intruder placement.
  • Items and equipment management — Items occupy slots (tactical belt and backpack); you can only use the top item in the tray; card order in the backpack can be reorganized after each item use.
  • Life/wound tracking — Character boards include light and heavy wound markers; heavy wounds push the life track and can lead to death if not managed; healing mechanisms exist that modify the track.
  • Noise dice and intruder spawning — After movement, players roll noise dice to determine intruder spawns by corridor. A 'horde' result triggers a wave of intruders; outbreaks are linked to corridor numbers.
  • Oxygen/life-support management — An oxygen dial on the hero board decreases each turn in sectors without oxygen; depleted oxygen leads to death; players must restore oxygen via actions and equipment to survive.
  • Queen life deck and boss mechanics — The Queen uses a life deck that requires multiple hits; at game start three random cards are discarded; top card drawn after attacks determines if it hurts; the deck evolves as the fight progresses.
  • Rovers and remote control — Four rover types (medical, technical, OT, military) provide utility (healing, repair, terminal replacement, offensive bursts) and can carry oxygen and ammo; controlled from rooms via a computer interface.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Stars at the bottom of the character card this Stars that's the hero rank which applies to the private objective cards but also to the command cards
  • oxygen level ... each turn not round we will have to lower the oxygen value by one
  • The aliens will appear in this game in whole groups or hordes
  • no corpses
  • prototype so the final shape and design of the components include this one may still change
References (from this video)
No references stored for this video.
Video XVJ0KQkLD8c Board Games for One Review at 1:12 sentiment: positive
video_pk 30987 · mention_pk 151344
Board Games for One - Nemesis: Retaliation video thumbnail
Click to watch at 1:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • streamlined rules and a rulebook that is easier to read than previous Nemesis entries
  • oxygen system adds clear thematic tension and encourages cooperation or betrayal
  • box organization improves setup flow and reduces clutter
  • component quality remains strong with reliable miniatures and durable components
  • art direction returns closer to original Nemesis vibe, with solid minis and themed aesthetics
  • queen boss provides a memorable late-game challenge that enhances multiplayer dynamics
  • no crafting reduces downtime and keeps the pace brisk
Cons
  • box is slightly too small for everything to close perfectly, leaving a gap
  • there are oddly shaped board pieces without a dedicated storage spot
  • solo play is not recommended and feels soulless or unsatisfying compared to multiplayer
  • the square board can be awkward for solo camera angles and some players may prefer a rectangular layout
  • the robot element is optional and balance-sensitive; it can feel superfluous or pivotal depending on playthrough
  • the lack of an open/tutorial style rule reference may slow new players needing quick onboarding
Thematic elements
  • survival, betrayal, cooperation versus self-interest under oxygen constraints
  • Sci-fi space facility infested with alien intruders
  • semi-cooperative with hidden objectives and a shared mission
Comparison games
  • Nemesis
  • Nemesis Lockdown
  • Lockdown
  • Robinson Crusoe: Adventures on the Cursed Island
Mechanics (from transcript analysis)
  • bag building — draw tokens from a bag to spawn intruders; blank tokens return to a separate pile; tokens carry visuals and symbols to streamline reference
  • boss battler — queen appears as a formidable boss with a dedicated board; demands coordinated teamwork to defeat
  • boss encounter and escalation — queen appears as a formidable boss with a dedicated board; demands coordinated teamwork to defeat
  • builderboard exploration — tile-placement and exploration that reveals rooms and corridors in a structured sequence dictated by exploration cards
  • combat and health tracking — two attack modes (shoot and burst); health tracked with markers on intruders; boss queen has dedicated mechanics and board
  • Combat: Damage Based — two attack modes (shoot and burst); health tracked with markers on intruders; boss queen has dedicated mechanics and board
  • intruder/bag development — draw tokens from a bag to spawn intruders; blank tokens return to a separate pile; tokens carry visuals and symbols to streamline reference
  • item acquisition and simplification — no crafting; entering rooms yields item cards; players choose items to keep; no item dropping on death
  • Modular board — tile-placement and exploration that reveals rooms and corridors in a structured sequence dictated by exploration cards
  • oxygen life support system — facility is divided into zones with life support tokens; players manage oxygen and can turn life support on or off to affect survivability
  • private objectives and common mission — each player has private objectives plus a shared mission; objective order influences actions and bluffing opportunities
  • robot actions and computer elements — robot models provide actions and carry supplies; computer-like actions exist but are streamlined and less random
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "Nemesis Retaliation is the third and final installment in the Nemesis trilogy following Nemesis, Nemesis Lockdown, which was largely an extension of Nemesis and then Retaliation, which is somewhat of a rewriting. I would say they skinned the game down to its skeleton and then rebuilt with new muscles and new skin."
  • "This is basically Alien. This is basically aliens."
  • "Life support... is a breath of fresh air. Thumbs up."
  • "Art-wise, I would have preferred some, you know, drawn or painted art."
  • "There's no crafting in this because there's no time."
  • "The queen... is hard. She is really hard."
  • "This is a streamlined version of the game. It moves smoother. The suspense is less than Nemesis, but the tension is higher."
  • "No open tutorial. It doesn't come with an open and play tutorial."
  • "box size is a little too small"
References (from this video)
No references stored for this video.
Video TeUZ3Srg22A Meet Me at the Table Playthrough at 0:00 sentiment: positive
video_pk 28709 · mention_pk 84197
Meet Me at the Table - Nemesis: Retaliation video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Tense, immersive campaign with escalating threats
  • Rich asymmetrical decision space with meaningful choices
  • Grenade-heavy combat is highly satisfying and impactful
  • Strong theme integration with life support and exploration
Cons
  • High complexity and potential rule ambiguities
  • Long play sessions can be demanding
  • Random events and infection mechanics can feel punishing
Thematic elements
  • Survival under pressure with xenobiological threats
  • Space station in crisis with alien intruders
  • Campaign-driven, episodic story with modular events
Comparison games
  • Aliens
  • Nemesis Legacy
Mechanics (from transcript analysis)
  • bag building — Randomized intruder generation uses a bag of tokens affecting threats.
  • Crew health and oxygen management — Maintaining health and oxygen levels drives exploration and risk decisions.
  • Dice-based combat and ammunition — Combat uses dice with damage outcomes and ammo management; headshots possible.
  • Event deck and environmental hazards — Events introduce global hazards like fire, life support failure, or drones.
  • Events — Events introduce global hazards like fire, life support failure, or drones.
  • Intruder bag and queen tokens — Randomized intruder generation uses a bag of tokens affecting threats.
  • Modular board — Map is revealed and altered by exploration cards and tokens.
  • Modular exploration and token placement — Map is revealed and altered by exploration cards and tokens.
  • Resource and equipment management — Starting equipment, items, and weapons are managed to optimize actions.
  • Resource management — Starting equipment, items, and weapons are managed to optimize actions.
  • Semi-cooperative — Players cooperate to survive but may have conflicting objectives and threat management decisions.
  • semi-cooperative play — Players cooperate to survive but may have conflicting objectives and threat management decisions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Grenades are so good in this game.
  • WE FOUND THE NEST.
  • Mission 2 complete.
  • I'm no longer going to lose oxygen.
  • Nemesis Legacy is in a preview state.
  • I barely made it to the end there if it wasn't for a blowing up the corridor over there.
References (from this video)
No references stored for this video.
Video 8C_dxwg2ltw The Discriminating Gamer Review at 0:13 sentiment: positive
video_pk 28189 · mention_pk 82575
The Discriminating Gamer - Nemesis: Retaliation video thumbnail
Click to watch at 0:13 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Rich, tactile components and well-thought-out tray/storage design.
  • Engaging co-op rules with a menacing queen encounter.
  • Expansive, modular setup increases replayability and variability.
  • Rulebooks and reference materials improved for easier play.
  • High-quality miniatures and art contribute to immersion.
Cons
  • Glossy cards can cause glare during unboxings or play.
  • Decks and rule interactions may present a learning curve for new players.
  • Retail version lacks some accessories (e.g., 3D doors) found in other editions.
Thematic elements
  • Sci-fi survival horror with modular, evolving map and escalating danger.
  • A derelict spaceship/space station environment where a crew confronts an alien queen.
  • Dynamic, exploration-driven narrative with queen-centric threats and contingency outcomes.
Comparison games
  • Nemesis
  • Nemesis: Lockdown
Mechanics (from transcript analysis)
  • Co-op play with asymmetric roles — Players take on officer roles with unique abilities and objectives, working together against the board state and the queen.
  • Combat and equipment variety — Diverse weapon, tool, and equipment cards with different effects and deployment rules.
  • Contamination and danger tokens — Contamination cards and various tokens influence the board state and player survivability.
  • Event-driven co-op tension — Prime Blood events and reaction opportunities shape turn order and cooperation dynamics.
  • Exploration cards with rooms and consequences — Entering new areas triggers exploration cards that place rooms, indicate north orientation, entrances, and special effects.
  • Modular board — The board is built as you play, with rooms and corridors placed in response to exploration.
  • Modular map construction — The board is built as you play, with rooms and corridors placed in response to exploration.
  • Player Board | Main Board — A central queen token drives encounters; players manage life-support meters and other dials on their boards.
  • Queen AI and life-support/dials — A central queen token drives encounters; players manage life-support meters and other dials on their boards.
  • Tactical belt and slot-based inventory — Items and tokens slot into a belt on the player board for organized access and use.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the queen. She is mean, she is bad, and she will murder you in this game.
  • I love the artwork in this game.
  • this is the retail version from Nemesis Retaliation.
  • Time flies by when I'm playing this one.
References (from this video)
No references stored for this video.
Video YydQS-fuR9A Board Game Hangover Top List at 9:35 sentiment: positive
video_pk 13500 · mention_pk 39482
Board Game Hangover - Nemesis: Retaliation video thumbnail
Click to watch at 9:35 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • highly unique and heavy design; praised as potentially game of the year material
Cons
  • not yet released at the time of the recording; prototype experience mentioned
Thematic elements
Comparison games
  • Earth
  • Seventh Continent
Mechanics (from transcript analysis)
  • Asymmetric roles / semi-cooperative — Four distinct roles with different decks; players cooperate to complete objectives while some may pursue their own agendas.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Twilight Inscription feels like forever ago we reviewed it.
  • Planet Unknown is a polyomino game with a lazy Susan.
  • Mind Bug is a simple card game that replicates the collectible card game play
  • Star Wars deck building wow that's high
  • Nemesis retaliation wow this game is not out yet
  • it's a heavy game there’s a lot of rules
References (from this video)
No references stored for this video.
Video SM25kp56eS4 The Broken Meeple Discussion at 0:00 sentiment: neutral
video_pk 11754 · mention_pk 113256
The Broken Meeple - Nemesis: Retaliation video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
none
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'm not as much of a completionist as I used to be
  • I've got so much content in there already that probably still isn't played
  • I've just kind of given up on Kickstarter
  • Board game geek is kind of guilty for that
  • I'm playing games to enjoy them and yes I play to win but I play to win in the spirit of the game
  • Why am I spending this much money on a gamble it's not worth it
  • These are the ones I like or these are Trends I don't like these are mechanics I don't like
References (from this video)
No references stored for this video.
Video b7oAU0Q6TZI Board Game Hangover Top List at 14:36 sentiment: positive
video_pk 11729 · mention_pk 34397
Board Game Hangover - Nemesis: Retaliation video thumbnail
Click to watch at 14:36 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Thematic space Marines with high tension
  • Echoes of planetary exploration with strong player interaction
Cons
  • Can be brutal; player elimination or betrayal can be tough
  • Runs long with many components
Thematic elements
  • Semi-cooperative with private objectives and space epicness
  • Space marines in an abandoned space base
  • Heavy on tension, intrigue, and betrayal
Comparison games
  • Pax Premiere (for political negotiation flavor and player interaction)
Mechanics (from transcript analysis)
  • Card-driven actions — Cards drive movement, combat, and actions
  • semi-cooperative play with hidden objectives — Some players may have different goals than the team
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The visually most pleasing board game, Euro game of all time.
  • I can't stop thinking about this game and want to play it again and again.
  • The box is actually part of the game.
  • It's the best character building in board games, period.
  • The historic flavor, the politics, the negotiation, the backstabbing makes this an amazing game experience.
References (from this video)
No references stored for this video.
Video P4b8EnMNIe4 Rolls in the Family Top List at 7:34 sentiment: positive
video_pk 9601 · mention_pk 83674
Rolls in the Family - Nemesis: Retaliation video thumbnail
Click to watch at 7:34 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Cool dynamic exploration and team mission integration
  • Varied private objectives increase tension and replayability
  • Narrative-driven moments with emergent storytelling
Cons
  • Setup and rule learning can be slow; high barrier to entry
Thematic elements
  • Cooperative/competitive sci-fi survival with team and personal goals
  • Space-faring crew dealing with alien threats and hostile objectives
  • Narrative-driven, mission-based with variable maps and objectives
Comparison games
  • Nemesis
Mechanics (from transcript analysis)
  • dynamic map exploration — Exploration of a variable map with rotating components and events that change the board state.
  • robot/droid events — In-game robot units can be recruited or activated for narrative-driven effects.
  • shared and private objectives — Players receive both team-oriented missions and private goals that may align or conflict.
  • variable mission decks — A random team mission is selected each game, changing the objective focus per session.
  • Variable Set-up: Board — A random team mission is selected each game, changing the objective focus per session.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's a vibe. It's a vibe.
  • the exploration in this game is honestly one of the most fun exploration feels in a board game I've played.
  • this is the definitive Clank experience
  • it's alive. It's alive.
  • such a simple push your luck dice game
References (from this video)
No references stored for this video.
Video yqQtN_ZInLw Dice Tower Top 10 List at 13:03 sentiment: positive
video_pk 6964 · mention_pk 80765
Dice Tower - Nemesis: Retaliation video thumbnail
Click to watch at 13:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • High-energy, IP-driven experience
  • Solid cooperative horror action
Cons
  • Price point and availability can be limiting
Thematic elements
  • survival horror with sci-fi flair
  • Aliens universe; cooperative, action-packed survival
  • campaign-like tension with run-and-gun moments
Comparison games
  • Nemesis (base game) and space-horror co-ops
Mechanics (from transcript analysis)
  • Cooperative Game — Players work together to survive and complete objectives against threats.
  • cooperative, action-oriented play — Players work together to survive and complete objectives against threats.
  • real-time — Short, tense rounds with high-stakes decisions.
  • run-and-gun style pacing — Short, tense rounds with high-stakes decisions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • My number 10 is Bomb Busters.
  • It's a cooperative game where you are all bomb diffusing agents and you're trying to go in and work together to diffuse this bomb.
  • You're going to be able to recognize the mechanisms from the pandemic system by the time you finish, but it feels thematic by then.
  • This is a great one if you're a Christian and you enjoy Tableau Builders more than anything else.
References (from this video)
No references stored for this video.
Video keUMLQ3vgsM The Broken Meeple Discussion at 0:00 sentiment: mixed
video_pk 4016 · mention_pk 11724
The Broken Meeple - Nemesis: Retaliation video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Improves on original
  • More tools to deal with aliens
Cons
  • Original Nemesis hit or miss
  • Clunky rules in original
  • Games can be very long
Thematic elements
  • Science fiction
  • Aliens
Comparison games
  • Nemesis
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's only a game
  • Matt Leacock will you grow another thread of innovation in your skull and do something else
  • we're done with pandemic
  • I would rather be pessimistic and then pleasantly surprised then optimistic and then constantly disappointed
  • I could rank something like Alice's garden a 9 10 out of 10 for how perfect a game for its genre it is but that doesn't mean I want to play it game after game
  • this theme is going to speak to me heavily from a Nostalgia perspective
  • you're not as good as you used to be mate
  • this is why you've got to get your demos right
  • head cubes on tracks is that really what I'm supposed to get excited for
  • this one I think is the game that void fall should have been
References (from this video)
No references stored for this video.
Video rbhX4k7aklA Board Game Hangover Review at 2:07 sentiment: positive
video_pk 3958 · mention_pk 81063
Board Game Hangover - Nemesis: Retaliation video thumbnail
Click to watch at 2:07 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • More player control
  • Action-packed gameplay
  • More mechanisms
  • Shooting mechanics
Cons
  • Smaller alien miniatures
  • Expensive
Thematic elements
  • Military sci-fi survival
  • Space station
  • More action-oriented
Comparison games
  • Nemesis
  • Nemesis Lockdown
Mechanics (from transcript analysis)
  • Corridor securing — Marines can prevent noise placement
  • Life support system — Players can lose oxygen
  • Objective destruction — Players get action cards for destroying objectives
Video topics + discussion points
No key topics recorded for this video.
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)
No references stored for this video.
Video ClMMg4E6jiA Board Game Hangover Review sentiment: positive
video_pk 2605 · mention_pk 140794
Overall sentiment (raw)
extremely positive
Pros
  • High replayability
  • Intense storytelling
  • Action-packed gameplay
  • Emotional experience
  • Unpredictable game flow
Cons
  • High chance of player elimination
  • Constant pressure
  • Potential for friendship-straining moments
  • Heavy reliance on luck
Thematic elements
  • Sci-fi horror survival
  • Alien-infested spaceship/base
  • Cooperative with potential betrayal
Comparison games
  • Nemesis Lockdown
  • Hello Pact
Mechanics (from transcript analysis)
  • Custom deck building — Players use personal decks to walk, shoot, and get items
  • Deck building — Players use personal decks to walk, shoot, and get items
  • Modular board — Rooms can be placed differently each game
  • Objective-based gameplay — Each player has two potentially conflicting objectives
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Most likely, you won't survive playing this game
  • If you are more about the theme and the experience and the emotions, I pretty much guarantee this will be one of your favorite games of all time
References (from this video)
No references stored for this video.
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