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Nemesis: Retaliation box art

Nemesis: Retaliation

Game ID: GID0224863
Collection Status
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

Year Published
2025
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 17
This page: 17
Sentiment: pos 14 · mix 1 · neu 2 · neg 0
Mentions per page
Top
Showing 1–17 of 17
Video vbhYx7Gdkqk Unknown Channel general_discussion at 0:00 sentiment: positive
video_pk 60585 · mention_pk 152974
Unknown Channel - Nemesis: Retaliation video thumbnail
Click to watch at 0:00 · YouTube ↗
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)
No references stored for this video.
Video wTp-r2vG4ZE The Discriminating Gamer game_review at 7:04 sentiment: positive
video_pk 60178 · mention_pk 152616
The Discriminating Gamer - Nemesis: Retaliation video thumbnail
Click to watch at 7:04 · YouTube ↗
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 Unknown Channel game_review at 0:00 sentiment: positive
video_pk 42380 · mention_pk 151345
Unknown Channel - 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 Unknown Channel game_review at 0:00 sentiment: neutral
video_pk 37499 · mention_pk 151346
Unknown Channel - 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 Brothers Murf top_10_list at 6:40 sentiment: positive
video_pk 35186 · mention_pk 105033
Brothers Murf - 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 oiFI_o0akcM Mike Youre Board Gaming game_review at 0:00 sentiment: positive
video_pk 34552 · mention_pk 151365
Mike Youre Board Gaming - 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 Unknown Channel analysis at 0:00 sentiment: positive
video_pk 31268 · mention_pk 92119
Unknown Channel - 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 Unknown Channel game_review at 1:12 sentiment: positive
video_pk 30987 · mention_pk 151344
Unknown Channel - 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 Discriminating Gamer game_review at 0:13 sentiment: positive
video_pk 28189 · mention_pk 82575
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 top_10_list at 9:35 sentiment: positive
video_pk 13500 · mention_pk 39482
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 The Grumperon top_10_list at 14:36 sentiment: positive
video_pk 11729 · mention_pk 34397
The Grumperon - 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_10_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 keUMLQ3vgsM Broken Meeple discussion at 0:00 sentiment: mixed
video_pk 4016 · mention_pk 11724
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 Unknown game_review at 2:07 sentiment: positive
video_pk 3958 · mention_pk 81063
Unknown - 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 game_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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