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20 Strong: Nemesis box art

20 Strong: Nemesis

Game ID: GID0453620
Game Info
Year
2025
Players
1-3
Age
13+
Playtime
45 min
Complexity
1.5/5
Collection
Your Tier
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Description

A cooperative card and dice game where crewmates fight to escape an alien-infested spaceship by managing resources across escalating challenges

Description

A cooperative card and dice game where crewmates fight to escape an alien-infested spaceship by managing resources across escalating challenges

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment: pos 1 · mix 0 · neu 0 · neg 0
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Video G7aUicaO-eE The Dice Tower Rules Teach at 2:02:04 sentiment: positive
video_pk 80682 · mention_pk 197272
The Dice Tower - 20 Strong: Nemesis video thumbnail
Click to watch at 2:02:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Allows for multiplayer cooperative play.
  • The game components are described as 'amazing' with large, customizable dice.
  • The modular map adds replayability.
  • The game is designed to be easy to learn.
  • The '20 Strong' format offers a way to experience larger games in a more compact format.
Cons
  • The cooperative nature could be undermined by a potential hidden traitor.
  • The game can be punishing if players make poor decisions, like attracting too much noise or enemies.
  • The reviewer experienced some confusion regarding dice rules and strategy phases.
Thematic elements
  • Survive and escape a spaceship while dealing with alien threats and potential betrayal.
  • Space
  • The game is presented as a scenario where players aim to find and activate an escape pod before time runs out or they are destroyed by aliens. The narrative unfolds through scenario cards and a ticking round marker.
Comparison games
  • Arkham Horror Card Game
  • Tainted Grail
  • 20 Strong
Mechanics (from transcript analysis)
  • action selection — Players have a limited number of actions (up to four) to perform on their turn, choosing from move, attack, salvage, trade, or card actions.
  • cooperative play — The game is presented as cooperative, with players working together to achieve a common goal (escaping).
  • Dice Rolling — Players roll dice to determine the success of actions like moving and attacking.
  • Hand Management — Players manage a hand of cards that can be used for actions, as resources, or for their effects.
  • Hidden Traitor (Potential) — The game allows for the possibility of a hidden traitor, adding a layer of uncertainty and potential betrayal.
  • Modular Board — The game board is constructed from room cards, creating a different layout each game.
  • Press Your Luck — Players might choose to reroll dice or take actions that increase noise, risking negative consequences for potentially better outcomes.
  • Set Collection — Players collect items and might need specific room types or generators to progress.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The less you travel, the better you get.
  • I have test anxiety.
  • I forgot how to develop cholesterol.
  • Cascading bonuses.
  • You can never have too many biomes.
  • It's the only resource I know how to get.
  • I hate that I caught up to Mike because now I feel like I'm just constantly in his shadow.
  • Crit is bad in this one.
  • You have to commit dice to try to move.
  • The cardinal rule of Cyberpunk Legends is whoever has the leader token, which I'm going to start with just to make this easier, is going to take the top card of the snar deck, flip it over, read all the text on it. We're going to follow rules on it, and then we're done.
  • Bend it. Bend it like Beckham.
  • Find people who are willing to teach you and sit with you and be patient with you.
  • You're going to regret saying that in a few millennia.
References (from this video)
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