Board Game Nemesis - Aftermath
A great addition for the game "Nemesis" or "Nemesis - Lockdown" featuring Kickstarter exclusives.
Includes a new shuttle extra field, action figures, tablets and new character action cards, turrets, new compartment tiles and exploration tokens, new feature, threat, personal objective, event, find and item cards, various tokens and counters, and the figurine of the first player is a cetonaut. If you want to play the new "Epilogue" or "Exploration Mission" game modes or the base game with new components, PlayTale strongly advises you to buy this add-on.
Epilogue mode
The main mode of the addition is an Epilogue mode, a short (45-60 min) 5-round game played after the regular game. The events of "Epilogue" take place after a certain period of time after the events of the base game "Nemesis". Players choose characters (from those who did not participate in the base game) and set out to explore a ship on which many strange events have occurred. All game results in "Nemesis" are saved.
Instead of regular task cards, players get simpler personal objectives. To overcome all kinds of threats, players will have to interact with each other. In addition, self-serving players who think only of themselves can accept a favorable offer.
Players also use an additional shuttle field. This is a new small ship (docked to the Nemesis) that has 4 extra bays. Supplement also adds 4 new compartments numbered "2":
- Workshop. In this compartment, the character can create special items such as a combat drone, a laser sight or a protective suit.
- A compartment with servers. Allows you to perform the action of any investigated compartment with a terminal.
- Notification system. Through this compartment, you can make a noise roll in any compartment without characters.
- Turret control system. Allows you to change the status of the turret.
Turrels
A turret figure is placed in a compartment if the corresponding research token is open. Shuffle the three different Turret Status tokens and place them face down next to the corresponding Turret figure. The top token in the stack determines the current state of the turret. This token is opened the first time any character moves into a turret bay. The turret can be destroyed by playing the Destruction action card. During the Fire Wound step of the event phase, aliens always destroy activated turrets in their compartments.
States of turrets:
- DEACTIVATED - the turret is not active, it cannot be destroyed.
- TARGET: EVERYONE - The turret fires at anyone who moves into this compartment. The effect of the turret attack is played on the Fire Wound step of the event phase. Each character takes 1 light wound, each newcomer takes 1 wound.
- TARGET: ALIENS - similar to TARGET: ALL, but only aliens are injured.
Features, items and actions of characters
Addition "Nemesis. Aftermath adds feature cards to the game for each character (from the base game and this expansion). Feature cards can both provide certain advantages and limit a character.
- Director. She is accompanied by a personal robot. Thanks to this work, the director can have more than 10 action cards in her deck. If there is a robot symbol on the action card, only the robot can perform that action. For most of these actions, the robot spends its own energy, dropping energy tokens from its map. Some cards do not require energy, but are removed from the game after use. The Headmistress begins the game with a Heavy Wound Card, Multiple Damage, however, as long as the robot has Energy, the Heavy Wound is considered bandaged. The director knows the maps of corporate tasks of other characters.
- Android. The android can only repair itself with certain items and its Self-Repair action card. Android is quite powerful, but has limited autonomy. When the counter on the time track reaches the "5" cell, the android`s systems shut down and its figure is removed from the field. The "Emergency Power Supply" item allows your Android to function longer. If the player does not get this item, the android will end the game early. An android cannot be infected, so it immediately scans its infection cards and takes a minor wound if the card says "INFECTED".
- Psychologist. Psychologist is able to manipulate crew members thanks to his action cards, especially "Psychiatrist" or "Spy Drone". If the Psychologist gives the Spy Drone item to another character, he becomes aware of all Secret checks that character makes. The "Psychiatrist" feature allows the psychologist to move with another character when they move.
- The mercenary and her dog Laika. With the "Search Mode" and "Aggression Mode" item maps, Laika can search for items and deal damage to aliens on her own. At the beginning of the game round, the mercenary can move Laika to an adjacent compartment. Laika ignores the effects of fire and turrets. When the mercenary calls Laika to her or is in the same compartment with her, Laika returns to her tablet.
- Imprisoned. She is a villain who is transported to prison by a mercenary. Thanks to her peculiarity, the prisoner can withstand more severe injuries. The prisoner starts the game in handcuffs, but tries to free herself by getting the keys from the handcuffs. A "Cyber Prosthesis" card placed on a heavy wound card cancels the effect of this wound. The Pipe item can be obtained from any compartment. If the prisoner misses the target during Hand-to-Hand Combat, the Pipe item will cause her to take a light wound instead of a heavy one.
Also, the addition "Nemesis. Aftermath contains feature maps for characters from the base game.
Research Mission Mode
This is a full game that can be played instead of the Nemesis base game. The game lasts 15 rounds. If you want, you can choose only characters from the "Nemesis - Aftermath". An additional shuttle field is also used in this mode. Players receive mission cards from the Nemesis base game. New characters, events and research tokens from the expansion "Nemesis - Aftermath" guarantee new experiences and impressions.
Threats
Addition adds a new deck of threats to the game. Like task cards, threats are small tasks that crew members must complete. If players fail to eliminate the threat in time, it will result in the defeat of all characters on board. How much time players have to eliminate the threat depends on the selected game mode.
Some threats are divided into two levels. To eliminate such a threat, you must first fulfill the conditions of the first level, and then - the second (and last) level. A threat with one level can be eliminated by fulfilling a single condition. Some threats require a new "Activate" action. This new basic action can only be performed in the compartment indicated on the threat map.
In Epilogue mode, players must eliminate 2 threats. Players have 2 rounds to eliminate each threat. In Exploration Mission mode, players have 5 rounds to eliminate each threat. Whenever the counter on the shuttle time track reaches the last, red cell, check to see if the threat conditions are met. If not, the game ends and all characters on board die.
Publisher: Geekach
Language: Ukrainian
Players: 1-5
Play time: 45-60 m
Age: 14+
- 10 detailed figures
- 100+ cards
- 30+ tokens and counters
- 1 shuttle field
- 1 sand clock
- rules