Review

Nemesis: Aftermath & Void Seeders

We returned to the USS Nemesis with a larger group and the expansion’s Void Seeders. I found them weaker than the classic aliens, yet the game still keeps pulling me back in a rather suspicious way.

Nemesis: Aftermath & Void Seeders

Nemesis: Aftermath & Void Seeders

Published
2019
Designer
Adam Kwapiński, Paweł Samborski
Publisher
Awaken Realms, Edge Entertainment, Rebel Sp. z o.o.
Players
1–5
Playing time
180 min

The group got bigger and, naturally, we went back aboard the USS Nemesis. This time we put the expansion’s aliens, the Void Seeders, on the table, and we had the right group chemistry to have a good time—which is no small thing in Nemesis.

These aliens do not work so much through the classic “I get close to you and then we see who survives” approach. Instead, they pressure you by causing panic attacks. It is an interesting twist, because it changes the shape of the threat and makes you look differently at your situation aboard the ship.

In practice, though, I found it noticeably inferior to the game’s classic experience. Especially if the group has a medic, who can limit what the Void Seeders do, the pressure they are supposed to create did not convince me to the same degree. The interaction is still there, but this new threat did not have the same bite.

And yet, that is the strange thing about Nemesis: I expected it to put me off, but every time we finish I want to play it again. Even with an expansion I do not prefer to the base game, the group and the game’s tension pull me back in. Maybe the diet has affected me.

Source: BoardGameGeek

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