Im super excited for this. It will be my first Nemisis game. I thought all the Nemisis games were all semi coop and i wasnt going to get this untill i found out it had true coop. Ive seen some comments about small minis and tiles but not every game need hugs miniatures plus it wouldn't fit on my table. This looks like alot of fun and glad i backed it. Great video btw
Nemesis has full coop as far as I know (Got the game yesterday, went through the guide / tutorial). You can either omit personal objectives so there is no in-fighting or use the Solo/Coop cards for the coop experience where all objectives must be met.
Awesome content as always! Nemesis and Lockdown are my two most loved (and played) games so this was kind of a no brainer either way, but I continue to love the play throughs you turn out! My wallet blames you for Fallen land and Deep madness, but I do love them both lol
This is definitely interesting compared to the first one. I like the combat heavy focus this one has, and that's what I was hoping for when they announced it. 1 rule change I thought it was interesting was that you roll noise when moving into a room with another player character. In the first game you didn't roll a noise if you moved into a room with another character. This one seems more about putting the aliens in your face right away rather than a slow suspenseful buildup.
The thing that worries me is the modular map - the joining of the tiles is bound to deteriorate over time if they're cardboard, which they seem to be. Regardless, I liked your preview, the game has a bit of a feel like Aliens (the second movie) which I like... will be definitely looking into the campaign on Gamefoud of this one.
This was only a prototype, so I can’t speak to how it will hold up, but the joining was pretty smooth here. Better than the puzzle connectors in something like Imperial Assault, for example
The best way to protect cardboard tiles is to use glue on the frequently used parts that can 'fray' like the edges, like modge podge or Super glue, modge podge is better because you can use your finger to run it around the edges.
I dislike the modular tiles also. The layout is very clearly hex based and seems bounded by the two straight edges that define the domain. I think it'd have been better to print ghost hex tiles on a solid fold out board and make the map by placing room tiles over the ghost outlines and make corridors by adding door tokens on the edge of room tiles instead.
For what it's worth, in older Nemesis games if you needed to make a noise roll to trigger an escape route and got an alien spawn, the alien yanked you back out and the escape action did not succeed. I don't guarantee it works the same way for Retaliation or for the lander, but I suspect it probably does, given the general "you're probably going to die" spirit of the series.
1:05:46 isn't the third word "infected"? Also, thanks for the playthrough. Can't wait to get this, my third Nemesis game. And yes, original Nemesis is my "Game 0"...all time fave.
Sure! I just measured and the full frame for the map is around 32 inches wide by 30 inches tall. So you might barely be able to fit the game on a 4 foot by 2.5 foot table, maybe (with a side table for card decks or something). But 3x5 would be much more comfortable as a minimum.
Thank you for this one. I have to think about what I want to do. I have Nemesis and Lockdown. I was really looking forward to this one, but was expecting something like Space Hulk or Omega Protocol. That doesn’t appear to be the case. It’s not a complaint but I’m just not sure it’s different enough.
I think I’m going in on it. I love the original game but it seems like this is a much different feel. I admire a design that barrows from a previous game yet pulls off a different feel. It makes it easier to switch back and forth between the two without the need to learn a completely different rule set. You’re the best! Side note, i introduced Salvation Road (I was a backer😎) to my family and they really enjoyed it.
@@OneStopCoopShopi've already pladged the Retalition's title but also i'm looking for One of the previous Nemesis's title. Never played the boardgame and i Just saw gameplays about It. What would you recomended for those who sometimes love single player, the feeling of horror at the player's next move also the ability to be replayed without getting bored? P.s. i'd like to buy base set of the game without core boxes cause it's too much for me right now.
Personally , I already pledged it because it’s seriously collector for a long time fan of various Aliens movies 🎥. By the way, I think it’s better with a whole squad playing, maybe you should have taken multiples soldiers. 👍🏻
I think the addition of oxygen forces the players to consistently move. Whereas in the other games, you could practically just camp in one room the entire game and wait for everyone to die off. I also like the burst addition. Wondering if the shoot action actually requires ammo? Another playthrough did not use ammo when it’s the shoot action and uses ammo with a burst action
The shoot action only uses ammo if you roll the ammo symbol on the die (1/8 chance), or if the weapon or ability says so, like the recon’s main weapon in this video
The solo mode is passable, but the vast majority of Nemesis' spirt comes from the fear of treachery by others. The more the merrier has never been truer for a board game imo
As I said in the video, this one feels much more cooperative and solo friendly out of the gate compared to the original nemesis. The whole tension of “the other players might betray us” is greatly lessened with the new mission cards. This video was me pretty much making up a solo variant and it already worked well
@@OneStopCoopShop I was speaking on the original Nemesis. I think that the potential betrayal by other players and the resulting tension is a huge plus
@@OneStopCoopShop Nothing wrong with that, different strokes for different folks. Hopefully more solo focused people can get a lot out of this installment
Ugh, I absolutely didn't expect the ultimate queen and brood mother of this existential threat to humanity to end up being a curvy pin-up girl stripper thot on alien high heels that doesn't even remotely look like her brood, let alone blend in with it. It looks so clearly out of place, like from an entirely different game altogether, more like something out of a Warhammer Slaanesh army.
It does look like slaanesh, lol! I was a little surprised too. I figured they were trying to not be too obviously copying aliens and went a different direction.
Just a question i dont get the combat when the alien is on the same room with the character. You can kill the alien when you get an equal or lower die, or equal or higher die? Its so confusing.
So at first the alien has no damage. Only the instant kill die face (1/8 chance)will kill them. If you roll anything else, they get 1 damage cube. Now if I attack again, I can also kill them if I roll a 1, since that is equal to their damage or lower. There is a single “1” on the die, so with the auto-kill I now have a 1/4 chance of killing then. If I fail again they get another damage. Now they have 2 damage and I can Jill them with a 2 on the die also. Does that make more sense?
Just like the movies this one looks like it will add more combat. I don’t own either of the first two but enjoyed watching them played. Maybe finally I will buy this one. After all, this time it’s war. PS: I am not super enthused by all the numerous minis in recent games. They add cost and subtract storage space 😂
3 for 3 Mike this year. Watched your Stalker and Dragon Eclipse playthrus and backed them. Leaning towards backing again as I don’t have any Nemesis titles and of the three available during the campaign, likening this one or would the first or 2nd be a better option?
Have you played any of them? I own the first one and never played Lockdown (2nd). The second one looks like the same game with some additions and I'd imagine is a bit fiddlier. I feel like the first Nemesis is more than enough and is specially good because it's easier to introduce to new players. That said, this new one feels more action/combat orientated. The first Nemesis I constantly have to warn my friends that engaging in combat is tricky business and could lead them to their demise. This one also looks like it will be better if you're looking for a coop game.
At the 28th minute you moved to the lander spot with someone already there and then rolled noise. In the original game you didn’t roll for noise if you went to a room that was occupied, so is that a change to the rules in this version ?
In the draft rules they sent me, it says roll for noise every time. But these are early-ish rules (it’s a Google doc they shared with me), so someone from Awaken Realms can say if I have it wrong 😅
Sorry if this is answered in the video, I am asking while watching. :) I've never played any of the Nemesis games; just how do they differ from each other? Will jumping on Retaliation give me pretty much the same experience? Or perhaps since this is the 3rd, is it better than the previous? Also, does the game have player elimination?
I never played the second nemesis, so can’t speak to that one. The original nemesis is similar to the movie Alien, while this new one is closer to Aliens. That means the original is much more focused on horror, running away, desperate survival, etc. Retaliation is much more action-packed with more powerful characters, though it’s still very tough and your characters can die (it’s not zombicide). And yes, the game has player elimination. If you play the game semi-coop you even have potential missions to kill other players.
The original Nemesis is a true horror gem. The 2nd one, Lockdown, is a partial rehash of the original one with a subpar overall design and bizarrely convoluted mechanics and much less fun. Edit: In my personal opinion and experience.
@@dilatedbeholder3865 based on the last two comments, I guess I don't feel so bad now that I went straight from Nemesis 1 to Nemesis 3 :) But yeah, I definitely prefer this one to the original, at least for my personal tastes.
It’s one of the official Chip theory ones. Here’s the link I found when searching in their European store link, so theoretically it can go to the EU: chiptheorygames.com/store-intl/?store-page=Collapsible-Dice-Tower-Victorum-p481904091
I don’t think it FEELS much like zombicide to play. The invaders are much harder to kill, the exploration feels more tense and deadly, you aren’t leveling up, etc. Zombicide often feels like a power fantasy to me as you mow down dozens of zombies by the end. This is still very much a survival horror game.
Great play through, Mike! Thanks for sharing your thoughts with us. If this tickled your fancy I think you may want to give the previous versions another shot. Having everything for Nemesis and Lockdown, I don’t see enough difference in Retaliation. The modular map sounded exciting but I’m not liking how fiddly it seems in execution. I’m leaning towards a pass on this one, sadly.
@@OneStopCoopShop maybe not SAD sad lol but Nemesis being one of my all time faves, I was pretty hyped about this new version initially. I liked the idea of map building, but it’s really kind of the same thing since you typically have level 1 and level 2 tiles that are shuffled and placed randomly on the board during setup for current versions. In Retaliation, this seems to just give the illusion of being different by not placing all the map tiles at setup and creating a more fiddly mechanic with drawing cards to also determine corridor connectivity as you go. Idk…I think they just made a simple board more complicated just for sake of making it seem different.
Yeah, when you put it like that I see what you mean. Though in this one the hallway configuration can be drastically different game to game. I’m inferring that wasn’t the case in older versions, right?
@@OneStopCoopShop that’s true, the ship and station layout only changed if you played the alternate board side (on back). Otherwise the randomness only came from the shuffled tile placement.
Hi, I was wondering for how long lander stays on a landing zone? For the rest of the game or maybe for a few rounds? Because I don't see why you would want to delay it if it can stay until the end of the game.
Yes, any player on the lander at the end of the round can lift off or wait for others. So usually you wouldn’t want to delay it, but maybe if you suspected someone closer to the lander is going to leave you behind 😅
@@OneStopCoopShop I've seen some mentions of the hibernation room, but how does that actually work on this one? Arent you invading a base? Is there another way to escape besides these two?
It is a room that is always present at the top of the map, and you can turn it on with the “C” section engineering and power room. Then you can win the game by going to sleep there (and waiting for backup I guess?). Though that doesn’t work if someone blows up the facility or if your mission is like the one I played here, to escape the facility entirely
Don't understand why you couldn't just swap the heavy weapons guys insert if the board was broken, they all look identical apart from the marine insert.
Despite the similarity in setting and theme, they play quite differently. Nemesis is much more about careful movement, the ever present threat of death, etc. Zombicide Invader has dangerous moments, but is more of a fun run and gun.
19:44: I believe, that eggs are heavy objects, no heavy items. :-) But to tape this two heavy items to have the other hand free for the eggs is good anyway, I guess.
I'm curious exactly how they may incorporate older game content. It looks like the PC's from the older games will be involved somehow, but will I be able to play against Carnomorphs, Voidseeders, or Kytrids?
I hope so! Having varied invaders to face off against would be one of the coolest things they could do. But also I imagine that would be the toughest to implement, since the invaders have changed their functionality the most in this new version with hordes and corridors and all of that.
@@OneStopCoopShop Looking at the number of miniatures in the Gamefound page, my guess is that the older intruder types will be encountered one at a time and more resilient, requiring multiple hits to kill, like in the first two games. Part of me wants to pounce on this so bad, but part of me is also remembering I have Another Glorious Day in the Corps with all the expansions. Decisions, decisions.
Are you sure that you still have make a noise roll when moving into a room when there's another player already in it? In old Nemesis you don't need to make that noise roll, but IDK maybe they changed that in this new version
Someone else asked the same. The current draft of the rules they gave me says yes, you make a noise roll every time. But it’s an early draft for their playtesters that is still being edited, so it’s entirely possible that they forgot to mention that part of the rules, assuming these people already knew from playing old nemesis games
@bm5251 they still give you reasons to stick together here, mainly the “secure” card I played several times to make corridors flip to their safe side. But again it’s entirely possible that this rule will be the same as previous versions of nemesis in the final rules :)
I think it’s by design LESS challenging to face intruders, to give you that greater feeling of power. But I still lost pretty much every game I played (including this one, if I had done infection right), so it’s still super challenging regardless!
Agree with OSCS (who obv would know better than me since they’ve played the prototype). I think Awaken Realms was pretty clear that Retaliation is more for people who want to feel like they actually have power against the intruders rather than in prior games where every escape felt a bit lucky. Doesn’t mean the game is less tense overall, though it’ll feel differently and some won’t like that.
Excellent video, as usual. Thank you. I will pass on this one. For one, Awaken Realms never delivered the Nemesis Lockdown app and for the other, I no longer back campaigns that don't supply rulebooks and demonstrate gameplay on the campaign page. I shouldn't have to watch videos to understand their half fleshed out products.
They are working on the rules, so hopefully they are available before the campaign ends. As you can see in the video I’d say 90% or more of the rules are locked in.
They did deliver the app but is that truly a deal breaker for you? Not once in my dozens and dozens of plays of both Nemesis have I ever needed/wanted/wished for any type of app. I know...to each their own.
Not so much to me. Yes, you are exploring, and you can find new items (all dungeon crawler-ish elements). But you are kind of terrified of enemies appearing, and want to avoid it whenever possible. And while you find new loot, more often you start the game at your strongest and are degrading your capabilities as the game goes on. So while it's still more of an action game than the previous Nemesis entries, it's more of a horror survival game than an action-focused dungeon crawler, at least in my opinion. So I'd compare it more to something like the Resident Evil board games from Steamforged.
I asked awaken realms if I could send the prototype to Bairnt and Colin, and they have a play up on Meet Me at the Table, so your wish is granted 😜 ua-cam.com/users/liveObiG1pKQ-C4?si=uINZdiz61Dc2ILkl
I'm leaving these tags because I don't believe these are mistakes at all as you're more familiar with this game than I am, but I genuinely wanted to ask to know for this installment in comparison to regular or Lockdown. 28:09 By no means am I an expert in Nemesis: Retaliation but in the previous entries, if you entered the same room as another character, you didn't have to roll for noise at all. Is that not the case in Retaliation too? 46:17 Have they also changed the rule to where characters in combat with intruders would previously not have to roll for noise? 53:03 That noise roll rule: does it also apply to entering rooms with intruders in them? 53:40 isn't there also a difference between opening and closing doors vs destroying them? 56:16 How do serious wounds if any come into play? I can obviously assume that intruder attack cards can give them to you, but do any of those damage thresholds lead to serious wounds?
You definitely roll noise every time you move (awaken realms confirmed this when someone else asked them). I believe that applies to entering a room with an invader too. No one mentioned or said anything in my teaching play or the rules about rolling for noise when attacking, which makes sense since you often attack a ton here. Opened doors can be closed again with abilities, while destroyed doors cannot. I think Adam the designer said there will be different tokens or minis for each. Serious wounds only come from invader attack cards. You don’t automatically receive them from light wounds that move your wound marker
If Bruce Dickinson had been playing this game of Retaliation, he would have cleaned the clocks of all those aliens in a quick 5, and still had time to lay down a gold record on the lander ride home.
The first move you moved and secured. Does that not count as 2 actions? You then used the flamethrower so that would be 3 actions for the turn? In og and lockdown you could move silently spending 2 cards for movement but it's still classed as 1 action. Is that not in it this time? Good work on the playthrough. 👍
Correct, an action is an action whether it costs 1 card or 2. So you could theoretically spend 4 cards in a single turn while only taking 2 actions (like if you move and secured twice).
@@OneStopCoopShop so you had 3 actions on the first turn then? Not trying to be awkward just trying to understand the rules because moving and securing for one action (like on the actual card that let's you do that) would be amazing.
@@robinsmith6847 an action is one card play, one item use, or one action from your board. It doesn't matter if that requires spending 1 or 2 cards, it is still one action. So move and secure = 1 single action, that requires 2 cards being discarded. So I took 2 actions on the first turn, but they cost 3 cards in total. Hopefully that's clearer!
@@OneStopCoopShop I fully understand the way how cards work. However on the player board under actions move and secure are serperate actions. You did both as 1 action together and then another action to shoot the aliens in the corridor 😂
IMHO Misunderstanding comes from too many actions called "Secure". There are separate basic actions "Secure" and "Move", there's a stronger card version of "Secure", and there's a basic combo action called "Move and Secure" costing any two action cards. For clarity, in the final version there should be a distinction, like between Covering and Suppressing Fire in older games (every Repair action, only differing in cost, had a different name). Maybe Secure, Fortify and Securing Move or something like that.
According to the comments, it seems the endless rehash/reskin called board game design is starting to wear thin... I own the perfectly imperfect original, was unimpressed with Lockdown (but do like it), and will pass on this. Im getting discouraged playing game after game that feels just like a slight variation of something I've already played before. Where is Vlaada Chvatil when you need him?
@OneStopCoopShop haha, prolly so true! Each of his games were so different, it was hard to believe it was the same designer. I sure wish he'd return to form.
@OneStopCoopShop if I recall, you had a hand in some solo variant goodness for Space Alert and Galaxy Trucker, thanks for that! I dabbled a bit in your Galaxy Trucker mode. Also, thanks for this video. It is a great service you provide and I appreciate it very much.
It’s been forever since I played that! I loved a bunch of things about that game, but 100% HATED the way taking actions have the opposing player more stuff to do.
Interesting! I go the exact opposite way. I'm having more fun with this than I ever did with the original Nemesis. And while it's only a prototype, I don't anticipate any trouble with the connectors based on the design so far. To each their own!
I wouldn't worry about the connectors. I have a ton of similar connectors with games like Descent 2nd edition and shadows of brimstone. With hundreds of uses they hold up just fine.
Hey if you don’t trust the channel you don’t have to watch. But I think most people here know that we give tons of disclaimers and transparency in our coverage, more than most channels, and if I don’t like parts of a game then I’ll say I don’t like it.
Sorry I can't help more! You saw how solo went for me, even with the official solo rules unfinished. Still played pretty smoothly. But they are working on a true solo mode and campaign for solo/co-op, so that could make it even better.
@@darthmullog are you saying that's how it works in Retaliation? Adam didn't mention that when he was teaching me the game. We only got serious wounds from specific attack cards that mentioned them. But maybe he missed it. Or if you are saying that's how it worked in previous Nemesis games, I don't think that's the case anymore.
@OneStopCoopShop Ther is not rulebook in prototype? Because I watched your video (good video BTW 😊 ) but it felt like you missed s lot of rules. So now i don't know if you missed them or they don't exist anymore. So, kinda confused.:)
@@sbakarcic there was no printed rulebook in the prototype (that's pretty common with crowdfunding games where things are still in development). I had access to an unformatted Google Doc with rules, but they were not exhaustive in covering everything. So I ITHINK I played wounds correctly, but I won't say I'm 100% sure. It shouldn't be a big deal anyway. The game will change more before it prints, as all games do :)
I think that is a nemesids game with a real coop. But pass for me as all previous nemesids, cause of permadeath. First was Alien, second was Alien?, now we have Aliens. :)
@@MrDLUA-cam Lockdown allready wasn't impressive. The original one stands in a league of its own. All I see here is rehashed mechanics with added miniatures. AR style of "make a quick buck".
@@MrDLUA-cam The first 2 games were survival horror games, with much more attention rapidly building up. Each alien encounter, or even potential encounter was dangerous. I would recommend Lockdown though for it has more polished mechanics and the semicoop aspect of the game really shine thx to contingencies and the new escape mechanisms, also the lights are a great addition and gives the player much more agency. Also, there's fewer gotcha moments in lockdown. Back to retaliation, it feels more like a zombicide and I get no sense of danger from them.
ahh yes the cheap bords . The era of the old bords is over know is the era of the cheap little bords.. the price is the same as the first nemsis game but this one is mutch more smaller.... the future of the bord games
I'm really excited to get a play through where we get all the rules without guessing about what the rule might because the teacher dosen't remember and just guesses.
Hey, if they had sent me a rulebook of the game that would have been a lot easier to make happen ;). As it was I only had access Google Doc that is still in progress, and that currently doesn't contain some of the rules for the game. Did the best I could!
@@jedisparky I played with the designer on TTS, so had most of the rules down. Pretty much all the questions that I had in the video were only vaguely important I'd say. Like didn't matter if that final invader would stop me from getting on the lander cause both my guys died from infection anyway :)
Super tiny alien miniatures. Bad design choice. This is odd because normally Awaken Realms makes awesome looking games. They could have easily made the tiles and miniatures larger and simply charged more for the game. Looks like a lot of sacrifices were made on the sizes (and therefore table presence) of components to reach a price point and to accommodate those with small gaming tables. Unfortunate.
I'm not sure what you mean. The full board setup barely fits on my 4x6 foot table. And while yes, the basic invaders are fairly small (because you will often have 3-6 of them in a single corridor), the drones and queen and player minis are pretty large, at least to me. If they made the tiles and miniatures larger, I don't know anyone who could actually play this game on their table. We'd be in 4-player Voidfall territory 😅
@@OneStopCoopShop So are you saying there was no tiles configuration possible to use bigger tiles and normal size alien miniatures? Because I find that hard to believe. I think they could have simply made the tiles configuration differently and used bigger tiles to accommodate normal sized alien miniatures. I think they were simply trying to hit a price point. But that’s just my opinion.
@@zimbo5521 if they cut the whole idea to have corridors with invaders on them and made the rooms the full focus (more like previous Nemesis games), they could have made the corridors much smaller and the rooms larger and then definitely could have made the invader miniatures huge. But also yeah, you're probably right it's partially about price point. There are way more enemies bouncing around in this version of the game than previously, so they need to include more miniatures overall, so making them way larger would increase cost, box size, shipping, etc.
I hadn’t heard about this before, so you sent me down a bit of a rabbit hole searching it up. So far I see two BGG forums on it, mostly with a few voices repeating themselves. I’m not saying the claims of AI usage are right or wrong, but have anything more definitive come out from either side?
@xile79 the early prototypes of those games, or the final polished copies? Cause I think you are comparing apples to oranges. But if the game isn’t to your tastes, no worries. It’ll probably be expensive 😅
Ofc I was on taking in consideration it's a prototype... but the durability on the tiles looks like it won't last long with them joints.@@OneStopCoopShop
They already have prices on the preview page: around £88 for the deluxe box, which is £7 cheaper than Lockdown was. Obviously there are taxes and shipping on top of this, but it is still reasonable in these days of £300 boardgames. And the standee version is £53.
Crowdfunding link - gamefound.com/en/projects/awaken-realms/nemesis-retaliation
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Patreon - www.patreon.com/onestop
Podcast - soundcloud.com/onestopcoopshop
Discord - discord.gg/p4jX8AF
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0:00 - Introduction
0:47 - Overview of Play
6:19 - Turn 1 (Engineer)
14:25 - Turn 1 (Recon)
18:02 - Rest of Round 1
23:58 - Round 2
29:51 - Round 3
33:17 - Round 4
38:32 - Round 5
46:21 - Round 6
51:59 - Round 7
57:04 - Rounds 8 and 9
1:01:28 - Impressions
Im super excited for this. It will be my first Nemisis game. I thought all the Nemisis games were all semi coop and i wasnt going to get this untill i found out it had true coop. Ive seen some comments about small minis and tiles but not every game need hugs miniatures plus it wouldn't fit on my table. This looks like alot of fun and glad i backed it. Great video btw
Thanks for watching!
Nemesis has full coop as far as I know (Got the game yesterday, went through the guide / tutorial). You can either omit personal objectives so there is no in-fighting or use the Solo/Coop cards for the coop experience where all objectives must be met.
Awesome content as always!
Nemesis and Lockdown are my two most loved (and played) games so this was kind of a no brainer either way, but I continue to love the play throughs you turn out!
My wallet blames you for Fallen land and Deep madness, but I do love them both lol
Believe it or not @OneStopCoopShop , this is going to be my first Nemesis game. Great video as usual.
It's the first one I want to own too (my buddy bought the others), so it's not hard to believe for me :)
This is definitely interesting compared to the first one. I like the combat heavy focus this one has, and that's what I was hoping for when they announced it. 1 rule change I thought it was interesting was that you roll noise when moving into a room with another player character. In the first game you didn't roll a noise if you moved into a room with another character. This one seems more about putting the aliens in your face right away rather than a slow suspenseful buildup.
The thing that worries me is the modular map - the joining of the tiles is bound to deteriorate over time if they're cardboard, which they seem to be. Regardless, I liked your preview, the game has a bit of a feel like Aliens (the second movie) which I like... will be definitely looking into the campaign on Gamefoud of this one.
This was only a prototype, so I can’t speak to how it will hold up, but the joining was pretty smooth here. Better than the puzzle connectors in something like Imperial Assault, for example
Thank you!@@OneStopCoopShop
The best way to protect cardboard tiles is to use glue on the frequently used parts that can 'fray' like the edges, like modge podge or Super glue, modge podge is better because you can use your finger to run it around the edges.
I dislike the modular tiles also. The layout is very clearly hex based and seems bounded by the two straight edges that define the domain. I think it'd have been better to print ghost hex tiles on a solid fold out board and make the map by placing room tiles over the ghost outlines and make corridors by adding door tokens on the edge of room tiles instead.
It lacks something, don't know what but it does
For what it's worth, in older Nemesis games if you needed to make a noise roll to trigger an escape route and got an alien spawn, the alien yanked you back out and the escape action did not succeed. I don't guarantee it works the same way for Retaliation or for the lander, but I suspect it probably does, given the general "you're probably going to die" spirit of the series.
You might be right, though old nemesis games also didn’t have the secure tokens to cancel automatic attacks. Tough to say at this point
@@OneStopCoopShop seems like the tile text needs to be corrected.
1:05:46 isn't the third word "infected"?
Also, thanks for the playthrough. Can't wait to get this, my third Nemesis game. And yes, original Nemesis is my "Game 0"...all time fave.
The designer just watched the video and noticed that too. But SHHHHHH, let me have this one! 😭😭😭
Looks like “Infegted” to me
@tonycaponetv8066 i trust this person with my life and he is definitely probably maybe right!
So this is a win, confirmed, wooooooo 🥳
How do I get a copy? the GameFound page says funding is not available?
Looking at the comments, it looks like late pledging should be available in the next 2-3 months. So I would just keep checking.
@@OneStopCoopShop thanks
Can you give a rough estimate as to the size of the main exploration area? (how big of a table do you need to play)
Sure! I just measured and the full frame for the map is around 32 inches wide by 30 inches tall. So you might barely be able to fit the game on a 4 foot by 2.5 foot table, maybe (with a side table for card decks or something). But 3x5 would be much more comfortable as a minimum.
Super helpful thanks 🙏
Thank you for this one. I have to think about what I want to do. I have Nemesis and Lockdown. I was really looking forward to this one, but was expecting something like Space Hulk or Omega Protocol. That doesn’t appear to be the case. It’s not a complaint but I’m just not sure it’s different enough.
Yeah, I’ve played both of those (space hulk and omega) and they are doing their own thing for sure
I think I’m going in on it. I love the original game but it seems like this is a much different feel. I admire a design that barrows from a previous game yet pulls off a different feel. It makes it easier to switch back and forth between the two without the need to learn a completely different rule set.
You’re the best!
Side note, i introduced Salvation Road (I was a backer😎) to my family and they really enjoyed it.
@rogersavoy2154 aw, that’s so awesome to hear! Glad they liked it
@@OneStopCoopShopi've already pladged the Retalition's title but also i'm looking for One of the previous Nemesis's title. Never played the boardgame and i Just saw gameplays about It. What would you recomended for those who sometimes love single player, the feeling of horror at the player's next move also the ability to be replayed without getting bored? P.s. i'd like to buy base set of the game without core boxes cause it's too much for me right now.
Personally , I already pledged it because it’s seriously collector for a long time fan of various Aliens movies 🎥. By the way, I think it’s better with a whole squad playing, maybe you should have taken multiples soldiers. 👍🏻
I think the addition of oxygen forces the players to consistently move. Whereas in the other games, you could practically just camp in one room the entire game and wait for everyone to die off. I also like the burst addition. Wondering if the shoot action actually requires ammo? Another playthrough did not use ammo when it’s the shoot action and uses ammo with a burst action
The shoot action only uses ammo if you roll the ammo symbol on the die (1/8 chance), or if the weapon or ability says so, like the recon’s main weapon in this video
@@OneStopCoopShop ahh got it
Hope they make this one more solo friendly. I had the first game but sold it as solo just fell flat. Its meant to be played with others i guess
The solo mode is passable, but the vast majority of Nemesis' spirt comes from the fear of treachery by others. The more the merrier has never been truer for a board game imo
As I said in the video, this one feels much more cooperative and solo friendly out of the gate compared to the original nemesis. The whole tension of “the other players might betray us” is greatly lessened with the new mission cards.
This video was me pretty much making up a solo variant and it already worked well
@@OneStopCoopShop I was speaking on the original Nemesis. I think that the potential betrayal by other players and the resulting tension is a huge plus
Oh no question, but since I’m much more a solo/co-op guy these days, I prefer this one over the betrayal 😅
@@OneStopCoopShop Nothing wrong with that, different strokes for different folks. Hopefully more solo focused people can get a lot out of this installment
Ugh, I absolutely didn't expect the ultimate queen and brood mother of this existential threat to humanity to end up being a curvy pin-up girl stripper thot on alien high heels that doesn't even remotely look like her brood, let alone blend in with it. It looks so clearly out of place, like from an entirely different game altogether, more like something out of a Warhammer Slaanesh army.
It does look like slaanesh, lol! I was a little surprised too. I figured they were trying to not be too obviously copying aliens and went a different direction.
Yeah. I’m not to big on the Slaanesh looking queen. Thankfully, there is an alternate model which look much better. But it is a $9 add-on.
Just a question i dont get the combat when the alien is on the same room with the character. You can kill the alien when you get an equal or lower die, or equal or higher die? Its so confusing.
So at first the alien has no damage. Only the instant kill die face (1/8 chance)will kill them. If you roll anything else, they get 1 damage cube.
Now if I attack again, I can also kill them if I roll a 1, since that is equal to their damage or lower. There is a single “1” on the die, so with the auto-kill I now have a 1/4 chance of killing then. If I fail again they get another damage.
Now they have 2 damage and I can Jill them with a 2 on the die also. Does that make more sense?
Just like the movies this one looks like it will add more combat. I don’t own either of the first two but enjoyed watching them played. Maybe finally I will buy this one. After all, this time it’s war. PS: I am not super enthused by all the numerous minis in recent games. They add cost and subtract storage space 😂
3 for 3 Mike this year. Watched your Stalker and Dragon Eclipse playthrus and backed them. Leaning towards backing again as I don’t have any Nemesis titles and of the three available during the campaign, likening this one or would the first or 2nd be a better option?
I like this one the best of the 2 I’ve played. Haven’t tried Lockdown.
Have you played any of them? I own the first one and never played Lockdown (2nd). The second one looks like the same game with some additions and I'd imagine is a bit fiddlier. I feel like the first Nemesis is more than enough and is specially good because it's easier to introduce to new players.
That said, this new one feels more action/combat orientated. The first Nemesis I constantly have to warn my friends that engaging in combat is tricky business and could lead them to their demise.
This one also looks like it will be better if you're looking for a coop game.
Are you using acrylic tokens or are those cardboard? Thanks. I'm new to Nemesis and thinking whether I should get the acrylic tokens.
They sent me cardboard for the prototype
At the 28th minute you moved to the lander spot with someone already there and then rolled noise. In the original game you didn’t roll for noise if you went to a room that was occupied, so is that a change to the rules in this version ?
In the draft rules they sent me, it says roll for noise every time. But these are early-ish rules (it’s a Google doc they shared with me), so someone from Awaken Realms can say if I have it wrong 😅
Michael from AR confirmed the rule changed for this version on Discord.
Thanks for finding out!
Sorry if this is answered in the video, I am asking while watching. :)
I've never played any of the Nemesis games; just how do they differ from each other? Will jumping on Retaliation give me pretty much the same experience? Or perhaps since this is the 3rd, is it better than the previous? Also, does the game have player elimination?
I never played the second nemesis, so can’t speak to that one.
The original nemesis is similar to the movie Alien, while this new one is closer to Aliens. That means the original is much more focused on horror, running away, desperate survival, etc. Retaliation is much more action-packed with more powerful characters, though it’s still very tough and your characters can die (it’s not zombicide).
And yes, the game has player elimination. If you play the game semi-coop you even have potential missions to kill other players.
The original Nemesis is a true horror gem. The 2nd one, Lockdown, is a partial rehash of the original one with a subpar overall design and bizarrely convoluted mechanics and much less fun.
Edit: In my personal opinion and experience.
Start with the original Nemesis. It's fantastic.
Unfortunately it's sequel, Lockdown, is arguably the most pointless follow-up board game ever made.
@@dilatedbeholder3865 based on the last two comments, I guess I don't feel so bad now that I went straight from Nemesis 1 to Nemesis 3 :)
But yeah, I definitely prefer this one to the original, at least for my personal tastes.
@@OneStopCoopShop You show-off. 😊
Dice tower you are using - where is it from? Can u get those in EU?
It’s one of the official Chip theory ones. Here’s the link I found when searching in their European store link, so theoretically it can go to the EU:
chiptheorygames.com/store-intl/?store-page=Collapsible-Dice-Tower-Victorum-p481904091
I'm about 25mins in and I can't help but be reminded heavily of Zombicide.
I don’t think it FEELS much like zombicide to play. The invaders are much harder to kill, the exploration feels more tense and deadly, you aren’t leveling up, etc. Zombicide often feels like a power fantasy to me as you mow down dozens of zombies by the end. This is still very much a survival horror game.
Great play through, Mike! Thanks for sharing your thoughts with us. If this tickled your fancy I think you may want to give the previous versions another shot. Having everything for Nemesis and Lockdown, I don’t see enough difference in Retaliation. The modular map sounded exciting but I’m not liking how fiddly it seems in execution. I’m leaning towards a pass on this one, sadly.
Why is it sad? Sounds like you already have more than enough Nemesis in your life. But maybe you have more shelf space than I do 😜
@@OneStopCoopShop maybe not SAD sad lol but Nemesis being one of my all time faves, I was pretty hyped about this new version initially. I liked the idea of map building, but it’s really kind of the same thing since you typically have level 1 and level 2 tiles that are shuffled and placed randomly on the board during setup for current versions. In Retaliation, this seems to just give the illusion of being different by not placing all the map tiles at setup and creating a more fiddly mechanic with drawing cards to also determine corridor connectivity as you go. Idk…I think they just made a simple board more complicated just for sake of making it seem different.
Yeah, when you put it like that I see what you mean. Though in this one the hallway configuration can be drastically different game to game. I’m inferring that wasn’t the case in older versions, right?
@@OneStopCoopShop that’s true, the ship and station layout only changed if you played the alternate board side (on back). Otherwise the randomness only came from the shuffled tile placement.
Hi, I was wondering for how long lander stays on a landing zone? For the rest of the game or maybe for a few rounds? Because I don't see why you would want to delay it if it can stay until the end of the game.
Yes, any player on the lander at the end of the round can lift off or wait for others. So usually you wouldn’t want to delay it, but maybe if you suspected someone closer to the lander is going to leave you behind 😅
It seems we also would want to confirm that the anti-air is off before it arrives.
@@OneStopCoopShop
I've seen some mentions of the hibernation room, but how does that actually work on this one? Arent you invading a base? Is there another way to escape besides these two?
It is a room that is always present at the top of the map, and you can turn it on with the “C” section engineering and power room. Then you can win the game by going to sleep there (and waiting for backup I guess?). Though that doesn’t work if someone blows up the facility or if your mission is like the one I played here, to escape the facility entirely
@ndavis7327 Nah I turned that off for you. ;) I got you.
Don't understand why you couldn't just swap the heavy weapons guys insert if the board was broken, they all look identical apart from the marine insert.
Huh… you are 100% right, it’s just a cardboard tile you put in the board.
Or, in other words, I’m a bit of a moron sometimes 😂😂😂😂
@@OneStopCoopShop 🤣🤣
wish the TTS mod got an updated version
I’m new to Nemesis and the base game is expensive. Do you think this is a good entry point into the series or should I just get the core box?
This is my favorite in the series, at least for my tastes, so yeah I think it’s a great place to start
Please it is good for one player too? Im curious for yours opinion. Thanks
I think so! I was playing one player here. Unless you mean one character… not sure about that
@@OneStopCoopShop Sorry. Solo gameplay...But this game will be amazing...I think...Diferent as original Nemesis but still in the family...
I need this prototype :D but thank you for this video
I’m shipping it right over! 😜
(Actually I’m mailing it to Bairnt at Meet Me at the Table today, since he’s a bigger aliens fan than me)
@@OneStopCoopShop you sent it to the right person. I like his nemesis gameplay videos. But still I want it 😁 how did you manage to get it?
@jerkypower awaken realms has been sending me prototypes for preview recently. Kings of Ruin, dragon eclipse, stalker… I’ve done a bunch of
How does the game compare to Zombicide invader? I have never played a nemesis game beforehand.
Despite the similarity in setting and theme, they play quite differently. Nemesis is much more about careful movement, the ever present threat of death, etc. Zombicide Invader has dangerous moments, but is more of a fun run and gun.
19:44: I believe, that eggs are heavy objects, no heavy items. :-) But to tape this two heavy items to have the other hand free for the eggs is good anyway, I guess.
I'm curious exactly how they may incorporate older game content. It looks like the PC's from the older games will be involved somehow, but will I be able to play against Carnomorphs, Voidseeders, or Kytrids?
I hope so! Having varied invaders to face off against would be one of the coolest things they could do. But also I imagine that would be the toughest to implement, since the invaders have changed their functionality the most in this new version with hordes and corridors and all of that.
@@OneStopCoopShop Looking at the number of miniatures in the Gamefound page, my guess is that the older intruder types will be encountered one at a time and more resilient, requiring multiple hits to kill, like in the first two games.
Part of me wants to pounce on this so bad, but part of me is also remembering I have Another Glorious Day in the Corps with all the expansions. Decisions, decisions.
What brand is the dice tower your using?
Chip Theory Hoplomachus Victorum dice tower.
3 is the magic number, yes it is, it's the magic number 🎵
Hahaha, yay, someone got my dumb Schoolhouse Rock joke!
I was thinking "De La Soul - The Magic Number" @@OneStopCoopShop
Are you sure that you still have make a noise roll when moving into a room when there's another player already in it? In old Nemesis you don't need to make that noise roll, but IDK maybe they changed that in this new version
Was thinking the same thing. That would be a big change from the other two.
Someone else asked the same. The current draft of the rules they gave me says yes, you make a noise roll every time. But it’s an early draft for their playtesters that is still being edited, so it’s entirely possible that they forgot to mention that part of the rules, assuming these people already knew from playing old nemesis games
Interesting. One of the main reasons you would stick together in the last game. Safer that why, but the exploration was slower. @@OneStopCoopShop
@bm5251 they still give you reasons to stick together here, mainly the “secure” card I played several times to make corridors flip to their safe side. But again it’s entirely possible that this rule will be the same as previous versions of nemesis in the final rules :)
@@bm5251 Safer until bag development makes you all roll noise for the same room.
Do you feel like this version is as challenging/difficult facing the intruders & intruder bag development as the first nemesis?
I think it’s by design LESS challenging to face intruders, to give you that greater feeling of power. But I still lost pretty much every game I played (including this one, if I had done infection right), so it’s still super challenging regardless!
Agree with OSCS (who obv would know better than me since they’ve played the prototype). I think Awaken Realms was pretty clear that Retaliation is more for people who want to feel like they actually have power against the intruders rather than in prior games where every escape felt a bit lucky. Doesn’t mean the game is less tense overall, though it’ll feel differently and some won’t like that.
Have you played with other people? How long was the game?
I've played 1 and 2 player. Game length will depend on how fast you die, of course, but I'd say 90-120 will probably be the norm? Faster for solo.
@@OneStopCoopShop that's a lot faster than the other games.
@@chadamir well I play quickly, so perhaps I'm underestimating! 😅
Excellent video, as usual. Thank you.
I will pass on this one.
For one, Awaken Realms never delivered the Nemesis Lockdown app and for the other, I no longer back campaigns that don't supply rulebooks and demonstrate gameplay on the campaign page. I shouldn't have to watch videos to understand their half fleshed out products.
They are working on the rules, so hopefully they are available before the campaign ends. As you can see in the video I’d say 90% or more of the rules are locked in.
@@OneStopCoopShop We will see. With AR, seeing is believing.
I think they finally delivered the app
@@mithrandir510Oh?
They did deliver the app but is that truly a deal breaker for you? Not once in my dozens and dozens of plays of both Nemesis have I ever needed/wanted/wished for any type of app. I know...to each their own.
Does Retailation feels like a dungeon crawl? If so how high up does it rank?
Not so much to me. Yes, you are exploring, and you can find new items (all dungeon crawler-ish elements). But you are kind of terrified of enemies appearing, and want to avoid it whenever possible. And while you find new loot, more often you start the game at your strongest and are degrading your capabilities as the game goes on.
So while it's still more of an action game than the previous Nemesis entries, it's more of a horror survival game than an action-focused dungeon crawler, at least in my opinion.
So I'd compare it more to something like the Resident Evil board games from Steamforged.
I will stuck to GF9+expansions. The board is cool though.
I know Bairnt loves that one. I haven’t had the chance to play it
😮Wow nice
Let the bug hunt begin 😂🎉
We need Colin's take to get the Lockdown comparison.
I asked awaken realms if I could send the prototype to Bairnt and Colin, and they have a play up on Meet Me at the Table, so your wish is granted 😜
ua-cam.com/users/liveObiG1pKQ-C4?si=uINZdiz61Dc2ILkl
Awesome! Thank you!
I'm leaving these tags because I don't believe these are mistakes at all as you're more familiar with this game than I am, but I genuinely wanted to ask to know for this installment in comparison to regular or Lockdown.
28:09 By no means am I an expert in Nemesis: Retaliation but in the previous entries, if you entered the same room as another character, you didn't have to roll for noise at all. Is that not the case in Retaliation too?
46:17 Have they also changed the rule to where characters in combat with intruders would previously not have to roll for noise?
53:03 That noise roll rule: does it also apply to entering rooms with intruders in them?
53:40 isn't there also a difference between opening and closing doors vs destroying them?
56:16 How do serious wounds if any come into play? I can obviously assume that intruder attack cards can give them to you, but do any of those damage thresholds lead to serious wounds?
You definitely roll noise every time you move (awaken realms confirmed this when someone else asked them). I believe that applies to entering a room with an invader too.
No one mentioned or said anything in my teaching play or the rules about rolling for noise when attacking, which makes sense since you often attack a ton here.
Opened doors can be closed again with abilities, while destroyed doors cannot. I think Adam the designer said there will be different tokens or minis for each.
Serious wounds only come from invader attack cards. You don’t automatically receive them from light wounds that move your wound marker
More cowbell!!
If Bruce Dickinson had been playing this game of Retaliation, he would have cleaned the clocks of all those aliens in a quick 5, and still had time to lay down a gold record on the lander ride home.
@@OneStopCoopShopLOL I love this LOL
The first move you moved and secured. Does that not count as 2 actions? You then used the flamethrower so that would be 3 actions for the turn? In og and lockdown you could move silently spending 2 cards for movement but it's still classed as 1 action. Is that not in it this time? Good work on the playthrough. 👍
Correct, an action is an action whether it costs 1 card or 2. So you could theoretically spend 4 cards in a single turn while only taking 2 actions (like if you move and secured twice).
@@OneStopCoopShop so you had 3 actions on the first turn then? Not trying to be awkward just trying to understand the rules because moving and securing for one action (like on the actual card that let's you do that) would be amazing.
@@robinsmith6847 an action is one card play, one item use, or one action from your board. It doesn't matter if that requires spending 1 or 2 cards, it is still one action.
So move and secure = 1 single action, that requires 2 cards being discarded.
So I took 2 actions on the first turn, but they cost 3 cards in total. Hopefully that's clearer!
@@OneStopCoopShop I fully understand the way how cards work. However on the player board under actions move and secure are serperate actions. You did both as 1 action together and then another action to shoot the aliens in the corridor 😂
IMHO Misunderstanding comes from too many actions called "Secure". There are separate basic actions "Secure" and "Move", there's a stronger card version of "Secure", and there's a basic combo action called "Move and Secure" costing any two action cards. For clarity, in the final version there should be a distinction, like between Covering and Suppressing Fire in older games (every Repair action, only differing in cost, had a different name). Maybe Secure, Fortify and Securing Move or something like that.
According to the comments, it seems the endless rehash/reskin called board game design is starting to wear thin... I own the perfectly imperfect original, was unimpressed with Lockdown (but do like it), and will pass on this. Im getting discouraged playing game after game that feels just like a slight variation of something I've already played before. Where is Vlaada Chvatil when you need him?
I think he's busy working on variations on Codenames ;)
@OneStopCoopShop haha, prolly so true! Each of his games were so different, it was hard to believe it was the same designer. I sure wish he'd return to form.
@@boardgamerants Galaxy Trucker and Space Alert and the Dungeon Lords/Petz games remain favorites of mine :)
@OneStopCoopShop if I recall, you had a hand in some solo variant goodness for Space Alert and Galaxy Trucker, thanks for that! I dabbled a bit in your Galaxy Trucker mode. Also, thanks for this video. It is a great service you provide and I appreciate it very much.
This looks a bit like a much more straightforward Level 7 Omega Protocol.
It’s been forever since I played that! I loved a bunch of things about that game, but 100% HATED the way taking actions have the opposing player more stuff to do.
And had the worst alien miniatures ever designed?! I still have L7OP but use aliens from Chronicle X ( which I have painted but never played!)
@@haxan6663 correct, the minis were atrocious - but the gameplay soars!
I love original Nemesis but it's a pass. Can't get past those cardboard connector pieces that will easily wear, and the gameplay looks unremarkable.
Interesting! I go the exact opposite way. I'm having more fun with this than I ever did with the original Nemesis. And while it's only a prototype, I don't anticipate any trouble with the connectors based on the design so far. To each their own!
I wouldn't worry about the connectors. I have a ton of similar connectors with games like Descent 2nd edition and shadows of brimstone. With hundreds of uses they hold up just fine.
I found the original nemesis boring as a solo game. it felt tacked on.
@@OneStopCoopShopits a normal to protect this game for you because next time if you hate the game they didnt sent another prototype
Hey if you don’t trust the channel you don’t have to watch. But I think most people here know that we give tons of disclaimers and transparency in our coverage, more than most channels, and if I don’t like parts of a game then I’ll say I don’t like it.
You can't take egg, if alien in the nest
Oh crud, did I take the egg before killing the invader? My mistake!
Back it just for solo...aargh dont know what to do😅
Sorry I can't help more! You saw how solo went for me, even with the official solo rules unfinished. Still played pretty smoothly. But they are working on a true solo mode and campaign for solo/co-op, so that could make it even better.
No wound cards in the prototype, eh? This one looks brutal and even harder than the other Nemesis games.
Only serious wounds are cards, and I was lucky enough not to get any of those this game.
@@OneStopCoopShop3 light wounds=1 serious wound
@@darthmullog are you saying that's how it works in Retaliation? Adam didn't mention that when he was teaching me the game. We only got serious wounds from specific attack cards that mentioned them. But maybe he missed it.
Or if you are saying that's how it worked in previous Nemesis games, I don't think that's the case anymore.
@OneStopCoopShop
Ther is not rulebook in prototype? Because I watched your video (good video BTW 😊 ) but it felt like you missed s lot of rules. So now i don't know if you missed them or they don't exist anymore. So, kinda confused.:)
@@sbakarcic there was no printed rulebook in the prototype (that's pretty common with crowdfunding games where things are still in development). I had access to an unformatted Google Doc with rules, but they were not exhaustive in covering everything.
So I ITHINK I played wounds correctly, but I won't say I'm 100% sure.
It shouldn't be a big deal anyway. The game will change more before it prints, as all games do :)
OK, I'll just say what every guy wants to say:
WOULD
I think that is a nemesids game with a real coop. But pass for me as all previous nemesids, cause of permadeath.
First was Alien, second was Alien?, now we have Aliens. :)
If it helps at all, in all my plays of this when someone died, everyone else died very soon after ;)
After watching the gameplay . Can’t say I’m really impressed.. while I was anticipating this one . I think it will be a pass for me .
Happy to help out, either pushing you toward the game or away 😅
Why? I've never played Nemisis. What makes this one less impressive than the previous?
@@MrDLUA-cam Lockdown allready wasn't impressive. The original one stands in a league of its own.
All I see here is rehashed mechanics with added miniatures. AR style of "make a quick buck".
Can you elaborate
@@MrDLUA-cam The first 2 games were survival horror games, with much more attention rapidly building up. Each alien encounter, or even potential encounter was dangerous.
I would recommend Lockdown though for it has more polished mechanics and the semicoop aspect of the game really shine thx to contingencies and the new escape mechanisms, also the lights are a great addition and gives the player much more agency. Also, there's fewer gotcha moments in lockdown.
Back to retaliation, it feels more like a zombicide and I get no sense of danger from them.
ahh yes the cheap bords . The era of the old bords is over know is the era of the cheap little bords.. the price is the same as the first nemsis game but this one is mutch more smaller.... the future of the bord games
I'm really excited to get a play through where we get all the rules without guessing about what the rule might because the teacher dosen't remember and just guesses.
Hey, if they had sent me a rulebook of the game that would have been a lot easier to make happen ;). As it was I only had access Google Doc that is still in progress, and that currently doesn't contain some of the rules for the game. Did the best I could!
Fair enough, thanks. Without a rule book seems pointless to send out a playthrough demo. That's definitely on them. Didn't realize that fact.
@@jedisparky I played with the designer on TTS, so had most of the rules down. Pretty much all the questions that I had in the video were only vaguely important I'd say. Like didn't matter if that final invader would stop me from getting on the lander cause both my guys died from infection anyway :)
Super tiny alien miniatures. Bad design choice. This is odd because normally Awaken Realms makes awesome looking games. They could have easily made the tiles and miniatures larger and simply charged more for the game. Looks like a lot of sacrifices were made on the sizes (and therefore table presence) of components to reach a price point and to accommodate those with small gaming tables. Unfortunate.
I'm not sure what you mean. The full board setup barely fits on my 4x6 foot table. And while yes, the basic invaders are fairly small (because you will often have 3-6 of them in a single corridor), the drones and queen and player minis are pretty large, at least to me.
If they made the tiles and miniatures larger, I don't know anyone who could actually play this game on their table. We'd be in 4-player Voidfall territory 😅
@@OneStopCoopShop So are you saying there was no tiles configuration possible to use bigger tiles and normal size alien miniatures? Because I find that hard to believe. I think they could have simply made the tiles configuration differently and used bigger tiles to accommodate normal sized alien miniatures. I think they were simply trying to hit a price point. But that’s just my opinion.
@@zimbo5521 if they cut the whole idea to have corridors with invaders on them and made the rooms the full focus (more like previous Nemesis games), they could have made the corridors much smaller and the rooms larger and then definitely could have made the invader miniatures huge.
But also yeah, you're probably right it's partially about price point. There are way more enemies bouncing around in this version of the game than previously, so they need to include more miniatures overall, so making them way larger would increase cost, box size, shipping, etc.
Unfortunately I've fallen off the AW train due to their usage of AI Image Generation in Dragon Eclipse
I hadn’t heard about this before, so you sent me down a bit of a rabbit hole searching it up. So far I see two BGG forums on it, mostly with a few voices repeating themselves. I’m not saying the claims of AI usage are right or wrong, but have anything more definitive come out from either side?
it looks really cheap and ugly
Wow, couldn’t disagree more. But also it’s an early prototype, so things will change
@@OneStopCoopShop Do you think it looks on par with Nemesis and Lockdown?
@xile79 the early prototypes of those games, or the final polished copies? Cause I think you are comparing apples to oranges.
But if the game isn’t to your tastes, no worries. It’ll probably be expensive 😅
Ofc I was on taking in consideration it's a prototype... but the durability on the tiles looks like it won't last long with them joints.@@OneStopCoopShop
They already have prices on the preview page: around £88 for the deluxe box, which is £7 cheaper than Lockdown was. Obviously there are taxes and shipping on top of this, but it is still reasonable in these days of £300 boardgames. And the standee version is £53.