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C4
Nemesis: Lockdown
Nemesis: Lockdown - Image 2
Home / Storytelling

Nemesis: Lockdown

BGG Rank: 131
Players: 1 - 5, Recommended: 5+, Best: 5+
Playing Time: 180 minutes
Weight (Complexity): 3.91 / 5
Mechanisms: Campaign / Battle Card Driven, Cooperative Game, Dice Rolling, Hidden Roles, Interrupts, Modular Board, Player Elimination, Semi-Cooperative Game, Solo / Solitaire Game, Traitor Game, Variable Player Powers
Category: Adventure, Exploration, Horror, Miniatures, Science Fiction
Family: Category: Dungeon Crawler, Components: Dice with Icons, Components: Miniatures, Components: Polyhedral (not D6) dice, Creatures: Aliens / Extraterrestrials, Crowdfunding: Kickstarter, Digital Implementations: Steam, Game: Nemesis, Misc: Eastar Game Manufacturing, Players: Games with Solitaire Rules, Space: Mars, Theme: Survival
Designer: Adam Kwapiński
Artist: Jakub Dzikowski, Piotr Foksowicz, Patryk Jędraszek, Ewa Labak, Piotr Orleański, Michał Peitsch
Publisher: Awaken Realms, Cranio Creations, Delta Vision Publishing, Funforge, Korea Boardgames, MINDOK, Rebel Sp. z o.o., Rebel Studio
Category: Storytelling Tag: Awaken Realms
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Nemesis Lockdown is the first stand alone expansion to Nemesis. During the game, players will be taken to a totally new location - a secret base on Mars, represented by a multi level board. Lockdown will retain the highly cinematic, semi-co-op experience of the original game, while introducing a lot of new, fresh mechanics. During the tense gameplay, you and your fellow players will gather items, explore different rooms and use your actions, craft, run, and fight other species. At the same time, every player will try to complete their secret objective, that will grant them victory... Sometimes at the expense of others. Some of the new mechanics are: Multi-level base with stairs and elevators Advanced computer actions CSS hatch system Power and light on different levels Contingency procedure New characters and alien race

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Average Playing Time

2-4 hours

Best Player Count

4 Best

Collection

Kevin

Difficulty

Heavy

Played

Unplayed

Recommended Player Count

Solo, 2 Players, 3 Players, 4 Players, 5 Players

Special Mechanisms

Cooperative, Traitor

Expansion Image
Players: 1 - 5, Recommended: -, Best: -
Playing Time: 180 minutes
Weight (Complexity): 0.00 / 5
Untold Stories #3 provides a cooperative campaign for Nemesis: Lockdown. They are presented in a graphic-novel/comic-book style, over 60+ full-color pages. 60+ A5 pages Punch board of special tokens A lot of additional gameplay.
Expansion Image
Players: 1 - 5, Recommended: 5+, Best: 5
Playing Time: 0 minutes
Weight (Complexity): 3.64 / 5
Nemesis: Lockdown - Stretch Goals contains all of the Kickstarter Stretch Goals from the Nemesis: Lockdown Kickstarter, except for the Hacker & Xenobiologist Character Packs which are included in the Lockdown box. Includes: New Alien Race - Chytrids: 12 Minis (8 Chytrid Stinkhorns, 3 Chytrid Deathcaps, 1 Chytrid Queen), 15 Spore plastic markers, 8 Mycellium plastic markers, 5 Purple Chytrid Germinator plastic markers, 5 Green Chytrid Germinator plastic markers, cardboard tokens, cards for using the Chytrids and cards for using the Nemesis core game expansions Aftermath, Carnomorphs, Void Seeders, and the Medic in Lockdown. 1 Gate and 11 Door Plastic Tokens Mars Rover Plastic Token Mini Space Raccoon 1st Player Marker Mini Untold Stories #3 Comic Book with 6 Cooperative Campaign Missions and Cardboard Tokens
Expansion Image
Players: 1 - 5, Recommended: 5+, Best: 5
Playing Time: 60 minutes
Weight (Complexity): 3.33 / 5
The main mode of Nemesis: Aftermath is the Epilogue Mode, a short (45-60 min.) 5-turn game, which is played after a regular game. At the start of this Epilogue, an unspecified amount of time has passed since the events that occurred in the Nemesis base game. The players use Characters (which haven't took part in base game) who enter the Nemesis to investigate. The ship bears many scars of its past tribulations, so any leftovers from your previous game will have effects on your Epilogue game. An Epilogue game is much shorter than a regular Nemesis game, but it is more difficult and offers a very dynamic playthrough. Instead of Objectives, players have to deal with seemingly simple Personal Requirements, while trying to cooperate in order to cope with various Alerts. In addition, players pursuing more selfish interests might accept the Lucrative Offer. The players also use the additional Shuttle board, which represents a new small ship (docked to the Nemesis) consisting of additional 4 Room slots. The Nemesis: Aftermath expansion also adds 4 new Rooms "2". You can play the Epilogue game with less players than the number that actually participated in the regular game. TRAITS Nemesis: Aftermath adds a Trait card for each Character (both from the base game and the expansion). Trait cards gives specific advantages and disadvantages during the game. The Trait card is placed face up next to the Character board, and its rule is in effect for the rest of the game. NEW CHARACTERS Nemesis: Aftermath adds 5 new Characters to the game. When the players choose their Character, the Character draft card they select allows them to pick either the base game or the Aftermath character of a chosen color. For example, the red Aftermath Character (the Convict) can replace the red base game Character (the Soldier). After choosing their Character, each player keeps their selected draft card, preventing any other player to choose the other Character of the same color. The two red Characters (the Convict and the Soldier) can never be in the same game together. The Aftermath Characters are very different from the base game Characters. —description from the publisher
Expansion Image
Players: 1 - 5, Recommended: 5+, Best: 5
Playing Time: 180 minutes
Weight (Complexity): 3.18 / 5
"Every spaceship has a voice; a melody of machinery and subsystems its crew learns intimately during long travels. The problem is, ever since the last mission our ship sounds WRONG. There’s something foul in the way it’s speaking to us. Barely audible murmurs. Strange whispers no machine could make. The dark corridors and vast halls almost seem to SING. Some of us have tried to locate sources of this interferences, but they always seemed two steps ahead. Stalked by their never-ending presence, we soon started cracking. Our engineer has cut some words on his flesh. When we asked why, he replied:‘Incandescent secrets need to be written in blood’. Then, our navigator took a spacewalk without her suit. When we pulled her in, her entire face frozen and cracked, she grinned in a way I will never forget. Now, it got even worse. Noises turned into voices, sharing tales of slaughter and terror. They do not run from us anymore. They encircle us and herd us through the ship to some dark purpose. I need to UNDERSTAND them before it’s too late. I put my hand on the pistol grip, looking at the backs of my last two crewmembers. I see dark mysteries swirling under their skulls. It would only take two bullet holes to release them..." Rules: OverlookVoidseeders are a race that can interact with the minds of crew members. They will have few nests instead of one, but only one strong fighting presence at given moment. Once killed, new one will be awakened from the most developed nest. This race will focus on whispering and controlling minds - people who will be near them will start to hear voices commanding them to do different destructive things. NestsOn the board, there is normally 1 Nest as a room token, but there are additionally 2-3 smaller nests. Those are places where new Voidseeders will born. At the moment of discovering main Nest, you should put a Stalker miniature in it (this is the model that is on the ship from the beginning. He is very dangerous, especially when faced by people with a high Insanity level). Other Nests will start showing up on the board together with discovering certain Exploration tokens. Those nests will be especially dangerous. They will not move, but if a crew member will happen to end the turn at the tile with a nest, he will get a serious wound. VoidlurkersThey will spawn in nests, and their objective will be to spread insanity and try to move players to Nests. WhispersersThey will work very similar to Voidlurkers, but with the difference that they will have the main goal of defending the main nest. StalkerHe is a main guardian. He takes advantage from fear / insanity of the crew members and will focus on them. DespoilerEquivalent of the Queen. Actually, it is hard to say if she is real or if it is a mass hallucination. One way or the other, she will only emerge when all Insanity tokens are on players (number of tokens will be specific for different numbers of players). She is extremely strong. Contamination cardHere it will change a little bit - players will normally get a contamination card every time they will get an insanity token. They will be easier to discard (you don't need to check if it was infected or not). Effect of the card will only take place at the very end of the game, and it will be the same as in the normal version - if it will turn out it was indeed "infected," it will mean that your character, even if escaped, went mad and lost the game either way. Whispers mechanicThis mechanism will change the noise mechanic. Whenever you move (or an event card will tell you to), you will need to roll for whispers. If you would get a corridor with an whisper token already in it (you hear something more) - you need to draw a Card from the Insanity deck. Those cards will apply to you or not based on the numbers of insanity tokens your character has. Effects might be very different - from one-time action to permanent disabilities. CombatIn combat, Voidlurkers will only try to add insanity tokens to you and then run away to the closes nest. Whisperers will be harder to kill, as well as present some portion of actual physical danger, but their main weapon will still be giving you insanity tokens. Things will change with Stalker and Despoiler - those two will be huge opponents who will give you real wounds, so you will not want to be near them. Event phaseIn the event phase, one additional step that will be added is checking your insanity tokens and numbers of Voidlurkers and Whisperers in all rooms next to yours. If the number of them is higher than the number of insanity tokens, you add one insanity token and draw one contamination card. But whenever you will be in a room with other people, this effect will be less harmful. (they can help you calm down) Overall feelOverall feel we will be going for will be way different from what you will have in the base Core Box. We have a lot of cool ideas how to get Insanity cards in a way, that it will be an additional layer of you not trusting your friends - not only because of their objective but perhaps because of the Insanity cards. Additionally, interaction with Voidseeders will be way different, you will need to think very carefully where to move or place your hero to not go insane. —description from the publisher
Expansion Image
Players: 1 - 5, Recommended: 5, Best: 5+
Playing Time: 180 minutes
Weight (Complexity): 3.15 / 5
The Medic Character Pack is a Kickstarter exclusive expansion, which was first part of Nemesis: Aftermath & Void Seeders & Medic Stretch Goal Box. It was offered as a separate add-on during Nemesis: Lockdown Kickstarter campaign. It includes: Medic Miniature with Pink Plastic Ring Medic Action Cards (10) Medic Hero Board Medic Starting Items(3) Medic Trait Card Medic Draft Card
Expansion Image
Players: 1 - 5, Recommended: 5+, Best: 5
Playing Time: 120 minutes
Weight (Complexity): 3.48 / 5
"Everything happened because of a single cat. It had to get on board during our rendezvous with the Adrastea science vessel, orbiting the DB-198 protoplanet. Soon after, we took samples from DB-198 and made our jump back with everyone tucked away safely in their stasis pods. Everyone, except the cat. Even its nine lives couldn't save it. As the ship accelerated up to 1000G, poor critter turned into a four-kilogram projectile that smashed several sample canisters and turned into a thin layer of protein soup on the bulkhead door. Nothing too bad, right? Well, it turns out something weird was hidden in the damaged samples. A voracious, parasitic form of XNA that could attach itself to many different genetic molecules, including DNA, and rewrite them to grow carrier organisms. This strange virus recombined the cat’s remains. Then, it went through all the biomass in our kitchen supplies. Finally, it found us, locked away in our stasis pods; pieces of canned flesh waiting to be opened. Soon, all hell broke loose. We tried to fight these things, but the more we bled and the more of us died, the stronger and larger they became. The last of us now plan to destroy the ship, but the road to control room is blocked by the original carrier, now a lumbering hulk of flesh that still has a disfigured cat’s head. I volunteered to fight it with a jerry-rigged flamethrower. I know it’s irrational, but this damn animal has to pay for everything that happened to my crew!" Rules: Now lets get some more detail on the rules. Again, this is just a general idea, that we will be developing hard in the upcoming time! But we hope it will give you enough feel to give you decision to get it or not ;) Larvae (Metagorgers): Biggest change will be larvae stage - at the begging of the game this will be the ONLY thing that will be in the alien bag (no other stronger aliens), but whenever you will happen to get one, you will roll a die to determine how many there will come (probably 2-4). They will be able to only give you light wound, but if they do, they will try to run (with the part that they have bitten off and your DNA). So if at the end of the round they will not be killed, you take them off the board and put one Shambler token into the alien bag (so Metagorger escaped, evolved and now is somewhere in the ship). Shamblers: Shamblers will be much stronger opponent and be able to hit you pretty strong. In addition they will try to find and eat whole body to evolve into next stage. We are thinking about giving players possibility to burn bodies to prevent this from happening. Fleshbeasts: Evolved Shambler. They will be the strongest opponents in the game - stronger then Intruder Queen - they can come into being only after eating whole corpse so there can be more of them on the ship at the same time. Generally, they will be designed in a way to create amazing pressure on players to do everything they can not to make Flashbeast creation possible, or they will be really screwed. Butcher: With the pass of time, one of the shambler can eat another and Butcher is created - it is also really strong opponent, but there can be only 1 Butcher in time at the Board. Overall combat: As you probably can tell, combat will be very different from Core Box. It will force players to take much more active approach - you need to make sure that whatever will be on this ship will not evolve beyond its current state. It will still not be a combat game, but a survival one, but the feeling will be very different. You will want to fight and make sure to kill (and then double kill just to be sure), instead of mostly run. Mutation cards: Infection cards will be changed into mutation and once again they will come with some serious disadvantages. They might be instant one-time thing or they might be a permanent setback. What can also happen, that with some major disadvantage, you can get some small buff (for example you will not be able to hold any weapon, but you will be a little bit better in close combat). We will try to keep mutation in very cinematic fashion. Corpes: We will also probably want to add heavy impact at corpses left on the ship and introduce more then just one starting and you will discover them during ship exploration. You will either waste resources and time to burn them (but meanwhile you can also burn very important parts of the ship) or ignore them, but it will fire back at you. All in all this expansion will be designed in a way to give you constant pressure between trying to meet your goal and managing Carnomorphs on the ship. —description from the publisher

fl4sh222 rated: N/A/10

TOTAL number of 63x88mm cards: 377 TOTAL number of 44x67mm cards: 140 For the smaller cards, the Swan PanAsia 45x70 mm is too large. The 44x68 mm sleeves are a much better fit

S_Darkwell rated: N/A/10

Included in Nemesis: Lockdown "Nemesis: Lockdown" Kickstarter pledge. Sundropped miniatures.

StanTem rated: N/A/10

Kickstarter

erzengel rated: N/A/10

KS 2020May - All Gameplay 95 GBP German language sundrop estimated delivery Sept 2021 (language Dec 202 - I don't beliver this because Awaken Relams is allways delivering months... later and lanuage versions maybe a YEAR later like Nemesis base...) added sundrop of new base game heroes, medic and Aftermath expansion because of the heroes... update: arrived 05th of September 2022

Sicsiksix rated: N/A/10

Kickstarter Sept 2021

yogibbear rated: N/A/10

PM completed: Split Shipping: 2 x Playmats (0/+) Sundrop everything +1st Wave New Characters +Carnomorphs +Plushie +Hoodie +Dice tray Sleeves +Promos Eeeeeeeek! (+ equals received)_

Tommygun81 rated: N/A/10

Arrived 19/03/22

KaneII rated: N/A/10

Kickstarter. Release: Sept. 2021

gotrek992 rated: N/A/10

1123zł kickstarter Lockdown gameplay all in sundrop

sreaver rated: N/A/10

With KS double sided playmat CS

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