great playthrough, thank you! One thing, I thnink might be wrong (at least if this anything like the other Nemesis parts): At 16:28: leaving half of the door standing on the board usually indicates a DESTROYED door. This has some gameplay implicactions, as a destroyed door can not be closed again. To indicate an OPEN door you would just remove the door tokens (both parts) completely
@@rogadip In each and every corridor there is actually an open door. You just don't put the miniature there, because it would require too much maintenance and minis. These are the 3 states and how they are set up: a) Open door: Do nothing (default) b) Closed door: Add full door miniature c) Destroyed door: Add half door miniature How would you differentiate a) from c) if you leave that half-door in both cases?
@@Matrium0 nemesis retaliation has different rules from original: a) Open door: Add opened door miniature b) Closed door: Add full door miniature c) Destroyed door: Remove miniature
Best playthrough I have seen for this game! Good job guys, that was really intense and enjoyable! Absolutely great session!! And what the heck with than undying Intruder!! OMG!! hahaha
Great playthrough… am already backing this but you guys have put to rest any concerns I had about gameplay… was on the edge of my seat when you went up against the unkillable alien lol
I'm really struggling to understand this game and I don't know if I'm misunderstanding the rules or everyone is playing it wrong. When you move and secure a room and then do a noice roll and an intruder drops into the room it shouldn't attack you...got that, but doesn't the secure token get removed? Which means any other intruders that enter would attack, correct? Because the second room that was explored had two intruders in it and it didn't surprise attack either of them. Am I getting something wrong here?
From what they said, that dice roll that made the intruder enter the room just puts them in the room. That's why neither intruder attacked and they didnt remove the secure token at that point. That said, people are playing wrong because, from what I understand, they also do not have a proper rules manual for any of these test gameplay videos. I might be wrong, but I think someone said that in one of these videos.
@TheBrothersMurph When I watched NRB play this, it wasn't fully released, so maybe it changed, but when they played it, hazard meant it entered and surprise attacked the first player in turn order. If it isn't a rule now, it would be much better, because that sucked for them so much.
I own OG & Lockdown. I was leaning on not getting this, but you guys put out the best video for the game yet. I've backed some stuff for the OG and Lockdown and may add the game later in the pledge manager. Is this video not on BGG? I'm not even sure how I stumbled on it 11 hours before the campaign ended.
At 12:28 he mentions about needing to roll a noise die when he goes in with the officer. If I remember correctly in the original nemesis (I hadn’t played my copy in a few months), the rule was if there’s already a character in the room you move into, you don’t need to roll a noise die. Is that no longer the case?
I thought the aliens only moved out of the corridor into a room with that the littler number in the upper right side of the event card says. (ex. 2 - only aliens in corridor 2's will move). Not in the onslaught phase, at least that is how some other play throughs were doing it.
If the intruder is meant to pop into the room with you then they should attack. It’s possible we had the room secured however which would prevent the immediate attack. We also may have just goofed. Definitely possible in a big game like this haha
@@rogadip as far I understood from current rules they should attack when show up in room because of hazard, but if there is secure token then they not attack and secure token is discarded.
Seems more like a dungeon crawl to me than survival horror game - that isn’t exactly a bad thing , but I am getting heavy dungeon crawl vibes from the video.
So we are playing on a board game table and that framework that sets the kind of edges of the board takes up pretty much the entirety of our game space so it’s rather large
@LiquidSnakeOuterHeaven Its not variable, actually. There are limits to the amount of rooms for each side of the board. And about size, they mentioned in the FAQ that the playmat is planned to be 84x85cm, so I've been using that measurement as basis
@@TheBrothersMurph I’ve been looking at many videos for this exact answer. I know the inside layout of the map is modular but the frame of the map is always the same. Can you tell me the size of your table please? At 53:30 it looks like the frame of the map takes the entire width of the inside of your table. Thanks
I really don't think corridors connecting to the Landing zone should be played that way. It is not how tgey do it in other gameplay videos plus it seems way too OP.
We don’t know off the top of our head, but I would say that it won’t work, because it counts as a burst action which is designated for attacking a corridor. Plus, just following real life, logic, deploying a grenade in the same room you’re standing in sounds like a bad idea.
Im not sure if I like nemesis, like project elite or aliens RPG.. I love the memories generation, but the card play isnt as good as gloomhaven. And the noise has always felt off, the bag pull isn't as good as Arkham. I like the new tile system, but the hallways have always seemed like a waste, .. 1 thing I'm sure of is that my table and shelves need to get bigger..lol
I think id like it better if there was a starting hand+ character deck, where as the rounds go by u add more unique cards and take more actions.. so start with 3 cards by game end your hand is like ten ..
Tbf, they got lucky in a bunch of ways & i think the intruder movement/onslaught might've been a bit scuffed (fair enough since it's a prototype game). Check our NRB's video on the game, they are having a faaaar worse time of it & the desperation of the original game is still there, atleast to me. It gives you a bit of a false sense of security, and then the aliens just don't. Stop. Coming. It's great. Still different to the original, so understandable if u don't like it as much.
great playthrough, thank you!
One thing, I thnink might be wrong (at least if this anything like the other Nemesis parts): At 16:28: leaving half of the door standing on the board usually indicates a DESTROYED door. This has some gameplay implicactions, as a destroyed door can not be closed again. To indicate an OPEN door you would just remove the door tokens (both parts) completely
That doesn't make sense. How woukd you remember where the open doors are (so you can close them) then?
@@rogadip In each and every corridor there is actually an open door. You just don't put the miniature there, because it would require too much maintenance and minis.
These are the 3 states and how they are set up:
a) Open door: Do nothing (default)
b) Closed door: Add full door miniature
c) Destroyed door: Add half door miniature
How would you differentiate a) from c) if you leave that half-door in both cases?
@@Matrium0 nemesis retaliation has different rules from original:
a) Open door: Add opened door miniature
b) Closed door: Add full door miniature
c) Destroyed door: Remove miniature
Best playthrough I have seen for this game! Good job guys, that was really intense and enjoyable!
Absolutely great session!! And what the heck with than undying Intruder!! OMG!! hahaha
*Officer Mike enters, red-eyed and jittery after days with no sleep and many stimulants*
"That's why I'm in charge. I never sleep!" 🤪
Great playthrough… am already backing this but you guys have put to rest any concerns I had about gameplay… was on the edge of my seat when you went up against the unkillable alien lol
Looks great, thank you! Now to choose what extras to get, if any
Extra characters is a given for me at least. Adds to replayability.
I'm really struggling to understand this game and I don't know if I'm misunderstanding the rules or everyone is playing it wrong. When you move and secure a room and then do a noice roll and an intruder drops into the room it shouldn't attack you...got that, but doesn't the secure token get removed? Which means any other intruders that enter would attack, correct? Because the second room that was explored had two intruders in it and it didn't surprise attack either of them. Am I getting something wrong here?
From what they said, that dice roll that made the intruder enter the room just puts them in the room. That's why neither intruder attacked and they didnt remove the secure token at that point.
That said, people are playing wrong because, from what I understand, they also do not have a proper rules manual for any of these test gameplay videos. I might be wrong, but I think someone said that in one of these videos.
This is true the rules are a work in progress and rules are still in flux to some degree
@TheBrothersMurph When I watched NRB play this, it wasn't fully released, so maybe it changed, but when they played it, hazard meant it entered and surprise attacked the first player in turn order. If it isn't a rule now, it would be much better, because that sucked for them so much.
I own OG & Lockdown. I was leaning on not getting this, but you guys put out the best video for the game yet. I've backed some stuff for the OG and Lockdown and may add the game later in the pledge manager. Is this video not on BGG? I'm not even sure how I stumbled on it 11 hours before the campaign ended.
Did you add it..? I was exactly the same as you and somehow ended up all in
@@simonh2011 I did!
At 12:28 he mentions about needing to roll a noise die when he goes in with the officer. If I remember correctly in the original nemesis (I hadn’t played my copy in a few months), the rule was if there’s already a character in the room you move into, you don’t need to roll a noise die. Is that no longer the case?
that is no longer the case in the new version. you always gotta roll for noise in this one
@TheBrothersMurph I wondered if you missed this but then just assumed it was a new rule
Buttz.
Also, great video, love seeing Shay on the channel, love all you guys
Starting with 28:30, when you set up the Generator room I think you forgot to make the noise roll.
Perfect vid to start my day!
I thought the aliens only moved out of the corridor into a room with that the littler number in the upper right side of the event card says. (ex. 2 - only aliens in corridor 2's will move).
Not in the onslaught phase, at least that is how some other play throughs were doing it.
I thought that’s how we were doing it but it’s possible we made a mistake. Such things happen
What activates and deactivates the hybertorium token?
Nice Play through. I believe the noise is noise you are hearing not noise you are making...
Fair enough. Makes no difference on gameplay
So you don’t get surprise attacked when resolving the hazard? I’m trying to learn some of the rules lol.
If the intruder is meant to pop into the room with you then they should attack. It’s possible we had the room secured however which would prevent the immediate attack. We also may have just goofed. Definitely possible in a big game like this haha
@@TheBrothersMurph definitely lol. Thanks for the replies and a great play through. I’m just trying to learn as much as possible before pledging
@@TheBrothersMurphAccording to the WiP rulebook online, they don't attack until the Intruder phase.
@@rogadip as far I understood from current rules they should attack when show up in room because of hazard, but if there is secure token then they not attack and secure token is discarded.
Seems more like a dungeon crawl to me than survival horror game - that isn’t exactly a bad thing , but I am getting heavy dungeon crawl vibes from the video.
That’s fair I think :) especially not knowing the layout of the board
This looks fun. Action horrorish movie this time around instead of outright horror. Backing it.(you should probably get royalties lol)
The doors I'm seeing, where they included in the prototype? If so, are they new doors or SG or LD doors?
They were sent with the prototype but I believe they are from a previous nemesis set. Don’t quote me on that though
Nice, been waiting for this. The game board seems huge, can you tell me the size of it?
So we are playing on a board game table and that framework that sets the kind of edges of the board takes up pretty much the entirety of our game space so it’s rather large
@LiquidSnakeOuterHeaven Its not variable, actually. There are limits to the amount of rooms for each side of the board. And about size, they mentioned in the FAQ that the playmat is planned to be 84x85cm, so I've been using that measurement as basis
@LiquidSnakeOuterHeaven No problem!
@@TheBrothersMurph I’ve been looking at many videos for this exact answer. I know the inside layout of the map is modular but the frame of the map is always the same. Can you tell me the size of your table please? At 53:30 it looks like the frame of the map takes the entire width of the inside of your table.
Thanks
I really don't think corridors connecting to the Landing zone should be played that way. It is not how tgey do it in other gameplay videos plus it seems way too OP.
How did I miss this heads up. I've got notifications on - *fist shake ✊*. Just missed the chance to pledge and get the game at a reasonable price.
I imagine late pledges will be possible so keep an eye out for that :)
Late pledge opened today
Thanks, I would have missed it again.
Just realized, the Landing Zone doesn’t have connections? they forget to send one? 😄 funny play through though 👍🏻
Haha prototype life I’m afraid. Thankfully, I was able to create a printed, mock up as it’s kind of an important space in the game!
Can you resolve a grenade action inside a room with an Intruder? How does that work?
We don’t know off the top of our head, but I would say that it won’t work, because it counts as a burst action which is designated for attacking a corridor. Plus, just following real life, logic, deploying a grenade in the same room you’re standing in sounds like a bad idea.
@@TheBrothersMurphYes this is correct.
If you run out of ammo you still have a melee attack, right? ^_^
Yep!
You forgot the serious wound at 58:52. I think 3 minor gets u a serious
Serious wounds are only given out when instructed specifically by the game
@@TheBrothersMurph oh cool. I thought you got one once u hit 3 light wounds. Was that how it worked in the original nemesis
@@sphinx9517that’s how OG Nemesis worked, retaliation does it bit differently
Im not sure if I like nemesis, like project elite or aliens RPG.. I love the memories generation, but the card play isnt as good as gloomhaven. And the noise has always felt off, the bag pull isn't as good as Arkham. I like the new tile system, but the hallways have always seemed like a waste, .. 1 thing I'm sure of is that my table and shelves need to get bigger..lol
I think id like it better if there was a starting hand+ character deck, where as the rounds go by u add more unique cards and take more actions.. so start with 3 cards by game end your hand is like ten ..
Just 50 minutes in but this game seems to lack the stress, panic and horror of the previous games. You just walk ahead and kill stuff.
Tbf, they got lucky in a bunch of ways & i think the intruder movement/onslaught might've been a bit scuffed (fair enough since it's a prototype game). Check our NRB's video on the game, they are having a faaaar worse time of it & the desperation of the original game is still there, atleast to me. It gives you a bit of a false sense of security, and then the aliens just don't. Stop. Coming. It's great. Still different to the original, so understandable if u don't like it as much.
Woah. This is so much not a Brothers Murph kind of game 😂
Always trying to expand our horizons :)
A camera view strictly from above is a disgusting idea
I mean, no but cool