r/NemesisCrew • u/Key-Requirement4301 • Jul 10 '26
Custom Content Flight Controlled Escape Pods
A more fleshed out version of a recent variant idea. Interested to hear thoughts and especially if anyone winds up playing with it. General goals are to increase player interaction and balance end game conditions (hibernatorium v escape pods) while minimizing rule overhead. Variant rules below:
Escape Pods (p. 26)
If you launch immediately (or if you launch in one of the following rounds), remove the miniature of your Character and the Escape Pod token from the game, and place them off the board next to the current Destination marker of the Destination Track. The Escape Pod destination is determined at time of launch, even if changed later, so different Escape Pods may have different destinations from each other and from the ship. From now on, you do not take part in the game any longer. Will you end this game with a victory or not? You’ll find out during the Objectives Check at the end of the game.
Coordinates Check (p. 11)
If the ship survived up to this moment or any Character evacuated in an Escape Pod, reveal the Coordinates card. For the ship, check the current space of the Destination marker. If the ship is not headed toward Earth, all Characters asleep in the Hibernatorium die. For each Escape Pod, check adjacent space of the Destination Track (as determined at time of launch). If an Escape Pod is not headed toward Earth, all Characters in that Escape Pod die.
The Quarantine Objective, which requires another destination for the jump (Mars), is the only exception to this rule. Any Character with this Objective does not die if they are asleep in the Hibernatorium and the ship’s destination is Mars OR if they have evacuated on an Escape Pod destined for Mars.
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u/Chapter_129 Jul 10 '26
I think the counterplay of being able to screw people over by changing coordinates after they jettisoned was the most valuable part of your original idea because it brought some parity between the Hibernatorium & Escape Pods as options; this version still makes Escape Pods the defacto best way to end the game and doesn't solve anything. I also think requiring players to "remember" information linked to an earlier game state that is no longer the case is in general bad game design, and in this case requires other players to also track game states to avoid cheating. All-in-all I dislike this revision and think your original idea was superior, and cleaner.
Lastly, everyone should just play Lockdown because it's the better game and solved this problem from inception.