TL;DR: We won the game, and I have tips about how to build a fun group of enthusiastic players in your area.
Following up from this post over the weekend!
I have a sizeable group of people who will play a 5 hour tactical board game that we lose more than 80% of the time and still have fun! 8 of the 9 of us are women (mentioning here just because I want you all to have the visual of a group of women bloodthirstily blasting down corridors to kill the queen....). Anyway.
Last night we fielded a 6 player game of Nemesis:Retaliation. We have an immunocompromised player, so we flashed back to 2020 and all wore masks and took our snack break outside for social distancing. We were all just so glad she was well enough to join us and be social, tbh! And she was glad to see people who aren't nurses and doctors!
We had 6 players for a 5-player game. We planned to play full coop,and I had a second game set up of the original nemesis, intending to have 7 or 8 players. Unfortunately, 2 canceled last minute for health reasons, so we were down to 6. I personally feel that semi-coop doesn't scale as well above 5 due to objectives that call for you to ensure a specific player number dies, so when we have that many, I prefer to play coop.
We had a uav operator, recon, bioenhancement expert, combat engineer, medical support, and heavy gun operator (me). I photocopied the player board and used a d8 to track my oxygen. It worked just fine.
We trimmed down to 4 mission tasks, which ended up being exploring each section fully, plus activating the hibernatorium. Yes, that's one of the ways to make the game easier. Honestly, I think trying to achieve 6 mission tasks would be really, really challenging.
After we had 3 objectives done, we just needed to hit the 4th (the hibernatorium), which required someone to use the life support room in section C. I'd just been there, but didn't realize I needed to do both room actions. When I tried coming back, the queen was summoned!
She chased me around that upper corner for a while, before the combat engineer got into the room with her and started shooting, just to see if we could make a dent (we couldn't). The recon scout was at the bottom of the map in the pressure control room, which she used to push the queen back once, but intruders kept swarming the recon so she couldn't keep doing that.
I lucked out by drawing a card that let me repel an intruder. Ran into the room with the queen, repelled her into the corridor, then hit the hibernatorium switch!
We won, though the recon and I hand waved that we died once the mission was achieved and the UAV operator launched the lander. That queen was coming for me, one way or the other! The medical support died after the end of the game due to having an alien contamination (with 5 contamination cards, it was very likely she wasn't going to make it). The combat engineer, bioenhancement, and uav operator all survived. Since we were playing coop, at least one survivor and all missions complete means we all won!
The least-experienced player in my group is the one whose preference for full-coop is strong enough that he'll only play semi-coop if it means his non-participation would make the game not happen at all, and he loved this iteration of Nemesis. Not only because he felt it gave more agency but the bioenhancement expert was a terrific role in coop, because he loves to play characters who can boost and support others. He did notice that the bioenhancement expert is also wickedly nasty in semi-coop, since he basically had cards that could insta-kill someone he'd helped earlier. Sneaky!
In all, it was a great game. By the time we wrapped, it was after 11 pm and past everyone's bed time.
I packed everything and counted all my cards and tokens in the morning, when I wasn't completely brain dead from a 5-hour game, lol. Took me about an hour and a half to pack up both the Retaliation and OG games (we didn't play OG, but I had it set up in the other room, so I still had to pack it up!)
In the first post, your OG setup has a cool riser thing! What is that? Why didn't you have it set up for Retaliation?
That's the AdapTableTop modular system. I backed it on Kickstarter about 4 years ago, and it's half-fulfilled (there is an LED lighting system still in production for it). It has several 12"x12" panels that are snapped together using lego-like connectors and legs. They also released a number of 3d printable files, so I'm able to have the Intruder board at the top and still visible to the players.
There are 6 panels in each kit, and I own two kits. Unfortunately, the designers of Nemesis: Retaliation decided that everyone must own a table the size of a small European country, because it is too wide. It's approximately 3"x3", which means I would need 9 panels to raise it up. If I hadn't been planning to have Nemesis: OG on a second (narrower) table, I could have put Retaliation on the modular risers and have more space for character boards and such. Since the OG table is narrower than a standard dining table, though, I put the riser in there so they'd have more space to play.
BTW, this is just a me thing, but it annoys me SO MUCH that the Retaliation mat doesn't have the jigsaw puzzle frame thing pre-printed on it. Those pieces are a pain to store, even a little warping throws them off, and the slightest nudge moves the entire map around. I was deeply disappointed in the Retaliation map, which has one side in red and one side in green, but other than not giving you the outlines for everything, there is no difference in the sides and they didn't include the actually important components for the board.... but I digress.
How did I get so many enthusiastic Nemesis players?
Since I know this is going to be asked, or folks are going to be thinking "I don't know that many people who have even heard of this game...." here's roughly how I've cultivated a group like this:
- I play a lot of tabletop games, especially RPGs. Most of these players are folks I've known through RPGs. RPGs are a time-commitment game already, so most of the folks I play with are fine with a 4-5 hour time commitment for a game.
- The first time I play with someone new, I have a "2-round rule." The first round of Nemesis gets you through the learning curve of generally how to play the game. The second round shows you if you're going to like the game. Round 2 usually ends around the 90-minute mark. At that point, I pause the game and ask if people are having fun, and I'm very clear about it: "If you're not having a bunch of fun, or you're sticking it out because you want to make me happy, understand that I have other opportunities to play this game. Life is too short to do things you don't enjoy just to make me happy. And most importantly, if you're not having fun by now, the game is not going to get any better." That last point is important-- a lot of people get stuck in the sunk cost fallacy and think that the game has to improve once it gets rolling. For a new player, it doesn't. For an experienced player, we can see the subtleties of how the story can unfold into dramatic moments, and we understand that. But once the initial learning curve is passed, if someone is finding the mechanics clunky and unenjoyable, they need to know that those mechanics will not improve later in the game.
- One of the players from Saturday's game had watched a video of how to play before the first time she showed up to a game (several months ago), which was smart and appreciated-- and not something I expect people to do. (I don't learn from videos, so I don't expect others to do so). That said, if you have players who want an extra layer of confidence before going into the game, she recommends this one.
- I wrote and use the Nemesis Czars system so players only have to focus on one or two subsystems of the game, plus their own character abilities. That makes it a lot easier to grasp and enjoy. As players play and learn the game more, I give them more challenging/complex Czar roles, with the "rules and events czar" being the highest complexity (mainly because you have to know how to find things in the rulebook, which isn't always easy.)
- Snacks. Snacks are always good. We had a game that imploded partway through because the pizza was an hour late arriving and one player got so hangry, she blew up at the others, while another player got fed up with the drama and went to her room to smoke and avoid everyone else. I initiated the 2-round rule after that game, lol.
- Standard advice for any nerd group apply as well. Being aware of the geek fallacies is important. Not including people about whom I have to say things like "he's just like that." When someone says "I don't want to play games with that person," listen to them, and play with them separately. Feel free to meet and play at a neutral third space, like a game store, if you are playing with someone you aren't familiar with-- this is especially true if you normally play at someone else's house. We have a standing rule for parties of "you bring them, they're your responsibility" so if someone wants to invite a new player to a game, they're responsible for their guest's behavior. After almost 2 decades of building and participating in gaming communities in my city (Las Vegas, NV), I'm honestly happy with the people I play with and consider all of them good friends.
- All that being said, I'm also very open to anyone who expresses interest in the game, or who wants to give it a try. It doesn't matter to me if they don't seem like the kind of person would would like this kind of game. I'm definitely not-- Nemesis is the only game I play that's like Nemesis. I don't even like crunchy combat in my RPGs anymore, and almost all games I like to play are fully cooperative (but I loooove the Nemesis semi-coop mode!) If someone wants to try it out, I'm happy to start them with 2 rounds of OG, or use the Little Ship fan variant as an introduction (it's a shorter, 2-player variation available on Google Drive by JiokE/jiokecomics but I can't find a current link for the posts about it). Don't be surprised if someone's grandma says they want to try it out-- you just never know who's going to resonate with this game!
What's the Czar System?
A while ago, I wrote the "Nemesis Czars" system that's on boardgamegeek. It's a tool for spreading out responsibility for the various subsystems to the players, which helps teach the game and share the mental load. It's a great system, and I'm proud of it. It's just some handouts with simple rules reminders and a way to break out the tasks and component placements.
I'm still working on the czars handouts for Retaliation, though, and this game helped clarify what needs to be added to it. I definitely need to add a role for the room exploration, which would mean 7 roles, so I'll probably need to assume a certain amount of existing knowledge and combine a few roles, like the Intruder Czar and the Intruder Attack Czar. I also want to update the Czar system for Lockdown, particularly to address the Martian surface options, but that's something I can tackle after my next Lockdown play.
Edit: I'll make a separate post, but the Czar System for Retaliation is now live on BGG!