Nemesis

Nemesis

Explore and repair a damaged spaceship while evading Intruders, then survive with your secret objective fulfilled; shared survival and private assignments can pull the crew apart.

Nemesis supports 1–5 players; community best: 4–5 players; playing time: 90–180 minutes. A WANGO browser trial has not been confirmed.

Background & introduction

Nemesis is a semi-cooperative space survival game. The crew awaken from hibernation and explore a damaged ship, looking for ways to fulfill private objectives and leave alive while hostile Intruders stalk the rooms.

Action cards provide both abilities and the currency for taking actions. Noise, encounters, fire and malfunctions constrain movement and repairs. Objectives can encourage cooperation or conflicting interests, so reaching the destination together does not automatically make everyone a winner.

The ending checks objectives, survival routes, ship condition and contamination separately. Escaped pod passengers and hibernating crew face different ship checks; leaving active play early still means waiting until the end to determine victory.

Core rules & scoring

  1. Each round starts by drawing up to five cards. Players repeatedly take turns of two actions, one action and pass, or simply pass. Passing prevents further actions that round. After everyone passes, resolve time and self-destruct, Intruder attacks, fire damage, an event and bag development in order.

  2. Basic actions normally cost one discarded Action card; Careful Movement costs two. A card ability requires discarding its own card plus the printed additional cost. Contamination cannot pay action costs. Room actions normally cost two cards and cannot be used in combat or in a malfunctioning room.

  3. Entering an unexplored room reveals its tile and exploration token before resolving their effects. Normally roll for noise only when entering a room containing neither Characters nor Intruders. A numbered noise result targeting an occupied noise corridor causes an encounter; Danger instead moves eligible neighboring Intruders, or fills connected empty noise corridors if there are none.

  4. An encounter clears connected noise markers and draws an Intruder token. Fewer cards in hand than its number, counting Contamination, causes a Surprise Attack. When the first Intruder miniature appears, everyone immediately keeps one Personal or Corporate Objective before that encounter is resolved; eggs are not Intruders.

  5. Shooting spends ammunition and rolls a combat die. Melee first adds Contamination and a miss also causes one Serious Wound. A basic move out of combat lets every Intruder in the original room attack before a surviving Character moves. Careful Movement cannot be used to escape combat.

  6. Every three Light Wounds become one Serious Wound; a Character with three Serious Wounds dies upon taking any further wound. Dressing disables a wound effect but retains it toward that limit. Ending your own turn in a burning room causes one Light Wound, rather than one wound per action.

  7. The ship is destroyed when a ninth Fire or ninth Malfunction marker must be placed, not upon placing the eighth. A normal jump requires at least two working engines. Hibernating crew normally need Earth, with the Quarantine objective allowing its Mars exception. Launched pods count as reaching Earth but still face contamination and objective checks.

  8. At the end, scan every surviving Character’s Contamination cards. At least one Infected card, or a Larva already on the Character board, triggers shuffling all their Action and Contamination cards and drawing four. Any Contamination drawn means death; otherwise they survive. A Larva skips scanning and directly triggers this draw, rather than automatic death.

Rules & gameplay questions

Does an Engine Room malfunction mean the engine is damaged?

No. A Malfunction marker restricts room actions; the upper Engine token determines whether the engine works. At least two must work for the jump. Repairing the room does not automatically repair its engine.

Does Danger cause an encounter if every connected corridor already has noise?

No. If there are no eligible neighboring Intruders, Danger only fills corridors without noise. If all are full, nothing happens. A numbered result trying to place noise in an already marked corridor is a different trigger.

Do Characters waiting in a pod still roll for noise?

Yes. They count as present in the corresponding Evacuation Section, including noise rolls required by bag development. An Intruder entering that section returns pod occupants to the room. Launching ends active participation, but contamination and objectives are checked later.

Does Surgery remove every Contamination card?

No. It scans the hand, deck and discard pile, removing Infected cards and the Larva on the Character board. Non-Infected Contamination stays. The Character takes one Light Wound, shuffles the hand into the new deck too, and passes for the round.

Does hibernating guarantee victory, or escaping with a Larva guarantee death?

Neither can be decided immediately. Hibernation still faces ship, destination and contamination checks; a pod must launch to leave the ship. At the end a Larva directly triggers the four-card contamination draw, with death only if Contamination is drawn. A survivor must still fulfill their chosen objective.

Rules & introduction sources
Edition
Original Nemesis base semi-cooperative game, including endgame contamination and official FAQ v2.1 clarifications; excludes Lockdown, Aftermath and alternate Intruder expansions.
Introduction source
BoardGameGeek

WANGO editorial

Nemesis · Game parameters
ParameterRecorded value
BGG overall rank (snapshot)#25
Complexity Weight3.49 / 5
Best player count (community)4–5
Player range1–5
Playing time (minutes)90–180
Core mechanismsAction Points · Campaign / Battle Card Driven · Cooperative Game · Dice Rolling · Hand Management · Hidden Roles · Interrupts · Modular Board · Player Elimination · Scenario / Mission / Campaign Game · Semi-Cooperative Game · Solo / Solitaire Game · Team-Based Game · Traitor Game · Variable Player Powers
Chinese publicationUnconfirmed
WANGO browser playNo confirmed WANGO trial
Year published2018
Suggested age12+

BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27

Player questions

What is the best player count for Nemesis, and can I play online?

Nemesis supports 1–5 players; community best: 4–5 players; playing time: 90–180 minutes. A WANGO browser trial has not been confirmed. Recorded mechanism tags: Solo / Solitaire Game, Team-Based Game.

How complex is Nemesis, and which mechanisms does it use?

Weight: 3.49 / 5. Mechanisms: Action Points · Campaign / Battle Card Driven · Cooperative Game · Dice Rolling · Hand Management · Hidden Roles · Interrupts · Modular Board · Player Elimination · Scenario / Mission / Campaign Game · Semi-Cooperative Game · Solo / Solitaire Game · Team-Based Game · Traitor Game · Variable Player Powers. Chinese publication: Unconfirmed.

Where can I learn Nemesis?

No rule guide, strategy article or WANGO trial has been confirmed for this record.