Nemesis: Lockdown

Nemesis: Lockdown

Explore a Martian research facility, manage failing power, and evade Night Stalkers while pursuing your own secret objective and a way to survive.

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

Background & introduction

Adam Kwapiński’s Nemesis: Lockdown brings semi-cooperative survival to a facility on Mars. Staff and survivors explore unknown rooms, gather equipment, and face Night Stalkers; the companion helping repair a crisis may also have a conflicting objective.

Action cards supply character abilities and pay for actions. Power affects shooting, computers, and darkness, while Knowledge determines which discovered alien weaknesses a character can exploit. Route choices and cards kept in reserve matter alongside repairs and weapons.

Finding shelter is only part of survival. Characters may evacuate through the Cargo Sending System, reach the Bunker, or enter Isolation, but still face final Contingency and Contamination checks and must complete their objectives. Several players may win, or nobody may succeed.

Core rules & scoring

  1. Setup and objectives: prepare the base map, rooms, exploration tokens, power, Intruders, and Contingencies; give each player a character and two objectives. When the first Intruder miniature appears, secretly discard one objective and keep the other. Normally you must survive and fulfill that objective; other players’ results do not directly determine your victory.

  2. Player Phase: draw to five cards, then pass the first-player token left except in round one. Take turns of two actions, continuing around the table until everyone passes. Taking only one action requires passing as the second; passing ends your actions for this phase and allows any number of hand cards to be discarded.

  3. Costs and restrictions: basic actions, character cards, items, and rooms offer actions. Discard Action cards to pay the printed cost; using an Action card also discards that card itself. Contamination cards cannot pay costs. Room actions require your presence, no combat, and no malfunction; Computer actions have further power and other requirements.

  4. Movement and Noise: reveal an unexplored room and resolve its Exploration token on entry. Normally roll Noise only when entering a room without another character or Intruder. Placing Noise into an already marked numbered corridor triggers an Encounter. Careful Movement chooses an eligible corridor instead, but does not cancel a Danger Exploration token.

  5. Combat and darkness: sharing a room with an Intruder puts you in combat. Shooting spends ammunition and must use the Advantage die in a powered section. Escaping first resolves attacks from each Intruder in the starting room; move only if you survive. Darkness uses the higher Night Stalker Encounter value and may add event or attack effects.

  6. Events and systems: after everyone passes, resolve CSS launches, time advancement and power thresholds, eligible Noise removal, Intruder attacks, Intruder fire damage, an Event, and bag development in order. Power declines at relevant thresholds. Research and other effects raise Knowledge; discovered weaknesses still require their Knowledge thresholds.

  7. Survival routes: enter CSS pods only during an eligible time window; the launch token determines evacuation, and unsuccessful occupants return with a Serious Wound. Reaching the Bunker requires the Exit Room, an open Main Gate, no Intruder, and a Rover or Enviro-Suit. Isolation normally opens at time eight, or earlier through Alert; it does not protect against the facility exploding.

  8. Ending and victory: time expiry, facility destruction, or no remaining active survivors can end play. A required thirteenth Fire or eleventh Malfunction marker also destroys the facility. Resolve Contingency, Contamination, then objectives; evacuation or Isolation does not bypass these checks. Surviving players who fulfill their objectives win, possibly together.

Rules & gameplay questions

Do I win immediately after reaching the Bunker or evacuating?

No. You stop actively participating but wait for the final Contingency, Contamination, and objective checks. A Contingency may affect your escape route, and survival does not complete an unfinished objective.

Can I use a Medkit, Clothes, or Fire Blanket directly on a teammate?

Normally no. The official Lockdown FAQ says an item works on another character only when it expressly says so. Trade it to that character for them to use. Do not import the original Nemesis ruling.

Does Careful Movement cancel a Danger Exploration token?

No. Both the base rules and official FAQ require the Danger effect to resolve even when Careful Movement revealed it.

Can the Archive reveal the Active Contingency?

No. The official FAQ clarifies that a character with inactive Knowledge may gain two Knowledge, activate their token, and peek at any non-active Contingency. Each character can use the Archive only once. Deduce the active one by eliminating alternatives.

Are solo and fully cooperative play supported?

Yes. Page 30 provides separate modes using Solo/Coop objectives. Solo retains objective selection and requires survival. Fully cooperative play gives each player a public objective; all must be fulfilled and at least one character must survive the final checks. Use these mode rules rather than ordinary semi-cooperative victory.

Rules & introduction sources
Edition
Nemesis: Lockdown English base box: standard underground facility, Night Stalkers, and semi-cooperative rules with the official FAQ dated 25.03.2022. FAQs only introduce the base-box solo and fully cooperative variants. Excludes the original spaceship, Aftermath, Chytrids, other expansions, and alternative Mars-surface rules; does not reveal individual Contingency outcomes.
Introduction source
BoardGameGeek

WANGO editorial

Nemesis: Lockdown · Game parameters
ParameterRecorded value
BGG overall rank (snapshot)#128
Complexity Weight3.92 / 5
Best player count (community)4
Player range1–5
Playing time (minutes)90–180
Core mechanismsCampaign / 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
Chinese publicationUnconfirmed
WANGO browser playNo confirmed WANGO trial
Year published2022
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: Lockdown, and can I play online?

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

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

Weight: 3.92 / 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. Chinese publication: Unconfirmed.

Where can I learn Nemesis: Lockdown?

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