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¶ô´Ù¿î¿¡ °üÇÑ ÀÌÀü ±Û ¸µÅ© : https://www.boardlife.co.kr/bbs_detail.php?bbs_num=44649&tb=board_community

 

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Áú¹®1: ¶ô´Ù¿î¿¡ CSS pod À̶ó´Â ¿ë¾î°¡ ³ª¿À´Âµ¥

 

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À§»ýº´: Äù½ºÆ® ¾ÆÀÌÅÛÀº needle °ÇÀε¥, ÇÑ ¾×¼ÇÄ«µå´Â ÀÌ needle °Ç ¾øÀÌ »ç¿ëÇÒ¼ö ¾ø´Ù. ³×¸Þ½Ã½º È£ »ýÁ¸ÀÚ¶ó¼­ ±«¹°ÀÇ Ã¹¹ø° ¾àÁ¡À» ¾Ë°í ÀÖ´Ù. ´ç¿¬È÷ »óó¸¦ Ä¡·áÇÒ¼ö ÀÖ°í, ÄÄÇ»ÅÍ ¾×¼Çµµ ÇÒ ¼ö ÀÖ´Ù.

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Night Stalker

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Chytrid (¾Æ¸¶ ±«¹° °°À½. ¿µ¾î ¹ßÀ½Àº Ä«ÀÌÆ®¸®µå³×¿ä.)

½ºÆ®·¹Ä¡°ñ·Î Chytrid°¡ ÀÖ½À´Ï´Ù.

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³×¸Þ½Ã½º°¡ ½Å¼±ÇÑ °ÔÀÓÀ̶ó°í »ý°¢ÇÑ´Ù¸é ±»ÀÌ ¶ô´Ù¿îÀ» »ì ÇÊ¿ä´Â ¾ø½À´Ï´Ù.

 

³×¸Þ½Ã½º°¡ ¾ø´Ù¸é ¶ô´Ù¿îÀ» ÃßõÇÕ´Ï´Ù. ¶ô´Ù¿îÀÌ ÀÌÀü °ÔÀÓÀÎ ³×¸Þ½Ã½º¸¦ ´ëüÇß´Ù°í »ý°¢ÇÏÁø ¾Ê½À´Ï´Ù. ÇÏÁö¸¸ ½Ç¸ÁÀ» ÁÖÁö ¾Ê´Â º¯ÁÖ¸¦ Á¦°øÇÕ´Ï´Ù.

 

¿ø¹®Àº ±ã°Ô½ÃÆÇ¿¡ ¿Ã¶ó¿Â Èıâ±Û. ¾Æ·¡¸¦ Âü°íÇϼ¼¿ä.

 

nemesis lockdown 3 solo plays review

 

Anders Gabrielsson

Designer

@AndersGabrielsson

Jan 14

 

Background

I've played the original Nemesis about a dozen times at various player counts from solo to four. I think it's a fantastic game, both as a thematic survival horror experience and as a semi-cooperative social experience or fully cooperative challenge. It captures the general feel of Alien and the genre it spawned without adhering too strictly to any one setting.

 

My Games

I received my copy of Nemesis: Lockdown earlier this week. Because of everything I don't know when I'll be able to play it face-to-face, but I've managed to get in three three-handed solo plays so I think I can give some early impressions.

 

The games I played were, in order:

* The standard map with the Xenobiologist, the Lab Rat, and the Hacker. The objectives were Codebreaker (signal + discover all contingency tokens), Insider Knowledge (larva or knowledge 8 and signal), and Proving Your Worth (signal + either kill the queen or destroy the facility).

* The surface map with the Janitor, the Survivor, and the Medic. The objectives were No Stone Unturned (signal + explore all rooms), Wake-Up Call (activate the alert procedure), and Unconventional Medicine (intruder carcass).

* The standard map against the Chytrids with the Xenobiologist, the Sentry, and the Lab Rat. Objectives were Backup (all characters must have knowledge 5), Alien Compendium (discover all weaknesses), and Egg-Sample (end with egg in CSS pod or the Isolation Room).

 

I won all three games, though I wouldn't put that down to skill. I had some lucky event draws, and I probably made a rules mistake here and there that may have been in my favor. Either way, every game was tense and exciting down to the finish, which is more important to me than how often I win.

 

Overview of the Differences to Standard Nemesis

The base mechanics of both games are identical. You have the same actions and the same general type of map (down to the technical corridors) many rooms are similar, and so on. If you're familiar with standard Nemesis, you'll be able to jump right in and apply your knowledge without any real issue.

 

There are a few changes in the specifics, of course. There are no engines and no destination, but there is power management, a (helpful?) AI, and an elevator. Also, the escape pods have been exchanged for pre-scheduled cargo pods. There characters are obviously different - more on them later - as are the intruders, though the latter are very similar to the ones from standard Nemesis.

 

Overall, I think the differences are an improvement. The power system gives you another way to indirectly mess with the other players, the timing of the CSS pods makes them more interesting than the escape pods, and the easier access to crafted items make them a bigger part of the game. The surface map makes for an interesting change of pace, with the surface part of the map being notably riskier to spend time in but also giving greater rewards as many of the exploration tokens there let you just draw an item card instead of having something bad happen.

 

I don't think the overall complexity is higher and I think there's less risk of making a mistake, as you don't have to match two different components (as with the destination) or arrange them in a particular way (as with the engines). However, there are still some rules you'll need to look up, like "Can you have malfunction tokens on the emergency stairs" (yes, I think) and "Does fire provide light" (no).

 

The Characters

Firstly, there are components provided to play the characters from the original game in Lockdown. This mostly concerns the Pilot, who gets a whole new deck of action cards. The Kickstarter stretchgoals also includes the same for the characters from Aftermath. There is a warning that using non-Lockdown characters may make the game more difficult, which seems reasonable as they don't have the direct interaction with the power and computer action systems as the new characters.

 

However, you don't get the equivalent components for playing the new characters in standard Nemesis. Thematically, this makes sense as Aftermath is set after standard Nemesis - if you use character from the latter, they're assumed to be survivors of whatever happened on the ship - and some of them could probably be used as-is. I wouldn't recommend using the Lab Rat (which has strong interactions with the Darkness rules) or the Hacker (which has similarly strong connections to the Power and Computer Action rules), but the Medic, Sentry, and Survivor should port over without issue, and the Xenobiologist and Janitor, while they do have some actions on their cards that don't map to standard Nemesis are still close enough that you can play them there if you want to, I think. But note that all of this is speculation and not based on actual experience with shifting the characters between the games.

 

Here are some specific comments on each character, but please note that these are after only one or two plays of each.

 

The Hacker starts with a very nifty Smartgun that treats blanks on the attack dice as a single hit, and their quest item gives them a choice of three powerful one-time actions. Unsurprisingly, they are much better than the other characters at using the Computer Actions, and they also have some ability to manipulate the power token. They're a useful ally and a dangerous enemy, and a more reliable combatant than you might expect as they have an action card that allows them to recharge their weapon (as long as they have power, which admittedly isn't a given).

 

The Lab Rat has no starting item, but their one-use quest item allows them to remove all noise markers from their section (roughly a third of the board) or place noise markers everywhere in the same area, which can obviously be critical. They are more at home in the dark than the others, having cards that allow them to avoid Darkness effects or even get advantages when they're in darkness. They're also less hampered by slime and contamination cards due to their Weird Metabolism, which allows them to get rid of the former and discard one of the latter to draw new cards. Since they count as a Nemesis survivor, they start with 3 Knowledge which means they can use the first Intruder weakness from the get-go. They're a strong choice if you want to move around alone on the board.

 

The Xenobiologist has one of the coolest starting items: the Probe Arm, which can be used to take samples from live Intruders in combat, and can even be used to deal damage through the Vivisection action card. (It only deals 1 damage to begin with, but towards the end of the game it can do a massive 5!) They have the strongest interaction with the Knowledge rules, having multiple ways to gain and utilize their Knowledge. This includes their Overmind quest item which allows them to move Intruders on the board. This character embodies the "dangerous scientist" archetype very well. If someone says "We found a whole nest of these things over there! Stay away!", you'll be the one going "Hmm... Did you say it was this way?"

 

The Janitor may seem humble, but their kit is filled with nifty stuff. Their Nail Gun starting item can be used as a very basic classic weapon in combat, but it can also be used to remove Malfunction markers, while the Pressure Washer quest item forces intruders to retreat. (Both are heavy, so if you go for the Washer you will have limited ability to transport heavy objects.) They also have strong action cards for repairing rooms or using them while they're malfunctioning, plus thye can pick up a Flamethrower, Enviro-Suit, or Taser from any yellow room which still has items on the counter. They're the perfect character if you want to play the gruff, no-nonsense guy who saves everyone with ingenuity and practical know-how.

 

The Survivor has no starting item, but their quest item is the ever-deadly Assault Rifle. Like the Lab Rat, they count as a Survivor and have immediate access to the first Intruder weakness. The value of this will depend a lot on what that weakness is and what situations you run into, however. Other than that, they're strong in combat, they can travel through the technical corridors, and they can always find a use for an item, either to patch up a wound or to distract an Intruder for an escape attempt. Thematically, they're Ripley and Newt baked into one deadly package.

 

The Sentry starts out with an energy SMG which is fine, but their quest item is the massively powerful Battle Suit. Not only does it function as an Enviro-Suit (meaning you can ignore slime and fire damage, and you can escape the facility on foot instead of having to use the Rover), but it also allows you to ignore Darkness, including that it lets you use the advantage die when shooting. The obvious drawback is that it's a heavy item, so your ability to transport heavy objects will be limited if you get your hands on it. Conversely, their action cards are a little less exciting. They can move themselves and another character while ignoring exploration tokens which is very nice, and their ability to close all the doors around a room will make them a dangerous foe in a non-cooperative game, but overall their cards aren't as exciting as some of the other characters'. I think they're stronger in non-cooperative games in general, especially since their Stun card (make a character in the same room with 3 or fewer cards in hand discard their hand) can be devastating.

 

Finally, the Medic does pretty much what you'd expect from a Medic. In Lockdown their Needle Gun is a quest item rather than a starting item, and since one of their action cards cannot be used without it that is a notable drawback. Still, they count as a Nemesis survivor so they have immediate access to the first Intruder weakness. Other than that, they can heal injuries and have some computer skills. They're a fantastic support character, but in a non-cooperative game they'll have limited ability to mess with the other players.

 

The Night Stalkers

These are the standard Intruders in the Lockdown game, and they're fine. I haven't made a card-by-card comparison with the standard Intruders, but they feel very much the same, with a similar development cycle, similar Intruder types, and similar attacks. The latter often have a more dangerous effect if you're in Darkness, as do some of the events, but the overall feel is much the same.

 

The Chytrids

The opposite is true for the Chytrids that come with the Kickstarter Stretch Goals, though. If the other Intruder types feel like dangerous predators stalking you, the Chytrids feel like a true infestation of an alien eco-system. I've only played one game with them so I may be off base here, but I feel like you're more rarely fighting the actual Intruders and more often trying to hold back the spread of the fungus which has a different feel to it than the typical game. It also makes setting fire to things a tempting proposition, which is interesting. I felt like contamination was a greater danger with the Chytrids than the standard Intruders or Night Stalkers, but again that's based on a single play.

 

Conclusions

If you own the original Nemesis and want more-but-different, Lockdown will give you that. The Night Stalkers are very similar to the standard Intruders, but the characters and the map with its various subsystems are good variations on the solid core gameplay. And if you want different enemies, there are expansions specifically for that.

 

However, if you find that original Nemesis still feels fresh, there's little need to buy Lockdown. At it's core, it's the same game with the same types of decisions.

 

If you don't own the original Nemesis I think I'd recommend Lockdown, but it's pretty much a toss-up. I think the characters are a little bit more interesting, the power/darkness is fun and not too fiddly, and the surface map makes for a bigger change which adds value. Oh, and the help cards that detail encounters and bag development among other things - these are great! (Versions of these for the other Intruder types are included in the Kickstarter Stretch Goals box.)

 

I don't think Lockdown has replaced the original Nemesis, but it delivers a variation on the same strong gameplay that doesn't disappoint.

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