Expansion of
NemesisNemesis: Aftermath & Void Seeders
1-5
players
180
min
12+
age
Categories
Mechanics
Community Tags
Description
--- "Nemesis: Aftermath & Void Seeders" is an expansion for Nemesis introducing Voidseeders, emphasizing insanity, mind control, whispers, and paranoia aboard a haunted spaceship. Key mechanics include: - *Voidseeders* Mind-interacting aliens with multiple nests (1 main, 2-3 smaller); spawn phased fighters like Voidlurkers (spread insanity, herd to nests), Whisperers (defend main nest), Stalker (exploits insanity), and Despoiler (emerges at full player insanity). - *Nests* Main nest starts with Stalker; smaller nests appear via exploration, wound crew ending turn there, birth new Voidseeders. - *Whispers mechanic* Replaces noise: roll on movement; draw Insanity deck card on whisper tokens, effects scale with insanity tokens (actions to disabilities). - *Insanity & Contamination* Gain token/card per insanity event (easier discard); effects at game end (infected = loss despite escape); event phase checks adjacent enemies vs. tokens (add if outnumbered, mitigated by allies). - *Combat variations* Lurkers add insanity then flee; Whisperers resist kills with insanity/physical harm; Stalker/Despoiler inflict wounds. - *Paranoia layer* Insanity fosters distrust beyond objectives; careful positioning/movement to avoid madness. Nemesis: Aftermath & Void Seeders combines Aftermath and Void Seeders expansions (all Kickstarter stretch goals except Medic) into Nemesis, shifting to a haunting spaceship theme where eerie whispers, voices, and crew madness evoke psychological horror—crew succumb to self-harm, hallucinations, and dark urges amid stalking presences herding them to doom. Voidseeders manipulate minds via multiple nests (main with initial Stalker miniature, emergent smaller ones via exploration tokens that severely wound lingering crew). Creatures include spawning Voidlurkers (spread insanity, direct to nests), defensive Whisperers, insanity-exploiting Stalker guardian, and hallucinatory Despoiler "Queen" awakening only when all insanity tokens burden players (player-count specific). Whispers mechanic mandates rolls on movement/events, triggering Insanity deck draws on tokens (effects from temporary actions to permanent impairments, scaled by token count). Contamination cards accompany each token (simplified discard, endgame infection check for post-escape loss). Combat emphasizes psychological over physical for lesser foes (insanity addition/flight), escalating to wounds from bosses. Event phase adds insanity check: adjacent Voidlurkers/Whisperers exceeding personal tokens inflicts more (lessened by nearby crew). Overall, it amplifies paranoia—insanity layers distrust friends beyond hidden objectives—forcing precise movement/placement amid mind games, far diverging from base game's intrusion feel. ---