Expansion of
NemesisNemesis: Aftermath & Void Seeders & Medic
1-5
players
180
min
12+
age
Categories
Mechanics
Community Tags
Description
--- **Nemesis: Aftermath & Void Seeders & Medic** is an expansion for Nemesis compiling Kickstarter stretch goals—Aftermath, Void Seeders, and Medic—emphasizing psychological horror through mind-controlling Voidseeders that induce insanity, paranoia, and crew distrust amid eerie ship whispers. Key mechanics include: - *Voidseeders race*: Multiple nests (1 main + 2-3 smaller); one active strong fighter awakens from developed nests upon kills; focuses on mind whispers commanding destruction. - *Nests*: Main spawns Stalker miniature; smaller nests inflict serious wounds if ending turn there; emerge via exploration tokens. - *Creatures*: Voidlurkers spread insanity and herd to nests; Whisperers defend main nest with insanity and physical threats; Stalker exploits high-insanity crew; Despoiler (queen equivalent, possibly hallucinatory) emerges when all insanity tokens distributed, extremely powerful. - *Whispers mechanic*: Replaces noise; movement or events trigger rolls/draws from Insanity deck if whisper tokens present, applying effects based on insanity count (one-time or permanent). - *Contamination cards*: Drawn per insanity token; easier discard (no infection check needed upfront); infected status checked at end, causing loss even if escaped. - *Combat*: Most creatures add insanity then flee to nests; Whisperers harder to kill with physical damage; Stalker/Despoiler inflict real wounds. - *Event phase addition*: Check nearby Voidlurkers/Whisperers vs. personal insanity tokens; excess adds insanity/contamination; mitigated by adjacent crewmates. - *Insanity overall*: Layers paranoia, distrusting allies via cards/objectives; demands careful movement/placement to avoid madness. Nemesis: Aftermath & Void Seeders & Medic expands the base game with Aftermath, Void Seeders, and Medic components, delivering a horror shift via Voidseeders—a psychic alien race manifesting through ship murmurs, voices, and crew hallucinations. Players face multiple nests birthing creatures like insanity-spreading Voidlurkers, defensive Whisperers, fear-exploiting Stalker guardians, and apocalyptic Despoiler. Core innovations include whispers-triggered Insanity deck draws during movement (escalating with token count for diverse debilitating effects), per-insanity Contamination cards resolving fatally at game end, and augmented event phases where nearby threats overwhelm sanity unless buffered by crew proximity. Combat prioritizes psychological attrition over brute force for lesser foes, fostering paranoia as Insanity mechanics amplify distrust—not just from secret objectives but potential ally madness—compelling hyper-cautious navigation through darkened corridors to evade encirclement, self-destructive commands, and inevitable slaughter narratives. ---