Expansion of
NemesisNemesis: Void Seeders
1-5
players
180
min
12+
age
Categories
Mechanics
Community Tags
Description
--- **OverlookVoidseeders** is a psychological horror spaceship variant emphasizing mind control, whispers, and crew insanity, fostering paranoia and distrust among players through invasive alien mechanics. Key mechanics include: - *Multiple Nests* Main nest spawns Stalker; 2-3 smaller nests appear via exploration, wounding crew ending turn there and birthing new Voidseeders. - *Whispers Mechanic* Replaces noise; roll on movement or events, draw Insanity deck cards on whisper tokens, effects scaling with existing insanity tokens (one-time or permanent). - *Insanity & Contamination* Tokens trigger cards on gain; contamination cards drawn per token, resolved at end-game for potential loss despite escape. - *Monster Behaviors* Voidlurkers spread insanity and retreat to nests; Whisperers defend main nest with insanity and physical attacks; Stalker exploits high-insanity targets; Despoiler emerges when all insanity tokens placed, extremely powerful. - *Combat Dynamics* Minor foes add insanity then flee; major threats (Stalker, Despoiler) inflict serious wounds. - *Event Phase Expansion* Check adjacent rooms' Voidlurkers/Whisperers vs. personal insanity; excess adds token and contamination (reduced with allies present). OverlookVoidseeders transforms the base game into a paranoia-driven horror experience on a whispering, haunted spaceship where machinery murmurs commands of madness and slaughter. Crew members succumb to Voidseeders—mind-interacting aliens with multiple nests spawning Voidlurkers (insanity-spreaders herding to nests), Whisperers (nest defenders), the deadly Stalker (insanity-exploiting guardian), and the hallucinatory Despoiler (endgame powerhouse emerging at full insanity saturation). Core changes pivot from physical threats to psychological erosion: whispers risk insanity cards on movement, event phases amplify isolation-induced madness (mitigated by proximity), combat prioritizes sanity loss over wounds until bosses, and contamination cards deliver late-game twists. This layered system ensures careful positioning, distrust of allies via hidden insanity effects, and constant tension as elusive horrors stalk, encircle, and unravel the crew toward a dark, inevitable purpose. ---