Nemesis vs Nemesis: Lockdown: Which Should You Buy?
If you're shopping for one of these, you already know the pitch. Both are Adam Kwapinski's take on Alien in cardboard, both are semi-co-op survival horror for 1-5 players, and both hand everyone a secret objective so you're cooperating right up until you're not. Creatures hunt you through the vents, the miniatures are enormous, and every session spins out a story your group will retell for weeks. Nemesis came first in 2018, set on a crippled ship. Lockdown followed in 2022 and moves the nightmare to a multi-level Mars research facility. They share the same DNA, the same paranoia, and the same willingness to bench a player who dies early.
The difference that actually decides it? Weight and friction. The original is medium-heavy, plays as short as 90 minutes, and is the easier one to get to the table. Lockdown is flat-out heavy, runs 120-180 minutes (often three hours plus in practice), and comes with a 32-page rulebook that reviewers single out as genuinely bad. Lockdown adds a moody power-and-lights system and a creature-in-a-bag mechanic that really does scare you, but you pay for those upgrades in teach time and rules arguments.
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Nemesis
2018 · Adam Kwapiński
A messy, cinematic, gloriously tense story machine that some people will adore and others will want to flip the table over. If the randomness and backstabbing sound thrilling instead of cruel, you'll love it.
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Nemesis: Lockdown
2022 · Adam Kwapiński
A glorious, terrifying story machine that runs long and explains itself badly. If you want a cinematic horror night and don't mind the odd rules argument, few games hit harder.
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Nemesis
- Table presence and tension that genuinely creep toward jump-scare territory
- Hidden objectives turn your crewmates into people you can't quite trust
- Massive replay value because the story plays out differently every run
- Player elimination can leave someone watching for an hour or more
- Heavy randomness from card and dice draws can sink a careful plan
Nemesis: Lockdown
- Every game spins out a wild, cinematic horror story you'll retell for weeks
- Hidden objectives and the power-and-lights system keep the paranoia simmering
- Gorgeous components and a creature-in-a-bag mechanic that genuinely scares you
- The 32-page rulebook is a mess and will stall your first few games
- Player elimination can leave someone spectating for a long stretch
Nemesis and Nemesis: Lockdown both sit in our Cooperative list. See the full Cooperative ranking to find where each one lands and what else is worth a spot on your shelf.
How they actually play
Nemesis puts you on a crippled ship with creatures loose in the vents, and every loud noise risks dragging one toward you. It's the closest thing to a jump scare a board game has managed, honestly. The board sprawls, the minis are huge, and it feels cinematic in a way very few games pull off. But it's wildly random. Card draws and dice can sink a careful plan, and your hidden objective might quietly require a crewmate not making it home. That knife-in-the-dark tension is the whole point. It's a story machine, not a fair contest, and it never pretends otherwise.
Lockdown keeps all of that and moves it underground. You're stuck in a Mars research facility where the power keeps cutting out and lights go dark in random rooms, which layers a whole new kind of dread on top of the hidden objectives. The creature-in-a-bag mechanic genuinely scares people, and the components are gorgeous. No two games play the same, which players rave about. The trade is that everything runs longer and heavier. Room actions blur together, advanced rules are barely covered in the book, and your first session will stall while someone hunts for a clarification.
Complexity and learning curve
Neither of these is a light teach, let's be clear. The original Nemesis sits at medium-heavy with a long setup and a big table footprint, so plan for a real rules explanation before anyone touches a mini. Still, once it clicks, it flows, and groups that connect with it call it one of the best horror experiences in the hobby.
Lockdown is the harder climb by a good margin. It's rated for ages 14+ instead of 12+, it's heavier overall, and that 32-page rulebook is a mess, confusing and badly laid out. Reviewers say a good teacher or a reference sheet makes a huge difference, and I'd believe them. If your group includes someone who loves absorbing a dense rulebook and teaching it, Lockdown is manageable. If nobody wants that job, the original is the kinder starting point by far.
Replayability and table presence
This is where both games earn their keep. Nemesis has massive replay value because the story plays out differently every run, and the hidden objectives mean you can never quite trust the person passing you the med kit. The tension creeps toward jump-scare territory, and win or lose, you get a tense, unforgettable run almost every time. Both play 1-5, and both carry the same honest warning: player elimination can leave someone spectating for an hour or more, so know your group before you commit a whole evening.
Lockdown pushes the atmosphere even further. The power-and-lights system keeps the paranoia simmering all game, and every session spins out a wild, cinematic horror story. If your table cheers when the plan collapses and a creature drags a friend off screen, this is the fuller, scarier version of that feeling. Just budget the time. Often three hours plus, and the odd rules argument comes with the territory.
For most groups, buy the original Nemesis first. It's slightly better rated, a bit lighter to run, can wrap in as little as 90 minutes, and delivers the full secret-objectives, creatures-in-the-vents experience without fighting a terrible rulebook. Pick Lockdown if you already know you love this style of game and want the heavier, moodier build, because the lights-out paranoia and creature-in-a-bag scares are genuinely special once you get past the teach. If your group hates randomness, player elimination, or betrayal, honestly, skip both. But if that all sounds like the fun rather than the flaw, you can't really lose here.
Start with Nemesis for the classic scare, graduate to Lockdown when your group wants it heavier, darker, and longer.