Product language: English. This edition is published in English, so the rulebook and text-based game elements are in English.
Nemesis: Retaliation – The Sangrevores adds a new enemy race that puts even more psychological pressure on the survival horror formula. Instead of the familiar Queen, this faction is led by an ancient King, the Crimson Despot, supported by Blood Spectres and large hordes of Ghouls. The core experience still revolves around survival, secret objectives, and uneasy alliances, but this expansion pushes all of that into a far more suspicious and unpredictable direction.
A darker threat with a different rhythm
One of the strongest ideas behind the Sangrevores is that they do not simply add new enemies to fight. They actively reshape the heart of the semi-cooperative experience. Contact with the King or Blood Spectres can convert your character, potentially changing your secret objective in the middle of the game. That shift makes every decision feel sharper, because the danger is no longer only what is lurking ahead, but also whether the people around the table are still working toward the same outcome.
What changes in gameplay?
This race has no larvae, which creates a noticeably different thematic and mechanical identity. Some attacks give you special infection cards that stay hidden from the other players. Many of them are neutral, but some can turn your character into a Hemodyne and redirect your goals in a much darker way. Contamination is also handled differently here: instead of a standard contamination card taking up space, you can gain unique mutation abilities. These function like regular cards, but using them always comes with a price.
- New enemy race: the Sangrevores, led by the Crimson Despot.
- Key threats: Blood Spectres and numerous Ghouls.
- New mechanic: conversion, hidden infection cards, and secret objectives that can shift during play.
- Mutation abilities: powerful but risky effects that demand wounds or other costs.
- Table feel: more distrust, more paranoia, and heavier psychological pressure.
- Gameplay impact: exploration and cooperation become more dangerous and much harder to read.
Who is it for?
This expansion is especially appealing for players who want more than fresh enemies in Nemesis: Retaliation. It is a strong pick for groups that enjoy suspicion, difficult choices, and player-driven tension layered on top of a sci-fi horror session. If your table likes Nemesis at its most unsettling, The Sangrevores can be a very fitting addition.
Sangrevores are a new type of enemy race for Nemesis: Retaliation. There is no Queen this time - but a mighty "King", an ancient being awakened from a long slumber. Mining scavengers found a mysterious-looking "capsule" created out of non-human bones stacked together as if multiple beings had created this tomb from their own bodies. It was quickly transported to the closest human base for further investigation. This is how it all started.
While the history of the mighty Crimson Despot is a mystery, you can easily tell that he feeds himself on life energy and fully dominates will, making his victims mindless puppets serving his wishes.
He will be one of the most dangerous faction leaders, with a terrifying physical presence - he will also get stronger with every player he will eliminate.
By his side, he will have Blood Spectres - engineered, in a way, to master humans and drain their life force. Not only can they harm your mind, but they are also quite an opponent to face.
On top of that, you will have to face hordes of Ghoules - who are drained previous station residents. While not very smart, their numbers will be vast - so exploring the station will be a real challenge.
There are no larvae in this race. This is entirely by intent - first, it fits the thematic way of how this race "reproduces" (by contact with Crimson Despot). It is also essential for the mechanics!
In this expansion, we will also introduce a totally new mechanic that can drastically change the semi-co-op experience. During the contact with the King or Blood Spectres, your character might become converted! This can entirely change your secret objective mid-game without other players not being sure about it.
With some of the attacks, you will get special infection cards (added next to your special objective face down) that only you can see. Most of the time, they will be neutral - but sometimes, they can transform you into Hemodyne yourself and shift your objective into, for example, killing all other players or turning off all life-support.
On top of that, we will be changing the concept of contamination cards. Instead of a standard contamination card that will take a slot - you will actually get some unique ability representing your character getting mutated. This will happen only with contact with Crimson Despot or Blood Spectres.
Those abilities will work as regular cards - you can use either effect on the card or use it to pay for other actions. BUT you always will have to pay the price while using it, i.e., gain one light wound or some other stuff.
On top of it, those cards will be very… suspicious. Sometimes, you will be able to heal yourself by dealing wounds to other players. Sometimes, you will be able to control a group of Ghoules. Or make yourself invisible to all other Sangraverous for just a few moments.
Those cards will give a toolset for players to increase negative interactions - only if they wish for it. But combined with the possibility of them being turned, it will add new layers of paranoia to the game.