Tuesday, April 4, 2023

First impression: Doctor Who Nemesis

In Doctor Who: Nemesis, players take on the roles of iconic villains from Doctor Who and attempt to win by succeeding at their nefarious schemes before the other players do. Each villain has their own unique victory condition, and while the game is primarily a race to complete a particular combination of plays first, players can also interfere with the other players by playing hero cards designed to slow them down.

It is primarily a card game, with a small board worker placement element. Each player has their own board with four spaces representing different combinations of actions, mainly drawing and/or playing different types of cards, and a worker pawn that must move to a different space each turn. A lot of the game's decision points rest with which space to move to that will allow the player to play the type of cards they need to play that turn.

From the above description, Doctor Who: Nemesis sounds exactly like the Villainous series of games, which comes in Marvel, Star Wars, and classic Disney flavors. So exactly that it seems lucky for the designers of Doctor Who: Nemesis that the common wisdom is that it isn't possible to copyright game mechanisms. At the very least, comparisons between the games are inevitable.

I will concede that the games are extremely similar (with the caveat that I have only played Star Wars Villainous). The overall game structure is identical, but the card play in Doctor Who: Nemesis is quite different -- it reminds me a lot more of classic collectible card games from the 1990s, specifically Decipher's Star Wars and Star Trek CCGs. Cards in the game represent characters, permanent conditions, and temporary advantages. Character cards play to specific locations, and can be used to block your opponents' ability to use the actions on their board effectively, resulting in battles where the value of each player's characters at a location are totaled and compared, with the loser losing their forces but the winner having had to spend time fighting off the invaders instead of working on the scheme they need to play out in order to win. It adds a lot of player interaction that's missing from Villainous, and makes the game seem a lot less like double solitaire.

Where Doctor Who: Nemesis really improves on Villainous is in how the forces of good are included in the game. In Villainous, each character has a separate deck of hero cards that can be drawn and played by opponents in order to slow down that player. It works, but it's a little disjointed, and doesn't allow for any real strategy as you're drawing two cards, immediately playing one, and discarding the other. In Doctor Who: Nemesis, each player is given two randomly chosen Doctors at the start of the game; each of those Doctors comes with 4 cards that are shuffled in to that player's deck. The Doctor cards can be used to slow down the opponent by blocking their action spaces, and some of them offer alternate victory conditions that either player can work towards. It's a much more elegant solution and works well with the game's theme: it's easy to imagine Daleks and Cybermen competing for universal dominance, only to have the Doctor come along and foil everyone's plans.

The game was fairly easy to learn, with a surprisingly well-organized rule book and consistent graphics and reminders on the cards and boards. The only thing we found a little awkward was the turn structure. On your turn, you choose your action space, then play & move your characters and resolve battles, then do the actions on the space you've chosen. We found it to be a little counterintuitive to choose an action, then do something unrelated before resolving that action.

Rating: 4 (out of 5) All in all we enjoyed the game quite a bit. Yes, it borrows a lot from Villainous, but we thought it was a more interesting game.