shoot: Can only Shoot Intruders in the same surprise attack: Only occurs during an ComBat dIe results
Room. Encounter. Resolve as Intruder Attack. You miss your target.
melee: Can only attack Intruders in the same Blank token : If a Blank token is drawn, place a shoot: No effect.
Room. Noise marker in each Corridor connected to the melee: Your Character suffers 1 Serious
pick up heavy object: Pick up 1 Heavy Object Room in which this Encounter took place. Wound.
(Character Corpse, Intruder Carcass or Intruder Egg) If the Blank token was the last token in the Deal 1 Injury to a Larva or Creeper.
present in the Room. note: This Action applies Intruder bag, add 1 Adult Intruder token to the shoot: If not, you miss.
only to Heavy Objects, not Heavy Items. Intruder bag. If there are no Adult Intruder tokens melee: If not, you miss and your
trade: Trade with all Characters in the same available, nothing happens. Return the Blank Character suffers 1 Serious Wound.
Room. The only player that performs the Action is token to the Intruder bag.
the one that started it. note: Characters cannot This Encounter ends. Deal 1 Injury to Larva, Creeper or Adult
exchange Ammo. NOTE: Entering a room with an Intruder is not an Intruder.
Encounter. Instead, the Intruder and the Character shoot: If not, you miss.
Craft Item: Discard 2 Item cards with the melee: If not, you miss and your
appropriate blue Craft icons to gain a Crafted Item are immediately considered to be in Combat.
Character suffers 1 Serious Wound.
card with the same Craft icons as the Items you
have discarded. (Crafted weapons have full ammo.) co M b at shoot & melee: Deal 1 Injury to your
aCtIon Cards Every time you are in a Room with an Intruder, target (any Intruder type).
Discard the card of the Action you want to perform you can only Shoot, Melee or Escape.
shoot: Deal 2 Injuries to your target
and pay its Cost by discarding the required number shootInG (Cost 1): (any Intruder type).
of additional Action cards. 1. Choose a Weapon (discard Ammo token) and melee: Deal 1 (yes, only 1!) Injury to
Item aCtIons a target. your target (any Intruder type).
Discard the required number of Action cards 2. Roll a Combat die. See Results below.
from your hand to perform an Item Action. Same If you hit, apply any Injury token, then draw an c h a r a c t e r d e ath
requirements as Action cards. Some Items (One Use Intruder Attack card and check the Injury Effect.
(For Breeders and Queens, draw TWO cards. Larva When a Character with 3 Serious Wounds
Only) must also be discarded after their Action. suffers any additional Wound (Light or
dies on 1 hit.)
room aCtIons Serious), they are instantly killed. Remove
Discard 2 Action cards from your hand to perform a melee attaCk (Cost 1): their miniature from the board and place
Room Action. Cannot be performed in Rooms with 1. Draw 1 Contamination card. a Character Corpse token where they died.
a Malfunction marker. 2. Choose a target. All their Heavy Objects are dropped in the
3. Roll a Combat die. See Results below. Room they died in.
enc ou nters If you hit, apply any Injury token, then draw an
An Encounter is when an Intruder appears in a Intruder Attack card and check the Injury Effect.
Room where a Character is present (after drawing (For Breeders and Queens, draw TWO cards. Larva
dies on 1 hit.) noIse markers
an Intruder token from the Intruder bag). May also
Noise markers mark Corridors for the
be triggered by the effects of some Event cards esCape (speCIal move aCtIon, Cost 1): purpose of the Noise roll rule.
(like Hatching) or some of the Intruder Attack 1. Choose a neighboring Room you wish to go to.
cards. 2. Draw an Intruder Attack card for each Intruder slIme markers
present and resolve it. Larva infests instead. A Character may only have 1 Slime marker
Note: An Intruder moving from one Room to another
• If you die, place a Character Corpse token in at a time.
Room containing a Character does not count as an
Encounter. the Room you were in. FIre markers
• If you survive, you move. Resolve this move as • Characters who have Passed won’t
To resolve an Encounter, follow the steps listed
usual (Explore a new Room, perform a Noise suffer any more Wounds from Fire
below:
roll etc.). the turn they pass, even if others
1) Discard all Noise markers from all Corridors play their round after them.
connected to this Room (including Technical Intruder attaCk
1. Choose the targeted Character (fewest cards • Each Room may only have 1 Fire
Corridors). marker. Discarded Fire markers go
in their hand). In case of a draw, the Intruders
2) Draw 1 Intruder token from the Intruder bag. attack the character closest to the start player. back to the Fire marker pool.
Each Intruder token has an Intruder Symbol on one 2. Draw an Intruder Attack card and resolve it: • You can still use a Room or Search
side, and a number on the opposite side. • If any Intruder symbol corresponds to the Action when there is a Fire marker
3) Place an Intruder miniature in the Room. The attacking Intruder type(s), the Attack(s) is in the Room, and Fire spreads into
Intruder type must correspond to the Intruder successful. Resolve the Effect of the card. unexplored rooms.
Symbol shown on the token. • If there is no corresponding symbol on the malFunCtIon markers
4) Compare the number on the Intruder token with card, the Attack misses. • The Search Action works in a room
the number of cards in the player’s hand (Action • If the Intruder Attack is performed by a with a Malfunction marker.
and Contamination cards). If the number of Action Larva: remove Larva mini from board and • Each Room may only have 1
cards in the player’s hand is lower than the number place it on the Target Character’s board. Get Malfunction marker. Discarded
in the Intruder token, a surprise attack occurs. 1 Contamination Card. NOTE: If you already Malfunction markers go back to the
If the number of Action cards is equal to or higher, have a larva on your character board, just take Malfunction marker pool.
nothing happens. an extra Contamination card. You do not get
5) Put the drawn Intruder token aside. Infested again. V.1.3
t urn sequen c e c r i t i c a l M oM e n t s i t e M s a n d o b j e cts
I: player phase FIrst enCounter Items
1. Draw up to 5 Action cards. When the first Intruder (any type) appears, all Normal Items go in your Inventory, so no one but
2. The First Player token is passed to the player on players must choose 1 Objective and discard the you knows exactly what you have found.
the left. other face down. quest Items
3. Each player plays in clockwise order: FIrst dead CharaCter At the beginning of the game, these cards are
• 2 Actions; After the first Character’s death (any player) all quests (horizontal side), not Items. You can
• OR 1 Action and pass & discard as below; Escape Pods are automatically Unlocked. activate them by completing the required quest.
• OR pass & discard any # of cards from player’s
tIme traCk heavy Items
hand*.
When the Time Track reaches any blue space, the You can carry at most 2 Heavy Items, one in each
Repeat until all players pass. After passing, you do
Hibernation chambers open. of your Hand slots. If you want to exchange a
not take part in any subsequent rounds this turn,
but you may still play Interrupt cards. EACH round selF destruCt Heavy Item you are carrying with another, simply
you end in a Room with a Fire marker, suffer 1 When the Self-Destruct Track reaches any yellow drop it for free.
Light Wound. space, all Escape Pods are automatically unlocked. oBjeCts
* Discarding is optional and includes Contamination cards.
ex p l o r at i o n Intruder egg, Intruder Carcass, Character
II: event phase Corpse.
When entering an unexplored (face down) Room: • Required for researching Intruder Weaknesses.
4. Move the markers on the Time / Self-Destruct
1. Turn over its Room tile (face up). • They take up a Hand slot, like a Heavy Item.
Track (if active).
2. Reveal its Exploration token and resolve its ef- • When you drop one of these, place its token in
5. Intruder Attack.
fect. Some of the effects may cancel step 3. the Room you are in.
6. Intruder Fire Damage. (1 per Intruder. Destroy
3. If there is no character or Intruder in the Room,
1 Egg.)
perform a Noise roll.
7. Resolve 1 Event Card:
• Intruder Movement, then Event Effect. sIlenCe Nothing happens. No Noise
8. Intruder bag development: draw 1 token and roll. If the Character has a Slime
resolve its effect. Place the token back in the marker, resolve “Danger” instead. Play Action/Item Card Plus additional cards according to cost
bag.
danGer No Noise roll. If there are actions
larva – Remove this token from the Intruders in the neighboring Rooms
Cannot discard any Contamination cards to pay for
Intruder bag and add 1 Adult token to the (and not in Combat), move them all
the Cost of an Action.
Intruder bag. to this Room. If there are no such
eligible Intruders, place a Noise BasIC aCtIons
Creeper – Remove this token from the marker in each Corridor connected to • Discard 1 Action card to perform 1 Basic
Intruder bag and add 1 Breeder token to this Room that does not already have Action.
the Intruder bag. a Noise marker (including Technical • Discard 2 cards when performing a Careful
Corridors if eligible). Movement Action.
adult – All players roll for Noise in order. movement: Move Character to a neighboring
No roll if a player’s Character is in Combat slIme Place a Status marker on the Room. Closed Doors block the “neighboring” status
with an Intruder. Return the this token to Slime slot of your Character board for players’ Movement. Can never stop in Corridors
the Intruder bag. to indicate they have been covered for any reason. Effects of moving through any
with slime. Corridor are resolved AFTER moving into the Room.
Breeder – All players roll for Noise in
order. No roll if a player’s Character is in 1) If the Room tile is unexplored, see exploration.
FIre Place a Fire marker in this 2) If the Character enters an empty Room
Combat with an Intruder. Return the this Room.
token to the Intruder bag. (explored or unexplored), perform a Noise Roll.
Careful movement: No Noise roll. Place a Noise
queen – If there are Characters in the marker in a chosen Corridor connected to the
Nest Room, place the Queen in that Room malFunCtIon Place a Malfunction
Room you are entering. If there is a Noise marker in
and resolve an Encounter. If there are marker in this Room.
all such connected Corridors; or you are in Combat,
no Characters in the Nest (or its location you cannot perform a Careful Movement.
has not been discovered yet), add an
additional Egg token on the Intruder doors Place a Door token in the noise roll
board. Return this token to the Intruder Corridor that you used to enter the Roll a Noise die and resolve the result:
bag. Room.
Blank – Add 1 Adult Intruder token After resolving an Exploration token, remove it Place a Noise marker in a connected Corridor
to the Intruder bag. If there are no Adult from the game. with the same number as your Noise roll,
Intruder tokens available, nothing (plus Technical Corridors, if applicable). Each
happens. Return the Blank token to the Corridor (even Technical) may never hold more
Intruder bag. than 1 Noise marker. If you are instructed to
place a Noise marker in a Corridor that already
contains one, resolve an Encounter instead.
or see EXPLORATION.
Some Rooms have a Computer icon. If there is a Malfunction marker in the Room, the Computer is unavailable – as if there was no
Computer Icon.
om s “1” additional rooms “2”
l a b orat ory airlock control engine control room
Analyse 1 object: This Action may only be performed if one Emergency Airlock Procedure: Choose 1 other Yellow Room. Check Engines’ Status: You can Check the Status of the 3
f the following Objects is in the Room: Characters Corpse, Automatically close the Door in each Corridor connected Engines even if there is a Malfunction marker in the Engine
ntruder Carcass or Egg. Discover 1 corresponding Intruder to this Room (so cannot have Destroyed Doors). Place the Room. You cannot change the Engines’ status in the Engine
Weakness card. The Object is not discarded after Research. Airlock Procedure token in this Room to represent the active Control Room.
You may Drop it for free, though. Emergency Airlock Procedure. If any of the Doors in Corridors HatcH control
nest connected to this Room are opened before the current Player system
ake one egg: Take 1 Egg token from the Intruder Board. Phase ends, remove this token. Lock/unlock 1 Escape Pod: Flip 1 Escape Pod token to its
After that, perform a Noise roll. If all Doors in each Corridor connected to this Room are Closed Locked or Unlocked side.
• When you take (or destroy) Eggs from the Nest, take at the end of the current Player Phase (after all players have
monitoring room
them from the Intruder board. When there are no passed), both Characters and Intruders in that Room die
Check 1 Room and Exploration Token: Secretly look at any
more Eggs in the Nest (they have all been carried immediately. No corpses are left behind! Then, remove this
1 unexplored Room tile and its Exploration token. Then,
away or destroyed), the Nest is considered destroyed token. If there was a Fire marker in this Room, remove it.
place them back on the board. You don’t have to tell the
– place 1 Injury marker in the Nest to represent this. ca b i n s truth about what you saw.
• If there is a Fire marker in a Room containing Catch a Breath: When your Character is in this Room at the
r o o m w i tH s l i m e
uncarried Eggs, destroy 1 uncarried Egg during the start of a new turn, and there are no Intruders there, draw 1
Whenever you enter this Room, you get a Slime marker.
Fire Damage step of the Event Phase. additional Action card (up to 6 instead of 5). This does not work
Note: No Search Action or Malfunction marker in this Room. if there is a Malfunction token in the Room. Note: No Search Action or Malfunction marker in this Room.
DestroYING eGGs: canteen s Ho w e r r o o m
• Whenever your Character is in a Room with any Have a Snack: Heal 1 Light Wound. You may choose to Scan Take a Shower: If you have a Slime marker on your
uncarried Eggs (not carried by any Character), you all Contamination cards in your hand and to remove all Non Character board, discard it. You may choose to Scan all
can try to destroy these Eggs. Resolve this Action as a Infected cards. If at least one of those cards is Infected, place Contamination cards in your hand and to remove all Non
Shoot Action or Melee Attack Action. Each Injury (of a Larva miniature on your Character board (and do not remove Infected cards. If at least one of those cards is Infected,
any type) destroys 1 Egg. this Contamination card!). If there is already a Larva on your place a Larva miniature on your Character board (and do
• In a Melee Attack Action, do not draw a Character board, your Character dies. Place 1 Creeper in the not remove this Contamination card!). If there is already a
Contamination card or suffer Wounds if you miss. Room where you died. Larva on your Character board, your Character dies. Place 1
• You can also throw grenades into a Room with un- Creeper in the Room where you died.
command center
carried Eggs as if an Intruder were there. A Grenade Open/Close Doors: You can choose any 1 Room and Close/Open Note: A Fire marker can be placed in the Shower Room in the
destroys 2 Eggs, a Molotov Cocktail destroys 1 Egg. any Doors in Corridors connected to this Room. normal way. The Take a Shower Action does not discard a Fire
• After every single attempt to destroy an Egg, you marker from the Shower Room.
must perform a Noise roll.
es c a pe pods
Get the hell off the ship special rooms
• Each pod can hold 2 people. Can be entered via
a WORKING Evacuation Section once pods are cockpit H i b e r n at o r i u m
Unlocked. Once in pod, you can wait for another Flight Controls: Check Coordinates OR set Destination. Try to Hibernate: You may perform this Action only if the
player (Auto Pass your turn), or declare that you CHeCK CoorDINAtes: Secretly look at the Coordinates hibernation chambers are open – the token on the Time
launch the pod (to be saved and return to Earth) or card. Then place it back on the board. You don’t need to tell the Track is on any blue space. Perform a Noise roll. If any
exit back to the Evacuation Section (as a free action). truth about what you saw. Intruder shows up in this Room, you failed to enter the
• If an intruder appears in the corresponding set DestINAtIoN: Move the Destination marker to the hibernation chamber.
Evacuation Section whilst you are in the pod, you are chosen space of the Destination Track. If no Intruder appears, remove your Character miniature
placed back into the Evacuation Section. Note: Cannot change the Destination when any of the from the game – you managed to hibernate safely. From
• If you launch the pod, remove all characters on the Characters are already hibernating. The player should remember now on, you do not take part in the game any longer.
pod, and the pod from the game board. the Coordinates they’ve checked. No Search Action in this Room. Whether your Character survives or dies along with the
Malfunction markers can disable Actions in this room. ship will be determined at the End of the Game.
s t o rage
earch for Item: Draw 2 cards from one of the 3 Item decks. en g i n e # 1 / # 2 / # 3 Note: Cannot change the Destination or start the Self-
Pick 1 card. The other goes to the bottom of the deck. Check the Engine Status: Secretly look at the top Engine token. Destruct when any Characters are already hibernating (but
Using the room action does not reduce the room’s item You don’t need to tell the truth about what you saw. The top see note on Generator Room). No Search Action in this Room.
ount.) May search the room using a “Search” action card, if Engine token indicates the current state of the Engine! Malfunction markers can disable Actions in this room but
he room has a Malfunction marker. repAIr (or BreAK) eNGINe: Perform a Repair / have no effect on already Hibernated Characters.
s u r gery Break Engine Action in this Room (Repairs Action or a Tools
Perform a Surgery procedure: Scan all Contamination cards Item card). Take both Engine tokens and secretly place them
ou have. Remove all Infected cards. If you have a Larva back in the order of your choice. You do not have to tell if you
n your Character board, remove it. After Scanning, your have repaired the Engine or not, but you must tell if you have
haracter suffers 1 Light Wound and you automatically changed the order of the tokens. You can do this even if there
pass. Shuffle all your Action cards (including those in your is a Malfunction marker in the Room and even if you have not
hand) and place them in your Action deck. checked the status of the Engines.
Note: After a Surgery procedure you always pass your round, Note: The ship has 3 Engines, two of which must be functional
nd your hand is empty until the start of the next turn. to safely journey back to Earth. No Search Action in this Room.
Malfunction markers can disable Actions in this room.
misc. rules player goals/end oF game
INtruDer movemeNt pLAYer GoALs
• If an Intruder ends its movement in an A game of Nemesis may result in multiple winners. To Som
unexplored Room, do not remove it and consider a player a winner, they must meet 2 conditions: Com
don’t reveal the Room (or its Exploration 1. survIve [1] hibernate in the Hibernatorium with the
token). ship still functioning and jumping to Earth (or Mars) or b asic rooms
• If you are instructed to place an Adult [2] use one of the Escape Pods to evacuate the ship.
Intruder on the board (via an Encounter), 2. FuLFILL tHeIr oBjeCtIve per their Objective card. armory lab
but all 8 models are already on board, eND oF tHe GAme Recharge your Energy Weapon: Add 2 Ammo tokens to 1 Analyse 1 ob
remove all Adult models not in Combat. The game ends when one of these conditions is met: of your Energy Weapons. of the follow
Put the corresponding Intruder tokens Note: Does not reload Classic Weapons. A Weapon can Intruder Car
• the time marker moves on the final blue space never exceed its Ammo capacity (on the Weapon card). Weakness ca
back in the Intruder bag (if possible). of the time track. The ship jumps into hyperspace. You may Dro
Place an Adult Intruder model in the Everyone on board and not in hibernation dies. comms room
Room where the Encounter occured. Send a Signal: Place a Status marker on the Signal space nes
NOTE: Instant death due to hyperjump does not apply Take one eg
teCHNICAL CorrIDors to the Intruders. (May be relevant for success/failure of on your Character board.
After that, p
• Both the Technical Corridors Entrances certain Objectives.) e m e r g e n c y r o om • When
(present in some Rooms) and the special • the self-Destruct marker moves to the final Treat your Wounds: Dress all your Serious Wounds OR them f
space of Technical Corridors are not red space of its track or you are instructed Heal 1 of your Dressed Serious Wounds OR Heal all your more E
accessible to the Characters. (Exception: to place a 9th Fire or malfunction marker. The Light Wounds. away o
The Mechanic’s Technical Corridors Action ship is destroyed. All on board (both awake and e va c s e c t i o n a /b
– place
card and the Technical Corridor Plans Item hibernated) as well as Intruders die. (May be relevant Try to enter an Escape pod: You may perform this Action • If there
card.) for success/failure of certain Objectives.) only if any Escape Pod in its corresponding Section (A or uncarri
Fire Da
• If a Noise marker should be placed in the • the last alive (not hibernating) Character on B) is Unlocked and has at least 1 empty space.
• Make a Noise roll. If any Intruder appears in this Note: No Se
Technical Corridor Entrance, place it in the board the ship dies, hibernates or uses an
Technical Corridors space instead. escape pod. Move the Self-Destruct (if active) Room, your attempt to enter an Escape Pod fails. DestroYI
• Door tokens can never be placed in and Time markers to the final red space on their • After resolving your Noise roll, if no Intruder has • Whene
reached the Room, place your Character in one of uncarri
Technical Corridors. respective tracks. In both cases resolve the effects of
the Unlocked Escape Pods of Section A, if there’s can try
• If an Intruder moves to the Technical those markers as described above. any free space (each Pod may accommodate up to Shoot A
Corridors Entrance, then it disappears in If one of these conditions is met and at least 1 Character 2 Characters). any typ
the ducts. Discard all its Injury markers, survived, proceed to the VICTORY CHECK. • See the Escape Pods section at the end of this • In a Me
return its token to the Intruder bag, and vICtorY CHeCK Room sheet to determine what happens once the Contam
remove its miniature from the board. Character has entered a Pod. • You can
1) CHeCK eNGINes If 2 or 3 of the top Engine tokens
If there was a Noise marker on the • You cannot enter an Escape Pod if any Intruder is carried
have a Damaged status, the ship explodes. All Characters present in its corresponding Evacuation Section destroy
Technical Corridors space, do not
on board (awake and hibernated) and Intruders die. (May Room. • After e
remove it.
be relevant for success/failure of certain Objectives.) must p
Door toKeNs Note: If the Engine has a Working status, a Malfunction F i r e co n t r o l
system esca
• Only placed in Corridors. Each Corridor marker does not affect it.
Initiate the Fire Control procedure: Choose any 1 Room. Get the hell
can only have one Door token. Doors do
2) CHeCK CoorDINAtes Reveal the Coordinates card. Discard a Fire marker from that Room (if there is one). • Each p
not affect Noise markers, and can have 3
Check the current space of the Destination marker. If the All the Intruders in that Room run away (in a random a WOR
statuses:
ship is not headed toward Earth, all Characters asleep direction, determined by drawing an Event card – 1 Unlock
1. CLoSED (Standing Door token.) Event card for each Intruder). player
in the Hibernatorium die. (Exception: The Quarantine
Characters and Intruders cannot move Hint: You can use this procedure even if there is no Fire launch
Objective.) Important: Instant death due to a destination
through this Corridor. Grenade throw- marker in the Room to make all the Intruders run away exit ba
other than Earth does not apply to the Intruders!
ing is also affected. When an Intruder from that Room. • If an in
tries to move through a Corridor with 3) CHeCK CoNtAmINAtIoN
g e n e r at o r Evacua
a Closed Door token, it does not move Each alive Character (in Hibernatorium or Escape Pod) placed
A) Scans all Contamination cards in their Action deck, Initiate / Stop Self-destruct Sequence:
but destroys the Door instead. • Place 1 Status marker on the first, green space of • If you l
2. DESTroYED (Lying down Door discard pile and hand. B) If there is at least 1 “INFECTED”
the Self-Destruct Track. From now on, each time pod, an
token.) Movement is allowed through card, shuffle all cards then draw the 4 top cards. If there you move the Time marker on the Track, also move
is at least 1 Contamination card (Infected or not), the sto
this Corridor. A Destroyed Door can the marker on the Self-Destruct Track by 1 space. Search for It
never be Closed again. (Exception: the Character dies. If there are none, they are lucky to survive. • When any Character stops the Self-Destruct Pick 1 card.
Mechanic’s Plasma Torch Item.) NOTE: If there is a Larva on the Character’s Board, skip step sequence, remove the marker May be placed again (Using the r
3. opEN (No Door token.) All Corridors A and resolve step B. later). count.) May
are Open at the start of the game. 4) CHeCK oBjeCtIve(s) • When the marker reaches any yellow space on the the room ha
• If there are no Door tokens left in the Each player whose Character is still alive at this step Self-Destruct Track, the Self-Destruct Sequence
sur
cannot be aborted anymore and all Escape Pods are
pool, take any Door token on the board reveals their Objective card to the other players and check Unlocked instantly (but can be Locked again). Perform a Su
and place it in the required Corridor. if they have met all its requirements. • When the marker reaches the last space (with the you have. R
• If several Intruders are moving from on your Cha
eNDING tHe GAme BeFore tHe otHer pLAYers “skull” icon), the ship explodes.
the same Room, they destroy the Door Note: You cannot start the Self-Destruct when any of Character su
If any Character uses an Escape Pod, hibernates or dies, pass. Shuffle
instead and all stay in the starting Room. they no longer actively participate in the game, and can the Characters are already hibernating (unless it’s via
hand) and p
IMPORTANT: If a Noise roll causes an Intruder only spectate. At the end of the game, Characters that are the Coolant Leak event.) If a hyperspace jump happens
before, the ship is still considered destroyed and everything Note: After a
to come from a Corridor with a Closed Door, the still alive determine if all their Objectives have been met and your ha
Intruder appears regardless of the Closed Door! onboard is dead.
and thus if they have won or not.