Nemesis

Rules reference, generated from the simulator’s own data.

Back to the game

The turn

  1. Draw. Every player draws back up to 5 cards. A Serious Wound can lower that.
  2. First player token passes to the left, except on the first turn.
  3. Rounds. In order, each player takes 2 actions, or one action and a pass, or passes. Rounds keep going until everybody has passed. Once you pass you are out until the next turn — and you may dump any cards you like as you go.

Then the ship takes its turn: the clocks advance, every intruder in a room with a character attacks, fire injures intruders, an Event card resolves, and one token comes out of the Intruder bag.

What things cost

ActionCost
Any basic action — move, shoot, melee, pick up, trade, craft1 card
Careful Movement2 cards
A room action2 cards
An action cardthe card itself, plus its printed cost
An item actionthe item’s printed cost

Contamination cards sit in your hand like action cards but pay for nothing. They are the reason a bad deck gets worse.

Noise

Walk into an empty room and you roll the noise die. Walk into a room that already holds someone — crew or intruder — and you do not.

FaceCountResult
1–44 of 10A Noise marker goes in the corridor with that number. If one is already there, an Encounter happens instead.
Danger3 of 10Every intruder in a neighbouring room walks in. If there are none, every corridor around you fills with noise.
Silence3 of 10Nothing. Unless you are slimed, in which case read it as Danger.

No room has two corridors sharing a number, so a roll of 3 always means one specific corridor. Rooms with fewer than four corridors simply have rolls that go nowhere. The 12 technical corridor entrances all share one space: a noise marker there counts as being in every entrance on the ship at once.

Encounters

An encounter clears the noise around the room, draws a token from the bag and puts that intruder in the room with you. Then it compares the number on the token with the size of your hand — fewer cards than the number and it gets a free attack before you can react. Holding cards is armour.

TokenAttacks you belowMiniatures
Larva2 cards6
Creeper3 cards3
Adult4 cards8
Breeder5 cards2
Queen5 cards1
LarvaCreeperAdultBreederQueen

Combat

Die faceWhat it does
miss (1 of 6)Miss
weak (1 of 6)Larva / Creeper only
medium (1 of 6)Up to Adult
hit (2 of 6)1 Injury
crit (1 of 6)2 Injuries

A hit puts injury markers on the intruder. Then you draw an Intruder Attack card and read only its blood value: equal to or below the injuries and it dies, above and it is still coming. Breeders and the Queen draw two and add them. Nobody ever knows how much more one can take.

Melee draws a Contamination card first and never deals more than one injury, and a miss costs you a Serious Wound. It is what you do when the ammo is gone.

Wounds and contamination

Three Light Wounds become a Serious Wound. A 4th wound of any kind on a character already carrying 3 Serious Wounds kills them outright.

27 Contamination cards, 13 of them INFECTED, and you cannot tell which without a scan. Scanning an infected card puts a Larva on your board; a second one kills you and leaves a Creeper standing where you were. Reach the end of the game with contamination still in your deck and the final check may decide it for you.

The clocks

The Time track runs 15 spaces. The hibernation chambers unseal at space 8; when the marker runs out the ship jumps and everyone still awake dies of the g-force.

The Self-Destruct track runs 6 spaces once armed. At space 3 it can no longer be aborted and every escape pod unlocks. At the end it takes the ship, the crew, the hibernating and the intruders with it.

There are 8 fire markers and 8 malfunction markers. Being told to place one you do not have ends the game there and then.

Getting home

Winning takes two things: finish your objective, and survive — in a launched escape pod, or asleep in the Hibernatorium on a ship that actually reaches Earth. A pod always counts as arriving; a hibernation chamber only does if somebody set the right heading and at least two of the three engines still work.

2 pods at 1–2 players, 3 at 3–4, and 4 at 5. They start locked and unlock the moment anyone dies.

The ship — 21 rooms

Eleven basic rooms are always aboard; five of the nine additional rooms are drawn each game, so no two ships are the same. Five rooms are printed on the hull and start explored. The Nest starts with 5 eggs.

Basic rooms — always in play

  • ArmoryRecharge energy weaponAdd 2 Ammo tokens to one of your Energy Weapons. Classic weapons cannot be reloaded here, and a weapon never exceeds its capacity.
  • Comms RoomSend a signalcomputerPlace a Status marker on the Signal space of your Character board. Some Objectives require it; it does nothing else.
  • Emergency RoomTreat your woundsDress all your Serious Wounds, OR heal one Dressed Serious Wound, OR heal all your Light Wounds.
  • Evacuation Section AEnter an escape podOnly if a Pod in Section A is Unlocked with a free seat. Make a Noise roll: if an Intruder appears here the attempt fails. Otherwise take a seat.
  • Evacuation Section BEnter an escape podOnly if a Pod in Section B is Unlocked with a free seat. Make a Noise roll: if an Intruder appears here the attempt fails. Otherwise take a seat.
  • Fire Control SystemFire control procedurecomputerChoose any room. Discard a Fire marker from it, and every Intruder there runs away in a random direction — even if there was no fire.
  • GeneratorStart / stop self-destructcomputerStart the Self-Destruct sequence, or stop a running one. Once the marker reaches a yellow space it cannot be aborted and all pods unlock. You cannot start it while anyone is hibernating.
  • LaboratoryAnalyse one objectcomputerWith a Character Corpse, Intruder Carcass or Egg in this room, reveal the matching Intruder Weakness. The object is not consumed.
  • NestTake one eggno searchTake one Egg token, then make a Noise roll. The Nest is destroyed when no eggs remain. Eggs can also be shot or smashed — every injury destroys one — each attempt followed by a Noise roll.
  • StorageSearch for an itemDraw 2 cards from an Item deck of your choice. Keep 1 and put the other on the bottom.
  • SurgerySurgery procedurecomputerScan every Contamination card in your deck, hand and discard, and remove the Infected ones. Remove a Larva from your board. Then take 1 Light Wound, shuffle everything back and pass.

Additional rooms — five of nine

  • Airlock ControlEmergency airlockcomputerChoose another yellow room with no destroyed doors. Close every door around it. If they are all still closed when the Player Phase ends, everything in that room dies.
  • CabinsCatch a breathPassive: start a turn here with no Intruders present and draw 1 extra Action card (6 instead of 5). A Malfunction marker switches it off.
  • CanteenHave a snackHeal 1 Light Wound. You may also scan every Contamination card in your hand and remove the clean ones — but an Infected card puts a Larva on your board.
  • Command CenterOpen / close doorscomputerChoose any room and open or close any doors in the corridors around it, in any combination.
  • Engine Control RoomCheck engine statuscomputerLook at the status of all three Engines. You cannot change them here, and you need not tell the truth about what you saw.
  • Hatch Control SystemLock / unlock a podcomputerFlip one Escape Pod token to its Locked or Unlocked side.
  • Monitoring RoomCheck a roomcomputerSecretly look at any one unexplored Room tile and its Exploration token, then put them back. You need not tell the truth.
  • Room Covered With SlimeYou are slimedno searchEntering this room gives you a Slime marker automatically. It cannot be searched and never takes a Malfunction marker.
  • Shower RoomTake a showerDiscard your Slime marker. You may also scan every Contamination card in your hand and remove the clean ones — an Infected card puts a Larva on your board.

Printed rooms

  • CockpitFlight controlscomputerno searchCheck the Coordinates card secretly, OR set the Destination marker. You cannot set a destination with an Intruder here or while anyone is hibernating.
  • EngineCheck the engineno searchSecretly look at the top Engine token. With a repair action or Tools you may also reorder both tokens — you must say whether you changed the order, but not what you saw.
  • HibernatoriumTry to hibernateno searchOnly once the Time marker has reached a blue space. Make a Noise roll: if an Intruder appears the attempt fails. Otherwise you are out of the game, alive or not depending on the ship.

Searching

A search draws from the deck matching the room’s colour — a white room lets you pick — and takes one item off the room’s counter. When the counter reaches zero the room is empty for good.

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What this simulator gets from where

The turn structure, noise, combat, contamination, wounds, room actions, escape pods, the tracks and the victory check are transcribed from the published rulebook and are exact.

The deck plan — 21 rooms, 33 corridors and 12 technical corridor entrances — is read off the board diagram in that rulebook. Individual corridor numbers were only partly legible at that resolution and are reconstructed under the rule the printed board obeys, so the board plays correctly even where a given corridor carries a 3 rather than a 4.

Card text is not printed in the rulebook. The action, item, event, attack, wound and objective decks here match the published component counts and the effects the rules refer to by name, but their wording is reconstructed rather than transcribed.