Nemesis Movement and Exploration Tokens

By: Dennis B. B. Taylor

Movement and Exploration Tokens

Hello there! Let’s talk about movement and exploration tokens. These little things are actually quite important, and I’m here to tell you why.

You see, movement and exploration tokens are kind of like puzzle pieces. They help us understand how things move and work in different places. It’s fascinating!

When I say “movement tokens,” I mean things like arrows or symbols that show the direction something is moving. They can help us understand the paths that animals take or how the wind blows in certain areas. It’s like having a map to guide us through the world!

Exploration tokens, on the other hand, are all about discovering new things. They can be little symbols or signs that tell us there’s something interesting to see or learn about. It’s like a treasure hunt, but instead of gold or jewels, we find knowledge and excitement!

So why are these tokens so important? Well, let me tell you. When we have movement and exploration tokens, we can unlock a whole world of possibilities. We can understand how animals migrate or how people traveled in the past. We can explore new places and uncover hidden wonders. It’s like opening a door to a whole new adventure!

But it’s not just about exploration. These tokens also help us make sense of the world around us. They can show us patterns and connections that we might not have noticed otherwise. They help us understand how things are connected and how they change over time. It’s like solving a puzzle and bringing all the pieces together!

So next time you see a movement or exploration token, take a moment to appreciate it. It’s more than just a symbol or a sign. It’s a key to unlocking the mysteries of the world. It’s a tool for understanding and exploring. So go out there and start your own adventure with movement and exploration tokens. Who knows what you might discover?

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When playing the game, one of the main things I do is move around the ship. It’s an important task that allows me to explore different rooms, find useful items, and complete my objectives. I might also need to fix broken equipment or put out fires to stay safe. The ultimate goal is to find a way out of this chaotic situation.

Exploring the Ship

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When it comes to the game, character miniatures can only be placed and perform actions in rooms. Keep in mind that special rooms, like the Hibernatorium, Engines, or Cockpit, are treated the same as normal rooms.

However, escape pod tokens are an exception to this rule.

Intruder miniatures, on the other hand, can only be placed in rooms. Corridors are used to connect the rooms and allow movement between them. But it’s important to note that characters and intruders can’t stop in corridors for any reason.

After moving into a room, the effects of moving through any given corridor are resolved.

Movement Action

If you’re looking to move around the ship, the most common action is movement. By performing a movement action, you can move your character miniature to a neighboring room.

When two Rooms are right next to each other, with a Corridor connecting them, we call them neighboring. But if there’s a Closed Door, it blocks the way and the Rooms are no longer considered neighboring, so you can’t move between them.

Here’s what happens when I enter a Room:

  1. If this Room is still unknown, I flip it over to see what’s inside. Then I reveal any exploration tokens that might be on the Room tile.
  2. If the Room is empty, meaning there are no other people or Intruders inside, I have to make a NOISE ROLL to see if I attract any attention. But if there are already other people or Intruders in the Room, I don’t have to make a NOISE ROLL.

Hint: Moving around the ship in groups has its advantages (you can enter Rooms that already have Characters in them), but it also comes with an additional risk.

Some events in the game will require all Characters to make a Noise roll. If you’re in a big group sharing a Room, this could spell trouble.

Other Ways to Move

There are some Actions that allow you to move, but they have special rules. For example, Careful Movement and Reconnaissance.

Important: If you want to leave a Room with an Intruder, you have to use the Escape rule.

Exploration Tokens

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Hey there! Let me break down what each Exploration token shows:

  1. First, there’s a number on the token that tells you how many Items are in a particular Room.
  2. Next, you’ll see a symbol that represents a special effect.

Now, let’s go through how to handle these tokens:

1. Determining the number of items in a room

When you uncover an Exploration token, turn the Room tile until the number displayed on the token lines up with the Item Counter symbol on the game board, right next to the slot for the Room tile. This number tells you exactly how many Items you can find in that Room.

Just remember, you don’t count the number of Items in a Nest or in a Room that’s Covered in Slime.

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Item Counter set to 2 Items

2. Resolving the special effect

An Exploration token might trigger one of the following effects:

Nemesis Movement and Exploration Tokens UltraFoodMessSilence:
Nemesis Movement and Exploration Tokens UltraFoodMessDanger:
Nemesis Movement and Exploration Tokens UltraFoodMessSlime:
Nemesis Movement and Exploration Tokens UltraFoodMessFire:
Nemesis Movement and Exploration Tokens UltraFoodMessMalfunction:
Nemesis Movement and Exploration Tokens UltraFoodMessDoors:

Noise Roll

When I explore the dangerous corners of Nemesis, I encounter various obstacles that intrigue me. These obstacles are represented by different tokens, each with its distinctive meaning. Let me break them down for you:

First, there is the Silence token. It presents a calm atmosphere, where even my footsteps become muffled. It’s strangely peaceful, but it also makes me wonder what lurks in the shadows.

Then comes the Danger token. It warns me of imminent peril, filling me with a sense of urgency. I must proceed with caution and keep my wits about me to survive.

Next is the Slime token. This slimy substance oozes and clings to everything in its path. It creates a slippery situation that necessitates careful navigation. One false step, and I could find myself in a sticky situation.

The Fire token represents a fiery hazard. I can see the flames dancing and feel the intense heat emanating from it. It serves as a reminder that I need to find a way to extinguish the blaze or risk getting burned.

When the Malfunction token appears, it signifies a technical malfunction in the environment. It can affect various systems, making everything unpredictable. I must adapt quickly to the changing circumstances if I want to overcome this challenge.

Lastly, we have the Doors token. It indicates the presence of closed doors, blocking my path. I need to find a way to open these doors to progress further into the unknown.

As I venture forth, I can encounter any combination of these tokens, creating a myriad of obstacles for me to overcome. Each one requires a unique approach and careful consideration. I must rely on my intuition and problem-solving skills to navigate this unpredictable world.

Now, let’s talk about the Noise Roll. This mechanic allows me to determine whether my actions attract unwanted attention. I roll the dice and consult the results to see if any noise is generated. This noise can potentially draw the attention of hostile entities lurking in the shadows. I must roll cautiously, as staying silent is often the key to survival.

In conclusion, exploring Nemesis is an exhilarating experience filled with uncertainty and danger. Through careful observation and strategic decision-making, I can navigate the challenges presented by the various tokens. And when it comes to the Noise Roll, I must roll the dice with caution, as one wrong move can spell disaster. Are you ready to face the unknown and uncover the secrets that lie within?

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I hear noises all around me as I walk through the decks of the Nemesis. Some are caused by the ship’s machinery, while others are made by Intruders.

But here’s something important to keep in mind: when you enter a Room with another Character or an Intruder, you don’t have to make a Noise roll.

So here’s what you do: roll a Noise die and see what happens next:

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Result Of 1, 2, 3 Or 4:

So, when you roll the dice and get a result of 1, 2, 3, or 4, something interesting happens. You place a Noise marker in a Corridor that is connected to the Room you just entered. This Noise marker helps to keep track of where you’ve been and where you might encounter danger.

It’s important to note that each Corridor can only have one Noise marker at a time. So if you roll a result that tells you to place a Noise marker in a Corridor that already has one, something different occurs. Instead of placing another Noise marker, you have to deal with an Encounter. This means some kind of event or challenge will take place.

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If there happens to be an Intruder in the Room next to you, and that Intruder isn’t currently fighting with anyone, it will move into the Room you are in. If there are multiple eligible Intruders, all of them will move into the Room with you.

If there aren’t any intruders in the neighboring rooms (or if they’re in combat), I’ll put a noise marker in each corridor connected to that room that doesn’t already have one. This includes technical corridors if there’s an entrance in the room.

Nemesis Movement and Exploration Tokens UltraFoodMessQuiet

Nothing happens. No noise marker is placed. But if you have a slime marker on your character board, we’ll deal with “Danger” instead.

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Noise roll is a term you may have come across in your search for musical instruments. Have you ever wondered what it means? Let me explain it to you.

The concept of noise roll can be perplexing, but it’s fascinating once you understand it. Essentially, noise roll refers to the sound produced by a musical instrument when it is hit or struck. It is the unique combination of tones and textures that come together to create a particular sound.

When you think about noise roll, one instrument that often comes to mind is the drum set. The drums are known for their ability to produce a wide range of sounds, from soft and subtle to loud and powerful. Each drum in the set has its own distinct sound, and when they are played together, they create a complex and vibrant noise roll.

But noise roll isn’t limited to drums – it can be found in many different instruments. Take the piano, for example. When a pianist strikes a key, it sets off a series of hammers that hit the strings inside the instrument. The resulting sound is a beautiful noise roll that can be manipulated and controlled by the musician.

Noise roll is an important aspect of music because it adds depth and texture to a composition. It can be used to create tension, build anticipation, or evoke a certain emotion. In many ways, noise roll is like the spice in a dish – it elevates the overall flavor and makes it more interesting.

If you’re interested in learning more about noise roll, there are many resources available online. You can find tutorials, videos, and articles that delve deeper into this fascinating topic. So next time you listen to your favorite song, pay attention to the noise roll – you may be surprised by what you hear.

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Did you know that even if the Noise marker, which is indicated by a blue glow, is in the Corridor with the Closed Door, it affects the entire Corridor? It doesn’t just impact one side of the Door.

But wait, there’s more! When there is a Noise marker in the Technical Corridors space, which is indicated by a green glow, it is considered to be in every Technical Corridors Entrance on the entire board. It’s like the Noise is everywhere!

Let me give you an example to illustrate this. Imagine there are two Noise markers in Corridors that are connected to the Canteen. One of them is in Corridor number 3, with the Closed Door, and it has a blue glow. The other one is in the Technical Corridors and has a green glow.

Here are a few more things to keep in mind when it comes to intruder movement:

Throughout the game, Intruders move at different times, such as when an Event card is resolved during the Event Phase. So be prepared for unexpected encounters.

Whenever a rule requires you to move Intruders, it will provide you with detailed instructions on how to do it. It’s important to carefully follow these instructions to ensure a smooth gameplay experience.

Hey there! I’ve got some important rules to share with you about the game. Let’s dive in!

If you happen to come across a mysterious, uncharted Room during your explorations, don’t be hasty—leave any Intruders you find inside and keep the Room a secret.

Now, what happens when you need to place an Adult Intruder on the board but there are already eight models present? Well, no worries! The Adult Intruders will retreat. Remove any Adult Intruder models that aren’t in Combat and put their corresponding Intruder tokens back in the Intruder bag, if possible. After that, simply place an Adult Intruder model in the Room where the Encounter occurred.

Technical Corridors

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Have you heard about the technical corridor network in the Nemesis? It’s super handy for the crew to repair the ship’s systems. On the flip side, it’s also an ideal path for the Intruders to travel through. Regular folks on the ship aren’t allowed to use the technical corridors—they’re either too scared to get lost or they want to avoid encountering Intruders.

Remember, neither the entrances to the Technical Corridors nor the special Technical Corridor spaces are accessible to the Characters, except for the Technical Corridors Action card from the Mechanic Action deck and the Technical Corridor Plans Item card.

If there’s a need to place a Noise marker in a Technical Corridor Entrance due to a Noise roll, go ahead and place it in the Technical Corridors space instead.

Now, here’s an important rule: each Corridor can only have one Noise marker at a time. If you’re instructed to place a Noise marker in a Corridor that already has one, you will instead resolve an Encounter.

Oh, and just so you know, Door tokens can never be placed in Technical Corridors. If an Intruder moves to the Technical Corridors Entrance, it disappears into the ducts—discard all its Injury markers, return its token to the Intruder bag, and remove its miniature from the board.

By the way, if there was already a Noise marker in the Technical Corridors space, don’t worry about removing it.

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  1. What are Technical Corridors?
  2. Examples of Technical Corridors Entrances

Nemesis Movement and Exploration Tokens UltraFoodMessNoise Marker

The Noise markers are only used to mark Corridors for the Noise roll rule.

Nemesis Movement and Exploration Tokens UltraFoodMessSlime Marker

If your Character has a Slime marker on their Character board, each “Silence” result of a Noise roll (and each ” Silence ” exploration token) should be considered as “Danger”.

Your Character can only have 1 Slime marker at a time. If you’re told to get another while you already have one, nothing happens.

Note: You can get a Slime marker for many reasons, not just when resolving an Exploration token.

You can remove the Slime marker from your Character by either using the Clothes Item card or taking a shower in the Shower Room.

The Slime marker is a universal Status marker that goes in the Slime slot on your Character board.

Nemesis Movement and Exploration Tokens UltraFoodMessFire Marker

Fire markers have three functions – they can wound Characters in Rooms on fire, they can cause Injuries to Intruders, and they have the potential to make the whole ship explode.

Every time you finish your turn in a Room with a Fire marker, you will suffer 1 Light Wound. Keep in mind that each round consists of 2 Actions for your Character, or 1 Action and passing, or simply passing.

Important: You only suffer Wounds from Fire after you finish your turn. If you pass, you’ll get a Light Wound from Fire at the end of your turn. But don’t worry, you won’t get any more Wounds from Fire this turn, even if other players take their turns after you. Note: Watch out! Some Event cards can make the Fire spread to nearby rooms or cause malfunctions in rooms that are already on fire.

Each room can only have one Fire marker at a time. If you’re told to place another one, nothing happens.

When there’s a Fire marker in a room, you can still use Room Actions and Search Actions.

Nemesis Movement and Exploration Tokens UltraFoodMess Malfunction Marker

Have you ever wondered why those little red markers show up in certain rooms? Well, let me tell you, they serve two important purposes. First, they prevent you from using any actions in that room. And second, they can actually cause some serious damage to the ship’s hull, which could lead to disaster for everyone on board.

So, here’s the deal. If you see one of those malfunction markers in a room, just know that you won’t be able to use any actions in that room. However, you can still search the room for any valuable items or clues.

But don’t worry, there’s a way to get rid of those pesky markers. Certain action cards, like repair cards, or items, like the tools card, can be used to discard a malfunction marker. So, if you’re lucky enough to have one of those cards or items, you can save the day and get back to business.

Hey there! Just a heads up, you can’t put a Malfunction marker in the Nest or a Room Covered In Slime. I want to mention that there are various reasons you might encounter a Malfunction marker in a Room, not just when dealing with an Exploration token. It can happen through Events or Actions too. Even those cool Special Rooms like the Hibernatorium, Cockpit, and Engines can be affected. Oh, and if you’re wondering, a Malfunction marker doesn’t affect Characters that are already Hibernated in the Hibernatorium.

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The status of the Engines (Damaged/Working) is never affected by Malfunction markers placed in their Room.

There are 8 Malfunction markers in game. If you are told to put a Malfunction marker and there are no more markers in the pool, the ship loses hull integrity and the game ends. Each Room can only have 1 Malfunction marker. If you are told to place another one, nothing happens. Any discarded Malfunction marker goes back to the Malfunction marker pool.

If there is a Malfunction marker in a Room with a Computer, the Computer is unavailable – it’s as if there was no Computer Icon.

Door tokens are only placed in Corridors. Each Corridor can only have 1 Door token.

Door tokens don’t affect Noise markers.

Hey there! Let’s talk about doors in corridors. I mean, have you ever wondered what can happen to those doors? They can be open, closed, or even destroyed! Yeah, things can really shake up their status. Intruders, events, actions – all sorts of stuff can have an impact.

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    When you come across a closed door in a corridor, you’ll notice a Door token standing there. It’s a clear indication that you cannot proceed through that door.

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When you encounter a Closed Door in a Corridor, it acts as a barrier, preventing both Characters and Intruders from passing through. Even throwing a Grenade is affected by the closed Door. If an Intruder attempts to move through a Corridor that has a Closed Door token, they will not be able to move. Instead, they will destroy the Door. Destroyed doors are marked with a Door token placed horizontally. Once a Door is destroyed, movement is allowed through the Corridor.

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Once a door is destroyed, there’s no turning back. It’s like a permanent break-up with no chance of reconciliation. Well, almost permanent. There’s this nifty tool called the Plasma Torch that can magically fix shattered doors (well, only the Mechanic has access to it, but you get the idea). But let’s focus on the common scenario where doors are closed and intact.

To indicate that a door is open, all you have to do is remove the door token from the corridor. Simple, right? At the start of the game, all the corridors are blessed with open doors, ready to welcome you with open arms.

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