How to play Nemesis Official Rules

By: Dennis B. B. Taylor

Ready, Set, Play: The Rules of Nemesis

Hey there! Let’s dive right into the exhilarating world of Nemesis. Strap in and get ready for an adventure full of surprises and strategic decisions!

Objective

Your mission, should you choose to accept it (and trust me, you’ll want to), is to survive the treacherous depths of space and complete your secret objectives. But beware! There’s a twist – one of your crew members might be a sneaky traitor out to undermine your efforts. Can you trust your fellow space explorers or will you find yourself face-to-face with your ultimate nemesis?

Game Setup

Before the intergalactic chaos begins, we need to set up the game board. Place the main game board in the center, and each player chooses a character board, placing their miniature on the starting space indicated. Shuffle the Intruder cards and randomly place a number of them face down on the Intrusion track. Depending on the number of players, you will also need to add specific Intruders to the Infestation cards.

Gameplay

Each round of Nemesis is divided into three phases: the Action phase, the Intruder phase, and finally, the End phase.

Action Phase

During the Action phase, you have one main action and a possible additional action to take. You can choose from a range of actions, like moving to another location on the ship, attacking an Intruder, searching for useful items, or activating special character abilities.

Intruder Phase

The tension builds as we delve into the Intruder phase. Draw and resolve Intruder cards, revealing the next imminent threat. Brace yourself for intense encounters and be prepared to defend yourself and your crew from the enemy’s relentless advances.

End Phase

The round wraps up with the End phase. This is where you’ll draw Crisis cards and face the dire consequences of these challenging events. Make tough decisions and work together with your fellow crew members to overcome the imminent dangers and secure your survival.

Victory Conditions

Now that you know your way around the game, it’s time to talk victory! There are different ways to achieve victory in Nemesis:

  • Surviving until the end of the game without dying
  • Completing your secret objective, discovering its true meaning
  • Exposing and eliminating the traitor (if there is one)

Remember, Nemesis is not just about winning. It’s about the thrilling journey, the heart-pounding moments, and the pulse-racing decisions that shape your destiny among the stars.

So, gather your courage, strategize with your crewmates, and face the unknown in Nemesis. The universe awaits!

In the game Nemesis, you and your crewmates are faced with a challenging mission – survive on a ship overrun by enemy organisms. It’s a thrilling adventure that demands teamwork and quick thinking.

Your goal is to complete one of two assigned objectives and make it back to Earth safely. But be prepared for the obstacles that lie in your path. The ship is swarming with hostile Intruders, alien organisms that threaten your survival. On top of that, the ship itself is in poor condition, creating additional challenges.

But the real twist comes from your fellow players. Each one has their own agenda, and their actions can either help or hinder your progress. Trust no one blindly, as you never know who might have ulterior motives.

It’s a game filled with nail-biting moments and unexpected turns. Even when your carefully crafted plans go awry, you’ll still find satisfaction in the intense gameplay. Embrace the thrill of facing a terrible fate and the joy of overcoming impossible odds.

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Components

  • A cardboard map
  • 25 miniature figures
  • 138 small cards
  • 142 regular-sized cards
  • 5 trays to hold hero figures
  • 19 cardboard room tokens
  • 100 cardboard tokens
  • 2 dice
  • 40 plastic tokens
  • A rulebook

Setup

Setting up the board

Now let’s talk about everything that comes in this package. First, we have a really cool cardboard map. It’s like a big puzzle that we’ll put together to create the game board. Along with the map, we get 25 miniatures, which are little figurines that represent the heroes and monsters in the game. These miniatures are so detailed and fun to play with!

Next, we have a bunch of cards. There are 138 small cards and 142 regular-sized cards. These cards have all sorts of important information on them, like spells and abilities. They will help us make decisions and take actions in the game.

To keep everything organized, we have 5 trays. These trays will hold our hero figures and keep them safe and easy to access. We also have 19 cardboard room tokens and 100 cardboard tokens. These tokens represent different things in the game, like treasure or obstacles. They add to the fun and make the game more immersive.

Of course, we can’t forget about the dice and plastic tokens. The dice are used to determine the outcome of certain actions, and the plastic tokens are used to keep track of things like health and resources. They are an important part of the game mechanics.

Lastly, we have a rulebook. This is like our guidebook to the game. It tells us how to set up and play the game, as well as explaining all the rules and mechanics. It’s important to read the rulebook carefully so we know how to play correctly and have the best experience.

Now that we know what’s in the box, let’s talk about how to set up the game board.

  1. First, I’ll need to place the board on the table. Make sure to use the side of the board with the red arrow icon in the upper left corner. That’s the basic side.
  2. Next, I’ll shuffle all the Room tiles marked with a “2”. I won’t look at their fronts and will randomly place one face-down on each Room slot with a “2” on the board. Any remaining Room tiles marked with a “2” will go back in the box. It’s important to note that not all of the available Room tiles will be used in each game. This adds an element of mystery, as players won’t know exactly which Rooms are on the ship. Oh, and be careful not to look at the contents of any components as you put them back in the box.
  3. After that, I’ll do the same thing with the Room tiles marked with a “1”. They’ll go on the Room slots with a “1”.

First, let’s take care of the initial setup for the game. Here are the steps you need to follow:

1. Get the Exploration tokens and mix them up without looking. Put one token face down on each Room tile. Put the remaining tokens back in the box.

2. Take the Coordinates cards and put one of them face down next to the Cockpit. Put the rest of the cards back in the box.

3. Put a Status marker on the “B” space on the Destination Track. This marker represents the Destination.

4. Depending on the number of players:

– For 1-2 players, use 2 Escape Pods.

– For 3-4 players, use 3 Escape Pods.

– For 5 players, use 4 Escape Pods.

5. Place the Escape Pods in the following order:

– Start with the lowest-numbered Escape Pod in Section “A”.

– Continue placing the Escape Pods in numerical order, alternating between Sections “A” and “B”.

That’s it! You’re all set for the game. Enjoy your space adventure!

When playing Escape Pod, keep in mind that you should place the tokens with their “Locked” side up. Afterwards, you can return any remaining Escape Pods to the box.

It’s important to note: Be sure to shield the fronts of the tokens from the players’ view, so as not to reveal whether the Engines are functional or not.

  • There are 5 Egg tokens.
  • There are 3 randomly-selected Weakness cards. These cards should be placed face down, ensuring that players are not aware of the Weaknesses that may be uncovered during the course of the game.

Return any remaining Weakness cards to the box.

  • Position the Craft Item deck next to the 3 Item decks.
  • Put the Scanner next to the Contamination deck.

Return all Intruder Player Action cards and Solo / Coop Objective cards to the box – you will only need these decks if you’re playing in advanced game modes.

  • There are Fire markers available.
  • There are Malfunction markers as well.

I’m all set up and ready to go with my game of Nemesis! But before we jump into the thrilling adventure, let’s take a moment to go over some vital components of the game. These markers are essential for keeping track of various elements and adding excitement to the gameplay.

First, we have the noise markers. They come in handy when you want to create distractions or lure the intruders into a trap. Make sure to strategically place them to maximize their effectiveness.

Next up are the ammo and injury markers. These are crucial for keeping track of your resources and health. It’s essential to manage them wisely to stay in the game and outlast your opponents.

We also have status markers, which serve multiple purposes. They can be used to indicate light wounds, slime, signals, self-destruction, time, and even destination markers. These markers add an extra layer of complexity to the game, making every decision you make crucial.

Let’s not forget about the door tokens, which represent the various doors on the spaceship. As you explore the vessel, you’ll need to open these doors to uncover new areas and progress through the game.

For a creepy touch, we have the red character corpse tokens. These tokens mark the unfortunate demise of a character. Keep an eye out for them as they may reveal important clues or secrets.

Now, let’s talk about the dice. In Nemesis, we have two types of dice: combat dice and noise dice. The combat dice are used when engaging in combat and determine the outcome of your attacks. The noise dice, on the other hand, represent the noise level generated by your actions and can attract unwanted attention. Both dice add an element of chance to the game, keeping you on the edge of your seat.

Lastly, we have the first player token. This token designates who goes first and helps keep track of the turn order. It’s a small but important detail in ensuring a fair and balanced gameplay experience.

And with that, our board setup is complete! Now, it’s time to dive into the thrilling and suspenseful world of Nemesis. Get ready for an unforgettable adventure filled with tension, strategy, and unexpected twists. Are you ready? Let’s begin!

Crew Setup

  1. Let’s start by setting up our crew for the game! We’ll need some help cards to determine the order of choosing characters. Each player gets a help card, and the number on the card corresponds to their player number. So if there are three players, we’ll use help cards numbered 1-3. If there are four players, we’ll use help cards numbered 1-4, and so on. These help cards also come in handy for completing certain objectives. Any extra help cards can be put back in the box.
  2. Now that we have our help cards, it’s time to distribute the plastic inventory card holders. Each player gets one holder with the same number as their help card. This holder is used to keep your item cards hidden during the game. Your inventory is a special place where you can store all your non-heavy items. It’s your secret stash, so the other players can only guess what you have!
  3. First, remove any Objective cards from the game that are meant for more players than you have. Shuffle the Corporate Objectives and Personal Objectives decks separately. Each player should draw one card from each deck. Make sure to keep your Objective cards secret from the other players. Put the remaining Objective cards away for now. When you encounter an Intruder for the first time, you’ll need to choose which Objective you want to complete.

Hint: There’s a reason why we give you your Objectives before you pick your Character. Knowing your Objective can help you choose the best Character for the job.

  1. The Character board of the Character you picked during the draft.

As you begin your journey in the Hibernatorium, there are a few essential steps to follow. First, I take my Character miniature and place it inside a colorful plastic ring. It’s a small representation of who I am in this adventure.

Next, I need to shuffle the Action cards deck of my Character. These cards hold various actions and abilities that I can use throughout the game. Once shuffled, I place the deck on the left side of my Character board, face down. It’s like having a secret arsenal, ready to be unleashed.

Now, it’s time to equip my Character with a Starting Item card. This card represents a powerful Weapon that will aid me in my endeavors. I choose one of the two Hand slots on my Character board and place the Weapon card in it. I also add Ammo markers to the Weapon card, equal to its Ammo capacity. This ensures that I’m equipped and ready for any challenges that lie ahead.

Finally, I have two Quest Items that are essential to my Character’s journey. I place these items horizontally next to my Character board, with their inactive side facing up. These items are not active right from the start, but I can unlock their potential by completing mini-quests during the game.

By following these initial steps, I am prepared to take on the challenges and mysteries that await me in the Hibernatorium. It’s time to embark on an exciting adventure!

Let’s start by organizing all the remaining Character boards back into the box – we won’t be using them in this game.

  • Keep a space for the Action discard pile. This is where you’ll place your used Action cards and Contamination cards.
  • I’ll take the First Player token and place it in front of me. I’ll be the first player for this game.
  • Now, let’s put the blue Character Corpse token in the Hibernatorium. It represents a poor soul lying in a pool of blood. Throughout the game, this token will act as a Character Corpse Object. The blue Character Corpse token is always assigned to the first dead body we find on the ship.
  • Time to Play

    This game consists of a series of turns, and it will end when we meet any of the end game conditions.

    Each turn is divided into two phases:

    I. Player’s Turn

    1. Draw Action Cards

    When each turn starts, we all get to draw cards from our deck until we have 5 in our hand.

    If, at any point in the game, we need to draw a card and our deck is empty, we’ll just shuffle our discard pile to make a new deck. Then we can draw the number of cards we need.

    2. Going First

    Once we’ve all drawn our cards, the player with the First Player token passes it to the person on their left.

    Note: On the first turn, we don’t pass the First Player token.

    Whenever we need to do something in a specific order, we always start with the player who has the First Player token and then go clockwise.

    3. Turns for Players

    So, here’s how the game works: I’ll start, and then we’ll go clockwise, taking turns and doing two Actions each.

    Once all of us have done our two Actions or passed, we move on to the next set of rounds. In these rounds, we keep going in order, doing two Actions each, as long as there’s at least one person who hasn’t passed yet. But once everyone has passed, it’s time for the Event Phase!

    If you can’t do any Actions or you just don’t want to, you have to pass. And if you only do one Action instead of two, you also have to pass.

    And here’s the catch: once you’ve passed, you can’t do any more Actions during that Phase. It’s a one-time thing.

    But don’t worry, when you pass, you can get rid of any cards you don’t want by putting them in your Discard pile.

    Oh, and one more thing, when you pass, flip your Help card to the “Pass” side. It’s a handy way to let everyone know you’re done for now.

    Important: If you end your turn in a Room with a Fire marker, you will always be injured by 1 Light Wound – refer to the Fire marker on page 17.

    The Event Phase

    We go through the following steps:

    Step 4: The Time Track

    Move the marker on the Time Track one space to the right. If the Self-Destruct Sequence is active, move its marker one space to the right on its own track too.

    Step 5: Intruder Attack

    Every Intruder that is fighting a Character will attack that Character.

    Step 6: Fire Damage

    Every Intruder in the same Room as a Fire marker will suffer an Injury.

    Step 7: Resolve an Event Card

    Draw and deal with one Event card:

    Intruder Movement – When an Intruder appears on the Event card, they can move to a nearby Room through the Corridor, as long as there are no Characters in that Room.

    Here’s an example of what the Event Card looks like:

    The Event Card contains several important pieces of information:

    1) Intruder symbols and direction number – only the Intruders whose symbol is shown on the card will move through the corridor with the matching direction number. However, this only applies to Intruders that are not currently in combat.

    Let’s say the symbol on the card is for Intruders known as Adult Intruders, Breeders, and the Queen. In this case, all of these Intruders will move through Corridor number 1 during their turn.

    2) Event effect – this effect is triggered after the Intruders have finished moving. It’s important to pay attention to what the effect is and how it will impact the game.

    For instance, let’s imagine that the effect is related to a Malfunction marker in the Generator Room. Check if there is such a marker present, and if there is, trigger the effect. Then, remove this Event Card from the game and reshuffle the rest of the Event deck and discard pile.

    3) If the number on the card indicates a Technical Corridor, you should remove the corresponding Intruder miniature from the board and place its matching token in the Intruder bag.

    Event Effect – When I move the Intruder, I have to deal with the effect described on the Event card.

    Once I resolve the Event card, I can discard it in the Event discard pile, unless the card’s text states otherwise. If the Event deck somehow runs out of cards, which hardly ever happens, I need to shuffle the discarded Event cards to create a new Event deck.

    8. Building the Intruder Bag

    First, I grab one Intruder token from the bag. So let’s see what happens!

    Now, here’s where things get interesting. The type of token I draw will determine what happens next:

    I’ll remove the Larva token from the Intruder bag and replace it with 1 Adult token.

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    Creeper – Take this marker out of the Intruder sack and put 1 Breeder marker into the Intruder sack.

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    As an Adult: We all roll for Noise. But if I’m already fighting an Intruder, then I don’t roll for Noise. The Adult Intruder token goes back into the bag.

    Breeder – When we play the game, each of us has to roll for Noise. However, if I’m in a fight with an Intruder, I don’t have to roll for Noise. That’s a relief! Once I’m done with the fight, I can simply return the Breeder Intruder token back to the Intruder bag.

    Queen – When I find Characters in the Nest Room, I place the Queen miniature in that Room and handle an Encounter.

    If I don’t find any Characters in the Nest (or if I haven’t discovered its location yet), I add another Egg token on the Intruder board. I put the Queen Intruder token back in the Intruder bag.

    Blink – I’ll add 1 Adult Intruder token to the Intruder bag. If there aren’t any Adult Intruder tokens available, nothing happens. I’ll put the Blank token back in the Intruder bag.

    9. End of the Turn

    Starting a new turn

    The turn is over once we’ve resolved everything in the Intruder bag. This includes all Encounters, Surprise Attacks, and any other events. Then, we begin a new turn with the Player Phase, and everyone draws their Action cards.

    Our Goals as Players

    A game of Nemesis can have multiple winners, but it’s not a cooperative game. While we can and should work together to some extent, each player has their own Objective to complete. What other players achieve doesn’t affect our own victory.

    To win, we need to meet 2 conditions:

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      How to Win the Game

      To win the game, you have two options:

      1. Fulfill the objective stated on your chosen Objective card.
      2. Survive by either hibernating your Character in the Hibernatorium while the ship stays functional and jumps to Earth, or by using one of the Escape Pods to evacuate the ship.

      Note: Some Objective cards might require you to change the ship’s destination. For example, instead of going back to Earth, you might need to redirect the ship to Mars.

      When Does the Game End?

      The game comes to a close when one of the following conditions are met:

      When the Time Track’s marker reaches the last red space, I swiftly thrust into hyperspace. And let me tell you, friend, it’s a wild ride! The enormous g-forces are no joke – they’re enough to wipe out anyone not in hibernation.

      Now, listen up, because here’s an important heads-up: if you’ve got Intruders on board, they’re the lucky ones. The hyperjump doesn’t touch ’em. So, if your mission is to take down the Queen, a Breeder, or obliterate the Nest, you’re outta luck. Your target survives, and your mission is a big fat fail.

      When the Self-Destruct marker reaches the last red space on the Self-Destruct Track or if you’re told to add a 9th Fire or Malfunction marker, the ship blows up! This causes the hull integrity to be lost and all Characters, whether awake or hibernating, die.

      Not only do the people on the ship perish, but everything else onboard also meets its end, including any Intruders that may be present (this might be important depending on certain Objectives).

      If the last person alive on the ship is not in hibernation, they too die, go into hibernation, or use an Escape Pod. In other words, there is nothing left to be done on the ship.

      If the Self-Destruct sequence is active, move the marker to the final red space on the Self-Destruct Track. If it is not active, move the Time marker to the last red space on the Time Track. In both cases, resolve the effects of these markers as described above.

      If any of the criteria mentioned earlier are fulfilled, and there is at least one survivor (either asleep in the Hibernatorium or evacuated in an Escape Pod), we move on to the next step called Victory Check.

      Now, let’s take a look at what this step involves. It’s called the Victory Check, and it consists of multiple tasks that need to be completed in order to achieve victory.

      First, we have the Engines Check. This involves inspecting the engines of our spacecraft to ensure they are still functioning properly. Without working engines, we won’t be able to escape this predicament. So, it’s crucial to assess their condition before moving forward.

      If the ship has made it this far, we need to check the Engines. Let’s see what’s going on with them.

      We’ll reveal the top Engine tokens from each of the three Engines.

      If 2 or 3 of the top Engine tokens are marked as Damaged, things are about to get messy. The ship will explode and anyone in hibernation will not survive.

      And it’s not just the hibernating crew that’s in trouble. Everything else on board, including any Intruders, will also meet their end. Keep this in mind, especially if it affects your Objectives.

      Note: A Malfunction marker in the Engine Room only disables that Room’s function. If the Engine itself is marked as Working, it’s not considered to be Damaged, regardless of any Malfunction marker present.

      2. Checking the Coordinates

      If the ship has made it this far, let’s take a look at where we’re heading – check the Coordinates card to see where the Destination marker is.

      But here’s the catch – if we’re not heading back to Earth, anyone who’s sleeping in the Hibernatorium is in big trouble. They won’t make it.

      Now, there’s one exception – the Quarantine Objective. If someone has this Objective and we’re heading to Mars, they won’t die in their sleep. It’s the only way.

      Remember: This only applies to the Characters. The Intruders are a different story.

      Just so you know: Even though the Characters die, the ship survives.

      3. Checking for Contamination

      When I wake up from my deep slumber or make it to the escape pod, the first thing I do is check my Contamination cards. It’s crucial to examine every single one to ensure my safety.

      1. I go through my Action deck, discard pile, and hand, scanning all the Contamination cards.
      2. If I find at least one “INFECTED” card, I know things aren’t looking good. In that case, I have to shuffle all my cards – both Action and Contamination – to create a completely new Action deck. After that, I draw the top four cards and hope for the best. If I come across any Contamination card, whether infected or not, it’s game over for me. But if there are no Contamination cards at all, then I’m one lucky survivor.

      However, if there happens to be a Larva on my Character’s Board, I can skip step A and move straight to step B.

      4. Objective Check

      If any of us are still alive at this point, we just need to check if we’ve achieved our chosen objective.

      If we’re still in the game, we each reveal our objective card to the others and see if we’ve fulfilled all the requirements.

      Ending the Game Before Everyone Else

      If one of us hops into an escape pod, goes into hibernation, or kicks the bucket, we’re out of the game for good. We can only watch from the sidelines. When the game comes to an end, the surviving characters need to determine if they’ve met all their objectives. That’s the deciding factor for victory.

      And here’s a twist: the player whose character is the first to bite the dust can continue playing as an Intruder.

      Game-Changing Moments

      In the course of the game, there are two crucial moments that occur independently of any specific turn. These moments occur under certain conditions:

      • The initial encounter with an intruder.
      • The first character to perish.

      The First Encounter

      When a crew member encounters an intruder for the first time, they must make a decision – should they adhere to corporate directives or pursue their personal goals?

      Once the first intruder miniature (of any type) appears on the board, the situation immediately transforms. Each player must promptly select one of their two objective cards.

      The card that isn’t chosen is discreetly removed from the game (without revealing it to the other players). The encounter that triggered this process is resolved, and the game resumes as normal.

      Hey there! It’s time to shake things up. We’ve got a new rule: you only have one Objective left, and it’s a secret from the other players. Exciting, right?

      Just a heads up, you can’t peek at the Objective cards of the other players. No cheating!

      When a Character Dies

      Now, here’s what happens when a Character dies, no matter whose it is. The ship’s AI kicks into high gear:

      All Escape Pods automatically unlock. Just flip their tokens to the Unlocked side.

      For the rest of the game, you can lock and unlock Escape Pods like you normally would. Just use the Hatch Control System Room Action, for example.

      Self-Destruct and Hibernation

      There are also two other important moments that sometimes pop up during the game:

      Time to Wake Up: Once the Time Track arrives at a blue space, the Hibernation Chambers open up. But you can’t enter them until then.

      Why Self-Destruct is an Essential Element: When the Self-Destruct Track reaches any yellow space, all Escape Pods are automatically unlocked, and you cannot stop the Self-Destruct sequence anymore.

      The Goals

      If you’re new to the game and want to successfully complete the Objectives, here are some helpful tips to navigate through the Manual:

      • Room actions: Learn about the actions you can take within each room.
      • Rules for destroying the ship: Understand the guidelines for destroying the ship.
      • Escape Pods functionality: Familiarize yourself with how the Escape Pods work.

      Remember: Regardless of the Objective you choose, your Character must survive! This means they must either get into an Escape Pod and launch it or hibernate.

      Player X’s character cannot survive

      If you want to win the game, you need to make sure that the indicated player’s character is dead by the end. They can’t be alive, asleep, or escape in an Escape Pod. You don’t have to actively kill them; they just need to be dead.

      One strategy could be trapping that character in a room with fire or an intruder. Or maybe you can ask another player for help?

      You can also try to escape the ship yourself by using the Escape Pods. This means leaving the rest of the crew behind with all the chaos happening on board. There could be fire, malfunctions, damaged engines, self-destruct procedures, or inaccurate coordinates. You hope that everyone else dies or the ship explodes.

      Surviving alone

      No one else can survive the game except for your character. You are the lone survivor.

      Sending a signal

      If you want to Send the Signal, you need to find the Comms Room and do what it says. Every ship has a Comms Room, which is indicated by the number “1” on the back of the Rooms.

      The ship needs to reach earth/mars

      The ship will reach its destination if you set the right Coordinates in the Cockpit and if at least two of the three Engines are still working.

      Find a weakness

      You can discover Weaknesses by bringing an Object to the Laboratory and performing the Laboratory Room Action there. It doesn’t matter who discovers the Weakness, as long as it is found by the end of the game.

      You can find Intruders’ Eggs in the Nest. The Nest is always on the board, and you can identify it by the number “1” on the back of the Rooms.

      Hey there, fellow adventurers! I’ve got an important tip for you. When you’re exploring the Laboratory, keep an eye out for Rooms with the number “1” on their back. That’s where you’ll find it!

      Time to wreck the nest!

      The Nest, my friend, is considered destroyed when there are no more Intruder Eggs left in it. To take down those Eggs, just take a peek at the Nest description on the Room sheet.

      Remember, the Nest is always somewhere on the board. Keep your eyes peeled for those Rooms with the number “1” on their back.

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