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Nemesis LD Room Sheet 280x280mm Bleed3mm-4-Pages

1) The document provides rules for performing actions in different rooms on the ship, such as the cooling system, cargo sending system, decontamination room, archive, emergency room, and nest. 2) Actions can only be performed if a character is in the corresponding room, with some exceptions for special abilities. Actions cannot be performed during combat or in rooms with malfunctions. 3) The document describes various room actions like initiating an autodestruction sequence, entering a cargo sending system pod, performing decontamination procedures, examining archives, and treating wounds. It provides effects and additional rules for each.

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yuefeng ma
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© © All Rights Reserved
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0% found this document useful (0 votes)
118 views4 pages

Nemesis LD Room Sheet 280x280mm Bleed3mm-4-Pages

1) The document provides rules for performing actions in different rooms on the ship, such as the cooling system, cargo sending system, decontamination room, archive, emergency room, and nest. 2) Actions can only be performed if a character is in the corresponding room, with some exceptions for special abilities. Actions cannot be performed during combat or in rooms with malfunctions. 3) The document describes various room actions like initiating an autodestruction sequence, entering a cargo sending system pod, performing decontamination procedures, examining archives, and treating wounds. It provides effects and additional rules for each.

Uploaded by

yuefeng ma
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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<<< room sheet >>>

rooMs

To perform any Room Action, a Character must be in the corresponding


Room (unless they possess a special ability clearly saying otherwise).
Cooling
System
Initiate
Autodestruction Sequence Cooling System Cargo
SenDing
System a
Enter the CSS Pod A Cargo Sending System A
initiate Autodestruction Enter CSS pod:
You cannot perform a Room Action when you are in Combat. Sequence: You may only use this Action if the Time token
You cannot perform a Room Action in a Room with a Malfunction marker. Take the Autodestruction token and place is in the same slot as any of the CSS tokens,
it 3 slots forward on the Time track (there should and the CSS Pod space “A” is empty.
be 2 empty slots between the Time token and
rooms with a computer Autodestruction token). Place it with the yellow side up.
After Entering, you discard all cards and automatically
Some Rooms have a Computer symbol, meaning that pass. Place your Character in the corresponding CSS
there is a Computer in that Room. A Computer symbol Note: As long as the yellow side of the Autodestruction Pod space on the board. In the Event phase, your
token is visible, players may stop the sequence in the Character will have a chance to escape using this CSS
enables you to perform a Computer Action.
Power Generator. Pod.
If there is a Malfunction marker in the Room, the More on Autodestruction – see page 10.
Computer is unavailable – as if there were no Computer Characters in the CSS Pod space are unaffected by any
symbol. game effects unless specified otherwise.
More on Computer Actions – see page 15.
Decon room
Perform
a Decontamination
Procedure Decon room If your Character does not manage to escape using the
perform Decontamination CSS Pod, they suffer 1 Serious Wound.
procedure:
Scan all Contamination cards in your hand. More on Cargo Sending System and CSS Pods – see Leaving
the Facility, page 11.
Remove all INFECTED cards. If you have a Larva on your
BASiC rooMS "i" Character board, remove it.
If you have a Slime marker on your Character Board,
NEST
The Character
who explored this Room,
gains 1 Knowledge.
Take one Egg
Nest
All the 10 Basic Rooms, indicated by the number “I” on their back, are The Character who explored this Room, gains
present in each game. discard it.
1 Knowledge. This is a one-time effect.
More on Scanning Contamination cards – see page 22.
Take one Egg:
Archive
Examine the Archives

Archive More on Slime – see page 19.


Take 1 Egg token from the Intruder board.
EXAMINE THE ARCHivES: After that, perform a Noise roll.
You may perform this Action only if your Emergency
room
Treat your Wounds Emergency room The Egg tokens placed on the Laboratory board represent
Knowledge token is inactive. Treat your wounds:
the Eggs in the Nest. When you take (or destroy) Eggs
Gain 2 Knowledge and flip your Knowledge token to the Dress all your Serious Wounds OR Heal 1 of from the Nest, take them from the Laboratory board.
active side. your Dressed Serious Wounds OR Heal all your
Light Wounds. When there are no more Eggs in the Nest (they have all
Then, peek at any Contingency token (even outside of been carried away or destroyed), the Nest is considered
your Section). More on Dressing and Healing Wounds – see page 23.
destroyed – place 1 Injury marker in the Nest to
Important: Remember you can never peek at the Active represent this.
Contingency token.
Laboratory
Analyze 1 Object

Laboratory If there is a Fire marker in a Room containing uncarried


More on Knowledge tokens – see Knowledge, page 23.
ANALYZE 1 object:
Eggs, destroy 1 uncarried Egg during the Fire Damage
This Action may only be performed if one step of the Event Phase.
More on Contingency peek – see Acquiring Information, of the following Objects is in the Room (for
page 11. A Malfunction marker can never be placed in the Nest.
example carried by the Character): Intruder Carcass,
Character Corpse or Egg. More on Fire – see page 19.
Cave Entrance
Move through
Technical Corridors Cave Entrance Gain 3 Knowledge. Note: Remember that an Egg is a Heavy Object – see Objects
Move through Technical and Items, page 25.
Corridors: The Object is placed in the first empty slot on the
You may move to a chosen explored Room Laboratory board after Research. Then, the Intruder Note: You cannot perform any Search Action in this Room.
with a Technical Corridors Entrance. Draw and resolve Weakness card below the Object is discovered.
an Attack card (treat it as an Attack from an Adult If the Object was previously used to discover
Intruder in Darkness). a Weakness, discard it instead of placing it on the
Laboratory board.
More on Objects and Intruder Weakness cards – see
Weakness, page 23.

1
<<< room sheet >>>

rooMs

DestroYiNG Eggs: Surgery


Perform
a Surgical Procedure
Surgery
Whenever your Character is in a Room with any perform a Surgical
uncarried Eggs (not carried by any Character), you can
try to destroy these Eggs. ADDiTioNAL rooMS "ii" procedure:
Scan all Contamination cards (from your Action
Resolve this Action just as a Shoot Action or Melee Each game, only 6 randomly chosen Additional Rooms are used, out of the deck, hand and discard). Remove all Infected cards.
Attack Action. Each Injury (of any type) destroys 1 Egg. 9 available. These Rooms are indicated by the number “II” on their back. If you have a Larva on your Character board, remove it.
You do not have to meet the requirement of a Character
being “in Combat” for these Actions.
Cargo
SenDing
System B
Enter the CSS Pod B Cargo Sending After Scanning, your Character suffers 1 Light Wound
and you automatically pass. Shuffle all your Action cards
In the case of a Melee Attack Action, the Character does System B (including those in your hand and discard pile) and place
not draw a Contamination card or suffer Wounds if they As stated in Cargo Sending System A, but applies to the them in your Action deck.
miss. CSS B. Note: After a Surgical procedure you always pass your round,
After every single attempt to destroy an Egg, you must and your hand is empty until the start of the next round.
perform a Noise roll.
Cargo
SenDing
System C
Enter the CSS Pod C
Cargo Sending More on Scanning Contamination cards – see page 22.
More on Noise roll – see page 17. System c
As stated in Cargo Sending System A, but applies to the Testing Lab
Knowledge 4:
Take Neutralizer Testing Lab
power
Generator
Stop Autodestruction Sequence
power Generator CSS C. Knowledge 4:
Take Neutralizer:
OR
Power a Section

Stop Autodestruction
Sequence: css control
room
Schedule CSS CSS Control System If your Character has at least 4 Knowledge,
If there is the Autodestruction token with yellow Schedule CSS take the Neutralizer Crafted Item.
side up on the Time track, discard it. Peek at a chosen CSS token. You may move it
More on Autodestruction – see page 10.
one slot in any direction on the Time track (even if vent
Control
room
Vent out
vent Control room
there is no CSS token slot there). vent out:
OR
You cannot move a CSS token that is on the same slot as Choose a Room with a Technical Corridors
power a Section: the Time token. Entrance. The Corridors connected to the
Flip the Power token of the Section you are Room you choose must not contain any Destroyed
You cannot move a CSS token into a slot with another
in. This can be used to get more Power even Doors. Close the Doors in each Corridor connected to the
CSS token.
if the Power was not restored (i.e. the Time token is on chosen Room. Remove a Fire marker from that Room
the inactive side). (if there is any) and place the Venting token there to
More on Power – see page 24.
defence
control
room
Exterminate the threat
Defense Control room represent the active emergency Venting out.
Exterminate the Threat:
If any of the Doors in Corridors connected to that Room
Reduce the Item Counter by 1 or place
Transmitter
Control room
Send a Signal
OR
Check an Objective
transmitter Control a Malfunction marker in this Room. Choose
are Opened or Destroyed before the current Player
Phase ends, remove this token immediately.
room a Room without a Malfunction marker and with an
Send a Signal: Intruder. Place a Malfunction marker in that Room. If the token remains in the Room at the end of the current
All Intruders in that Room suffer 1 Injury and each Player Phase (after all players have passed), everything
Place a Status marker on the Signal space on
Character in that Room suffers 1 Serious Wound. in that Room dies immediately (both Characters and
your Character board.
Intruders). Then, discard this token.
Note: Sending a Signal is a requirement for some Objectives,
as well as a requirement for one of the Contingencies.
Guard room
Take Equipment
Guard room
Take Equipment:
OR
Reduce the Item Counter by 1 and take the
Check an objective: Taser Crafted Item or Enviro-Suit Crafted Item.
Choose a Character with a Status marker on
the Signal space on their Character board. Contaminated
room
Gain Slime
when Searching Contaminated room
They have to show you their Objective in secret. Gain Slime when Searching:
Note: If the chosen player has more than one Objective, they Whenever you use a Search Action in this Room, get
need to show you all of them. a Slime marker.
A Malfunction marker can never be placed in the Contaminated
Room.
More on Slime – see page 19.
<<< room sheet >>>

rooMs

Elevator room S-01 isolation room


Lock yourself

isolation room
If the Elevator has Power and the Character is not in When your Character is in this Room at the start of

SpECiAL rooMS Combat, they may:


Call the Elevator:
a new round, draw 1 additional Action card (up to 6
instead of 5).
Special Rooms always occupy the same place on the board. These Rooms
Take the Elevator token and place it next to the The Passive feature of this Room does not work if there
have their own rules – some of them have specific shapes and are printed
Elevator Room in your Section. is a Malfunction token in the Room.
on the board.
OR Note: This effect takes place even at the start of the game.
Special Rooms are treated as normal Rooms, except that they are
explored at the beginning of the game and Characters cannot perform If the Elevator has Power, there is an Elevator token next Lock yourself in:
any Search Action in these Rooms. They can receive Fire or Malfunction to this Room and Character is not in Combat, they may: You may perform this Action only if the
markers normally. Isolation Room is open – the token on the
use the Elevator: Time track is on any white slot OR the Alert Procedure
Take your Character and the Elevator token.
Alert room Place them next to the Elevator Room in
token is on the Time track.
Start the Alert procedure: another Section. You may choose to take any other Perform a Noise roll. If any Intruder appears in this
Divide the number on which the Time token Characters from the Room you are in with you, only if Room, your attempt at locking yourself in the Isolation
is on by 2 (rounding down). Place the Alert they agree. Do NOT perform a Noise roll afterwards. Room fails.
Procedure token on this slot of the Time track. The If no Intruder appears, remove your Character miniature
game ends instantly when the Time token leaves the
slot containing the Alert Procedure token.
Elevator room S-02 from the game. You managed to lock yourself in safely.
As above, but applies to the Elevator Room S-02. From now on, you do not take part in the game any
After activating the Alert Room, the Isolation Room longer. Whether your Character survives or dies along
opens immediately; from now on, Characters may lock with the Facility will be determined at the End of
themselves there, even if the Time token is not on any the Game.
white slot of the Time track. Elevator room S-03 CHANGE: Other Players still can initiate the Autodestruction
More on Isolation Room – see below. As above, but applies to the Elevator Room S-03. sequence when a Character is already locked in the
Isolation Room.
OR
pEEK AT CoNTiNGENCY:
Peek at 1 Contingency token from the Neutral Emergency Staircases
Pool and obtain this token. They are not in any of the Sections. They are always
More on Contingency peek – see Acquiring Information, page considered to be in Darkness and should be treated as
11. Black Rooms with no Action.

Backup
power Supply
Restore Power
Backup power Supply repository
Facility Workers start here
Craft Equpiment repository
restore power: Craft Equipment:
When a Character restores Power to the Characters in this Room may perform the Craft
Facility, resolve all of the following: Item Basic Action. If they do, they may discard
one fewer Item card to build an Item.
1. Reset the Power – Do not perform this step if 3 or
more Power tokens are on the active side. The 2 lowest- Only one of two Items with a matching Component symbol
is needed.
numbered Power tokens must be flipped to the blue
side. All the other Power tokens are flipped to the red
side.
2. Rearrange Power tokens – Simply take all Power
tokens and place them in chosen Sections as you wish.
Do not flip them.
Additionally, if the Time token is inactive:
3. Flip over the Time token to its active side, showing
that the Power has been restored.
More on Time token and Thresholds – see Event Phase,
page 13 and Power, page 24.
rules summary
round order escape (special movement action):
i: player phase: Discard 2 cards when performing a Careful Movement Action. 1) Choose a neighboring Room you wish to move to.
1) Draw up to 5 Action cards. 2) Draw an Intruder Attack card (for each Intruder in the Room
action cards you are Escaping from) and resolve them:
2) The First Player token is passed to the player on the left.
Discard the card of the Action you want to perform and pay its Cost by
3) Player turns. Each player plays in clockwise order: discarding the required number of additional Action cards. If you die, place a Character Corpse token in the Room you
– 2 Actions were in.
room actions
– OR 1 Action and pass Discard the required number of Action cards from your hand to perform If you survive, you move. Resolve this move as usual (Explore
– OR pass a Room Action. a new Room, perform a Noise roll).
After passing, a player may discard any number of cards from their
hand.
Cannot be performed in Rooms with a Malfunction marker.
intruder attack
item actions 1) Choose the targeted Character (the one with the fewest cards in
Players who pass do not take part in any subsequent turn this round. Discard the required number of Action cards from your hand to perform their hand).
Repeat Step 3 until all players have passed. an Item Action. 2) Draw an Intruder Attack card and resolve it:
ii: event phase: Some Items (One Use Only) must also be discarded after their Action. If any Intruder symbol corresponds to the Attacking Intruder type, the
4) Launch CSS computer actions Attack is successful. Resolve the Effect of the card (and Darkness
5) Move the Time token on the Time track. Discard 1 Action card from your hand to perform a Computer Action. Effect if there is any).
Check if the Autodestruction sequence or the Alert Procedure is Must be performed in Rooms with a Computer and in Sections with Power. If there is no corresponding symbol on the card, the Attack misses.
resolved. intruder tokens:
Check if the Time token crosses any Threshold. If so, check if the
Power is reduced.
items and objects
items – Larva
6) Noise removal Normal Items go in your Inventory, so no one but you knows exactly what
7) Intruder Attack. you have found.
8) Intruder Fire Damage. – Creeper
quest items
9) Resolve 1 Event card: At the beginning of the game, these cards are quests (horizontal side),
Intruder Movement. not Items.
– Adult
Event Effect (and Darkness Effect if there is any). You can activate them by completing the required quest.
10) Intruder bag development: Draw 1 token and resolve its Effect. heavy items
You can carry at most 2 Heavy Items, one in each of your Hand slots. – Breeder
critical moments If you want to exchange a Heavy Item you are carrying with another, simply
first encounter drop it for free.
When the first Intruder (of any type) appears on the board, all players must – queen
choose 1 Objective and discard the other face down. objects
Intruder Egg, Intruder Carcass, Character Corpse.
first dead character
After the first Character’s death (of any player), the Main Gate is automatically Required for researching Intruder Weaknesses. – blank
opened. They take up a Hand slot, like a Heavy Item.
isolation room When you drop one of these, place its token in the Room you are in.
combat symbol
When the Time track reaches a white space, the Isolation Room becomes
In Combat only – The Character may perform this
usable. combat Action only in Combat. A Character is considered to be in
autodestruction sequence You are in Combat every time you are in a Room with an Intruder. Combat if there is an Intruder in their Room. Eggs do not
When the Autodestruction token is flipped to the red side, the Autodestruction shooting: count as Intruders.
sequence cannot be stopped and the Main Gate is automatically opened. 1) Choose a Weapon and a target.
2) Discard an Ammo marker from the chosen Weapon. out of Combat only – The Character may perform
exploration 3) Roll a Combat die.
this Action only when they are NOT in Combat.
When entering an unexplored (face down) Room:
In Sections with Power use an Advantage die instead.
1) Turn over its Room tile (face up). If a given Action is not marked by any of the symbols above, this Action
2) Reveal its Exploration token and resolve its Effect. Some of the If you hit, apply an Injury token, then draw an Intruder Attack may be performed in both situations.
Effects may cancel step 3. card and check the Injury Effect.
3) If there is no Character nor Intruder in the Room, perform a Noise roll. melee attack: player goals:
1) Draw 1 Contamination card. To consider a player a winner, they must meet 3 conditions:
actions 2) Choose a target. 1) Fulfill their Objective, detailed on the Objective card chosen by the
You cannot discard any of your Contamination cards to pay for the Action 3) Roll a Combat die (rolls of 2 Hits are treated as 1 Hit). player.
Cost. 2) Survive – meaning one of these three options: [1] lock their
If you hit, apply an Injury token, then draw an Intruder Attack
basic actions card and check the Injury Effect. Character in the Isolation Room with the Facility not destroyed OR
[2] use one of the CSS Pods to escape the Facility OR [3] reach the
If you miss, you suffer 1 Serious Wound. Bunker.
Discard 1 Action card from your hand to perform 1 Basic Action. 3) Stay Uninfected.

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