Nemesis LD Room Sheet 280x280mm Bleed3mm-4-Pages
Nemesis LD Room Sheet 280x280mm Bleed3mm-4-Pages
rooMs
1
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rooMs
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 >>>
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isolation room
If the Elevator has Power and the Character is not in When your Character is in this Room at the start of
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.