NEMESIS Victory
Game ends if {a} all players out of game, {b}
1-4 180 3.4 9th Fire/Malfunction placed or {c} Timetrack
or Selfdestruct reaches 0.
Scoring: {1} Check Engines & Coordinates. Characters in
Global [H] die if Ship explodes/doesn't-reach-Earth. {2} Players
scan all [Con] & if Infected: shuffle all cards, draw 4... [Con]
Place board, 1- & 2-Tiles (with Exploration drawn = death! {3} Living Characters with completed
token), blue Corpse ([H]ybernatorium), Objectives are winners.
1xCoordinates, & decks, Engines & (Escape)
Pods (2/3/4 locked Pods with 1-2/3-4/5p, in
TIMING
numeric order, in A-B-A-B). Seed Intruder- Round 8: unlock [H]. Player in [H]: can't
Board (5xEggs, 3xWeakness) & -Bag: Blank, change-Coordinates/initiate-Selfdestruct.
Creeper, Queen, 4xLarvae, [#p+3]xAdults. Firsts: Encounter (discard 1 Objective),
Filter Help- & Objective cards on #p. Initia- PlayerDeath (unlocks Pods).
lise Cockpit ('B'), Selfdestruct & Timetrack.
Deal 1xHelp, and 2xObjective (1 per type).
PLAYER MOVEMENT
1stPlayer: player with Help card '1' Unless player or Intruder in target room,
NoiseRoll: place Noise in matching Corridor
Player (if 2nd: resolve Encounter). Escape: resolve
In TurnOrder: draw 2x CharacterDraft, [Att]ack per Intruder, then NormalMovement.
choose 1 and reshuffle discard into deck.
Take stand (matching Help card number),
INTRUDERS
Character mini (place in [H]), -board, -deck, Encounter: Draw token from Bag, place
-weapon (full) and -QuestItems. Intruder in Room ((Surprise)[Att] if {tokenNr >
cards in hand}). Token goes into supply
Round unless Blank: resolve as Danger & return to
bag (if last add Adult). IntruderAttack: Draw
1#PlayerPhase: Pass 1stPlayerToken [Att] & resolve if Intruder's symbol shown (if
clockwise (skip 1st Round). Players draw up Larvae, instead put mini on playerboard &
to hand limit, take Turns (clockwise) until gain [Con]). Wounds: tracked with red cube
everyone has passed. 2#EventPhase: {1} on playerboard. 3rd = remove cube & draw
Timetrack & Selfdestruct +1, {2} Intruders in SeriousWound (surplus, loops back). Player
Combat attack (priority: fewest cards in hand, dies if 3 any SeriousWounds & gains any
then TurnOrder), {3} Intruder Fire damage, Wound. InCombat = in Room with a player.
{4} Event: tophalf (Intruder movement, if not
in Combat) then bottomhalf, {5} & finally bag MISC
development. InfectionProcedure: When scanning [Con],
Turn if any card says "INFECTED" you gain 1 Larvae
(if second Larvae, you die). Exploration: {a}
Take {a} 2 Actions, or {b} 0-1 Actions & pass Fire: suffer LightWound if ending turn here.
(flip Help & may discard any card(s)). Actions {b} Malfuction: disables Room action &
from Card (topright icon = usable in/out-of Computer. {c} Door: closes in passed
combat), Room or Item. Discard (non- Corridor. HeavyItems (hand symbol) go in
[Con]tamination) card(s) to pay cost (gained HandSlot. Max 1 Fire and/or Malfunction per
[Con] go into discard). Room. Breeder/Queen: in combat, draw 2
[Att] and add for health (retreats if 1 Arrow)
v2.0
AFTERMATH
EXPANSION CARNO
Modules: new [C]aracters & [R]oom tiles,
[T]urrets which can help/hurt & [Tr]aits
with passive (dis)advantages for Character.
MORPHS
EXPANSION
Global New Enemy type with own mechanics.
Global
During standard setup: [R] Include new '2'
Rooms. [T] Add 3x Turret Exploration tokens
with Turrets' Status tokens. During Standard Setup: Seed
Player CarnomorphBoard (8xEggs, 3xAdaption with
Shambler, Fleshbeast & Butcher on them) & -
[C] During CharacterDraft: after choosing a Bag: Blank, 2xBlue[Meta]gorger, {#p+2}xRed-
card, may choose an Aftermath Character Meta. Replace Attack-, Event & Help cards.
instead (matching color).
[Tr] Take matching Trait. CARNOMORPH
Death: if Fleshbeast, also add Shambler. If
Round Butcher, omit IntruderCorpse & add 2x
[T] 2#EventPhase - Intruder Fire Damage Shambler. Adaptation: reveal when new
step: {1} See Turret(s)' Status: deal 1 Injury enemy type first appears. Negated by
or Lightwound to Character(s) and/or Analyzing matching object (if revealed).
Intruder(s) in Room. {2} Intruders destroy Feeding: (IntruderAttack step) a Carnomorph
Turret in their Room (happens simultaneous not in Combat, removes 1 present Heavy-
with Turret's shooting and may die). Object/Meta to remove all Injuries & Evolve.
TURRET MUTATIONS
Can't be placed in Nest or 'Room covered Place gained [Mut]ation facedown next to
with Slime'. Destroy with Demolition action. playerboard until 1st use. Use: scan [Con] in
Exploration token: place Turret in Room & Hand & resolve matching effect. If not
flip top Status: {a} INACTIVE: can't be Infected, discard [Con] to supply & draw new
destroyed, {b}{c} TARGET ALL/INTRUDERS: one. Then (new) [Con] goes into own discard.
Deals Lightwound or Injury to Characters Mutation[Marker]: if no [Mut] yet, draw 2
and/or Intruders entering/spawning. [Mut] & keep 1 instead. Else, put Marker on
playerboard & if 4th: you die (put a Shambler
VARIANTS & Character-Corpse in Room).
New game modes: {a} 'Epilogue' (short MISC
game after a standard game), and {b}
'Research Mission' (immediately includes Larvae: gain Marker instead. Meta: always
Epilogue's mechanics into a standard game). add red Meta to bag. MetaAttack: don't
Each come with their own setup and/or draw Attack: gain [Con] & 1 LightWound, and
components. if no [Mut], draw 2 (keep 1). Add Shambler
token to bag. Blank: if drawn & last token,
readd with Meta to bag. BagDevelopment:
see new Help card. Butcher: if dead, remove
from game.
Nemesis - v2.1