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Nemesis Aftermath · Reference sheet

Nemesis Aftermath reference sheet

Overview

  • Expansion for Nemesis adding new characters, a Shuttle board, Alerts, and Traits [p.3 — Which Game-Mode Should I Choose?]
  • Epilogue Mode: 5-turn game (~45–60 min.) played after a regular Nemesis game [p.3]
  • Research Mission Mode: standalone 15-turn full game using only Aftermath characters [p.4]
  • 5 new characters: CEO (blue), Android (green), Psychologist (white), Bounty Hunter (violet), Convict (red) [p.3]
  • Core addition: Alerts are timed mini-quests — fail one and everyone loses [p.5 — Alert Cards]
  • Shuttle board adds 4 extra rooms; characters start there in Research Mission [p.5 — New Board]

Setup

EPILOGUE MODE (after a regular Nemesis game)

  1. Remove all Intruders; refill bag: 2-3p = 1 Larva+2 Adults, 4p = 2+4, 5p = 3+6 [p.6]
  2. Remove all Fire/Noise markers and player Items from the board [p.6]
  3. Leave Malfunction markers, Doors, Escape Pods, and Weakness cards in place [p.6]
  4. Shuffle and place: Intruder Attack, Aftermath Event, Contamination, Serious Wounds decks [p.6]
  5. Flip unexplored Rooms; reveal Exploration tokens for Item counts (ignore special effects) [p.6]
  6. Place 1 random Aftermath Exploration token face-down on every Room tile + Hibernatorium, Cockpit, Engines [p.6]
  7. Place Shuttle board; fill its 3 Room slots with random Room tiles '2' [p.6]
  8. Deal 1 Help card per player → determines Character draft order; swap for Aftermath Help cards [p.6]
  9. Deal 2 Character draft cards per player; each picks 1 [p.6]
  10. Each player takes: Character board, miniature, Action deck, Starting Items, Quest Items, Trait card [p.6]
  11. Place all miniatures in Shuttle Main Room [p.6]
  12. Deal 1 Personal Requirement card per player [p.6]
  13. Shuffle Alert deck; reveal first Alert card [p.6]
  14. Place Lucrative Offer card face-up next to board [p.6]
  15. Place Time marker on green space of Shuttle Time Track [p.6]

RESEARCH MISSION MODE (standalone)

  1. Place main board + Shuttle board; fill all Room slots '2' then '1' randomly face-down [p.7]
  2. Reveal Shuttle Room tiles (replace 'Room Covered in Slime' with another) [p.7]
  3. Place base Exploration tokens (remove Doors/Danger, add Turret tokens) on unexplored Rooms [p.7]
  4. Place 1 Aftermath Exploration token on EACH Nemesis Room (rooms get 2 tokens total) [p.7]
  5. Place Coordinates card, Escape Pods (1/2p=1, 3/4p=2, 5p=3), Engine tokens [p.7]
  6. Intruder bag: 1 Blank, 4 Larvae, 2 Creeper, 3 Adults, 1 Breeder, 1 Queen + 1 Adult per player [p.7]
  7. Build Research Mission Event deck: 8 chosen base Events + Aftermath Event deck shuffled together [p.7]
  8. Deal 1 Corporate + 1 Personal Objective per player (Android discards Personal, draws 2nd Corporate) [p.7]
  9. Draft Characters (Player 1 first); each takes board, miniature, Action deck, Quest Items, Trait, Starting Item [p.8]
  10. Place Time marker on green space of Time Track; place blue Corpse token in Hibernatorium [p.8]

Turn structure

EPILOGUE EVENT PHASE (each of 5 turns)

  1. Move Time marker +1 on Shuttle Time Track [p.6]
  2. Alert Check — only on turns 3 and 5; reveal second Alert at start of turn 3 [p.6]
  3. Intruder Attack — each Intruder in Combat attacks [p.6]
  4. Fire Damage — each Intruder in a Fire Room suffers 1 Injury [p.6]
  5. Resolve Event card: Intruder Movement → Event Effect → Noise roll if Alert icon shown [p.6]
  6. End of Turn

RESEARCH MISSION EVENT PHASE

  1. Move Time marker +1 on Time Track and Shuttle Time Track [p.8]
  2. Alert Check [p.8]
  3. Intruder Attack [p.8]
  4. Fire Damage [p.8]
  5. Resolve Event card: Intruder Movement → Event Effect; Alert icon = draw Alert card (not Noise roll) [p.8]
  6. Intruder Bag Development [p.8]
  7. End of Turn

Actions

New basic Action added by Aftermath:

Action Cost Where Effect
Activation 1 Action card Room specified by Alert Fulfills the Alert task described on the card; no other effect [p.5]

Crafting Room special craft (replaces normal Craft Item):

Exchange Item Crafted Result
Energy Charge Laser Pointer
Tools Combat Drone
Clothes Enviro-Suit

Crafting Room feature disabled if Malfunction marker present [p.5]

End of game

EPILOGUE — Win conditions (all must be met after Turn 5): [p.6]

  • All Aftermath Exploration tokens on Nemesis revealed (2p: up to 3 may remain)
  • Player fulfilled their Personal Requirement
  • Character is on Shuttle board OR escaped via Escape Pod
  • Contamination Check passed

OR: Accept Lucrative Offer (discard Personal Requirement) → automatic win if Contamination Check passed

Epilogue instant loss: Alert not completed by its deadline (Turn 2 or Turn 4) → all players lose [p.6]

RESEARCH MISSION: Resolved as in the base game [p.8]; Alert failure = all Characters on board die [p.8]

Glossary

  • Trait card: Character-specific card placed face-up next to Character board; always in effect [p.3 — Traits]
  • Alert: Timed mini-quest; failure ends the game in defeat for all [p.5 — Alert Cards]
  • Alert Stage: Two-part Alert; first Stage must be completed before second; mark with any marker on Stage icon [p.5 — Alert Stages]
  • Activation Action: New basic Action (cost: 1 card) performed only in the Room specified by the Alert [p.5 — Activation Action]
  • Aftermath Exploration token: Like base Exploration tokens but do NOT set Item Counter; reveal on room entry [p.5 — Aftermath Exploration Tokens]
  • Lucrative Offer: Optional card; accepting it discards Personal Requirement and grants auto-win if Contamination Check passed [p.6 — Victory Check]
  • Personal Requirement: Replaces Objectives in Epilogue; 1 dealt per player, kept secret [p.6 — Game Setup]
  • Turret: Miniature placed when its Exploration token is revealed; has 3 statuses (Inactive / Target: All / Target: Intruders) [p.5 — Turrets]
  • Shuttle Time Track: 5-space track on Shuttle board used to pace Alerts and game end in Aftermath modes [p.5 — New Board]
  • Slimed Room token: Aftermath Exploration token that stays on the Room; every entry gives a Slime marker [p.5 — Aftermath Exploration Tokens]

FAQ

  • Q: Can Aftermath Characters be used in a regular Nemesis game? — A: Yes, substitute any base Character with the matching-color Aftermath Character; note they are better suited for Aftermath expansion play [p.4 — Adding Aftermath Components]
  • Q: Can the same Character appear in both the base game and the Epilogue? — A: No; Characters used in the base game are not available in the Epilogue [p.6 — Game Setup step 0]
  • Q: Can the Epilogue be played if the Nemesis was destroyed (9th Fire/Malfunction or Autodestruction)? — A: No; Epilogue cannot be used in that case [p.6 — Game Setup step 0]
  • Q: Can the Android Dress or Heal Wounds with green Items? — A: No; only Self-Repair Action card can Dress or Heal Android Wounds [p.3 — Android Trait]
  • Q: What happens when the Android draws a Contamination card? — A: Scan it immediately; if Infected suffer 1 Light Wound and remove it; if not Infected remove it; then draw another card [p.3 — Android Trait]
  • Q: Do Shuttle Rooms have Item Counters? — A: No; no Items can be found via Search Action in Shuttle Rooms [p.5 — New Board]

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