Nemesis Lockdown · Reference sheet
Nemesis Lockdown reference sheet
Overview
- Semi-cooperative survival game set in a Martian BSL-4 facility infested with Night Stalkers [p.2 — Game Overview]
- 1–5 players; each player has secret Objectives — multiple winners possible [p.10 — Player Goals]
- Win by: fulfilling your Objective AND surviving (CSS Pod, Bunker, or Isolation Room) [p.10 — Player Goals]
- Core loop: explore rooms, avoid/fight Night Stalkers, manage Power, complete Objectives before time runs out [p.2 — Game Overview]
- Active Contingency resolved at end — can kill surviving Characters [p.12 — Victory Check]
- Night Stalkers are deadlier in Darkness (Sections without Power) [p.20 — Night Stalker Tokens]
Setup
- Place board, Laboratory board, and Night Stalker board [p.6 — Board Setup]
- Place Room tiles face-down with Exploration tokens on top; Special Rooms start explored [p.6 — Board Setup]
- Shuffle Intruder bag: 6 Larva, 3 Creeper, 12 Adult, 2 Breeder, 1 Queen, 1 Blank tokens [p.6 — Board Setup]
- Place 5 Egg tokens in Nest slot; place 3 random Weakness cards face-down (first one revealed) [p.6 — Board Setup]
- Set up Time track, CSS tokens, Power tokens (all active/blue at start) [p.6 — Board Setup]
- Shuffle and deal 1 Contingency Reference card + 1 Help card per player; deal 1 Contingency token each (2 tokens each in 2-player); place 1 face-down on Active Contingency slot [p.8 — Steps 15–18]
- Deal 1 Corporate + 1 Personal Objective card to each player (remove cards showing higher player count first) [p.8 — Step 17]
- Draft Characters: Player 1 draws 2 Character Draft cards, picks 1, shuffles other back; repeat in order [p.8 — Step 19]
- Each player takes: Character board, miniature (Survivors → Isolation Room; Facility Workers → Repository), Action deck, Starting Item (if any), Quest Item [p.8 — Step 20]
- Place Knowledge tokens on Laboratory board: Facility Workers on slot 1, Nemesis Survivors on slot 3 [p.8 — Step 20G]
- Give First Player token to Player 1 [p.8 — Step 21]
Turn structure
Each round:
- Draw Action Cards — all players draw up to hand size of 5 [p.13 — Player Phase]
- Pass First Player Token — pass left (skip in round 1) [p.13 — Player Phase]
- Player Turns — starting with First Player, each takes 2 Actions; once passed, cannot act again this round [p.13 — Player Phase]
- Launch CSS — reveal CSS token if Time token is on that slot [p.13 — Event Phase]
- Time Track — advance Time token 1 slot; check Autodestruction/Alert; check Power Thresholds [p.13 — Event Phase]
- Noise Removal — remove Noise markers from Corridors not connected to Character rooms (Powered Sections only; never from Technical Corridors) [p.13 — Event Phase]
- Intruder Attacks — each Intruder in same room as a Character attacks [p.13 — Event Phase]
- Intruder Fire Damage — each Intruder in a room with Fire suffers 1 Injury [p.13 — Event Phase]
- Resolve Event Card — Intruder movement, then event effect [p.13 — Event Phase]
- Intruder Bag Development — draw 1 token; resolve effect (Larva→Adult, Adult→Noise rolls, Queen→Nest, etc.) [p.13 — Event Phase]
Actions
| Action | Cost | When | Effect |
|---|---|---|---|
| Movement | 1 card | Any | Move to neighboring room; Noise roll if empty [p.14] |
| Careful Movement | 1 card | Out of Combat | Move; place Noise marker in chosen corridor instead of Noise roll [p.14] |
| Pick Up Heavy Object | 1 card | Out of Combat | Pick up Corpse, Carcass, or Egg in your room [p.14] |
| Trade | 1 card | Out of Combat | Exchange Items/Objects with Characters in same room [p.14] |
| Craft Item | 1 card | Out of Combat | Discard 2 matching Component cards → gain Crafted Item [p.14] |
| Shoot | 1 card | In Combat | Discard 1 Ammo → roll Combat die (Advantage die if Powered Section) [p.14] |
| Melee Attack | 1 card | In Combat | Draw 1 Contamination card → roll Combat die; miss = 1 Serious Wound [p.14] |
| Action Card | Card + cost | Varies | Unique Character action; discard card + pay additional cost [p.14] |
| Room Action | Varies | Out of Combat | Perform the action on the room tile; blocked by Malfunction [p.27] |
| Computer Action | Varies | Out of Combat | Use revealed Computer card in a Powered room with Computer symbol [p.15] |
Combat
Encounter trigger: Noise roll result matches a corridor already holding a Noise marker [p.17 — Noise Roll]
- Remove all Noise markers from corridors connected to the room [p.20 — Encounter]
- Draw 1 Intruder token; place matching miniature in room [p.20 — Encounter]
- Compare token number to cards in hand (lower number if Powered; higher if Darkness) [p.20 — Night Stalker Tokens]
- If cards in hand < token number → Surprise Attack (draw Intruder Attack card immediately) [p.20 — Surprise Attack]
Shoot: Roll Combat die → ✕ miss / 1 hit / 2 hits / special; place Injury markers on Intruder [p.20 — Shoot Action]
Intruder death check: After each Injury, draw 1 Attack card (2 for Breeder/Queen); if blood symbol ≤ Injury count → Intruder dies, place Carcass token [p.21 — Intruder Injuries and Death]
Escape: Spend Movement action → resolve 1 Intruder Attack per Intruder first; if alive, move to neighboring room [p.21 — Character Escape]
End of game
Game ends when any of these occur:
- Time token reaches final red "S" slot — all Characters not in Isolation Room die [p.12]
- Red Autodestruction token reached — entire Facility (including Isolation Room) destroyed [p.12]
- Last active Character dies, isolates, escapes, or uses CSS Pod [p.12]
- Alert Procedure token: game ends when Time token leaves that slot [p.11 — Alert Procedure]
Victory Check order:
- Reveal Active Contingency → apply to all living Characters [p.12 — Victory Check]
- Contamination Check — unscanned Contamination cards may reveal infection [p.12]
- Objective Check — reveal Objective card; must be fulfilled AND Character alive [p.12]
Survival options: CSS Pod evacuation / locked in Isolation Room / reached Bunker [p.10 — Player Goals]
Glossary
- Encounter: Intruder appears in a room with a Character (triggered by Noise roll collision); may cause Surprise Attack [p.20 — Encounter]
- Surprise Attack: Intruder Attack during Encounter when cards in hand < token number [p.20 — Surprise Attack]
- Darkness: Being in a Section without Power; Night Stalker tokens use higher number; extra Intruder Attack effects apply [p.24 — Darkness]
- Contamination Card: Drawn after Melee Attack or certain Intruder Attacks; counts as hand card but cannot pay Action costs; may be INFECTED [p.22 — Contamination Cards]
- Slime Marker: Status on Character board; all "Silence" Noise/Exploration results become "Danger" instead [p.19 — Slime Marker]
- Contingency: Secret token held by each player; Active Contingency revealed at end and applied to all survivors [p.11 — Contingency]
- Knowledge: Track on Laboratory board; unlocks Weakness use at levels 3, 5, 8; gained via Lab, Archive, Computer, etc. [p.23 — Knowledge]
- Weakness: Discovered by researching Objects in Laboratory; modifies Night Stalker rules for Characters with sufficient Knowledge [p.23 — Weakness]
- CSS Pod: Escape method; enter during CSS token round, launched automatically during Event Phase [p.11 — CSS]
- Advantage Die: Special Combat die used when Shooting in a Powered Section; adds two new results [p.20 — Advantage Die]
- Heavy Object: Token (Egg, Carcass, Corpse) carried in Hand slot; max 2 per Character [p.25 — Hand Symbol]
- Alert Procedure: Triggered in Alert Room; sets a deadline on Time track and immediately opens Isolation Room [p.11 — Alert Procedure]
FAQ
- Q: Can Characters attack each other directly? — A: No. Characters cannot directly attack other Characters, only harm them indirectly (Fire, Autodestruction, etc.) [p.26 — Attacking Players]
- Q: Does moving into a room with another Character require a Noise roll? — A: No. Only roll Noise when entering a room with neither Characters nor Intruders [p.16 — Movement Action]
- Q: Can the Autodestruction sequence be started if a Character is already in the Isolation Room? — A: Yes. Other players can still initiate it [p.29 — Isolation Room]
- Q: Do Eggs count as Intruders for Combat or Encounter purposes? — A: No. Eggs are not Intruders [p.14 — Combat Symbol]
- Q: If a Noise marker is in a corridor with a Closed Door, does it affect both sides? — A: Yes. Noise markers affect the whole corridor, never just one side of a Door [p.18 — Noise Clarifications]
- Q: Can a Malfunction marker be placed in the Nest or Contaminated Room? — A: No. Never [p.19 — Malfunction Marker]
- Q: When the last Character leaves the Facility, what happens to the Time token? — A: Move it to the Autodestruction token slot (if active) or the final red slot, then resolve those effects [p.12 — End of the Game]