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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

  1. Place board, Laboratory board, and Night Stalker board [p.6 — Board Setup]
  2. Place Room tiles face-down with Exploration tokens on top; Special Rooms start explored [p.6 — Board Setup]
  3. Shuffle Intruder bag: 6 Larva, 3 Creeper, 12 Adult, 2 Breeder, 1 Queen, 1 Blank tokens [p.6 — Board Setup]
  4. Place 5 Egg tokens in Nest slot; place 3 random Weakness cards face-down (first one revealed) [p.6 — Board Setup]
  5. Set up Time track, CSS tokens, Power tokens (all active/blue at start) [p.6 — Board Setup]
  6. 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]
  7. Deal 1 Corporate + 1 Personal Objective card to each player (remove cards showing higher player count first) [p.8 — Step 17]
  8. Draft Characters: Player 1 draws 2 Character Draft cards, picks 1, shuffles other back; repeat in order [p.8 — Step 19]
  9. Each player takes: Character board, miniature (Survivors → Isolation Room; Facility Workers → Repository), Action deck, Starting Item (if any), Quest Item [p.8 — Step 20]
  10. Place Knowledge tokens on Laboratory board: Facility Workers on slot 1, Nemesis Survivors on slot 3 [p.8 — Step 20G]
  11. Give First Player token to Player 1 [p.8 — Step 21]

Turn structure

Each round:

  1. Draw Action Cards — all players draw up to hand size of 5 [p.13 — Player Phase]
  2. Pass First Player Token — pass left (skip in round 1) [p.13 — Player Phase]
  3. Player Turns — starting with First Player, each takes 2 Actions; once passed, cannot act again this round [p.13 — Player Phase]
  4. Launch CSS — reveal CSS token if Time token is on that slot [p.13 — Event Phase]
  5. Time Track — advance Time token 1 slot; check Autodestruction/Alert; check Power Thresholds [p.13 — Event Phase]
  6. Noise Removal — remove Noise markers from Corridors not connected to Character rooms (Powered Sections only; never from Technical Corridors) [p.13 — Event Phase]
  7. Intruder Attacks — each Intruder in same room as a Character attacks [p.13 — Event Phase]
  8. Intruder Fire Damage — each Intruder in a room with Fire suffers 1 Injury [p.13 — Event Phase]
  9. Resolve Event Card — Intruder movement, then event effect [p.13 — Event Phase]
  10. 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]

  1. Remove all Noise markers from corridors connected to the room [p.20 — Encounter]
  2. Draw 1 Intruder token; place matching miniature in room [p.20 — Encounter]
  3. Compare token number to cards in hand (lower number if Powered; higher if Darkness) [p.20 — Night Stalker Tokens]
  4. 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:

  1. Reveal Active Contingency → apply to all living Characters [p.12 — Victory Check]
  2. Contamination Check — unscanned Contamination cards may reveal infection [p.12]
  3. 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]

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