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Nemesis Retaliation · Reference sheet

Nemesis Retaliation reference sheet

Overview

  • Semi-cooperative, 1–5 players, ~2–3 hours [p.6 — Introduction]
  • Each player is a marine in an alien-infested Facility; goals may conflict [p.6 — Introduction]
  • Win by: surviving, escaping/hibernating, AND fulfilling one Objective [p.7 — Winning and Losing]
  • Core loop: take 2 Actions → Intruder Phase → Event Phase → Cleanup [p.12 — Game Round Structure]
  • Game ends after Round 14 or when all Characters are dead/escaped [p.7 — Endgame Overview]
  • Intruders (Primebloods) grow in number each round via the Intruder bag [p.15 — Bag Development]

Setup

Game Setup (can be done in advance)

  1. Connect 3 Section border pieces and 3 Round track border pieces [p.8 — Game Setup]
  2. Place Undiscovered Hibernatorium tile on Hibernatorium Room [p.8]
  3. Place Round marker on slot 1; Lander token on slot 10; Autodestruction token on its slot [p.8]
  4. Place 1 Universal marker on top of Objective Choice track; Life Support & Hibernatorium tokens Inactive side up [p.8]
  5. Shuffle Robot cards, draw 1 face-down → Robot slot on Section A; place 1 Ammo + 1 Oxygen token beside it [p.8]
  6. Place Robot model in Hibernatorium; shuffle 2 Anti-Aircraft tokens face-down in Section B slot [p.8–9]
  7. Place 5 Egg tokens in Section C Eggs space; place 4 Ammo/Grenade/Oxygen/Medpack tokens at Landing Zone [p.9]
  8. Draw 3 random Corridors face-up and connect to Landing Zone [p.8]
  9. Sort Room tiles into stacks A/B/C/? (shuffle each); shuffle Corridor tiles into insert [p.8]
  10. Intruder bag: 1 Blank + 2 Larva + 3 random Adults + 1 extra Adult per player [p.9 — Intruder Setup]
  11. Shuffle Exploration, Intruder Attack, Event decks; shuffle Queen Health cards face-down on Section C [p.9]
  12. Shuffle Item decks (red/green/yellow), Contamination, Serious Wound decks separately [p.9]

Player Setup (with all players present)

  1. Deal Help cards (numbered 1–N) randomly; deal 1 Private + 1 Mission Objective to each player face-down [p.10]
  2. Draw 1 Mission Task card face-up; draft Characters (Player 1 picks from 2, then ascending order) [p.10]
  3. Each player: take Character board + tile, set Health marker leftmost, Oxygen to 7, place miniature in Landing Zone [p.10]
  4. Shuffle and place Action deck left of board; draw Character Item card to Hand or Health track [p.10]
  5. Support Equipment draft (skip Contractor): reveal 7 cards; highest player number picks first, then descending [p.10]
  6. Each player takes 4 Tactical Gear tokens of choice for their Tactical Belt [p.10]
  7. Each player draws 5 Action cards; Player 1 gets Starting Player token [p.10]

Turn structure

Each player's turn (clockwise from Starting Player):

  1. Perform 2 Actions — choose from the Actions list on your Character board; same Action may be repeated [p.12 — Player Phase]
  2. Oxygen Loss — if your Section's Life Support is Inactive, lose 1 Oxygen [p.12]
  3. Fire Damage — if your Room has a Fire marker, lose 1 Health Point [p.12]

Once per game (not an Action): choose which Objective to keep before/after either Action [p.13 — Choosing an Objective]

When all players have Passed → Intruder Phase begins [p.12]

Actions

Action Cost Notes
Play an Action card 0 cards Resolve card effect, then discard it
Pass 0 cards Discard any cards from hand; skip rest of round
Make a Move 1 card Move to adjacent Room; triggers Noise roll
Make a Move Cautiously 2 cards Move + place Secure token in destination
Place Secure token 1 card Max 3 per Room; not in Combat
Fire a Shot (Room) 1 card Shoot at Intruder in same Room; needs loaded Ranged Weapon
Fire a Burst (Corridor) 1 card Burst at adjacent Corridor; spends Ammo
Perform Melee Attack 1 card Gain 1 Contamination; risk Intruder retaliation
Use an Item 1 card Resolve Item effect
Activate the Robot 1 card (local) or 2 cards (remote) Remote requires Computer in Room
Trade 1 card Exchange Items/tokens with Characters in same Room
Use any Tactical Gear 1 card Use/move any Tactical Gear tokens
Use the Room 2 cards Resolve Room effect; not in Combat

Not In Combat actions (marked ⊘) cannot be used in a Room with any Intruder [p.12 — Resolving Actions]

Combat

Shooting (Intruder in same Room, loaded Ranged Weapon) [p.33 — Shooting]

  1. Choose Weapon (no Malfunction, ≥1 Ammo token) and target Intruder
  2. Place 1 Hit marker on Intruder
  3. Roll Shoot die: ✦ = Intruder dies | number ≤ total Hits = Intruder dies | bullet icon = spend Ammo token

Bursting (Intruder in adjacent Corridor, loaded Ranged Weapon) [p.33 — Bursting]

  1. Choose Weapon and adjacent Corridor
  2. Spend Ammo (flip full→half; discard half→gone); roll Burst die
  3. Apply rolled number of Hits: 1 Hit kills Adult/Larva; 2 Hits kills Drone; any Hits to Queen advance her track

Melee Attack (Intruder in same Room) [p.34 — Melee Attack]

  1. Gain 1 Contamination card
  2. Place 1 Hit on target; roll Shoot die
  3. ✦ = dies | number ≤ Hits = dies | miss icon = nothing
  4. If Intruder survives → it retaliates (or place Malfunction on a Weapon to Prevent)

Opportunity Attacks: each Intruder in your Room or chosen Corridor attacks when you Move through [p.24 — Movement Sequence]

Secure tokens: when Intruder enters a Room, discard 1 Secure token instead of resolving the Attack [p.23 — Secure Tokens]

End of game

Game ends when: Round 14 ends OR all Characters dead/escaped/hibernated [p.7 — Endgame Overview]

End-of-game sequence (survivors who Escaped/Hibernated): [p.39 — End of the Game]

  1. Characters without a Larva: draw full deck to hand → Infection Procedure (scan for "INFECTED")
  2. Characters with a Larva: gain 1 Contamination, reshuffle deck → Eclosion Procedure (draw 4 cards; any Contamination = death)
  3. Survivors reveal Objectives
  4. Characters who completed their Objective win

Win requires all 3: escaped/hibernated + fulfilled one Objective + survived Infection/Eclosion [p.7 — Winning and Losing]

Escape routes: Lander (Landing Zone, if landed), Hibernatorium (must be Active), Escape Shuttle (Section C) [p.38 — Escaping/Hibernating]

Autodestruction: if triggered, all Characters in Facility (including Hibernating) die; all Rooms destroyed [p.38 — Autodestruction Procedure]

Glossary

  • Contamination card: shuffled into Action deck; cannot pay Action costs; triggers Infection/Eclosion checks at game end [p.36 — Contamination Cards]
  • Eclosion Procedure: draw 4 cards from deck — any Contamination card = Character dies [p.38 — Eclosion Procedure]
  • Infection Procedure: scan all Contamination cards in hand for word "INFECTED" → if found, gain Larva on board [p.38 — Infection Procedure]
  • Intruder bag: pool of tokens drawn to spawn/move Intruders; Blank always returns to bag [p.30 — Intruder Bag]
  • Noise roll: roll Noise die after most Movements; number = place/resolve Noise in matching Corridors; hazard = draw from bag [p.25 — Noise Roll]
  • Opportunity Attack: each Intruder in your Room or the Corridor you move through attacks before you leave [p.24 — Movement Sequence]
  • Reinforced Corridor: flipped to value 0; Noise markers never placed there by Noise roll; Intruders can still enter [p.21 — Reinforced Corridor]
  • Secure token: discarded when Intruder enters Room instead of resolving its Attack; max 3 per Room [p.23 — Secure Tokens]
  • Serious Wound: random card placed on Health track; reduces max HP; only removed by specific Items/Rooms [p.18 — Serious Wounds]
  • Undiscovered Room: not yet explored; Hibernatorium starts Undiscovered — Robot cannot activate until revealed [p.8 — Game Setup]
  • Unexplored Corridor: connected to only 1 Room; moving through it triggers Exploration Sequence [p.21 — Unexplored Corridor]
  • Not In Combat: action/card cannot be used when ≥1 Intruder is in your Room [p.12 — Resolving Actions]

FAQ

  • Q: Can you perform the same Action twice in one Turn? — A: Yes, players may perform the same Action multiple times in a given Turn [p.12 — Resolving Actions]
  • Q: Do Closed Doors affect Intruder pathfinding? — A: No — Intruders choose the shortest route ignoring Doors, but destroy Closed Doors when they would move through them instead of passing [p.31 — Intruder Movement]
  • Q: Does Shooting spend Ammo? — A: No, except when the specific bullet-icon result is rolled on the Shoot die [p.33 — Shooting]
  • Q: Can a Character with a Larva on their board gain another Larva? — A: No — if already Infected, the attacking Larva is simply discarded [p.32 — Larva Attacks]
  • Q: What happens if all Fire markers are used up? — A: The Facility is destroyed and the game ends immediately [p.23 — Fire Markers]
  • Q: Can Characters who have Passed use Reactions? — A: Yes, Passed Characters may still use Reactions [p.13 — Passing]
  • Q: Does Armor prevent Health loss? — A: No — Armor breaks (is discarded) when the Health marker would enter its section, then remaining damage is applied [p.18 — Character's Health]
  • Q: Can the Nest be destroyed permanently? — A: Yes — remove all 5 Eggs; place a Universal marker on the Eggs space; it stays destroyed even if effects would add Eggs [p.20 — Nest]

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