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Nemesis Void Seeders · Reference sheet

Nemesis Void Seeders reference sheet

Overview

  • Expansion for Nemesis replacing Intruders with psychic Void Seeders (Lurkers, Whisperers, Stalkers, Despoiler) [p.4 — Game Introduction]
  • Core new mechanic: Insanity track (levels 1–5) per Character drives Encounter results and Panic cards [p.4 — Insanity System]
  • Void Seeders are hallucinations — they vanish when not in combat and no Character is nearby (Lurking step) [p.6 — Lurking]
  • Despoiler cannot be harmed directly; destroy all 3 Lairs to kill it [p.4 — Lairs]
  • No Slime in this expansion; ignore all Slime rules [p.6 — Gameplay Changes]
  • "Intruder" and "Void Seeder" are interchangeable terms throughout [p.3 — Game Setup]

Setup

  1. Place board (basic side — red arrow top-left) [p.3 — Game Setup]
  2. Remove "Room covered in Slime" from Room tile "2" pool; place tiles normally [p.3 — Game Setup]
  3. Remove 2 Slime + 2 Silence Exploration tokens; add 3 Lair Exploration tokens; shuffle and place [p.3 — Game Setup]
  4. Place 5 Egg tokens + 3 random face-down Weakness cards on Void Seeder board [p.3 — Game Setup]
  5. Intruder bag: 1 Blank + 2 random Void Seeder tokens + 1 extra per player [p.3 — Game Setup]
  6. Replace Event and Intruder Attack decks with Void Seeders versions; add Panic deck [p.3 — Game Setup]
  7. Each player adds 1 Insanity token (their color) to Intruder bag [p.3 — Game Setup]
  8. Place Insanity Track card on each Character board; Status marker on space 1 [p.3 — Game Setup]
  9. Replace base Help Cards with Void Seeders Help Cards [p.3 — Game Setup]

Turn structure

Event Phase steps (Void Seeders changes only):

  1. Time Track — move Time marker 1 right [p.6 — Event Phase Rules]
  2. Void Seeder Attack — each Void Seeder in Combat attacks [p.6 — Event Phase Rules]
  3. Fire Damage — each Void Seeder/Lair in a Fire Room suffers 1 Injury [p.6 — Event Phase Rules]
  4. Resolve Event Card [p.6 — Event Phase Rules]
  5. NEW — Lurking: Void Seeders not in Combat with no Character in neighboring Rooms are removed; add 1 token per removed Seeder to bag [p.6 — Lurking]
  6. Intruder Bag Development — draw 1 token; see Void Seeder / Insanity / Blank effects [p.6 — Intruder Bag Development]

Actions

Action Change in Void Seeders
Rest / Canteen / Shower Room Reduce Insanity by 1 (cannot go 3→2); scan Contamination cards [p.6 — Rest Action]
Surgery Reduce Insanity to 3 instead of removing Larva [p.6 — Surgery]
Antidote item Reduce Insanity to 3 instead of removing Larva [p.6 — Antidote Item]
Laboratory Analyze a Character with Insanity ≥3 (no Carcass needed); reveals Weakness [p.6 — Laboratory]
Interruption card Can cancel another Character's Panic card effect if in same Room [p.6 — Interruption Action]

Combat

Injury resolution by type:

  • Lurker: draw 2 Attack cards, use the lower number; Retreat icon → retreats [p.5 — Void Seeders Injuries]
  • Whisperer: draw 1 Attack card, use its number [p.5 — Void Seeders Injuries]
  • Stalker: draw 2 Attack cards, use the higher number; Retreat icon → retreats [p.5 — Void Seeders Injuries]
  • Lair: draw 2 Attack cards, use the higher number; any Retreat icon → NOT destroyed [p.4 — Lair Injuries]
  • Despoiler: cannot receive Injuries; draw 1 card only for possible Retreat; killed only by destroying all Lairs [p.5 — Void Seeders Injuries]
  • Defeated Void Seeders leave no Carcass — remove miniature and add 1 random token to bag [p.5 — Void Seeders Injuries]
  • Surprise Attack: target gets 1 Contamination card + resolves a Panic card (no Attack card drawn) [p.5 — Surprise Attack]
  • To hit a Lair, must roll at least ★ on combat dice [p.4 — Lair Injuries]
  • Void Seeders ignore Closed Doors when moving [p.5 — Void Seeders Movement]

Glossary

  • Insanity Level: 1–5 track per Character; determines Encounter type and Panic card triggers; level 5 = death on next increase [p.4 — Insanity System]
  • Panic Card: drawn when instructed; if Character's Insanity < card value (or effect unresolvable), raise Insanity by 1; otherwise resolve effect [p.4 — Panic Cards]
  • Lair: physical entity placed via Exploration token; Characters in same Room are in Combat; cannot move; must be destroyed to kill Despoiler [p.4 — Lairs]
  • Lurker: weakest Void Seeder; injury uses lower of 2 Attack cards [p.5 — Void Seeders Injuries]
  • Whisperer: mid-tier Void Seeder; injury uses 1 Attack card [p.5 — Void Seeders Injuries]
  • Stalker: strongest Void Seeder; injury uses higher of 2 Attack cards [p.5 — Void Seeders Injuries]
  • Despoiler: boss; immune to Injuries; removed when all 3 Lairs destroyed [p.5 — Void Seeders Injuries]
  • Lurking: Event Phase step where Void Seeders not in Combat and isolated from Characters are removed and returned to bag as tokens [p.6 — Lurking]
  • Insanity Token: player-colored token in Intruder bag; when drawn triggers a Panic card for that player [p.4 — Character Insanity Token]
  • Contamination Check: end-game check — each Contamination card raises Insanity by 1; Character at level 5 with any Contamination card in deck dies [p.6 — Contamination Check]

FAQ

  • Q: Can Insanity go from level 3 to 2 via Rest? — A: No. Insanity cannot be reduced below 3 via Rest/Canteen/Shower Room [p.8 — Rest, Canteen and Shower Room]
  • Q: What if no miniature of the required type is available for an Encounter? — A: Place the next lower type instead (e.g., no Stalker → place Whisperer) [p.5 — Encounter]
  • Q: Does a Lair trigger a Noise roll even when in Combat? — A: Yes — ending a round in a Lair Room always triggers a Noise roll; this is the only Noise roll allowed while in Combat [p.4 — Lair Effect]
  • Q: What happens if INFECTED result occurs during Rest while already at Insanity 5? — A: Nothing; they still cannot reduce Insanity [p.6 — Rest Action]
  • Q: Do Void Seeders leave Carcass tokens when defeated? — A: No. Remove miniature and add 1 random Void Seeder token to bag. Only destroyed Lairs leave Carcasses [p.5 — Void Seeders Injuries]

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