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Nemesis
Waking from hibernation aboard a ship stalked by unidentified alien life forms (the Intruders), you must survive and achieve your own secret goal in this semi-cooperative survival horror game. A tense system where making noise summons the Intruders combines with hidden objectives that mean you can never fully trust the other players, so every game tells a completely different story.
Rules
Crew members wake from hibernation and must dodge the Intruders roaming their ship while secretly pursuing their own hidden Personal Objectives. This is semi-cooperative, not fully cooperative — someone hitting the self-destruct switch is well within the rules, and every bit of noise you make draws the creatures closer.
Components
| Component | Count | Notes |
|---|---|---|
| Characters | 6 (Captain, Pilot, Scientist, Scout, Soldier, Mechanic) | Each has its own 10-card Action deck and a starting Weapon card |
| Intruder miniatures | 27 | 8 Larvae, 12 Adults, 3 Creepers, 2 Breeders, 1 Queen, plus 8 Intruder Egg tokens |
| Central board | 1 (double-sided) | Basic-mode map. Room slots marked '1' (11 Basic Rooms) or '2' (9 Additional Rooms, only 5 used per game) give a different layout every time |
| Action cards | 10 per character (60 total) | Some are shared, some are character-unique |
| Objective cards | 18 (9 Personal + 9 Corporate) | Each player secretly receives one of each |
| Contamination cards | 27 | Whether a card is 'Infected' is hidden in a coded pattern, readable only with the Scanner |
| Intruder Attack / Event / Serious Wound cards | 20 / 20 / 16 | Spent during encounters, escapes, and fire damage |
| Item cards | ~30 each across 4 colors (Military, Technical, Medical, Crafted) | Crafted items are assembled from components rather than drawn |
| Dice | 2 Combat + 2 Noise | Combat dice show hit/extra-hit results instead of pips; Noise dice show numbers or special results |
| Scanner, Intruder bag, Intruder board | 1 each | Used to check Contamination cards, draw Intruder tokens, and track Eggs and Weakness cards |
Nemesis plays 1 to 5 players, and the official rules recommend an age of 12 and up. A game officially runs 90 to 180 minutes, and a first session will likely take longer.
Setup
- 1Lay out the central board on its basic side, shuffle the Room tiles, and place them face down on the matching '1' and '2' slots. The Special Rooms (Hibernatorium, Cockpit, and the 3 Engines) start already face up.
- 2Place one Exploration token face down on each Room tile.
- 3Draw one Coordinates card at random and place it face down beside the Cockpit. Stack both Engine tokens (Working/Damaged) face down for each of the three Engine slots so no one knows their true status.
- 4Set out Escape Pod tokens based on player count (2 for 1–2 players, 3 for 3–4, 4 for 5), alternating between Evacuation Sections A and B, all starting Locked.
- 5Place 5 Egg tokens and 3 face-down Weakness cards on the Intruder board, and fill the Intruder bag with a mix of Blank, Larva, Creeper, Queen, and Adult tokens.
- 6Each player drafts a Character and secretly receives one Corporate and one Personal Objective card. Set up starting weapons and the two Quest Item cards.
- 7Place the Time marker on the green space of the Time Track, and determine the First Player.
Objectives stay secret to the end
Your one Corporate and one Personal Objective stay hidden from everyone else for the whole game. The moment the first Intruder appears, you must choose only one of the two to pursue for the rest of the session.
Round structure — Player Phase and Event Phase
- 1Player Phase: everyone draws back up to a hand of 5 cards. Starting with the first player and going clockwise, each player takes a turn of 2 Actions in rotation, passing once they have nothing more (or no wish) to do. Once a player passes, they cannot act again for the rest of this phase.
- 2Once everyone has passed, move to the Event Phase.
- 3The Event Phase always resolves in this fixed order: ① advance the Time marker (and the Self-Destruct marker too, if active), ② every Intruder sharing a Room with a Character attacks, ③ every Intruder in a Room with a Fire marker suffers damage, ④ draw an Event card to move matching Intruders through the numbered corridor and resolve its effect, ⑤ draw 1 token from the Intruder bag and resolve it (Larva upgrades to Adult, Creeper upgrades to Breeder, Adult/Breeder force everyone to roll Noise, Queen triggers an Encounter or adds an Egg, Blank adds an Adult).
- 4Once the Event Phase ends, a new round begins with the Player Phase.
This isn't full cooperation
You cannot directly attack another player, but nothing stops you from harming them indirectly — trapping them in a burning Room or triggering the Self-Destruct sequence are both within the rules. Some Corporate Objectives literally require a specific player to die.
Noise and Encounters — how Intruders appear
- 1Entering an empty Room (no Character, no Intruder present) triggers a Noise roll.
- 2On a result of 1 through 4, place a Noise marker in the corridor with the matching number. A corridor can only ever hold 1 Noise marker.
- 3If you're instructed to place a marker in a corridor that already has one, an Encounter happens instead: clear every Noise marker connected to that Room, then draw a token from the Intruder bag and place the matching miniature there.
- 4Compare the number on that token to how many Action cards you're holding. If you have fewer cards, you suffer a Surprise Attack and immediately draw an Intruder Attack card.
- 5Beyond plain numbers, the Noise die can also roll special results — Silence, Danger, Fire, Malfunction, Slime — which combine with the Exploration token flipped on first entry to make every Room different each game.
Moving together skips the Noise roll entirely
Entering a Room that already has a Character or Intruder in it means you don't roll for Noise at all. Grouping up lowers Encounter risk, but some Event cards force every Character to roll Noise simultaneously, so a big group isn't automatically safe.
Combat and injuries — an Intruder's 'blood' value
Intruders have no visible health total. Every successful hit adds an Injury marker, and whether that kills it is checked fresh each time by drawing a card.
- 1Shoot spends 1 Ammo from a Weapon and rolls the Combat die. A hit places 1 (or sometimes 2) Injury markers on the target.
- 2Melee Attack costs an extra Contamination card and rolls the Combat die. A miss also inflicts a Serious Wound.
- 3A Larva or Egg dies from a single Injury marker.
- 4A Creeper or Adult draws 1 Intruder Attack card after a successful hit and checks only its 'blood' value. If your accumulated Injury markers meet or exceed that number, it dies. A Breeder or Queen draws 2 cards and adds both 'blood' values together.
- 5If the drawn card shows a retreat icon, that Intruder survives and instead flees through the numbered corridor to another Room.
A new card every time you hit
Even the same Intruder gets a freshly drawn 'blood' value on every successful hit. How many more hits it takes to kill this time is never fixed, so bad luck can mean a heavily wounded creature still refuses to die.
Objectives and contamination — why you can't trust each other
| Type | What it is |
|---|---|
| Corporate Objective (9 cards) | A mission handed down by the company — send a signal, check coordinates, discover a weakness, and similar goals aligned with keeping the ship alive |
| Personal Objective (9 cards) | A character's hidden personal agenda — a specific player's death, blowing up the ship, recovering an Intruder carcass, and other goals that can conflict with other survivors |
The moment the first Intruder appears on the board, you choose one of the two and pursue only that one for the rest of the game. Failing your objective doesn't disqualify you from surviving (hibernating or escaping), but being recognized as a winner requires both completing your objective and surviving.
- 1A Contamination card stays in your hand as-is — unlike other Action cards, it can never be discarded to pay for an Action's cost.
- 2You cannot tell whether a card is 'Infected' until you Scan it, which only certain Room Actions (the Canteen, Shower, Surgery) or specific Items allow.
- 3If a scan reveals an Infected card, place a Larva miniature on your Character board. If you're infected again while a Larva is already there, that Character dies on the spot and a Creeper appears in that Room.
- 4If you reach the end of the game with unscanned Contamination cards still in hand, any infection hiding inside them can still surface at the very end.
Ending the game — three routes out
| Route | Condition | Notes |
|---|---|---|
| Escape Pod | Board an unlocked pod from an Evacuation Section and launch it | Requires a successful Noise roll with no Intruder appearing. Once launched, you're treated as having safely reached Earth |
| Hibernation | Once the Time Track reaches a blue space (chambers open), attempt it in the Hibernatorium | Requires a successful Noise roll. A hibernating character only counts as surviving if the ship itself reaches Earth safely |
| Self-Destruct sequence | Activated in the Generator; its track advances alongside the Time Track until the ship explodes | This is not itself an escape route — it's closer to a trigger that kills everyone left aboard. Only characters already escaped or hibernating are safe from the blast |
- 1If the Time Track reaches its final red space (hyperspace jump), every character not hibernating dies instantly.
- 2If the Self-Destruct Track reaches its final (skull) space, or a 9th Fire or Malfunction marker would need to be placed, the ship explodes and everyone aboard — along with every Intruder — dies.
- 3The moment the last character who hasn't escaped or hibernated dies, hibernates, or escapes, the game moves immediately to the 4-step Victory Check below.
- 1① Engines Check: reveal all three Engines' top tokens. If 2 or more are Damaged, the ship explodes and even hibernating characters die.
- 2② Coordinates Check: if the destination isn't Earth (barring the Quarantine objective's Mars exception), hibernating characters die.
- 3③ Contamination Check: survivors Scan every remaining Contamination card in hand. A Larva marker, or even a single Infected card, kills that character.
- 4④ Objective Check: only characters still alive reveal their objective card and confirm whether they met its requirements. Only those who both completed their objective and survived are declared winners.
Multiple players can win at once
Nemesis doesn't crown a single winner. Everyone who met their conditions wins, and if no one did, everyone loses together. Another player succeeding has no bearing on whether you win or lose.
Getting started
- Exploring alone means you shoulder every Noise roll by yourself. Early on, stick together while exploring, but remember a single Event card can force an entire group into simultaneous Encounters in a cramped Room.
- A Contamination card isn't dangerous the moment you receive it — leaving it unscanned is what's dangerous. Don't put off visiting a safe Room like the Canteen or Shower when you get the chance.
- Cooperating purely around Corporate Objectives can leave you blindsided by someone's hidden Personal Objective. Don't assume everyone is equally cooperative.
- Without 2 working Engines, the correct Coordinates, and a clean scan, hibernating accomplishes nothing. Run through this checklist again as the endgame approaches.
- An Escape Pod holds 2 people. Waiting to launch can let you bring along a teammate, but it also gives Intruders more time to find you.
Expansions and modes
| Edition | Contents |
|---|---|
| Solo / Fully Cooperative modes (built into the base game) | A dedicated objective deck lets you survive alone, or everyone can play fully cooperatively |
| Playing as an Intruder mode (built into the base game) | An optional rule where the first player eliminated takes over a dedicated Intruder Action deck to hunt the rest |
| Carnomorphs and Voidseeders expansions | Small expansions adding new Intruder types and Rooms |
| Aftermath (2021) | Adds an epilogue mode to the base game |
| Lockdown (2022) | A stand-alone expansion set on Mars; also adapted into a PC video game |
| Retaliation (2025) | A stand-alone expansion set in an alien nest |
In Korea, the game was officially localized and released by Dive Dice in 2020. The Korean rulebook this guide cross-checked is the file Awaken Realms hosts for regional distributors' print runs, matching the English edition page-for-page, so it is treated as equivalent to the Dive Dice retail edition's text.
Frequently confused rules
Q. Do I roll for Noise when entering a Room that already has a Character in it?
No. You skip the Noise roll when entering a Room that already contains a Character or an Intruder. It's only required when entering a completely empty Room.
Q. Can I directly attack another player?
No. There's no Action card that lets you attack another Character directly. However, indirect harm — like trapping someone in a burning Room or triggering Self-Destruct — is not against the rules.
Q. Does an Intruder's 'blood' value stay the same once I've seen it?
No. Every successful hit draws a fresh Intruder Attack card to check the 'blood' value at that moment. The same creature can show a different number each time.
Q. If I trigger Self-Destruct, can I still survive?
Self-Destruct by itself isn't a way to survive. Once its track reaches the end, everything left on the ship is destroyed, so you still need to escape by pod or hibernate before that happens.
Q. What happens if the game ends with unscanned Contamination cards in my hand?
Surviving characters must Scan every remaining Contamination card at the end of the game. If any are Infected (or you're infected again while already carrying a Larva), that character dies on the spot.
Q. If I escape by pod without completing my objective, do I lose?
Yes, that character is counted as having lost. Being declared a winner requires both completing your objective and surviving, whether by hibernating or escaping.
History and editions
Designed by Adam Kwapiński, Nemesis was published by Awaken Realms in 2018 and was a nominee for the 2018 Golden Geek Best Thematic Board Game award.
After the base game, small expansions like Carnomorphs and Voidseeders were followed by Aftermath (2021) and the Mars-set stand-alone expansion Lockdown (2022), with Retaliation, set in an alien nest, releasing in 2025. According to Namuwiki, Medic and Aftermath were originally Kickstarter-exclusive, though Aftermath later received a retail release, opening the door to a Korean edition.
In Korea, the game was officially localized and distributed by Dive Dice in 2020. Both English Wikipedia and Namuwiki were cross-checked as of 2026-10-11.
Sources
Awaken Realms official English rulebook (Nemesis, 28-page PRINT PDF)Awaken Realms official Korean rulebook (Nemesis, 28-page KR web PDF)Wiki cross-check — English Wikipedia: Nemesis (board game)Wiki cross-check — Namuwiki: Nemesis (board game, Korean)Rule summaries are reference content written by us, not quotations from the official rulebook. Always check the official rulebook for exact rules. Diagrams are original schematics, not rulebook illustrations.
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Last updated 2026-10-11
💡 Master tip
Wandering alone lets noise pile up quickly and draws Intruder attacks. Stick with your teammates, but always stay alert for whether someone has a knife aimed at your back — and whether you yourself have been infected.
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