Nemesis-Retaliation-Data

Nemesis: Retaliation — Game Contents

Note: See Expansion.md for expansion contents

Miniatures / Standees

Item Count
Characters (Combat Engineer, Contractor: Consultant, Heavy Gun Operator, Medical Support, Officer, Recon) 6
Queen 1
Drones (4 poses) 8
Adults (6 poses) 36
Larvae 6
Robot 1

Cards

5 Help cards

6 Character Draft cards

27 Contamination cards (7 Infected, 20 Non-Infected)

Note: Although they share a common back with the Action cards, they form a separate deck.

7 Character Item cards

Title Character Effect
Assault Rifle Recon Ranged Weapon, Heavy
1 Ammo slot.
Shoot: After Shooting, you may spend Ammo token to Shoot the second time at the same Intruder.
Automatic Shotgun Combat Engineer Ranged Weapon, Heavy
1 Ammo slot.
Shoot: Before Shooting, deal 1 Hit more.
[CRITICAL]: Spend Ammo token if able.
BF Gun Heavy Gun Operator Ranged Weapon, Heavy
2 Ammo slots.
Burst: Treat [1] as [2].
[ADDITIONAL]: Place a Malfunction marker on this Weapon.
Bulletproof Vest Contractor Armor
When you would gain a Serious Wound, discard this Item instead.
Carbine Medical Support Ranged Weapon, Heavy
1 Ammo slot.
Shoot: After you don’t kill the Intruder, deal 1 Hit.
Handgun Contractor Ranged Weapon, Heavy
1 Ammo slot.
Burst: -1 to Burst results.
Sawed-off Shotgun Officer Ranged Weapon, Heavy
1 Ammo slot.
Shoot: Instead of a regular Shot, you may spend Ammo token to Repel 1 Adult from the Room.

24 Support Equipment cards

Title Effect
Assault Shotgun Ranged Weapon, Heavy
1 Ammo slot.
Whenever you would be Attacked by an Intruder, you may spend all Ammo token from this Weapon. If you do, deal 1 Hit to that Intruder and Prevent the Intruder Attack.
Autoloader Belt Armor
2 Ammo slots.
You may treat Ammo tokens on this card as if they were in any of your Weapons.
Bayonet Melee Weapon, Heavy
You may hold this Item in the same Hand slot as a Ranged Weapon.
Whenever you would be Attacked by an Intruder, you may place a Malfunction marker on the Bayonet to Prevent the Attack.
Biohazard Armor Armor
1 Medpack slot.
Whenever you gain a Contamination, lose 1 HP instead.
Drum Mag Rifle Ranged Weapon, Heavy
3 Ammo slots.
No special rules.
Engineering Equipment Heavy
Out of Combat
Discard a Malfunction marker or a Fire marker.
OR
Discard this Item to Reinforce an empty, adjacent Corridor.
Entrenching Tool Melee Weapon, Heavy
Destroy 1 accessible Door.
OR
Place 2 Secure tokens.
Flamethrower Ranged Weapon, Requires no Ammo, Heavy
Burst and Shoot: If you are in a Section with an inactive Life Support System, spend 1 Oxygen to use this Weapon.
[ADDITIONAL], [AMMO]: Place a Fire marker in your Room.
Gatling Gun Ranged Weapon, Heavy
2 Ammo slots.
Burst: After Bursting, you may Burst the second time at the same Corridor without spending Ammo token.
[ADDITIONAL]: Place a Malfunction marker on this Weapon.
Grenade Launcher Ranged Weapon, Heavy
1 Ammo slot, 2 Grenade slots.
Burst: You may use any number of Grenade tokens from this Weapon before or instead of a normal Burst.
Hand Cannon Ranged Weapon, Heavy
1 Ammo slot.
Burst: -1 to Burst results.
Shoot: -1 to Shoot results.
Heavy Armor Armor
1 Medpack slot.
Whenever you would gain a Serious Wound, you may lose 2 HP instead.
Noise Scanner Heavy
Out of Combat
Discard 1 Noise marker from any Corridor in the Facility to roll a Noise die. If the result is the same as the Corridor’s Noise value, draw an Intruder token from the bag and resolve it in the chosen Corridor.
Perimeter Security Device Heavy
Whenever you Discover a new Room: Ignore Hazard results (from all sources).
Plasma Gun Ranged Weapon, Requires no Ammo, Heavy
[ADDITIONAL], [AMMO]: Lose 2 HP for each Universal marker on this Weapon, and then place 1 Universal marker there.
Portable Device Heavy
Out of Combat
If you are in a Computer Room or a Life Support Control Room, use the Room (even with a Malfunction marker).
RPG Launcher One Use Only, Heavy
In a neighboring Room of your choice and all Corridors adjacent to that Room: Destroy all Doors, deal [CRITICAL] to all Intruders, and each Character loses 3 HP.
Security System Control Heavy
Out of Combat
Discard 1 Secure token from any Room in your Section to choose a Corridor adjacent to that Room. Roll a Burst die and deal Hits equal to the result in the chosen Corridor.
[ADDITIONAL]: Place a Malfunction marker on this Item.
Sonic Gun Ranged Weapon, Requires no Ammo, Heavy
Burst: Treat [3] and [4] as [2].
[ADDITIONAL], [AMMO]: Place a Malfunction marker in your Room.
Submachine Gun Ranged Weapon, Heavy
1 Ammo slot.
[AMMO]: Deal [CRITICAL].
Supporting Robot Controller Heavy
Out of Combat
Activate the Robot anywhere in the Facility.
OR
Place the Robot in your Room (even if the Hibernatorium is not Discovered yet – in that case reveal the Robot card).
Tactical Armor Armor
1 Medpack slot.
Whenever you lose HP as a result of an Intruder Attack, lose 1 HP fewer.
Tactical Hatchet Melee Weapon, Heavy
Melee Attack: Deal [CRITICAL] instead of rolling the Shoot die, and place a Malfunction marker on this Item.
Utility Vest Armor
2 universal token slots.

60 Action cards (10 per Character)

Character Title Effect
Combat Engineer Chain Of Command Move the Lander on the Round track by 1 in any direction.
OR
COMMAND: Choose a lower-ranking Character in your Room or a neighboring one. Make the chosen Character Move, Shoot, or Burst.
Reaction: When a command card is played on you: Ignore its effect.
Combat Engineer Computer Skills Out of Combat
If you are in a Computer Room, use the Room.
OR
If you are in a Computer Room, Open or Close 1 Door in the Facility.
Combat Engineer Demolition Destroy 1 accessible Door.
OR
Place a Malfunction marker in your Room.
Combat Engineer Explosives Out of Combat
Discard 1 Grenade token to place a new Corridor leading from your Room to another Discovered Room.
OR
If you are in a room with a Yellow Item: Gain 1 Grenade token.
Combat Engineer Fast Repairs Out of Combat
Discard a Malfunction marker.
OR
Open or Close 1 accessible Door.
Combat Engineer Fast Secure Out of Combat
Place 2 Secure tokens.
OR
Reinforce 1 empty, adjacent Corridor that leads to a Room with a Character or the Robot.
Combat Engineer Pyrotechnics Out of Combat
Discard a Fire marker.
OR
Discard 1 Grenade token to deal [CRITICAL] to all Intruders in an adjacent Corridor.
Combat Engineer Rest Out of Combat
Resolve the Infection Procedure. Remove all non-Infected cards from the game instead of discarding them. Infection Procedure: Scan all Contamination cards in hand. If any of them are Infected, place a Larva on your Character board. Then, discard all Contaminations from your hand.
Combat Engineer Search Out of Combat
For each Item Icon in your Room draw 1 Item of the corresponding type. You may keep 1 of them and discard the rest.
Combat Engineer Tactical Retreat Discard 1 Action card and spend Ammo token from your Ranged Weapon to Move through an empty Corridor. You may move another Character with you if they agree – they do not make a Noise roll. During that Movement, Prevent all Intruder Attacks.
Contractor Basic Secure Out of Combat
Discard 1 Action card to place 2 Secure tokens.
OR
Discard 1 Action card to Reinforce 1 empty, adjacent Corridor that leads to a Room with a Character or the Robot.
Contractor Demolition Destroy 1 accessible Door.
OR
Place a Malfunction marker in your Room.
Contractor Repairs Out of Combat
Discard 1 Action card to discard a Malfunction marker.
OR
Open or Close 1 accessible Door.
Contractor Rest Out of Combat
Resolve the Infection Procedure. Remove all non-Infected cards from the game instead of discarding them. Infection Procedure: Scan all Contamination cards in hand. If any of them are Infected, place a Larva on your Character board. Then, discard all Contaminations from your hand.
Contractor Search Out of Combat
For each Item Icon in your Room draw 1 Item of the corresponding type. You may keep 1 of them and discard the rest.
Contractor: Consultant Always Prepared Use the Room. Then, all Intruders in your Room Attack you.
OR
Discard 1 Action card to draw 2 Items from 1 Item deck of your choice. You may keep 1 of them and discard the other.
Contractor: Consultant Computer Skills Out of Combat
If you are in a Computer Room, use the Room.
OR
If you are in a Computer Room, Open or Close 1 Door in the Facility.
Contractor: Consultant Duck And Cover Discard 1 Action card to Move. During that Movement, prevent 1 Intruder Attack.
Reaction: When you would be Attacked by an Intruder in a Room with another Character: The Intruder Attacks the other Character instead.
Contractor: Consultant Move Quietly Out of Combat
Move to a Discovered Room without making a Noise Roll.
Contractor: Consultant Weak Spot Deal 1 Hit to an Intruder. Then, Shoot or Melee Attack it.
Heavy Gun Operator Breakthrough Out of Combat
Burst with a Ranged Weapon. Then, Move through the Corridor where you Burst. During that Movement, Prevent all Intruder Attacks.
Heavy Gun Operator Chain Of Command Move the Lander on the Round track by 1 in any direction.
OR
COMMAND: Choose a lower-ranking Character in your Room or a neighboring one. Make the chosen Character Move, Shoot, or Burst.
Reaction: When a command card is played on you: Ignore its effect.
Heavy Gun Operator Continuous Fire If you have Ammo token on your BF Gun, discard any number of Action cards to deal 1 Hit in an adjacent Corridor for each Action card discarded. Then, you may Burst with the BF Gun.
Heavy Gun Operator Demolition Destroy 1 accessible Door.
OR
Place a Malfunction marker in your Room.
Heavy Gun Operator Fast Reload Choose a Ranged Weapon and perform in any order:
- Place your Ammo token on the Weapon.
- Shoot or Burst.
Heavy Gun Operator Forcing Fire Spend Ammo token from your Ranged Weapon to Repel all Intruders from the Room.
Heavy Gun Operator Repairs Out of Combat
Discard 1 Action card to discard a Malfunction marker.
OR
Open or Close 1 accessible Door.
Heavy Gun Operator Rest Out of Combat
Resolve the Infection Procedure. Remove all non-Infected cards from the game instead of discarding them. Infection Procedure: Scan all Contamination cards in hand. If any of them are Infected, place a Larva on your Character board. Then, discard all Contaminations from your hand.
Heavy Gun Operator Search Out of Combat
For each Item Icon in your Room draw 1 Item of the corresponding type. You may keep 1 of them and discard the rest.
Heavy Gun Operator Secure Out of Combat
Place 2 Secure tokens.
OR
Discard 1 Action card to Reinforce 1 empty, adjacent Corridor that leads to a Room with a Character or the Robot.
Medical Support Chain Of Command Move the Lander on the Round track by 1 in any direction.
OR
COMMAND: Choose a lower-ranking Character in your Room or a neighboring one. Make the chosen Character Move, Shoot, or Burst.
Reaction: When a command card is played on you: Ignore its effect.
Medical Support Combat Drugs Discard 1 Medpack token to choose a Character in your Room. They draw Action cards until they have 3 Action cards in hand.
Medical Support Demolition Destroy 1 accessible Door.
OR
Place a Malfunction marker in your Room.
Medical Support Field Surgery Out of Combat
Discard 1 Action card to discard 1 Serious Wound from a Character of your choice in your Room. Discard 1 Medpack token or that Character gains 1 Contamination.
Medical Support First Aid Out of Combat
Restore 1 HP.
OR
If you are in a room with a Green Item: Gain 1 Medpack token.
Medical Support Hippocratic Oath If there is another Character with at least 1 Serious Wound in your Room: Deal 2 Hits to an Intruder. Then, Shoot or Melee Attack it.
Medical Support Repairs Out of Combat
Discard 1 Action card to discard a Malfunction marker.
OR
Open or Close 1 accessible Door.
Medical Support Rest Out of Combat
Resolve the Infection Procedure. Remove all non-Infected cards from the game instead of discarding them. Infection Procedure: Scan all Contamination cards in hand. If any of them are Infected, place a Larva on your Character board. Then, discard all Contaminations from your hand.
Medical Support Search Out of Combat
For each Item Icon in your Room draw 1 Item of the corresponding type. You may keep 1 of them and discard the rest.
Medical Support Secure Out of Combat
Place 2 Secure tokens.
OR
Discard 1 Action card to Reinforce 1 empty, adjacent Corridor that leads to a Room with a Character or the Robot.
Officer Demolition Destroy 1 accessible Door.
OR
Place a Malfunction marker in your Room.
Officer Fire At Will Move the Lander on the Round track by 1 in any direction.
OR
COMMAND: Choose your Room or a neighboring one. Make each Character in that Room Burst once at adjacent Corridors of your choice.
Officer First In Command Move the Lander on the Round track by 1 in any direction.
OR
COMMAND: Choose a lower-ranking Character in your Room or a neighboring one. Make the chosen Character Move, Shoot, or Burst (you make all choices).
Officer Let’s Go! Out of Combat
Move the Lander on the Round track by 1 in any direction.
OR
Move. You may Move another Character with you – they do not make a Noise roll.
Officer Officer’s Channel Move the Lander on the Round track by 1 in any direction.
OR
Play a Command card choosing any Room in the Facility instead of your or a neighboring one.
Officer Repairs Out of Combat
Discard 1 Action card to discard a Malfunction marker.
OR
Open or Close 1 accessible Door.
Officer Rest Out of Combat
Resolve the Infection Procedure. Remove all non-Infected cards from the game instead of discarding them. Infection Procedure: Scan all Contamination cards in hand. If any of them are Infected, place a Larva on your Character board. Then, discard all Contaminations from your hand.
Officer Search Out of Combat
For each Item Icon in your Room draw 1 Item of the corresponding type. You may keep 1 of them and discard the rest.
Officer Secure Out of Combat
Place 2 Secure tokens.
OR
Discard 1 Action card to Reinforce 1 empty, adjacent Corridor that leads to a Room with a Character or the Robot.
Officer Stay Calm Move the Lander on the Round track by 1 in any direction.
OR
COMMAND: Choose your Room or a neighboring one. Each Character in that Room draws 1 Action card.
Reaction: When any Character would be attacked by any Intruder in your Room: Prevent the attack.
Recon Chain Of Command Move the Lander on the Round track by 1 in any direction.
OR
COMMAND: Choose a lower-ranking Character in your Room or a neighboring one. Make the chosen Character Move, Shoot, or Burst (you make all choices).
Reaction: When a command card is played on you: Ignore its effect.
Recon Demolition Destroy 1 accessible Door.
OR
Place a Malfunction marker in your Room.
Recon Repairs Out of Combat
Discard 1 Action card to discard a Malfunction marker.
OR
Open or Close 1 accessible Door.
Recon Rest Out of Combat
Resolve the Infection Procedure. Remove all non-Infected cards from the game instead of discarding them. Infection Procedure: Scan all Contamination cards in hand. If any of them are Infected, place a Larva on your Character board. Then, discard all Contaminations from your hand.
Recon Scouting Out of Combat
Move Cautiously to a Discovered Room.
OR
Move through an Unexplored Corridor and resolve an Exploration Sequence. Then, for each Item Icon in your Room draw 1 Item of the corresponding type. You may keep 1 of them and discard the rest.
Recon Search Out of Combat
For each Item Icon in your Room draw 1 Item of the corresponding type. You may keep 1 of them and discard the rest.
Recon Secure Out of Combat
Place 2 Secure tokens.
OR
Discard 1 Action card to Reinforce 1 empty, adjacent Corridor that leads to a Room with a Character or the Robot.
Recon Shoot First Out of Combat
Move through an empty Corridor. You may Shoot or Burst at any point of that Movement (even before Movement or right before an Intruder Attack).
Recon Sprint Out of Combat
Move. Then, you may spend 1 Oxygen to move again.
Recon Taking Aim Shoot or Burst. You may reroll the first roll. You must accept the second result.

8 Mission Task cards

Title Min Players Requirements
Eradication 3+ The Queen must be dead.
AND
The Facility must NOT be destroyed.
Escort Mission 2+ The Robot must reach the Reactor (Section C) at least once during this game (mark the box).
AND
At least 1 Character with a Data token (from the Server Room in Section B) must Escape from the Facility.
Essential Data 2+ At least 1 Character with a Data token (from the Server Room in Section B) must Escape using the Lander (Section A).
AND
There must be no Unexplored Corridors in Section A.
Facility Restart 2+ The Hibernatorium must be activated (by using the Life Support C).
AND
The Reactor (Section C) must be shut down (by using the Room).
Perimeter Clearing 2+ The Reactor (Section C) must be shut down (by using the Room).
AND
All 3 Rooms of the A type must be Discovered.
Primary Samples 2+ All Characters who Escape from the Facility must be carrying at least 2 Eggs in total among them (no matter if they Survive after Escaping).
Reconnaissance 3+ All Rooms of the A, B, and C type must be Discovered.
The Supply Route 3+ There must be a continuous path of Reinforced Corridors from the Landing Zone (Section A) to the Life Support Control C.
AND
The Facility must NOT be destroyed.

22 Objective cards (7 Mission and 15 Private)

Type Min Players Title Requirements Count
Mission 2+ Official Order The Mission Task must be fulfilled. 5
Mission 2+ Self-Serving You must be the only Survivor. 1
Mission 2+ Ulterior Motive Mission Task must remain UNFULFILLED. 1
Private 2+ Crew’s Favorite The lowest ranking Character must Survive (unavailable if you are the lowest ranking Character).
OR
The highest ranking Character must NOT Survive (unavailable if you are the highest ranking Character).
1
Private 2+ Greener Pastures The Character number 2 must NOT Survive (unavailable if you are the Character number 2).
OR
You must be the only Survivor.
1
Private 2+ Luxurious Offer You must Survive carrying an Egg from the Nest (Section C). 1
Private 2+ Shutdown All Life Support tokens must be inactive or removed from the game.
AND
You must have a Data token (from the Server Room in Section B).
1
Private 2+ The Great Hunt The Queen must be dead. 1
Private 2+ The Right Moment To Strike The Character number 1 must NOT Survive (unavailable if you are the Character number 1).
OR
You must be the only Survivor.
1
Private 2+ Veni, Vidi, Vici The Nest (Section C) must be destroyed. 1
Private 3+ An Old Feud The Character number 3 must NOT Survive (unavailable if you are the Character number 3).
OR
You must be the only Survivor.
1
Private 3+ Experimental Subjects All Characters who Escape from the Facility must have at least 3 Contaminations in total among them (no matter if they Survive after Escaping). 1
Private 3+ Insider Information Out of Surviving Characters you must be the only one with a Data token (from the Server Room in Section B). 1
Private 3+ Quarantine No Character can Escape from the Facility using the Lander (Section A). 1
Private 3+ State’s Evidence Out of Surviving Characters you must be the only one with a Data token (from the Server Room in Section B).  
Private 4+ Hostile Takeover The Character number 4 must NOT Survive (unavailable if you are the Character number 4).
OR
You must be the only Survivor.
1
Private 4+ We’ve Got History The lowest ranking Character must Survive (unavailable if you are the lowest ranking Character).
OR
The highest ranking Character must NOT Survive (unavailable if you are the highest ranking Character).
1
Private 5+ Corporate Contract The Character number 5 must NOT Survive (unavailable if you are the Character number 5).
OR
You must be the only Survivor.
1

Note: 7 Mission Objective cards total are distributed among the 3 Mission types.

12 Primeblood Exploration cards

Room Type Corridors Corridors with Noise Other Tokens Entrance Effect
? ⇖⇗
⇙⇘
⇖⇗
⇙⇘
Malfunction Close all Doors around this Room. Remove this card from the game.
? ⇖⇗
  ⇘
  ⇗
 
Malfunction, Fire Close all Doors around this Room. Make a Noise roll. Remove this card from the game.
?   ⇗
⇙⇘
  ⇗
 
— Resolve Hazard. Remove this card from the game.
ABC   ⇗
  ⇒
  ⇘
  ⇗
 
 
Malfunction Make a Noise roll.
ABC   ⇗
  ⇒
 
  ⇒
Malfunction Close all Doors around this Room. Make a Noise roll.
ABC   ⇗
  ⇘
 
  ⇘
Fire Make a Noise roll.
ABC   ⇒
  ⇘
  Fire Close all Doors around this Room. Make a Noise roll.
ABC ⇐⇒   — Close all Doors around this Room. Resolve Hazard.
ABC   ⇗
  ⇒
  ⇘
 
  ⇒
 
— Resolve Hazard.
ABC ⇖  
  ⇒
  ⇘
⇖  
 
  ⇘
— Place 2 Adults in the Corridor you have just passed through. Then, make a Noise roll.
ABC ⇐⇒   ⇒ — Place 3 Adults in the Corridor you have just passed through. Then, make a Noise roll.
ABC   ⇗
  ⇒
⇙
  ⇗
 
 
— Place 4 Adults in the Corridor you have just passed through. Then, make a Noise roll.

20 Primeblood Event cards

Title Intruder Movement Primary Effect Secondary Effect
Breaking In All Intruders in each ⤡ move. Then, all Intruders in every Room move. Discard 1 Secure token from each Room. Resolve a Noise in each Unexplored Corridor.
Damage All Intruders in each ⟷ move. Place a Malfunction marker in each Room with an Intruder. Each Character in a Room without a Secure token resolves Hazard.
Damaging Fire All Intruders in each ⤢ move. Then, all Intruders in every Room move. Place a Malfunction marker in each Room with a Fire marker. In each Room with a Fire marker, spread Fire marker through Corridors with the lowest Noise value. Each Character in a Room without a Secure token resolves Hazard.
Egg Protection All Intruders in each ⤡ move. Place 2 Drones in the Nest – they immediately Attack if any Character is there. Place 1 Drone in each Unexplored Corridor in Section C. Each Character makes a Noise roll.
Fire Breath All Intruders in each ⟷ move. Then, all Intruders in every Room move. In each Room with a Fire marker, spread Fire marker to all neighboring Rooms in Sections with an active Life Support System token. Each Character makes a Noise roll.
Generators Overheat All Intruders in each ⤡ move. Then, all Intruders in every Room move. In Sections with an active Life Support System token: Place a Fire marker in each Life Support Control Room. In Sections with an inactive Life Support System token: Place a Malfunction marker in each Life Support Control Room. Each Character makes a Noise roll.
Hatching All Intruders in each ⤢ move. Place a Larva in the Nest – it immediately Attacks if any Character is there. Place 1 Larva in each Unexplored Corridor adjacent to a Character. Resolve a Noise in each Unexplored Corridor.
Landing Zone Explodes All Intruders in each ⟷ move. Then, all Intruders in every Room move. Place a Fire marker and a Malfunction marker in the Landing Zone. Place a Noise marker in each Unexplored Corridor without a Noise marker.
Leaving The Shell No Intruder moves. Each Character infected with a Larva: Gains 1 Contamination, discards all Action cards, and reshuffles their deck. Then, resolve the Eclosion Procedure.
Each other Character: Draw 4 Action cards and resolve the Infection Procedure. Then, discard all Action cards.
Reshuffle the Event deck.
Life Support Failure All Intruders in each ⤢ move. Then, all Intruders in every Room move. Flip all active Life Support System tokens to inactive. Place a Malfunction marker in each Life Support Control Room. Place a Noise marker in each Unexplored Corridor without a Noise marker.
No Way Out All Intruders in each ⤢ move. Then, all Intruders in every Room move. Place 4 Adults in each non-Reinforced Corridor adjacent to the Landing Zone. Each Character makes a Noise roll.
Overwhelming Enemies All Intruders in each ⤢ move. Then, all Intruders in every Room move. Place 1 Drone in each Corridor with a Noise marker adjacent to a Character. Each Character in a Room without a Secure token resolves Hazard.
Panic All Intruders in each ⟷ move. Then, all Intruders in every Room move. Each Character in a Room with an Intruder or adjacent to a Corridor with an Intruder: Loses 1 Oxygen or spends Ammo token. Resolve a Noise marker in each Unexplored Corridor.
Protect & Serve All Intruders in each ⟷ move. Then, all Intruders in every Room move. Place 2 Drones in the Room/Corridor with the Queen – they do not Attack. If there is no Queen on the map, add 2 random Drone tokens to the bag. Each Character in a Room without a Secure token resolves Hazard.
Reactor Overheating All Intruders in each ⤡, ⟷, and ⤢ move. Then, all Intruders in every Room move. If a Malfunction marker is in the Cooling System Room or the Reactor Room, Activate the Autodestruction Procedure.
Then, place a Malfunction marker in each of these Rooms.
Reshuffle the Event deck.
Rise Of The Machine All Intruders in each ⤡ move. Then, all Intruders in every Room move. Place a Malfunction marker on the Robot. Place a Malfunction marker in a Room with the Robot. Each Character in that Room loses 2 HP. Place a Noise marker in each Unexplored Corridor without a Noise marker.
Scent Of Prey All Intruders in each ⤡ move. Then, all Intruders in every Room move. Resolve each Noise marker adjacent to a Character. Each Character makes a Noise roll.
Short Circuit All Intruders in each ⤡ move. Then, all Intruders in every Room move. In Sections with an active Life Support System token: Place a Fire marker in each Room with a Malfunction marker. Each Character in a Room without a Secure token resolves Hazard.
System Failure All Intruders in each ⟷ move. Then, all Intruders in every Room move. Place a Malfunction marker in each Computer Room. Resolve a Noise marker in each Unexplored Corridor.
The Queen Awakens All Intruders in each ⤢ move. Then, all Intruders in every Room move. If the Queen is alive, add all Queen tokens to the bag. Place a Noise marker in each Unexplored Corridor without a Noise marker.

20 Primeblood Attack cards

Title Effect Count
Bite Adult, Drone, Queen: If you are Heavily Injured, you die. Otherwise, gain 1 Serious Wound and 1 Contamination. 6
Blood Sense Adult: Lose 2 HP.
Drone, Queen: Lose 2 HP. If you are Moving, place the Attacking Intruder in the Room where your Movement ends (it does not attack again).
1
Deadly Claws Adult: Lose 1 HP.
Drone: If you are Heavily Injured, you die. If you are Injured, gain 1 Serious Wound. Otherwise, gain 2 Serious Wounds.
Queen: Lose 1 HP.
1
Deadly Claws Adult: Lose 2 HP. Gain 1 Contamination.
Drone: If you are Heavily Injured, you die. If you are Injured, gain 1 Serious Wound. Otherwise, gain 2 Serious Wounds.
Queen: Lose 2 HP. Gain 1 Contamination.
1
Deadly Claws Adult: Lose 3 HP.
Drone: If you are Heavily Injured, you die. If you are Injured, gain 1 Serious Wound. Otherwise, gain 2 Serious Wounds.
Queen: Lose 3 HP.
1
Fury Adult: Lose 1 HP. Gain 1 Contamination.
Drone, Queen: All Heavily Injured Characters in your Room die. Each other Character in the Room gains 1 Serious Wound and 1 Contamination.
1
Fury Adult: Lose 2 HP. Gain 1 Contamination.
Drone, Queen: All Heavily Injured Characters in your Room die. Each other Character in the Room gains 1 Serious Wound and 1 Contamination.
1
Infecting Adult, Drone: Lose 2 HP.
Queen: Gain 1 Contamination. If you are not infected with a Larva, place 1 Larva on your character board.
1
Miss Nothing happens. Reshuffle the Intruder Attack deck. 1
Scratch Adult, Drone, Queen: Gain 1 Contamination. 1
Scratch Adult, Drone, Queen: Lose 1 HP. Gain 1 Contamination. 1
Scratch Adult, Drone, Queen: Lose 1 HP. 1
Scratch Adult, Drone, Queen: Lose 2 HP. 1
Tail Attack Adult, Drone: Gain 1 Contamination.
Queen: If you are Injured or Heavily Injured, you die. Otherwise, gain 1 Serious Wound and 1 Contamination.
1
Tail Attack Adult, Drone: Lose 1 HP. Gain 1 Contamination.
Queen: If you are Injured or Heavily Injured, you die. Otherwise, gain 1 Serious Wound and 1 Contamination.
1

30 Red Item cards

Title Effect Count
Ammo One Use Only
You may use this Item for free immediately after gaining it.
Gain 1 Ammo token.
7
Anti-Aircraft Codes One Use Only
Out of Combat
Only in a Computer Room without a Malfunction marker.
Look at both Anti-Aircraft tokens and place them in any order.
1
Exploring Drone One Use Only
Out of Combat
Resolve an Exploration Sequence for a neighboring Room without Moving there. Do not resolve the Entrance effect.
2
Flashbang One Use Only
Move. During that Movement, Prevent all Intruder Attacks.
3
Grenade One Use Only
You may use this Item for free immediately after gaining it.
Resolve a Grenade token effect in an adjacent Corridor.
OR
Gain 1 Grenade token.
5
Military Taser One Use Only, Heavy
Repel 1 Intruder from the Room.
OR
A Character of your choice discards all Action cards.
6
Personal Log Codes One Use Only
Out of Combat
Only in a Computer Room without a Malfunction marker.
Check all Objective cards of 1 Character of your choice in the Facility.
1
Portable Barrier One Use Only
Out of Combat
Close 1 accessible Door (even if destroyed or in a Corridor without the Door slot).
2
Remote Detonator One Use Only, Heavy
Out of Combat
Discard 1 Secure token from any Room in the same Section to deal [CRITICAL] to all Intruders in that Room. Each Character there loses 3 HP.
3

30 Yellow Item cards

Title Effect Count
Duct Tape One Use Only
Out of Combat
Discard a Malfunction marker.
OR
Place 1 Heavy Item above another Heavy Item in your Hand slot (effectively carrying 2 Heavy Items in 1 Hand).
5
Fire Extinguisher One Use Only, Heavy
Discard a Fire marker.
OR
Repel 1 Intruder from the Room.
5
Oxygen Tank One Use Only
You may use this Item for free immediately after gaining it.
Gain 3 Oxygen.
OR
Gain 1 Oxygen token.
8
Phosphates One Use Only
Out of Combat
Reinforce 1 empty, adjacent Corridor.
OR
Discard a Fire marker.
5
Robot Controller Heavy
Out of Combat
Activate the Robot anywhere in the Facility.
OR
Discard this Item to place corresponding Tactical Gear tokens on empty Robot slots.
1
Tools One Use Only
Out of Combat
Discard a Malfunction marker.
OR
Open or Close 1 accessible Door.
6

30 Green Item cards

Title Effect Count
Adrenaline Injection One Use Only
Draw 1 Action card. You may perform any number of Actions during this Turn. Pass as the last Action.
3
Antiseptic One Use Only
Out of Combat
Remove 1 Contamination from your hand without scanning it.
3
Caffeine Pills One Use Only
Out of Combat
Draw 3 Action cards.
3
Emergency Life Support Codes One Use Only
Out of Combat
Only in a Computer Room without a Malfunction marker.
Flip an Life Support System token in any Section.
1
Heavy Oxygen Tank One Use Only, Heavy
Gain 7 Oxygen.
3
Medical Stapler One Use Only
Discard 1 Serious Wound.
OR
Restore 2 HP.
5
Medkit One Use Only, Heavy
Out of Combat
Out of Combat
Discard 1 Serious Wound and/or restore 3 HP.
4
Medpack One Use Only
You may use this Item for free immediately after gaining it.
Restore 2 HP.
OR
Gain 1 Medpack token.
4
Stimulants One Use Only
Out of Combat
Restore 2 HP.
OR
Draw 2 Action cards.
3
Termination Codes One Use Only
Out of Combat
Only in a Computer Room without a Malfunction marker.
Close all Doors around any Room in the Facility (even if destroyed or in a Corridor without the Door slot).
1

27 Serious Wound cards

Title Effect Count
Arm You only have 1 Hand slot. If you have Items in both Hand slots, you must immediately discard items from one of them. 3
Bleeding Whenever you Pass: Lose 1 HP. 3
Body During the Drawing Action Cards step, draw Action cards until you have 4 in hand instead of 5. 3
Eyes +1 to all your shoot results. 3
Guts Whenever you Pass: Gain 1 Contamination. 3
Hand The “Use Item” Action costs you 1 Action card more. 3
Knee The “Make a Move Cautiously” Action costs you 1 Action card more. 3
Leg The “Make a Move” Action from a Room with an Intruder costs you 1 Action card more. 3
Lungs Whenever you Pass: Lose 1 Oxygen. If you already have 0 Oxygen, lose 2 HP instead. 3

6 Robot cards

Title Effect
Exploration Robot Move the Robot up to 2 times.
OR
Move the Robot through an Unexplored Corridor and resolve an Exploration Sequence. Do not resolve the Entrance effect.
Medical Robot Move the Robot up to 2 times.
OR
A Character of your choice in a Room with the Robot discards 1 Serious Wound or restores 2 HP.
Military Robot Move the Robot once.
OR
Choose a Corridor adjacent to the Robot and roll a Burst die. Deal Hits equal to the result in that Corridor.
Burst [ADDITIONAL]: Place a Malfunction marker on the Robot.
Securing Robot Move the Robot up to 3 times.
OR
Open or Close 1 Door accessible to the Robot.
OR
Place 2 Secure tokens in a Room with the Robot.
Server Robot Move the Robot up to 3 times.
OR
If the Robot is in a Computer Room, use the Room (even with a Malfunction marker).
Technical Robot Move the Robot up to 2 times.
OR
Discard a Malfunction marker or a Fire marker from the Room with the Robot.

12 Primeblood Queen Health cards

Discard additional cards Effect Count
0 Activate the Queen. 1
0 Place the Queen back in the pool. 1
0 Repel the Queen. 1
1 Repel the Queen. 2
1 Add all Queen tokens to the bag. 1
1 Each Character in the Room with the Queen draws 2 Action cards. 1
2 Repel the Queen. 1
2 Each Character in the Room with the Queen makes a Noise roll. 1
3 Activate the Queen. 2
3 Place a Malfunction marker in the Room with the Queen. 1

Boards and Tiles

Item Count
Round track border pieces 3
Section border pieces 3
Character boards 5
Character tiles 6

23 Room tiles

Distribution: 13 “?”, 3 “A”, 3 “B”, 4 “C”.

Number of Rooms with a Computer: “?” ×6, “A” ×2, “B” ×2, “C” ×0.

Special Rooms (printed on border pieces)

# Name Section Computer Items Effect
14 Landing Zone A No — Gain any number of Tactical Gear tokens from the connected slots.
OR
Make a Noise roll to get into the Lander.

All gained Tactical Gear tokens must be placed in empty Tactical Gear slots. You may discard any number of your Tactical Gear tokens once, before or during this Action.
You can only get into the Lander if the Lander token is already in this Room. If there is an Intruder in your Room after the Noise roll, this Action fails.
18 Hibernatorium B No — Make a Noise Roll to Hibernate.

You can only perform this Room’s effect if the Hibernatorium is active. The Hibernatorium can be turned active in Life Support Control C.
If there is an Intruder in your Room after the Noise roll, this Action fails.

13 Room tiles “?” (Common)

# Name Computer Items Effect
1 Sprinklers Control Yes Green, Yellow Discard all Fire markers from a chosen Section.
2 Shelter No Green, Red Always Secured. Only if you are not infected with a Larva: Take all Contaminations from your hand and remove them from the game without scanning.
3 Emergency Room No Green ×3 Restore 2 HP.
OR
Discard 1 Serious Wound.
4 Supply Room No Green, Red, Yellow No Secure tokens allowed. Draw 1 Green, 1 Red, and 1 Yellow Item. You may keep 2 of them and discard the rest.
5 Armory No Red ×3 Gain any number of Ammo tokens and Grenade tokens.

All gained Tactical Gear tokens must be placed in empty Tactical Gear slots. You may discard any number of your Tactical Gear tokens once, before or during this Action.
6 Door Control Room Yes Red, Yellow Open and/or Close any number of Doors in a chosen Section.

Doors may be Closed only on Door slots.
7 Security Robot Room Yes Red, Yellow Place 1 Secure token in the Room with the Robot.
OR
Reinforce an empty Corridor adjacent to the Room with the Robot.
8 Gunnery Room Yes Red ×3 Choose a Corridor adjacent to a Room with a Red Item and without a Malfunction marker. Roll a Burst die and deal Hits equal to the result in that Corridor.

Note that “roll a Burst die” does not mean a Burst Action, so it does not require spending Ammo tokens.
9 Pressure Control Yes Yellow ×3 Move 1 Intruder anywhere in the Facility.

The Intruder may be moved in any direction (from a Room to a Corridor or from a Corridor to a Room).
10 Alarm Room Yes Green, Red Resolve or discard a Noise marker from a chosen Corridor in the Facility.
11 Experimental Military Lab No Red, Yellow Gain any number of Ammo tokens.
OR
Draw 2 random Support Equipments. You may keep 1 of them and discard the other.

All gained Tactical Gear tokens must be placed in empty Tactical Gear slots. You may discard any number of your Tactical Gear tokens once, before or during this Action.
Make sure that no Support Equipment cards used in Setup were shuffled back into the Support Equipment deck.
12 Technical Corridor Entrance No Yellow ×3 No Secure tokens allowed. Move to any Room in the Facility. Resolve an Intruder Attack (treat it as an Adult Attack).

Resolve an Adult Intruder Attack – draw a card from the Intruder Attack deck and resolve the effect assigned to the Adult Intruder. Don’t place an Intruder on the map. Secure tokens are not taken into account because no Intruders entered the Room at the moment of this Attack. After that, make a Noise roll as normal.
13 Decontamination Room No Green ×3 Discard all Action cards and spend 2 Oxygen to remove all Contaminations from your deck and discard pile without scanning.

You may not perform this Room Action if you have 1 Oxygen or fewer (if you would gain a Suffocation token as a result).

3 Room tiles “A”

# Name Computer Items Effect
15 Life Support Control “A” Yes Green, Red Flip a Life Support token in Section A.
OR
Discard a Fire marker from any Room in the Facility.
With this Room’s top effect you can activate or deactivate the Life Support System in the “A” Section.
16 Surgery Room No Green ×3 Discard all Action cards to remove a Larva from your Character board and scan all Contaminations in your deck and discard pile. Remove the infected ones from the game.
OR
Discard 1 Serious Wound.

You can’t perform this Room’s top effect if you don’t have a Larva on your Character board. However, you don’t need to have any Contamination cards to perform it. After performing the Action, place the remaining scanned Contaminations back in your deck and then reshuffle the whole deck.
17 Drilling Station Yes Yellow ×3 Place a new Corridor leading from the Room with the Robot.

This Corridor may be placed leading to an already Discovered Room or to an Undiscovered Room.

3 Room tiles “B”

# Name Computer Items Effect
18 Undiscovered Hibernatorium tile No — The Robot in this Room cannot be Activated. Never place Noise markers on Corridors to the Hibernatorium.
When any Room is connected to the Hibernatorium: reveal the Robot card (Robot can now be Activated) and discard this token.
19 Life Support Control “B” No Green, Red Flip a Life Support token in Section B.
OR
Look at both Anti-Aircraft tokens and place them in any order.

With this Room’s top effect you can activate or deactivate the Life Support System in the “B” Section.
Remember that the top Anti-Aircraft token indicates the current status of the Anti-Aircraft system.
You are not required to share how tokens are placed, nor if you have swapped them or not.
20 Server Room Yes Red, Yellow Use any Discovered Computer Room in the Facility.
OR
Gain a Data token (if you don’t have one).

Please note that you may not use a Room with a Malfunction marker in this way.
21 Cooling System Yes Yellow ×3 Activate the Autodestruction Procedure.

4 Room tiles “C”

# Name Computer Items Effect
22 Life Support Control “C” No Green, Red Flip a Life Support token in Section C.
OR
Flip a Hibernatorium token to its active side.

With this Room’s top effect you can activate or deactivate the Life Support System in the “C” Section.
With this Room’s lower effect you can only activate the Hibernatorium (but you cannot deactivate it this way).
23 Reactor No Red, Yellow Remove all Life Support tokens, Autodestruction token, and both Anti-Aircraft tokens from the game.

After removing these tokens: treat all Sections as having an Inactive Life Support System token. Treat the Anti-Aircraft System as Inactive. Remove the Autodestruction token even if it is already on the Round track. Life Support Systems, Anti-Aircraft and Autodestruction cannot be turned on again.
24 Escape Shuttle No Green, Red Make a Noise roll to get into the Escape Shuttle.

If there is an Intruder in your Room after the Noise roll, this Action fails.
When a Character Escapes using the Escape Shuttle, the Escape Shuttle cannot be used again in that game – there is only 1 shuttle available.
25 Nest No — No Secure tokens allowed. No Malfunction markers allowed.
Take/Destroy 1 Intruder Egg and make a Noise roll.

Take/destroy an Intruder Egg from the Nest space on the Section “C” border piece.
Remember: Eggs are considered Heavy Items!

40 Corridor tiles

10 each of Noise values 1, 2, 3, and 4.

# Noise Value Deadly Noise Has Door
101 1 — Yes
102 1 — Yes
103 1 — Yes
104 1 — No
105 1 — No
106 1 — No
107 1 2 No
108 1 2 No
109 1 3 No
110 1 4 No
201 2 — Yes
202 2 — Yes
203 2 — Yes
204 2 — No
205 2 — No
206 2 — No
207 2 1 No
208 2 1 No
209 2 3 No
210 2 4 No
301 3 — Yes
302 3 — Yes
303 3 — Yes
304 3 — No
305 3 — No
306 3 — No
307 3 4 No
308 3 1 No
309 3 2 No
310 3 4 No
401 4 — Yes
402 4 — Yes
403 4 — Yes
404 4 — No
405 4 — No
406 4 — No
407 4 3 No
408 4 1 No
409 4 2 No
410 4 3 No

Markers and Tokens

Item Count
Anti-Aircraft token (Active) 1
Anti-Aircraft token (Inactive) 1
Autodestruction token 1
Data tokens 5
Door tokens (with standee bases) 14
Egg tokens 5
Fire markers 9
Lander token 1
Life Support tokens 3
Oxygen counters (with pins) 5
Malfunction markers 14
Noise markers 30
Round marker 1
Secure tokens 20
Starting Player token 1
Suffocating tokens 5
Universal markers 30

80 Tactical Gear tokens

Type Count
Ammo 20
Grenades 20
Medpack 20
Oxygen 20

40 Intruder tokens

Type Number Count
Blank - 1
Queen - 9
Drone 1A + 1 2
Drone 2A + 1 4
Drone 3A + 1 2
Adult 2 6
Adult 3 6
Adult 4 4
Larva - 6

Dice

2 D6 Burst dice

Face Frequency
1 3
2 1
3 1
4 + [ADDITIONAL] 1

2 D8 Shoot dice

Face Frequency
[AMMO] 1
2 1
3 1
4 2
5 2
[CRITICAL] 1

2 D10 Noise dice

Face Frequency
1 1
2 2
3 2
4 3
[HAZARD] 2

1 Intruder Help Sheet

“The Queen is Alive” side

Procedure Queen Drone Adult Larva Blank
Resolve Noise markers in a Corridor Activate the Queen. If not possible - place her in the Corridor. Place the number of Intruders shown on the token (Adults and Drones) in the Corridor. Place the number of Intruders shown on the token (Adults and Drones) in the Corridor. Place 1 Larva in the Corridor. Add 2 random Adult tokens to the bag. Add this token back to the bag.
Resolve Hazard results in a Room Activate the Queen. If not possible - place her in the Room. Place 1 Intruder of the type shown on the token in the Room. Place 1 Intruder of the type shown on the token in the Room. Place 1 Intruder of the type shown on the token in the Room. Add 2 random Adult tokens to the bag. Add this token back to the bag.
Bag Development Activate the Queen. If not possible - add 2 Larva tokens to the bag. Add 2 Queen tokens to the bag. Add 2 Queen tokens to the bag. Add 2 random Drone tokens to the bag. Add 2 random Adult tokens to the bag. Add this token back to the bag.

“The Queen is Dead” side

Procedure Queen Drone Adult Larva Blank
Resolve Noise markers in a Corridor Place 1 Drone in the Corridor. Remove this token from the game. Place the number of Intruders shown on the token (Adults and Drones) in the Corridor. Place the number of Intruders shown on the token (Adults and Drones) in the Corridor. Place 1 Larva in the Corridor. Add 2 random Adult tokens to the bag. Add this token back to the bag.
Resolve Hazard results in a Room Place 1 Drone in the Room. Remove this token from the game. Place 1 Intruder of the type shown on the token in the Room. Place 1 Intruder of the type shown on the token in the Room. Place 1 Intruder of the type shown on the token in the Room. Add 2 random Adult tokens to the bag. Add this token back to the bag.
Bag Development Add 2 random Drone tokens to the bag. Remove this token from the game. Add 2 Larva tokens to the bag. Add 2 Larva tokens to the bag. Add 2 random Drone tokens to the bag. Add 2 random Adult tokens to the bag. Add this token back to the bag.

Other Components

Item Count
Colored plastic rings 6
Intruder bag 1
Numbered Backpack card holders 5
Objective Help sheet 1
Room Help sheet 1
Rulebook 1
Scanner 1

Solo/Coop Mode Components

These components are not used in the standard game.

12 Solo/Coop Objective cards

Title Requirements
Clean-Up The Nest (Section C) must be destroyed.
Closedown All Life Support tokens must be active.
Crucial Intelligence At least 1 Character with a Data token must Escape from the facility using the Lander.
Culinary Sample A Character must Escape from the Facility carrying an Egg from the Nest (Section C).
Deep Search All Rooms of the C type must be Discovered.
Entrance Inspection There must be no Unexplored Corridors in Section A.
Faceoff The Queen must be dead.
No Corner Uncovered All Rooms of the B type must be Discovered.
Safety Procedure The Hibernatorium must be activated (by using the Life Support Control C).
Scientific Sample A Character must Escape from the Facility carrying an Egg from the Nest (Section C).
Shutdown The Reactor (Section C) must be shut down (by using the Room).
Systems Backups The Robot must be in the Reactor Room (Section C).