Nemesis: Aftermath
Nemesis: Aftermath Rulebook
Table of Contents
Table of Contents
New Components and Elements
Features
Aftermath adds a Feature card for each Character, both from the base game and from this expansion. Feature cards give advantages during play, but may also impose some restrictions.
A Feature card is placed face up next to the Character board. Its effect lasts for the whole game.
New Characters
Aftermath adds five new Characters.
When a player chooses their Character, the Character Choice card they draw lets them choose between the Character of the chosen colour from the base game or from this expansion. For example, the red Character from this expansion (the Prisoner) can take the place of the red Character from the base game (the Soldier).
After choosing a Character, each player keeps their chosen Character Choice card. This stops another player from choosing a different Character of the same colour. Two Characters of the same colour (for example the Prisoner and the Soldier) can never be in the same game.
Translator's note: the source's introduction calls the red Character from this expansion "Осужденный" (Convict), while the rest of the source calls the same Character "Заключенный" (Prisoner). This translation uses "Prisoner" throughout.
The new Characters differ a lot from the Characters of the base game. The sections below describe their strengths, weaknesses and special rules.
Director (Blue)
The Director owns not only the ship, but probably the whole crew as well. His presence on board shows how much this mission matters to his business. Bet he knows why everything went wrong here? And not only that…
The Director is an old and weak man. Without his personal Robot he could not perform even the simplest actions. In the game this is shown by starting with 1 Serious Wound card, "Multiple Bruises".
Additional notes (Items):
The Director is accompanied by his personal Robot. The Robot allows the Director to have more than 10 cards in their Action deck.
Some of these Actions, marked with the Robot symbol, belong to the Robot, meaning the Robot performs them instead of the Director. Most of these Actions drain Energy: use Ammo / Injury tokens as the Robot's Energy tokens. Each time you play a card with the Robot symbol, discard 1 Energy token.
Cards marked with the red X symbol are an exception. Performing such an Action does not require spending Energy tokens, but these Actions can be used only once per game and are removed from the Director's Action deck after use.
If the Robot runs out of Energy tokens, you cannot play Actions with the Robot symbol. These cards can still be discarded to pay for other Actions. To refill the Robot's Energy tokens, use the Item card "Energy Battery" (as if recharging an Energy Weapon).
The two Director Quest Items "Access Codes" look identical, so other players will not know which of them the Director has activated. After activating one of these cards, the player places it in their inventory and discards the other.
The Item "Evacuation Protocol Codes" lets the Director either remotely launch a chosen Escape Pod (with any Character inside), or remotely set the state of one chosen Engine to the required state.
The Item "Ship Control Codes" lets the Director either replace the Coordinates card with any card chosen from the box (they may do this from any Room on the board), or choose and take any Item card from the Item deck of the colour matching the Room the Director is in. This is especially useful in white Rooms, where the player can choose and take any Item from the red, green or yellow Item decks.
Additional notes (Actions):
Discarding the Action card "Defend" from the game is the only cost of performing this Action.
To play the Action card "Robot Attack", first discard 1 Energy token, then roll the Combat die. If you hit an Intruder, you may discard an additional Energy token to inflict 1 additional Injury on the same Intruder. Then resolve the Injury effect.
The Action card "Once More" allows you to play an additional player Round within the same Round of the game, after you have passed. If you are the last player to pass, you cannot perform this Action.
The Action "Destruction" costs 1 Energy token.
The Action "Quick Repair" costs 1 Energy token.
Discarding the Action card "Stop It!" from the game is the only cost of performing this Action. It applies to any Intruder Attack.
When playing the Action card "Management Order", you must announce the Character the effect applies to before any other player can play an Interrupt card.
Additional notes (Feature):
While the Robot card has at least one Energy token, your Serious Wound "Multiple Bruises" counts as bandaged. You may heal it by the normal rules.
You may check other players' Corporate Objective cards only in the Research Mission or in the base game, since the Epilogue does not use Corporate Objective cards. Research Mission is described below.
Android (Green)
The Android is not human. As an artificial being he behaves differently from the other "organic" crew members. He is unconditionally loyal to his creator and owner, the corporation.
The Android is a synthetic organism, so he cannot use green Item cards to bandage or heal his own Wounds. Until the Android returns to a maintenance station, he can restore himself only with certain Items and with his Action card "Self-Repair".
Additional notes (Items):
The Item "Integrated Gun" is part of the Android's arm, so at the start of the game both of his Hand slots are free. The Android is very powerful but has limited endurance. When the Time marker reaches the 5th space of the Time track, the Android shuts down and his miniature is removed from the board.
The Item "Power Supply" allows the Android to function for several Rounds longer. However, the Android still has to hibernate or use an Escape Pod to survive long enough to achieve his Objective.
The Item "Deactivation Module" triggers during the Intruder Attack step of the Event Phase.
Additional notes (Actions):
The Action "Self-Repair" is the only way for the Android to heal. You must discard the corresponding Item card to heal any Wound.
The Action "Efficiency" lets you use a Room's action provided that there is no Malfunction token in that Room.
Additional notes (Feature):
Corporate Objectives are used only in the base game or in the Research Mission. This means that in those modes the Director will know all of the Android's Objectives.
Keep in mind that the Android can still collect green Item cards to trade them with other crew members!
The Android can still use the green Item "Uniform Kit" to discard a Slime token.
Contamination (Android):
Wounds on the Android can be bandaged or healed only with the Action card "Self-Repair". Items, Room actions and Medic Action cards do not work for this.
Scan a Contamination card immediately after you take it. If the card contains the word "INFECTED", you receive 1 Light Wound and remove that Contamination card from your Action deck (as you would for a Contamination card without the word "INFECTED" during the Rest Action). If the Contamination card does not contain the word "INFECTED", remove it from your Action deck (as you would for a Contamination card without the word "INFECTED" during the Rest Action; the source repeats the same parenthetical in both cases). After that, in either case, draw 1 Action card.
Psychologist (White)
Even with implants that suppress violence, long space flights create great psychological tension between crew members. When assembling the crew for this mission, the Director made sure there was a psychologist on board.
Playing the Psychologist is a unique experience. She relies heavily on other Characters, and knows how to manipulate others using her Action cards and by playing "over the table". She can be really useful, but do not underestimate her…
Additional notes (Items):
When the Item "Spy Drone" is handed to another Character, all covert manipulations that Character performs (for example, checking the Coordinates card or another Character's Objective card, or changing the state of an Engine) are known to the Psychologist.
Note that the Item "Emotion Scanner" will not work if the corridor connecting two Rooms is blocked by a Closed Door.
Additional notes (Actions):
You may play the effect of the Action card "Lend a Hand" on yourself. You draw 2 cards and discard 1 card. Other Characters draw 1 card and discard 1 card.
Additional notes (Feature):
Make sure another crew member is with you when you wander the ship. Your survival depends on it!
Your Feature "I'll Go With You" is played as follows:
- Another Character chooses the Room they want to move to and pays for their Movement.
- The Psychologist announces the use of the Feature "I'll Go With You" and discards 1 Action card from her hand.
- Both miniatures move into the chosen Room, and the active player performs the standard actions of Movement (makes a Noise roll and resolves the corresponding effects).
Bounty Hunter (Purple)
The Bounty Hunter is on board mainly because of his prey, the Prisoner. He either escorts him to prison or, if the Prisoner is not taking part in the game, flies after him. If the Prisoner is in the game, the Bounty Hunter has the only key to the Prisoner's handcuffs, and he can be persuaded to free the criminal… if it is in his interest.
The Bounty Hunter's best friend is his dog Laika. As befits the best friend of a Bounty Hunter, Laika is heavily cybernetic, which lets her interact with the Bounty Hunter more effectively.
At the start of the game, place Laika's miniature on the Bounty Hunter's Character board.
Additional notes (Items):
After Laika performs the Action "Search" using the Quest Item "Search Mode", she returns to the Bounty Hunter's Character board, and the Item she found is placed in his inventory.
The effect of the card "Aggression Mode" deals 1 Injury to an Intruder in the Room where the Bounty Hunter is, each time Laika could move but does not move into that Room (using the Action "Forward!" or Laika's Feature before the first Action at the start of each Round).
Additional notes (Actions):
The Action "Tactical Movement" lets you choose 1 Intruder that is in the same Room as the Character and move with it into an adjacent Room. Other Intruders in the Room you leave do not attack you.
The second ability of the Action card "Defender" requires you to remove Laika from the game. This means you can no longer use her abilities. Use this Action only as a last resort! It applies to absolutely any Intruder Attack.
Additional notes (Feature):
You can move Laika into an adjacent Room.
Laika ignores the effects of a Fire token in the Room she is in, but this ability does not extend to other Characters in that Room. Laika takes no Wounds from Fire, but any other Character in the Room applies the effects of the Fire token by the base rules.
Laika ignores all effects of Turrets.
Whenever you recall Laika, place her miniature on your Bounty Hunter Character board, regardless of the distance between Laika and the Bounty Hunter.
Prisoner (Red)
The Prisoner begins the game in handcuffs. One of the other players (the Bounty Hunter, if he is taking part in the game) receives the Item "Handcuff Key", which can free the Prisoner from his shackles. The Prisoner will have to threaten, trade with, or otherwise persuade the other players to let him drop his shackles and free his hands.
The Prisoner's skills reflect the long years he spent in criminal circles. He is a seasoned hand and is not unused to improvising when life gets difficult. He is the only one brave enough to meet an Intruder holding nothing but an iron pipe torn from the wall.
Additional notes (Items):
The Item "Cyber-Prosthesis" lets you use the Action "Rest" as a Main Action. The effect is described on the Action card "Rest".
Any Serious Wound whose effect is ignored by the "Cyber-Prosthesis" card counts as bandaged. Note that you can use the Cyber-Prosthesis to perform the Action "Rest" and still ignore the effect of a Serious Wound.
When you miss in Melee Combat, the Item "Pipe" lets you reduce a Serious Wound to a Light Wound.
You can obtain the Pipe in any Room. Each time a game effect requires you to discard the Pipe, flip the card over instead. In the future you can obtain the Pipe again. You cannot trade the "Pipe" card. This card is useless to anyone except you.
Additional notes (Actions):
The Action "This Will Come in Handy" is not an Interrupt, so other Characters cannot interrupt it.
When performing the Action "Temper", the Noise roll is made after you have fully resolved all effects of the Room's action (for example, after the Noise roll of the Room action of the "Nest").
The Action "Cold Calculation" can still be performed if the Door in the corridor you came through is broken.
When performing the Action "BANG!", you first roll the Combat die, then inflict 1 additional Injury on the Intruder, and then resolve the Injury effect.
Additional notes (Feature):
Your Feature lets you take more Wounds, but be careful! Effects of Intruder Attack cards can still kill you under the normal rules.
Threat Cards
Aftermath adds a deck of Threat cards. Threats are small tasks that the crew must solve during the game. If a Threat is not eliminated in the time allowed, the game ends and all Characters lose. The time allowed for eliminating a Threat depends on the game mode (see the mode sections below).
When a Threat requires you to place a Specimen in a particular Room, use Status tokens. Specimens count as Heavy Items.
The Threat symbol appears on Threat cards and on some Event cards of this expansion.
Threat Levels
Some Threats have two Levels. To eliminate such a Threat, you must fulfil the conditions of both Levels. You must successfully complete the conditions of the first Level before you perform the conditions of the second Level. A Threat with only one Level is successfully eliminated when the condition of its only Level is met.
When you complete the conditions of a Level, mark that by placing any token (for example, an Ammo / Injury token) on the Level symbol of the Threat card.
The Action "Activation"
Some Threats require the Action "Activation". This new Main Action can be performed only in the Room named on the Threat card. It can be performed both in Combat and out of Combat. Its cost is always the same: 1 Action card.
The Action "Activation" has no other effect beyond fulfilling the condition described on the Threat card.
New Rooms
Aftermath contains four new Rooms with the "2" symbol. If you wish, you may shuffle them into the stack of "2" Rooms from the base game.
The expansion also contains three new Craft Item cards linked to the Workshop Room: "Laser Sight", "Combat Drone" and "Protective Suit". These three new Craft Items can be crafted only in the Workshop.
Note that they require components different from those needed to craft the Craft Items of the base game.
Workshop
Craft an Item. Exchange one of the following Items for one of the Craft Items:
- Energy Battery = Laser Sight
- Tools = Combat Drone
- Uniform Kit = Protective Suit
You cannot perform the Room's Action if there is a Malfunction token in the Room.
Server Room
Use Another Computer. Perform the Action of any explored Room that has a Computer, provided that Room has no Malfunction token.
Alarm Control Room
Turn On the Emergency Alarm. Choose any Room that has no Characters in it. Perform a Noise roll there. This may cause an Encounter, but it will not lead to a Surprise Attack.
Turret Control Room
Reconfigure Turrets. Choose one Turret on the board and change its Status. Place the new Turret Status token face up on the stack of Turret Statuses.
Turrets
A Turret miniature is placed in a Room when the corresponding Exploration token is revealed. Before the game you may choose whether to play with Turrets or without them. Turrets cannot be placed in the Nest or in a Contaminated Room.
A Turret's starting Status is chosen at random: shuffle the 3 different Turret Status tokens and place them face down in a stack next to the Turret miniature. The top token of the stack determines the current Turret Status. The Turret Status is revealed when a Character first enters the Room.
A Turret can be destroyed with the Action "Destruction".
During the Event Phase, in the step "Intruder Fire Injuries and Turret Attack", Intruders always destroy any activated Turret (with the Status "Target: All" or "Target: Intruders") in the Room they are in. Since this happens at the same time as the Turret Attack (see below), it is possible for an Intruder to destroy a Turret while being killed in the process.
The effect "Ignore Fire damage" does not apply to Turrets.
Any destroyed Turret is removed from the board.
If you want to use Turrets in the base game, add the 3 new Exploration tokens (with a Turret) to the base game's Exploration tokens, and place the Turret miniatures together with the Turret Status tokens next to the board.
Turret Statuses
- INACTIVE – the Turret is inactive and cannot be destroyed.
- TARGET: ALL – the Turret fires at everyone who enters the Room. (When any Intruder appears in the Room under any condition, it is considered to have entered the Room.) The additional effect of the Turret Attack is resolved in the step "Intruder Fire Injuries and Turret Attack" of the Event Phase. Characters receive 1 Light Wound, and Intruders receive 1 Injury.
- TARGET: INTRUDERS – the same as "Target: All", but it works only on Intruders.
Shuttle Board
The Shuttle consists of 4 Rooms.
The Cabin is a special Room printed on the additional "Shuttle" board. The Cabin has no Room action. Shuttle Rooms have no Item counter, so no Item can be found there with the Action "Search".
The Shuttle board introduces some new rules for Movement:
- While in the Shuttle Cabin, a Character may move to any ship Room that has an entrance to the Technical Corridors.
- While in any ship Room that has an entrance to the Technical Corridors, a Character may move to any Shuttle Room with the "2" symbol (except the Cabin).
- The Nemesis and the Shuttle count as one ship when a Character has to perform a remote Action (one that involves another Room, Computers, Engines and so on).
The Shuttle board also has a Shuttle Time track of 5 spaces. It is used in the Epilogue and Research Mission modes.
Exploration Tokens from Aftermath
Exploration tokens from this expansion are used by the same rules as the Exploration tokens of the base game. The difference is that they have no Item counter.
When a Character enters a Room with an Exploration token from this expansion, reveal the token and resolve its effect:
- LOCKDOWN: Close all Doors in the corridors leading to this Room, except the corridor you used to enter this Room. If you used the Technical Corridors to enter this Room, close ALL Doors in the corridors leading to this Room.
- DANGER: If there is an Intruder in an adjacent Room (and it is not in Combat with another Character), move it into this Room. If there is more than one such Intruder, move all of them. If none of the adjacent Rooms has Intruders (or if they are in Combat), place a Noise marker in each corridor connected to this Room that does not yet have a Noise marker (counting the Technical Corridors if this Room has an entrance to them).
- EGG: Place an Intruder Egg Heavy Object in this Room.
- CONTAMINATED ROOM: Place this token in the Room. Each time any Character enters this Room, they automatically receive a Slime token.
- LARVA: Place a Larva miniature in this Room. No Encounter occurs, and you do not make a Noise roll.
- FIRE: Place a Fire token in this Room.
- INTRUDER CARCASS: Place an Intruder Carcass Heavy Object in this Room.
- CHARACTER CORPSE: Place a Character Corpse Heavy Object in this Room.
After resolving an Exploration token from this expansion, return it to the box, except for the "Contaminated Room" token, which stays on the board.
Adding This Expansion's Components to the Base Game
When setting up a base game, players may choose a Character from the base game (and its cards) or a Character from this expansion (and its cards) of the same colour.
However, note that the Characters from Aftermath suit the modes of this expansion better than the base game.
Four new "2" Room tiles, 3 Turret Exploration tokens, Feature cards and new Serious Wound cards may be added to the base game.
Hourglass
For even more tension in your games, you may use the Hourglass.
Flip the Hourglass at the start of each Round.
When any player notices that the Hourglass has run out of sand, they may take it. The player who takes the empty Hourglass may choose any one Room on the board and make a Noise roll there, applying the base rules. If an Encounter occurs, the Surprise Attack is aimed at the player with the fewest cards in hand. If there are no Characters in the chosen Room, no Surprise Attack is played.
After the Noise roll, set the Hourglass aside; it will be flipped at the start of the next Round.
You do not have to take the Hourglass if you do not want to. If any player objects to using the Hourglass, it may be removed from the game after the Noise roll.
Choosing a Game Mode
Aftermath offers two game modes, described in the sections below: the Epilogue and the Research Mission.
Epilogue Mode
The main game mode of Aftermath is the Epilogue: a short game of 5 Rounds (45-60 minutes), played after the base game ends. It is a continuation of the base game. By the start of the Epilogue, some time has passed since the events of the base game.
Players use Characters (any of those that did not take part in the base game) to explore the ship. The ship was damaged by the events, so any results achieved in your base game will affect the course of play in the Epilogue.
The Epilogue is more complex and dynamic than the base game, but much shorter.
Instead of Objectives, each player has a Personal Task to complete. Players also have to cooperate to deal with various Threats. In addition, players driven by more self-interested motives may accept a Tempting Offer.
Players use the additional Shuttle board, which represents a small new transport vessel (docked with the main ship) consisting of four Rooms.
You can play the Epilogue with fewer players than took part in the base game.
The Epilogue can be played either after the base game or after a Research Mission game, but note that you cannot use the same Characters in both games.
Epilogue Setup
- Before setting up the Epilogue you must play a complete base game.
You cannot play the Epilogue if the ship was destroyed after losing its hull integrity (when you must place the 9th Fire or Malfunction token, or in other circumstances).
-
Remove all components of all Characters who took part in the base game: boards, Character miniatures, Larva miniatures, plastic card stands, plastic rings, Action decks, Item cards, Feature cards, Serious Wound cards and Help cards, Heavy Object tokens, Status tokens and Ammo / Injury tokens.
-
Remove all Intruder miniatures from the board and place the corresponding Intruder tokens into the Intruder bag. Then add the following Intruder tokens to the Intruder bag:
- If 2 or 3 players: 1 Larva and 2 Adult Intruders.
- If 4 players: 2 Larvae and 4 Adult Intruders.
- If 5 players: 3 Larvae and 6 Adult Intruders.
If you run out of Intruder tokens, do not add any more to the Intruder bag.
- Remove from the board:
- All Fire and Noise tokens.
- The Time and Self-Destruct tokens.
- The Coordinates card.
- Any Heavy Objects that appeared during the game.
- Leave in place:
- The Malfunction tokens, Door tokens and Escape Pods, in the positions they had at the end of the base game.
- The explored and unexplored Intruder Weakness cards. Place 1 Status token on each explored Weakness. These Weaknesses count as unexplored until someone explores them again. Re-exploring a Weakness follows the same rules as exploring it: you simply need to explore that Weakness again.
-
Shuffle and place next to the board, face down: the Intruder Attack, Event (of this expansion), Contamination and Serious Wound decks.
-
Shuffle the Engine tokens and the Coordinates deck. Place the Engines and the Coordinates card on the board by the base game rules.
-
Reveal all unexplored Rooms and their Exploration tokens to set the number of Items in these Rooms. Ignore any effects of the revealed Exploration tokens.
-
Take the Exploration tokens of this expansion, shuffle them (without looking at their faces) and place one random token on each Room tile of the main board, plus one in the Hibernatorium, one on the Bridge and one in each Engine Room.
-
Place the additional "Shuttle" board on the table next to the main board.
-
Shuffle the remaining "2" Room tiles without looking at their faces, and place one random tile (face up) on each area of the Shuttle board marked "2". If a Contaminated Room comes up, remove it and take another "2" tile.
-
Deal each player one random Help card from the base game. These cards determine the Character draft order.
-
Each player takes 1 plastic card stand with the same number as on their Help card. Then swap the base game Help cards for the Help cards of this expansion.
-
Shuffle all Character Choice cards. Players choose their Characters as follows: the first player takes 2 random Character Choice cards, reveals them, chooses one, and shuffles the other back into the Character Choice deck. Then the second player does the same, then the third player, and so on.
In the Epilogue, Characters that took part in the base game are not available for selection!
-
Each player takes the following components of their chosen Character: board, miniature, plastic ring of the matching colour, Action deck, Starting Item card(s), Quest Items and Feature card. Player No. 1 also takes the First Player token.
-
Each player places their Character's miniature in the Cabin.
-
Shuffle the Personal Task deck and deal 1 card to each player.
-
Shuffle the Threat deck and place it face down next to the board. Reveal the top Threat card.
-
Place the Tempting Offer card face up next to the board.
-
Place the Time token on the green space of the Shuttle Time track.
Threats in the Epilogue
In this mode the players must eliminate 2 Threats. The crew has 2 Rounds to eliminate each of them.
Each time the Time token reaches a yellow space on the Shuttle Time track, check whether you have met the conditions of the current Threat.
- If yes, discard that Threat card.
- If no, the game ends in defeat for all players. The situation on the ship has become too unstable for your crew to cope with.
At the start of the 3rd Round, reveal the second Threat card.
If no Threats remain by the 5th Round, the crew must evacuate!
Intruder Bag in the Epilogue
The Intruder bag step of the Event Phase is not resolved in the Epilogue.
Events in the Epilogue
Event cards from this expansion are played as in the base game, with one additional rule: some of them show the Threat symbol. Whenever you reveal an Event card with this symbol, the First Player makes a Noise roll in the Room where their Character is.
Epilogue Event Phase
-
Time track. Move the Time token 1 space on the Shuttle Time track. Move the Self-Destruct token 1 space on the Self-Destruct track if the Self-Destruct system is activated.
-
Threat check (only in Rounds 3 and 5). Check whether the requirements for eliminating the Threat are met. After that, if this is Round 3, reveal the second Threat card.
-
Intruder Attack. Each Intruder in Combat with Characters attacks them.
-
Intruder Fire Injuries and Turret Attack.
- Each Intruder in a Room with a Fire token receives one Injury.
- If there is a Turret in a Room, resolve its Turret Attack according to its current Status. If an Intruder is in the Room with a Turret, destroy that Turret.
- Event card. Draw and resolve 1 Event card:
- Intruder movement.
- Event effect.
- Make a Noise roll (if the Event card shows the Noise symbol).
- End of Round.
Victory Check (Epilogue)
After the end of the 5th Round, the Shuttle automatically undocks from the Nemesis and returns to the base ship, regardless of where the Characters are. To win in this mode, a player must fulfil the following requirements:
-
All Exploration tokens on the ship must be revealed. With two players, up to 3 Exploration tokens may remain face down. If this condition is not met, the mission has failed and all players lose.
-
The player must fulfil the conditions of their Personal Task card.
-
The player's Character must be in any Shuttle Room when the Shuttle returns to the base ship (or the Character must have left the ship in an Escape Pod).
-
The player must pass the Infection check (by the base game rules).
OR:
Any player may at any moment accept the Tempting Offer if they do not want to help their crewmates. If they decide to, they take the Tempting Offer card, give up their Personal Task, and discard that card. Fulfilling the requirements of the Tempting Offer card wins the game for that player individually, if they pass the Infection check (by the base game rules).
Research Mission Mode
This mode is a full game that can be played instead of the base game. A game lasts 15 Rounds (120 minutes), and players may use only the Characters from Aftermath. Players use the additional Shuttle board and the Objective cards of the base game. This mode is not a continuation of the base game.
Research Mission Setup: Steps 1-15, Game Board
-
Place the game board on the table, using its main side. Place the Shuttle board next to it.
-
Shuffle all "2" Room tiles without looking at their faces, and place one random tile on each area of the game board and of the Shuttle board marked "2".
-
In the same way, place all "1" Room tiles on each area of the game board marked "1".
-
Reveal all Rooms on the Shuttle board. If a Contaminated Room is revealed, replace it with another random "2" Room tile.
-
Take the Exploration tokens of the base game, remove the "Door" and "Danger" tokens, add the "Turret" tokens, shuffle them (without looking at their faces) and place one random token face down on each Room tile of the game board.
-
Take the Exploration tokens of this expansion, shuffle them (without looking at their faces) and place one random token face down in EACH Room of the game board (including the Bridge, the Hibernatorium and the Engine Rooms).
As a result, every Room tile has two Exploration tokens: one from the base game and one from Aftermath.
-
Take the Coordinates cards, choose one at random, and place it face down next to the Bridge.
-
Place the required number of randomly selected Escape Pod tokens:
- 1-2 players: 1 Escape Pod.
- 3-4 players: 2 Escape Pods.
- 5 players: 3 Escape Pods.
Place the Escape Pod with the lowest number in section "A", then place the next one (by number) in section "B". Place the remaining Escape Pods alternately between sections "A" and "B". Escape Pods must be placed with the "Locked" side up. Return the remaining Escape Pods to the box.
-
Take both Engine tokens marked "1" (one "damaged" and one "functional") and shuffle them without looking at their faces. Place them one on top of the other, face down, on the Engine "1" area of the board. The Engine token on top determines the Engine's state. Repeat this step for the Engine tokens "2" and "3".
-
Take the Intruder board and place it next to the game board. Place in the matching areas: 5 Intruder Egg tokens and 3 random Weakness cards.
-
Take the Intruder bag and place in it: 1 blank token, 4 Larvae, 2 Creepers, 1 Queen, 3 Adults and 1 Alpha Male. Add 1 extra Adult token for each player taking part in the game. Place the remaining Intruder tokens next to the board; they will be needed during play. Place the Intruder Carcass tokens next to the board; they represent the killed Intruders.
-
Remove the following Events from the base game's Event deck: Birth, Fire Damage, Hunt (movement direction 3), Prey Scent, Life Support Failure, Lull, Short Circuit and Destruction. Shuffle the remaining Event cards together with the Event deck of this expansion to make the Research Mission Event deck.
-
Shuffle and place next to the board, face down: the 3 Item decks (sorted by colour), the Research Mission Event deck, and the Intruder Attack, Contamination, Threat and Serious Wound decks. Place the Craft Item deck (including the Craft Item cards of this expansion) next to the three Item decks. Place the Scanner next to the Contamination deck.
-
Place other tokens and dice next to the board:
- Fire tokens
- Malfunction tokens
- Noise tokens
- Ammo / Injury tokens
- Status tokens (used to mark Light Wounds, Slime, Signal, Self-Destruct, Time, Destination and Threat Level)
- Door tokens
- Red Character corpse tokens
- 2 Combat dice
- 2 Noise dice
- The First Player token
- Place 1 Status token on the green space of the Time track. This is the Time token.
The board setup is complete! Proceed to crew setup.
Research Mission Setup: Steps 16-22, Crew
-
Deal one random Help card to each player. These cards determine the order in which Characters are chosen (step 19). If there are 3 players, use cards 1-3; if 4 players, use cards 1-4, and so on. The number on a player's Help card is their player number. It matters not only for the Character draft order, but also for fulfilling some Objectives.
-
Each player takes 1 plastic card stand with the same number as on their Help card. It is used to hide your Items during the game.
-
From both Objective decks (Corporate and Personal), remove all cards that show a higher player count than the number of players taking part. Shuffle the two decks separately and deal each player 1 card from each deck. Each player must keep the contents of their Objective cards secret!
-
Shuffle all Character Choice cards. Players choose their Characters as follows: the first player takes 2 random Character Choice cards, reveals them, chooses one, and shuffles the other back into the Character Choice deck. Then the second player chooses their Character in the same way, then the third player, and so on.
A player may play only the Character whose card they chose.
A player who chose the Android discards their Personal Objective card (face down) and takes a second Corporate Objective card.
- Each player takes the following components:
- A) The board of the chosen Character.
- B) The miniature of the chosen Character. Place your Character's miniature in the Shuttle Cabin.
- C) The Action deck of the Character. Shuffle it and place it face down to the left of the Character board.
- D) The 2 Quest Items of the Character. Place them horizontally below the Character board. These Items are inactive at the start of the game, but during play players may meet the required conditions to unlock them.
- E) The Feature card of the Character. Place it face up next to the Character board.
- F) The Starting Item card of the Character. Place it in one of the two Hand slots on the Character board (the Android's "Integrated Gun" and the Director's "Robot" are placed next to the Quest Items). Then place Ammo tokens on the Weapon card, in a number equal to the Weapon's capacity shown on the card.
-
Player No. 1 receives the First Player token.
-
Place the blue Character corpse token in the Hibernatorium.
Events in the Research Mission
Event cards are played as in the Epilogue, except that the Threat symbol directs you to draw a Threat card instead of making a Noise roll.
Threats in the Research Mission
During a Research Mission, the effects of some Event cards may trigger various Threats. Each time you draw an Event card with the Threat symbol, instead of making a Noise roll as in the Epilogue, draw 1 Threat card and place 1 Status token on space "5" of the Shuttle Time track. (Ignore the Threat symbol if the current Threat has not yet been eliminated.)
You have 5 Rounds to eliminate each Threat. Each time the Time token on the Shuttle Time track reaches the last red space, check whether all the conditions for eliminating the Threat are met. If they are not, the game ends and all Characters on board die.
If the Threat is still not eliminated when the game ends, check whether all its conditions are met. If they are not, the game ends and all Characters on board die.
Research Mission Event Phase
The Intruder bag step of the Event Phase is resolved as in the base game.
-
Time track. Move the Time token along the Time track and, if possible, move the Time token on the Shuttle Time track. Move the Self-Destruct token along the Self-Destruct track if the Self-Destruct system is activated.
-
Threat check. Check whether the requirements for eliminating the Threat are met.
-
Intruder Attack. Each Intruder in Combat with Characters attacks them.
-
Intruder Fire Injuries and Turret Attack.
- Each Intruder in a Room with a Fire token receives one Injury.
- If there is a Turret in a Room, resolve its Turret Attack according to its current Status. If an Intruder is in the Room with a Turret, destroy that Turret.
- Event card. Draw and resolve 1 Event card:
- Intruder movement.
- Event effect.
-
Intruder bag. Draw 1 token and resolve its effect.
-
End of Round.
Objectives and End of Game (Research Mission)
The rules of this section are the same as in the base game.
Epilogue Quick Reference
This is the quick reference sheet for the Epilogue mode, as printed on the rulebook's last pages.
Epilogue Round Sequence
I. Player Phase:
-
Draw 5 Action cards.
-
The First Player token is passed to the player on the left.
-
Player rounds. Each player, clockwise, does one of the following:
- 2 Actions,
- OR 1 Action and pass,
- OR pass.
Repeat until all players have passed. After passing, a player takes no part in any further player round of this Round.
II. Event Phase:
-
Move the Time token on the Shuttle Time track. Move the Self-Destruct token on the Self-Destruct track if the Self-Destruct system is activated.
-
Check whether the requirements for eliminating the Threat are met (only in Rounds 3 and 5). After that, if this is Round 3, reveal the second Threat card.
-
Intruder Attack.
(The source sheet prints step number 5 twice; the numbering is kept as printed.)
-
Intruder Fire Injuries and Turret Attack.
-
Play 1 Event card:
- Intruder movement.
- Event effect.
- Make a Noise roll (if the Event card shows the Noise symbol).
Tempting Offer: at any moment a player may take the Tempting Offer card, discarding their Personal Task card at the same time.
Threats: this mode requires eliminating 2 Threats. The crew has 2 Rounds to eliminate each of them. Each time the Time token reaches a yellow space on the Shuttle Time track, check whether you have met the conditions of the current Threat. If yes, discard that Threat card. If no, the game ends in defeat for all players. At the start of the 3rd Round, reveal the second Threat card. If no Threats remain on the 5th Round, it is time for the crew to evacuate!
Combat: you are in Combat each time you are in a Room with an Intruder.
-
Shoot (Cost 1):
- Choose a Weapon and a target.
- Discard an Ammo token from the chosen Weapon's card.
- Roll the Combat die. If you hit, place an Injury token on the Intruder's miniature, then draw an Intruder Attack card and resolve the Injury effect.
-
Melee (Cost 1):
- Draw 1 Contamination card.
- Choose a target.
- Roll the Combat die (a result with 2 hits counts as 1 hit). If you hit, place an Injury token on the Intruder's miniature, then draw an Intruder Attack card and resolve the Injury effect. If you miss, the Intruder inflicts 1 Serious Wound.
-
Escape (Special Movement, Cost 1):
- Choose an adjacent Room to escape to.
- Draw an Intruder Attack card and resolve it. If you die, place a Character Corpse token in the Room you were in. If you survive, you move. Perform this movement as normal (explore the new Room, make a Noise roll, and so on).
-
Intruder Attack:
- Choose the Character who will be the target (the one with the fewest cards in hand).
- Draw an Intruder Attack card and resolve it. If any Intruder symbol on the card matches the attacking creature, the attack succeeds and you resolve the card's effect. If the card has no matching symbol, the attack has failed.
Translator's Notes
The following are judgment calls and source irregularities, kept as printed unless stated:
- The source heading for crew setup reads "ПОДОТОВКА" (sic); it is translated as the setup heading for steps 16-22.
- The source's Russian card and component names are translated; the English printed names may differ.
- Icons in the source (the Robot symbol, the red X, the Threat symbol and the Noise symbol) are not reproduced as text in the source's text layer. They are described in words above, following the surrounding text.
- The source's Epilogue quick reference prints step number 5 twice.
- The source has the typo "Киберпрротез" (Cyber-Prosthesis), which is translated normally.
- The red Character is called "Осужденный" (Convict) in one place and "Заключенный" (Prisoner) elsewhere; "Prisoner" is used throughout.