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Nemesis: Lockdown

Nemesis: Lockdown Rulebook

Table of Contents

Table of Contents

  • Game Overview
  • Setup (Summary)
  • Flow of the Game
    • I. Player Phase
    • II. Event Phase
  • Critical Gameplay Moments
  • Actions
  • Movement, Exploration, and Noise
  • Markers and Tokens
  • Encounter and Combat
  • Intruder Injuries, Death, and Attacks
  • Contamination, Wounds, and Death
  • Power and Darkness
  • Objects and Items
  • Leaving the Facility
  • Autodestruction
  • End of the Game
  • Room Sheet
  • Game Modes

Game Overview

Nemesis: Lockdown is not a cooperative game. Players can and should cooperate to a degree, but each has their own secret Objective, and other players achieving their goals is irrelevant to your own victory. To win, a player must (1) fulfill their chosen Objective and (2) survive — meaning one of: lock their Character in the Isolation Room with the Facility not destroyed, evacuate using a Cargo Sending System (CSS) Pod, or reach the Bunker. A game may have multiple winners, one winner, or none. This standalone game uses new "Night Stalker" alien tokens, but its box and rules also support playing with the classic Intruders and Characters from the original Nemesis and Nemesis: Aftermath (throughout, treat the terms Intruder and Night Stalker as equivalent).

Setup (Summary)

  • Use the basic side of the two-sided board (marked by a red arrow in the upper-left corner). Place the Isolation Room (Room-Action side down), Repository, and Backup Power Supply tiles on their slots.
  • Shuffle Room tiles "II" face down and place one on each "II" slot; do the same for Room tiles "I" on each "I" slot (there are more "II" tiles than slots, so which Rooms appear varies each game — only 6 of the 9 "II" tiles are used). Place a random face-down Underground Exploration token on each unrevealed Room tile.
  • Place the Elevator, Main Gate, and Rover as shown. Shuffle and place Power tokens — 3 in the Section slots and 1 on the Elevator token; tokens 1 and 2 go blue (powered) side up, tokens 3 and 4 red side up.
  • Shuffle the CSS tokens and place one face down on each CSS slot of the Time track (return the extra to the box).
  • Set up the Night Stalkers Laboratory board with 5 Egg tokens in the Nest slot and 3 random Weakness cards — the leftmost is revealed from the start (a change from base Nemesis), the others face down.
  • Fill the Intruder bag with 1 Blank, 4 Larvae, 1 Creeper, 1 Queen, 3 Adults, plus 1 additional Adult per player. Keep spare Intruder and Carcass tokens beside the board.
  • Shuffle and place decks: the 3 Item decks (Red/military, Yellow/technical, Green/medical), Night Stalker Event, Night Stalker Attack, Contamination, and Serious Wound. Shuffle the Computer Action deck and reveal its top card (if "Lock-down" appears, reveal the next card and shuffle "Lock-down" back in). Place the Crafted Item deck and the Scanner nearby.
  • Place the Alert Procedure, Autodestruction, and Venting tokens near the board. Place the Time token, inactive (red) side up, on the 15th (green) space of the Time track.
  • Deal each player a Help card (sets Character-draft order and Player Number), an Inventory card holder, and one Corporate and one Personal Objective (kept secret; first remove Objectives requiring more players than are present). Deal each player one Contingency token (kept secret); place 1 Contingency face down on the Active Contingency slot and the rest in the Neutral Pool. (In a 2-player game, deal each player 2 Contingencies.)
  • Draft Characters: shuffle the Draft cards; Player 1 draws 2, reveals them, keeps 1 and shuffles the other back; continue in order. Each player takes their Character board, miniature, shuffled Action deck, Starting Item (with Ammo, if any), and Quest Item (face down, inactive). Nemesis Survivors (Survivor, Lab Rat, and any Characters from Nemesis/Aftermath) start in the Isolation Room; Facility Workers start in the Repository. Place your Knowledge token inactive-side up on the Laboratory board — on slot 1 for Facility Workers, slot 3 for Nemesis Survivors. Player 1 takes the First Player token.

Flow of the Game

The game is played over consecutive rounds, each with two phases: I. Player Phase and II. Event Phase.

I. Player Phase

  1. Draw Action Cards: all players draw until they have 5 cards in hand (if your Action deck is empty, shuffle your discard pile into a new deck first).
  2. First Player Token: the holder passes it to the player on their left (not on the first round). Whenever players act "in order," start with the First Player and go clockwise.
  3. Player Turns: starting with the First Player and going clockwise, each player takes a turn of 2 Actions, then play continues until all players have passed. A player who takes only 1 (or 0) Actions must Pass as their remaining action; once passed, they take no further Actions that phase and may discard any number of cards (then flip their Help card to the Pass side). Ending a turn in a Room with a Fire marker costs the Character 1 Light Wound (but no further Fire wounds that round).

II. Event Phase

Resolve these steps in order:

  1. Launch CSS: if a CSS token sits under the Time token, reveal it and launch the matching Pod(s).
  2. Time Track: move the Time token 1 space right, then check for Autodestruction / Alert Procedure triggers and Power Thresholds.
  3. Noise Removal: in Sections with Power, remove all Noise markers from Corridors not connected to a Room with a Character (never remove Noise from the Technical Corridors space).
  4. Intruder Attacks: each Intruder sharing a Room with a Character performs an Attack.
  5. Intruder Fire Damage: each Intruder in a Room with a Fire marker suffers 1 Injury.
  6. Resolve Event Card: draw 1 Event card — first move all Intruders matching the card's symbol (that are not with a Character) through the Corridor of the card's number, then resolve the card's effect. Some Events have an extra Darkness effect that applies in Sections without Power.
  7. Intruder Bag Development: draw 1 Intruder token — Larva: remove it, add an Adult to the bag; Creeper: remove it, add a Breeder; Adult/Breeder: return it, all players make a Noise roll (except those in Combat); Queen: return it, place the Queen in the Nest and resolve an Encounter if a Character is there, otherwise add an Egg to the Laboratory board; Blank: return it and add an Adult to the bag.
  8. End of Round: start a new round.

Critical Gameplay Moments

Four events are triggered by conditions rather than a set round:

  • First Encounter: when the first Intruder miniature (of any type) appears, each player discards one Objective face down (removed from the game), keeping one secret Objective for the rest of the game. (Eggs are not Intruders.)
  • First Dead Character: the Facility AI opens the Main Gate (remove its token).
  • Isolation Room opens when the Time token reaches a white (number 8) slot — Characters cannot lock themselves in before then (unless the Alert Procedure is active).
  • Autodestruction becomes critical when its token is flipped to the red side — the sequence can no longer be stopped and the Main Gate opens.

Actions

On each turn a player performs Actions from four groups: Basic Actions, Action cards, Item cards, and Room tiles (plus Computer Actions).

Action Cost: each Action shows a Cost — the number of additional Action cards you must discard from your hand to perform it (performing an Action from an Action card means discarding that card plus its Cost). Contamination cards are not Action cards and can never be spent to pay Costs (they may only be discarded when passing). You must pay an Action's Cost even if it is interrupted. Some Actions are marked In Combat only or Out of Combat only (a Character is in Combat if an Intruder is in their Room; Eggs don't count).

Basic Actions (available to every Character):

  • Movement — move to a neighboring Room (in Combat you must Escape instead).
  • Careful Movement (out of Combat) — like Movement, but instead of a Noise roll, place a Noise marker in a chosen connected Corridor (not usable if all connected Corridors already have one).
  • Pick Up Heavy Object — pick up a Character Corpse, Intruder Carcass, or Intruder Egg in your Room.
  • Trade — exchange Item cards and Objects with Characters in your Room (Ammo cannot be traded; you may give freely).
  • Craft Item — discard 2 Item cards showing the matching blue Component symbols to gain the corresponding Crafted Item (its grey-symbol card must be available).
  • Shoot (in Combat) — attack an Intruder in your Room with an Energy/Classic Weapon in hand, discarding 1 Ammo.
  • Melee Attack (in Combat) — attack an Intruder in your Room with your bare hands or an improvised weapon (first draw 1 Contamination card).

Action cards: each Character has 10 partly-unique cards; play one by discarding it (plus its Cost). Cards split by [OR] let you choose one option. Item cards grant specific Actions (some marked One Use Only — discard after use). Room tile Actions require being in the matching Room, out of Combat, and with no Malfunction marker there. Computer Actions: in a Room with a Computer symbol and in a Section with Power, play one of the three actions on the face-up Computer card, then send it to the bottom of the deck and reveal the next (a Lockdown card is resolved immediately; a Malfunction marker disables the Computer).

Movement, Exploration, and Noise

Characters and Intruders occupy only Rooms; Corridors connect Rooms but nothing may stop in them, and a Corridor's effects resolve after moving into the destination Room. Two Rooms are neighboring if joined by one Corridor (Closed Doors block this). Special Rooms (Alert Room, Elevator Rooms, Emergency Staircases, etc.) are printed on the board, count as already explored, and have no Item Counter (no Searching).

After entering a Room: (1) if unexplored, flip it face up and reveal/resolve its Exploration token; (2) if the Room is empty (no Characters or Intruders), perform a Noise roll — but no Noise roll if someone (Character or Intruder) is already there.

Facility and Sections: the Facility is divided into 3 Sections (S-01, S-02, S-03), each with its own Power source and color; on the basic board they are separated by Emergency Staircases. For Power effects, treat the Elevator's Power token as a separate 4th Section.

Exploration tokens first set the Room's Item Counter (rotate the tile so the token's number faces the Counter symbol — except in the Nest), then resolve a special effect: Silence (nothing; no Noise roll — but treat as Danger if you carry Slime), Danger, Slime (gain a Slime marker), Fire (place a Fire marker), Malfunction (place a Malfunction marker), or Doors (place a Door token in the Corridor you entered by). Remove the token afterward.

Noise roll: roll a Noise die. On 1–4, place a Noise marker in the connected Corridor of that number (including a Technical Corridor Entrance → the Technical Corridors space). A Corridor holds at most 1 Noise marker — if it already has one, resolve an Encounter instead. On Danger, pull any eligible Intruder from a neighboring Room into this Room (an Intruder crossing a Closed Door destroys it instead of moving); if none are eligible, place Noise markers in all connected Corridors. On Silence, nothing happens (a Character with a Slime marker treats Silence as Danger).

Technical Corridors run beneath the base, connecting to Rooms with an Entrance; Characters normally cannot use them (exceptions: the Survivor's Vents card, the Cave Entrance Room Action, and the Cave Plans Item). Door tokens can never be placed there. An Intruder entering a Technical Corridor Entrance vanishes into the ducts: discard its Injuries, return its token to the bag, and remove its miniature. Emergency Staircases lie between Sections, are always in Darkness, and count as black Rooms with no Action.

Markers and Tokens

  • Noise marker — only marks Corridors for the Noise roll rule.
  • Slime marker — while on your board, every Silence result (roll or Exploration token) becomes Danger; a Character may hold only one. Removed via the Clothes Item, the Decon Room, or a Fire Blanket.
  • Fire marker — a Character ending their turn in the Room takes 1 Light Wound; each Intruder there takes 1 Injury in the Event Phase; a Room holds at most one. There are 12 Fire markers — if a 13th would be placed, the Facility explodes and the game ends.
  • Malfunction marker — disables that Room's Action (Search still works) and any Computer there; a Room holds at most one and it cannot be placed in the Nest, the Contaminated Room, or an unexplored Room. There are 10 Malfunction markers — if an 11th would be placed, the Facility is destroyed and the game ends.
  • Door token — placed only in Corridors (one max). Doors are Open (no token; all start open), Closed (standing token — blocks Character and Intruder movement and Grenade throws; an Intruder trying to cross destroys it instead), or Destroyed (lying token — passable, can never be re-closed). Doors never affect Noise markers or Encounters.

Encounter and Combat

An Encounter occurs when an Intruder appears in a Character's Room after drawing an Intruder token (also triggered by some Event/Attack cards). An Intruder moving into a Character's Room is not an Encounter. To resolve: (1) discard all Noise markers from connected Corridors (including Technical Corridors); (2) draw 1 Night Stalker token — its Intruder symbol shows the type to place, and its two numbers on the reverse are compared with the cards in your hand (Action + Contamination). Place the matching miniature. If your Action cards in hand are fewer than the relevant token number, a Surprise Attack occurs (draw and resolve an Intruder Attack card). A Blank token instead places Noise markers in all connected Corridors. Entering a Room that already holds an Intruder is not an Encounter — you are immediately in Combat.

Night Stalker tokens carry two numbers: compare the lower number if the Character is not in Darkness, and the higher number if in Darkness — so Surprise Attacks are far more likely in unpowered Sections.

Combat: whenever a Character and an Intruder share a Room they are in Combat. A Character may Attack or Escape on their turn; Intruders attack in the Event Phase.

  • Shoot: choose a Weapon and target, discard 1 Ammo, roll the Combat die — results range from a miss to 1–2 Injuries (some results only injure certain Intruder types). When Shooting in a Section with Power, you must use the Advantage die instead, which adds results letting you discard an Action card for extra Injuries. (The Advantage die can never be used for Melee.)
  • Melee Attack: draw 1 Contamination card, roll the Combat die — a miss deals your Character 1 Serious Wound; hits deal 1 Injury.
  • Escape: perform a Movement Action out of the Room, but first resolve a separate Intruder Attack for each Intruder present. If you survive, you complete the move (exploring/Noise-rolling as normal); if you die, leave a Character Corpse where you tried to Escape.

Intruder Injuries, Death, and Attacks

When an Intruder suffers Injuries, place Injury markers on its base, then check its endurance via the "blood" symbol:

  • Larva / Egg: 1 Injury kills it.
  • Creeper / Adult: draw 1 Intruder Attack card; if its "blood" value ≤ current Injuries, the Intruder is killed (leaving an Intruder Carcass); otherwise it survives.
  • Breeder / Queen: draw 2 cards, add their blood values, and compare as above.

Retreat: if a Retreat arrow appears in a drawn card's blood icon, the Intruder flees — draw an Event card and move it through the Corridor shown (a Breeder/Queen retreats if either of its two cards shows the arrow). Injuries stay with a retreating Intruder unless it retreats into a Technical Corridor (then removed).

Intruder Attack happens on a Surprise Attack, the Event Phase Intruder Attack step, or a Character's Escape. Target the Character with the fewest Action cards in the Room (ties broken toward the First Player). Draw 1 Intruder Attack card; if its symbol matches the attacker, resolve its effect (some cards add a Darkness effect in unpowered Sections); if not, the attack misses. A Larva's attack (Infest) draws no card — instead remove the Larva miniature and place a Larva on the target's Character board (if they lack one) and give them a Contamination card.

Contamination, Wounds, and Death

Contamination cards are placed on top of your Action discard pile. They clog your hand (kept like Action cards but cannot pay Costs) and each secretly may be INFECTED. Scanning a Contamination card (via the Scanner, using certain Actions/Rooms/Items) reveals whether it reads INFECTED: if so, place a Larva on your Character board (do not remove the card). A second Larva kills the Character, placing a Creeper where they died. Removing a Contamination card puts it on the bottom of the Contamination deck.

Wounds: a Light Wound places or advances a marker on the Light Wound track; the third Light Wound is discarded and becomes a Serious Wound. A Serious Wound draws a Serious Wound card with an ongoing effect (duplicate cards don't stack their effects but are harder to shed). A Character with 3 Serious Wounds who suffers any further Wound is instantly killed, leaving a Character Corpse and dropping all Heavy Objects (other Items are removed). Wounds can be Dressed (flip a Serious Wound to ignore its effect while it still counts toward the limit of 3) or Healed via Items or the Emergency Room.

Knowledge and Weaknesses: Knowledge is gained by researching an Object in the Laboratory (+3), discovering the Nest (+1), certain Computer Actions (+1), the Archive Room Action (+2, and activates your Knowledge token), and various Items. The 3 face-down Weakness cards are discovered by researching the matching Object (Character Corpse, Intruder Carcass, or Egg) in the Laboratory. The first Weakness starts revealed but cannot be used until a Character researches an Object or is a Nemesis Survivor; discovered Weaknesses only benefit Characters who reach the required Knowledge level (3, 5, or 8). Heavy Objects are used up when researched.

Power and Darkness

Most of the Facility starts Powered, but power is draining — shown by the red (inactive) side of the Time token. A Section has Power when its Power token is on the blue side, granting four benefits: (1) Shooting uses the Advantage die; (2) Computer Actions become available; (3) Characters there are not in Darkness; (4) its Noise markers are cleared in the Event Phase. A Section without Power is in Darkness — all Darkness effects (on Event cards, Attack cards, tokens, etc.) apply, and Night Stalker Encounters use the higher token number.

Restoring Power: the Backup Power Supply Room (in S-03) can reset the Power (flip the two lowest-numbered Power tokens to blue and the rest to red — skip this step if 3+ are already active), rearrange Power tokens among Sections, and — if the Time token is inactive — flip it to its active side (Power restored). Extra Power can be added at the Power Generator Room.

Power Thresholds printed on the Time track reduce the Facility's Power capacity as the Time token passes them: Red Thresholds reduce Power only while the Time token is on its red (inactive) side; Blue Thresholds always reduce Power (a two-symbol Threshold triggers even when the token is active). When a Threshold activates, flip the active Power token with the highest number to its inactive side.

Objects and Items

Items come in four colors: Red (Military), Yellow (Technical), Green (Medical), and Blue (Crafted). Items are obtained as Character starting Items, unlocked Quest Items, via the Search Action, or by Crafting. Searching draws Items matching the Room's color (any of the three colors in a white Room) and reduces the Room's Item Counter by 1; a Room with a 0 Counter is emptied.

Inventory vs. Hands: normal Items are kept secret in your Inventory (card holder) with no limit; using an Item reveals it. Heavy Items (marked with the Hand symbol, e.g. Weapons) and all Heavy Objects (Eggs, Character Corpses, Intruder Carcasses) cannot be hidden and must be held in one of your 2 Hand slots — carrying a third forces you to Drop one. Weapons enter play loaded; their two numbers show starting and maximum Ammo. Drop any Item/Object for free on your turn (Objects stay in the Room; Items return to the bottom of their deck). One Use Only Items are discarded after use.

Crafting: the blue Crafted Item deck is never searched or drawn — instead, perform the Craft Item Basic Action, discarding two Items whose blue Component symbols match a Crafted Item's two grey symbols. The five Crafted Items are the Neutralizer, Taser, Flamethrower, Enviro-Suit, and Pistol.

Attacking players: Characters can never directly attack one another (implants inhibit it), but may harm others indirectly — trapping someone in a burning Room, starting Autodestruction, throwing a Thermite Charge at an Intruder sharing a Room with others, and so on.

Leaving the Facility

There are three ways to survive: the CSS Pods, the Bunker, or the Isolation Room.

Cargo Sending System (CSS): to enter a Pod, use a Cargo Sending System Room Action while the Time token sits on a slot marked with a CSS token, and the target Pod space is empty (one Character per Pod). On entering, discard all your cards, pass, and place your miniature in the CSS Pod space — you are unaffected by game effects there. In the Event Phase's Launch CSS step, the revealed CSS token determines who evacuates (some launch one Pod, some all, some none); an evacuating Character is removed from the game, while a non-evacuated Character is returned to the CSS Room and suffers 1 Serious Wound.

Main Gate and Bunker: the Main Gate (by the Bunker) starts closed and, once opened, can never be re-closed. It opens when the first Character dies, via certain Items/Actions in the Exit Room, or when the Autodestruction token flips to red. To Escape the Facility to the Bunker, a Character must be in the Exit Room, the Main Gate must be open, there must be no Intruder in the Room, and either the Rover must be present (move it with you to the Bunker) or the Character must have an Enviro-Suit (perform a Noise roll — if any Intruder appears the attempt fails; otherwise move to the Bunker). The Rover, once used, can be recalled remotely via a Computer Action.

Contingency: the Corporation's response to events in the Facility. Each player's Contingency token is examined secretly and never shown; information can be traded, given, or lied about (Contingency Reference and Help cards help trade secretly). Other Contingencies can be peeked at via Item Actions, Computer Actions (all Contingencies of a player in your Section), and the Archive/Alert Room Actions (1 token from the Neutral Pool, which you then obtain) — never the Active Contingency. By elimination, players deduce the Active Contingency, which is revealed only at game's end. When a Character dies, their Contingency tokens return to the Neutral Pool. The known codes: Green saves everyone; Yellow eliminates personnel with too much sensitive information; Blue saves only those who filed proper reports; Gray destroys all outbound CSS containers; Red obliterates the Facility with a nuclear payload.

Alert Procedure: divide the Time token's current number by 2 (rounding down) and place the Alert Procedure token there — the game ends instantly when the Time token leaves that slot. Activating the Alert Room also opens the Isolation Room immediately.

Autodestruction

The Cooling System Room Action initiates Autodestruction: place the Autodestruction token 3 slots ahead of the Time token (leaving 2 empty slots between), yellow side up. While yellow, the sequence can still be stopped at the Power Generator (discard the token). In the Event Phase of the round the yellow token marks, it advances 3 more slots and flips to red, the Main Gate opens, and the sequence can no longer be stopped. In the Event Phase of the round the red token marks, the Facility is destroyed and all Characters and Intruders inside die (including those in the Isolation Room; the Queen counts as killed). Autodestruction can be initiated even after a Character has locked themselves in the Isolation Room.

End of the Game

The game ends when any of these occurs:

  • The Time token reaches the final "S" (red) slot — the Facility is purged; all Characters not in the Isolation Room die (Intruders survive, so Kill-the-Queen / Destroy-the-Nest Objectives fail).
  • The Time token must advance past the red Autodestruction token, OR a 13th Fire or 11th Malfunction marker would be placed — the Facility explodes; all Characters die (even in the Isolation Room), and all Intruders and the Queen die.
  • The last active Character in the Facility dies, uses the Isolation Room, flees to the Bunker, or uses a CSS Pod — nothing remains to do. Advance the Time token to the Autodestruction/Alert token if active, otherwise to the final red slot, and resolve those effects.

If at least 1 Character survived (isolated, in the Bunker, or evacuated), proceed to the Victory Check:

  1. Contingency check: reveal the Active Contingency and apply it to all living Characters (it may kill some).
  2. Contamination check: each living Character Scans their Contamination cards; if any is INFECTED (or they have a Larva), they shuffle all their cards into a new Action deck and draw 4 — if any Contamination card is among them, the Character dies.
  3. Objective check: each still-alive Character reveals and checks their chosen Objective.

A player wins only if their Character survived and their Objective was fulfilled (failing neither the Contingency nor Contamination check). There can be more than one winner.

Room Sheet

Room Actions require being in the matching Room, out of Combat, and with no Malfunction marker there. Basic Rooms "I" (all 10 appear every game):

  • Archive — Examine the Archives: only if your Knowledge token is inactive; gain 2 Knowledge, flip the token to active, then peek at any Contingency token (never the Active one).
  • Cave Entrance — Move through Technical Corridors: move to a chosen explored Room with a Technical Corridors Entrance, then draw and resolve an Attack card (as an Adult Intruder in Darkness).
  • Cooling System — Initiate Autodestruction Sequence.
  • Decon Room — Decontamination Procedure: Scan all Contamination cards in hand and remove all Infected; remove a Larva from your board; discard your Slime marker.
  • Emergency Room — Treat your Wounds: Dress all Serious Wounds, OR Heal 1 Dressed Serious Wound, OR Heal all Light Wounds.
  • Laboratory — Analyze 1 Object (Intruder Carcass, Character Corpse, or Egg present): gain 3 Knowledge, place the Object on the Laboratory board, and discover the Weakness card beneath it.
  • Cargo Sending System A — Enter the CSS Pod (see Leaving the Facility).
  • Nest — the Character who first explores it gains 1 Knowledge; Take one Egg from the Intruder board, then make a Noise roll (also allows Destroying Eggs: resolve as a Shoot/Melee against uncarried Eggs — each Injury destroys 1 Egg, then Noise roll). No Search or Malfunction marker in the Nest; when all Eggs are gone the Nest is destroyed.
  • Power Generator — Stop Autodestruction Sequence (discard the yellow token) OR Power a Section (flip your Section's Power token).
  • Transmitter Control Room — Send a Signal (place a Status marker on your Signal space) OR Check an Objective (a Character with a Signal marker secretly shows you their Objective).

Additional Rooms "II" (6 of 9 used each game): Cargo Sending System B and C (as CSS A); CSS Control Room (Schedule CSS — peek at and shift a CSS token one slot); Defense Control Room (Exterminate the Threat — place a Malfunction in an Intruder's Room; Intruders there take 1 Injury and Characters 1 Serious Wound); Guard Room (Take Equipment — take the Taser or Enviro-Suit Crafted Item); Contaminated Room (gain Slime when Searching; never takes a Malfunction); Surgery (Surgical Procedure — Scan and remove all Infected from your whole deck/hand/discard, remove a Larva, take 1 Light Wound, then reshuffle and pass); Testing Lab (Take Neutralizer at Knowledge 4+); Vent Control Room (Vent Out — seal a Room's Corridor Doors and place the Venting token; if it survives to end of the Player Phase, everything in that Room dies).

Special Rooms (printed on the board, always explored, no Searching): Alert Room (Start the Alert Procedure OR Peek at Contingency from the Neutral Pool); Backup Power Supply (Restore Power); Elevator Rooms S-01/S-02/S-03 (Call the Elevator / Use the Elevator to move between Sections with willing companions, no Noise roll); Emergency Staircases (Darkness, no Action); Repository (Craft Equipment — Craft an Item discarding one fewer component, where Facility Workers start); Isolation Room (while inside at the start of a round, draw 1 extra Action card; Lock Yourself In once the Isolation Room is open — Noise roll, and if no Intruder appears you are safely removed from the game).

Game Modes

Solo Mode: use the Solo/Coop Objectives deck (draw two, keep one after the first Encounter) and draw two Neutral-Pool tokens after placing the Active Contingency. Items per Room are halved (round up). Win by fulfilling your Objective and surviving.

Fully Cooperative Mode: all Objectives (one Solo/Coop card per player) are public and all must be fulfilled with at least 1 Character surviving. Contingency tokens are revealed over the course of the game. A Revive rule lets a Corpse carried to a working Emergency Room return that Character at the next round's start (fails if there is an Intruder or Malfunction there).

Playing with original Nemesis Characters/Intruders: the box supports swapping in Characters (Captain, Scientist, Scout, Soldier, Mechanic, Pilot, and Aftermath Characters) via the Draft cards — each color has one slot — and swapping the Night Stalker tokens/decks for the classic Intruders (using the Intruders side of the Laboratory board and the Lockdown Intruders Event/Attack decks). With classic Intruders, a revealed Weakness is active for all players regardless of Knowledge, and the first Weakness starts undiscovered.

Alternative (Mars Surface) board side: depicts the underground base plus surface Buildings and Areas. Place Surface Exploration tokens on all Crossroads and Building Rooms and add the Mars Surface deck. Crossroads are Malfunction/Fire-proof Rooms linked by number-less Paths; Areas act like Technical Corridors tied to individual Buildings. On the surface, Noise rolls use the 12-sided Mars Surface die (results 1–4 and Silence as normal; Danger moves all surface Intruders to the roller or places Noise in each Area; a special result draws a Mars Surface card). Move on the surface by Rover (between Exit Rooms, or to the Bunker to Escape) or on foot via the Movement Action (Enviro-Suit gives extra protection against Mars Surface card effects). To Escape to the Bunker here, a Character must be on a Crossroads connected by a Path to the Bunker, have an Enviro-Suit, and pass a Noise roll.