Nemesis: Retaliation – Stretch Goals
Nemesis: Retaliation – Stretch Goals Rulebook
Table of Contents
Table of Contents
Neoflesh Cult Expansion
Introduction
Neoflesh Cult is a new and unique race of Intruders you can face in Nemesis: Retaliation. These AI machines combined themselves with living tissue to acquire some special abilities.
The Neoflesh Cult brings a new types of Intruders:
4 different Adult types with their own special abilities. Cultists control those abilities and power up Event effects. Among them, skittering Twitchlings (Larvae equivalent) try to evolve the Queen called the Motherbrain – even more scary and powerful than before.
NEOFLESH CULT ARE INTRUDERS When using this expansion, consider the terms Intruder and Neoflesh as being equivalent.
Components
Standard-sized cards
- 20 Neoflesh Cult Event cards
- 12 Neoflesh Cult Exploration cards
- 5 Neoflesh Cult Help cards
- 20 Neoflesh Cult Attack cards
Small cards
- 12 Neoflesh Cult Queen Health cards
- 6 Neoflesh Cult Skill cards
Tokens
- 36 Neoflesh Cult Intruder tokens
Models
- 1 Motherbrain
- 5 Cultists in 2 poses
- 9 Ironclads
- 9 Slashers
- 9 Crawlmines
- 9 Firespitters
- 10 Twitchlings in 2 poses
Version with standees: if you have the version of the game featuring standees, you will find them in the box instead of models.
Main components
- 3 Body tokens
- 1 Dead Neoflesh Cultists tile
- 1 Absorbed Bodies tile
- 1 Neoflesh Cult Intruder Help sheet
Setup
The Sections Setup, Remaining Components Setup, and the Player Setup are performed using the base rulebook – they remain the same.
Only the Intruder Setup is resolved using this rulebook.
Intruder Setup
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Take the Neoflesh Cult Exploration deck, shuffle it and place it face down. Leave space for a discard pile.
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Take all Neoflesh Cult Intruder tokens and separate them into piles by their Intruder type – all 4 Adult types should be mixed together.
Shuffle each other pile separately and place it model icon side up.
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Take the Intruder bag and place the following inside:
- 1 Blank token
- 2 Twitchling tokens
- 3 random Adult tokens
- 1 additional random Adult token for each Character taking part in the game
Place the bag by the remaining Intruder token piles.
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Take all Neoflesh models and place them nearby.
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Take the Neoflesh Cult Intruder Attack and the Neoflesh Cult Event decks, shuffle them separately, and place them face down. Leave space for their discard piles.
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Shuffle all Neoflesh Cult Queen Health cards and place them numbers–side down on the Queen Health cards space of the Section "C" border piece.
Place a Universal marker on the "0" space of the Queen's Hits track.
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Take the Neoflesh Cult Intruder Help sheet and place it with "The Queen is off the map" side up near the bag.
Additional Setup
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Take the Neoflesh Cult Skill cards and place them beside each other. They should be placed with their colored–side up, in a descending order using the numbers in their top right.
Note: This order will be used to tie–break during the game.
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Take the Absorbed Bodies tile and place it above the Section "B" border piece, so that it connects to the Queen's Hits track.
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Take the Dead Neoflesh Cultists tile and place it above the Section "B" border piece, so that it connects to the left side of the Absorbed Bodies tile.
Place 1 Motherbrain token on each slot of the Absorbed Bodies tile. You may note that they are being placed in slots that do not have the same shape – this is intentional.
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Take 3 Body tokens and place them, illustration side up, on the Round track – on the 8th, the 11th and the 14th slots.
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Replace standard Help cards with the Neoflesh Cult Help cards.
Game Structure
There are no changes to the structure of the Player Phase.
Intruder Phase
When playing with the Neoflesh Cult, the Intruder phase is played with the following changes:
0. Intruders Burning
This step is completely skipped as Neoflesh machines do not suffer from simple Fire. Eggs are also not destroyed.
1. Intruder Attacks
This step is resolved as normal, but note that:
- Twitchlings have a modified Attack – Characters Attacked gain 1 Contamination.
- Cultists never Attack.
2. Twitchling Activations
Twitchlings have a special role in the Neoflesh Cult and they don't behave as normal Larvae. Their task is to collect the biomass left from the bodies in the Facility and deliver it to the Motherbrain.
During this step Activate each Twitchling on the map.
TWITCHLING ACTIVATION When a Twitchling is Activated it moves toward the closest Unexplored Corridor. While moving it still follows the standard Attacking rules (whenever an Intruder enters a Room with Characters, it Attacks). More about Twitchlings: see page 6.
If an Activated Twitchling is already in an Unexplored Corridor, it leaves the map instead – place the Twitchling back in the pool and shift all Body tokens on the Round track 1 space up. It has reached the Motherbrain, bringing her closer to an upgrade.
Body Tokens
Human Bodies are a source of the Motherbrain's power. She gathers the remains through Twitchlings and then uses those Bodies to upgrade her capabilities.
At the beginning of the game Body tokens are placed on the Round track, on the 8th, the 11th and the 14th slots.
Every time a Twitchling leaves the map through an Unexplored Corridor, all Body tokens are shifted 1 space up the Round track.
Whenever the Round marker and a Body token are on the same space, immediately resolve the following:
Absorbing Bodies Sequence
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Add the rightmost Motherbrain token from the Absorbed Bodies tile to the bag.
Note: This is the only way for these tokens to be added to the bag.
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Take the Body token from the space with the Round marker, flip it and place it on the newly revealed slot on the Absorbed Bodies tile. The Queen's Hits track has just expanded making the Motherbrain harder to kill.
Absorbed Bodies
Characters should strive to prevent Twitchlings from placing Body tokens on the Absorbed Bodies tile. Nonetheless, it is something that will inevitably happen and will create some changes.
Each Absorbed Body will place 1 Motherbrain token in the Intruder bag, creating (and then increasing) the chance of the Motherbrain appearing in the game.
MOTHERBRAIN TOKEN IN THE BAG A Motherbrain token, once added into the bag, never leaves the bag, as long as the Queen is alive.
Each Absorbed Body increases the number of Hits required for the Queen Health card to be drawn. Whenever such a card is drawn, the Universal marker is reset to the left most Queen's Hit slot.
Note: Adding an Absorbed Body does not heal the Motherbrain in any way. The Universal marker on the Hits track stays as it is.
Motherbrain Attacks scale with the number of Bodies Absorbed. Meaning, the more Bodies she Absorbs, the stronger her Attacks will get.
Event Phase
3. Event Card Resolution
Event cards follow the usual structure, but with the following changes:
Example card – Detonation Protocol (as printed on the Neoflesh Cult Event card)
DETONATION PROTOCOL No Twitchlings move during this step. All Slashers in Corridors with Crawlmines move. If 2 Cultists or more are still alive: In each Room with a Crawlmine: Place a Crawlmine, a Fire marker, and each Character loses 3 Health. Place all Crawlmines from that Room back in the pool. Place a Noise marker in each Unexplored Corridor without a Noise marker.
Movement
Twitchlings NEVER Activate during the first step (as they have already done so during the Twitchlings Activations step). Cultists also never move.
On the other hand, Adult Intruders (and the Motherbrain) move differently than in the base game. They still use the base movement rules, but Event cards no longer show Corridors in a specific orientation.
Instead, Event cards show Intruders of a specific type (for example, a Slasher icon). All Intruders of that type AND all Intruders in the same Corridor as the shown type move.
More about Intruder types: see the next page.
Number of Cultists Check
Neoflesh Cultists (Cultist icon) are the main source of power for the Neoflesh race. The more there are still alive in the Facility, the worse the Events are.
The Main and Secondary effects on the Event cards work the same, but they frequently introduce the following check:
If 2 or more Cultists are still alive: (the effect that follows this check is clipped in the printed booklet, page 5; the full effect is printed on the Event card itself.)
To resolve this effect players count the number of visible (not covered by dead Cultist models) icons on the Dead Neoflesh Cultists tile. If there are at least that many icons visible, the effect is resolved. Otherwise, it's skipped.
4. Bag Development
Bag Development is done using the standard rules.
Intruder Help Sheet
The Neoflesh Cult Intruder Help sheet is divided into "The Queen is on the map" and "The Queen is off the map" sides. Make sure that you are using the correct side (starting with the Queen is off the map).
Cleanup Phase
5. Starting Player Change
Nothing changes.
6. Drawing Cards
Nothing changes.
7. Time Advancement
If the Round marker enters a slot with the Body token, immediately resolve the Absorbing Bodies Sequence.
Main Rules
Golden Rule of the Neoflesh Cult
Neoflesh Cult uses the standard tie-breakers from the base game, but there may be a situation where an additional tie-breaker rule is required.
For example: If there are multiple types of Intruders in the same Corridor, and a Character makes a Noise roll that would require an Intruder to enter the Room, it must be decided which Intruder enters the Room.
As a base rule it should be the largest (which means the Motherbrain if she is there).
Otherwise, follow the order on the Skill cards – which means the Slasher would enter if they are in the Corridor, otherwise the Crawlmine would enter, etc.
Intruder Types & Skills
In the Neoflesh Cult expansion you will find no Drones equivalent. Instead Characters will fight against 4 different types of Adults with their own skills and specialities – Slashers, Crawlmines, Ironclads and Firespitters.
Cultists are a new type of Intruder with their own, unique rules set.
Instead of Larvae there are Twitchlings which focus on serving the Motherbrain.
And finally, the Motherbrain (the Queen equivalent) which increases in power during the game.
Skills
Neoflesh Cult Intruders come with their own, additional Skills that are active from the start of the game.
Skills can, however, be deactivated by finding and killing Cultists during the game.
Twitchlings
Twitchlings are a Larvae equivalent, but they differ from them in a few ways.
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In the Event Phase all Twitchlings are Activated, but they never move as a result of Event cards.
More about Twitchling Activation: see page 4.
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Whenever they Attack, the Attacked Character gains 1 Contamination. They are NOT placed on Characters' boards when Attacking.
Twitchlings Skill
TWITCHLING – Twitchlings in Rooms are dealt Hits like Adult Intruders (they do not die immediately from 1 Hit).
As long as the Twitchling Skill is active, Twitchlings follow Adult Health rules, instead of being killed with 1 Hit only.
If the Skill is deactivated while any Twitchlings have Hits already applied to them, they immediately die.
Cultists
Cultists are semi-alive humans repurposed as computers connected to the Motherbrain and serve as a battery for the central unit.
Cultists are placed on the map by Exploration cards and they follow their own rules – they do not Move, Attack and do not interact with Characters and/or any other components in any way – unless specifically instructed.
For that reason, Characters in the same Room as Cultists (and no other Intruders) are also NOT in Combat.
On the other hand, Characters can attempt to destroy Cultists in order to decrease the power of the Neoflesh Cult. Any Action that can target Intruders (for example, Shoot Action) can also target a Cultist.
Cultists follow Adult Health rules.
Destroying Cultists
When a Character destroys a Cultist, they place its model on the Dead Neoflesh Cultists tile (from now on Event cards effects will be weaker) and choose 1 of the active Skills to deactivate (flip over).
If, for any reason, a Cultist is destroyed but not by a Character, the last Skill in the order is deactivated.
Cultist Skill
CULTIST – Whenever a Character deals any Hits/[Hit icon] to a Cultist, that Character makes a Noise roll.
As long as the Cultist Skill is Active, after dealing any Hits to a Cultist, the Character must make a Noise roll. This rule applies even if the Cultist dies as a result of the Action.
Deactivating a Skill is done before making a Noise roll. As a result it may occur that no roll is needed (since the Cultist Skill has been deactivated).
Adults
There are four types of Adults in Neoflesh Cult. They follow the standard Adult Intruder rules but every one of them has a special Skill that defines their Attacks and additional rules.
Slashers Skill
SLASHER – When a Character gains a Serious Wound/loses Health as a result of a Slasher Attack, that Slasher Attacks the second time.
Bloodthirsty Slashers strike twice.
As long as the Slasher Skill is Active, whenever a Slasher Attacks, if it makes the Character gain a Serious Wound and/or lose any Health, it Attacks a second time (but never a third time).
Clarifications:
- Resolving an Attack card that does not deal any Hits means the Slasher does NOT Attack a second time.
- If a Character dies as a result of the first Attack, and there is another Character in the same Room, the Slasher will resolve the second Attack against that Character (in case of multiple Characters the Attack is resolved against the Character first in Turn Order).
Crawlmines Skill
CRAWLMINE – Whenever a Crawlmine is killed in a Room, draw 3 Intruder Attacks. If at least 1 Boom! card is drawn, resolve 1 of them. Then, shuffle the drawn cards back into the deck.
Explosive Crawlmines may detonate when killed.
As long as the Crawlmine Skill is active, whenever a Crawlmine is killed in a Room, draw 3 Intruder Attacks.
If at least 1 "Boom!" card is drawn, resolve it. Then, shuffle the 3 drawn cards back into the deck.
Firespitters Skill
FIRESPITTER – Whenever a Character would Burst at a Corridor with a Firespitter, that Character first loses 1 Health for each Firespitter there.
Firespitters fire back.
As long as the Firespitter Skill is Active, whenever a Character Bursts at a Corridor containing Firespitters, that Character first loses 1 Health for each Firespitter there. Only afterward, the Burst is resolved.
Clarifications:
If the Character dies in the process, they do not finish resolving their Action.
Ironclads Skill
IRONCLAD – All Ironclads must always be the first targets in a given Room or Corridor. – in a Corridor: Requires 2 Hits to be killed. – in a Room: When you would kill it, Repel it instead.
Durable Ironclads defend other Intruders.
As long as the Ironclad Skill is Active, Ironclads have two skills described on the card. In short – an Ironclad takes hits before other Intruders, and is much harder to kill.
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An Ironclad must always be the first target of an Action out of Intruders in a Room/Corridor.
For example: When Bursting at a Corridor with an Ironclad, Hits must first be applied to Ironclads, and only when all Ironclads have enough Hits to die can they be applied to other Intruders.
Clarifications:
- This does not mean that Characters must perform Actions that target Ironclads. It only means that when an Action is performed, and it can target an Ironclad, it must do so.
- When Bursting, a Character may decide to Burst at a Corridor not containing an Ironclad, even if another adjacent Corridor contains Ironclads.
- When Shooting in a Room/Bursting at a Corridor with multiple Ironclads you may target any Ironclads there, but you must target them before any other Intruders.
- These rules apply not only to Shooting/Bursting but also to other Actions that target Intruders (for example, Repelling).
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An Ironclad in a Corridor requires 2 Hits to be killed, instead of 1.
AND
Whenever an Ironclad would be killed in a Room, it is Repelled instead.
Clarifications:
- To kill an Ironclad in a Corridor, a Character must apply both Hits at once. This means that a Burst that deals only 1 Hit can not be applied to any Intruder in that Corridor and practically does nothing.
Intruder Attack Cards
Intruder Attack cards differ slightly in comparison to the base game of Nemesis Retaliation. The 4 types of Adult Intruders have specific cards corresponding to them with unique effects.
BOOM! (example card, Crawlmine row shown) – Crawlmine icon: Each Character in your Room loses 3 Health. Place this Crawlmine back in the pool. – Motherbrain icon with the required number of Absorbed Bodies: You die. – Otherwise: Draw and resolve another card.
When resolving an Attack card, check the following:
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If the Attacking Intruder is of the same type as the Icon in the first row – resolve that effect.
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If the Attacking Intruder is the Motherbrain, and the required number of Bodies have been Absorbed – resolve the effect in the second row.
The icons (1, 2 or 3 Body icons) show how many Bodies must be Absorbed for the effect to be resolved.
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Otherwise – resolve the effect in the third row.
The top effect is resolved even if the Skill of an associated Adult is deactivated.
Intruder Tokens
Intruder tokens follow the same rules as in the base game with one important change:
When Intruders are placed in a Corridor as a result of drawing an Intruder token, the token shows specifically which Intruders are placed.
For example: When drawing the token shown above you should place in the Corridor: 1 Slasher, 1 Ironclad and 2 Crawlmines.
If there is not enough space in the Corridor to fit the required number of Intruders, follow the Neoflesh Cult golden rule, placing as many as you can according to the Intruder order and ignoring the rest.
Eggs
The Neoflesh Cult has taken over a Facility that had previously housed Primebloods. Their Nest and Eggs are still there ready to be studied.
Eggs and the Nest are the same as in the base game.
Icon Glossary
- Cultist
- Twitchling
- Firespitter
- Ironclad
- Crawlmine
- Slasher
- Motherbrain
- Required number of Absorbed Bodies (shown as 1, 2 or 3 Body icons)
Insider Expansion
Components
- 1 Insider model and standee
- 1 Insider card
- 55 Story cards
Overview
The Insider expansion introduces a highly variable story of the Insider – a woman trapped in the Facility with her own goals.
During the game a random Insider Story will be introduced, changing and adding new rules to the game. Characters will be able to progress any given Story – sometimes fighting together with the Insider, sometimes against her.
Compatibility
The Insider expansion can only be used in the standard Nemesis: Retaliation game. It does not work with any of the Nemesis expansions (with the exception of expansions featuring additional Characters).
Setup
Place all Insider components nearby. They will be introduced during the game.
The deck with Story cards should be placed with the side showing Room names face up – do not shuffle it.
Main Rules
Insider Introduction
The Insider does not start the game on the map and must be discovered first. This is done by Characters Moving and resolving Exploration cards.
When a Character draws an Exploration card with the Insider symbol for the first time during the game, resolve the following:
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Finish resolving the Exploration card.
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Take the Story deck and find all cards corresponding to the newly Discovered Room. Place them nearby with the lowest-numbered card facing up, and leave all other Story cards back in the box – they won't be used in this game.
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Resolve the Starting Story card – the top Story card with the lowest number.
Starting Story cards have a square around the number, and are always the lowest-numbered card in a sequence of Story cards corresponding to a specific Room.
Story cards shown in the booklet: #29 (Starting Story card, Shelter) and #30 (non-starting Story card, Shelter). The story text on these cards is cut off in the booklet layout and is not transcribed here.
Story Cards
Story cards are divided into groups of a few cards with the same Room name on their front – such a group is a single Insider story that will be told during one game.
Cards with the lowest number of a single group are Starting Story cards – they start a given Story.
Story cards are resolved in 2 situations:
- When the first Exploration card with the Insider symbol is drawn.
- Whenever an effect instructs you to "go to #XYZ" – in this case take the Story card with the mentioned number and resolve it.
If the Insider is on this card, go to #33. Otherwise, place the Insider on this card.
Story Card Fronts
On their fronts you will find a short narrative introduction – it should be read when the card is resolved.
Story Card Backs
On the back of Story cards you may find 4 different types of effects:
- A. Instant Effect – This one-time effect on the lighter background should always be resolved as soon as the card is flipped (after reading its front).
- B. Ongoing Effect – An effect that is active as long as it is visible, changing or adding new rules to the game.
- C. New Action – Sometimes the Insider will introduce a new Action that can be performed by Characters.
- These Actions follow the standard rules and cost a certain number of Action cards that must be discarded to be performed.
- All other requirements and effects are always written on the card.
- D. Exploration Effect – Such effects should be resolved after an Exploration card with the Insider symbol is revealed (after resolving the Exploration card).
Card-back examples as printed on the booklet's story-card diagrams:
#29 (Shelter, Starting Story card) – A (Instant Effect): Place the Insider in the just Discovered Room. Place the Insider icon back in the Room they Moved from (without making a Noise roll). Close all Doors around the Shelter – even if destroyed or in a Corridor without the Door slot. – B (Ongoing Effect): Doors around the Shelter can't be Opened and/or Destroyed. – C (Action): In a Room neighboring the Shelter Room: Discard 1 Medpack (green cross icon) to go to #30.
The back-side examples for #32, #35 and #36 are also shown on these pages, but their icons are too small in the booklet to transcribe reliably, so their text is not reproduced here.
Resolving Further Story Cards
All non-Starting Story cards, after being resolved, are placed on top of the previous Story card. This way only 1 Story card will be visible and active at any given time.
One exception to this rule is the dotted line.
Cards with dotted lines are resolved the same way, but when the next Story card is resolved it instead should be placed on top of the dotted card in such a way to cover everything ABOVE the dotted line, and leave the rest of the card active.
Resolving Story cards example: Story card #35 is already active and it instructs you to "go to #36". The Story card #36 is resolved and then placed on top of the Story card #35 like in the example above.
After resolving the dotted Story card all effects and Actions that remain visible are active and available. In the above example, both the Action and two Ongoing Effects are active.
The Insider
Many Story cards will instruct you to place an Insider on the map and/or set up the Insider card. Until that happens those components are not part of the game.
Note: A Story card may instruct you to only place an Insider, but not the Insider card, limiting the possible interactions with the Insider.
#12 – Place the Insider in the Escape Shuttle Room and the Insider card on the Friendly side.
The Insider Card
The Insider card is double-sided, showing a Friendly or a Hostile Insider, and introduces basic Insider rules – showing the Insider's current health and available interactions with her.
If the Insider is placed on the map but the Insider card is NOT, it means that the Insider is currently completely non-interactive in any way, both for Characters and the game – unless a Story card specifies otherwise. She may be hiding or may be just protected in another way.
There are a few general Insider rules to note:
- The Insider is placed only in Rooms and may only Move through empty Corridors. She also may never Move through Unexplored Corridors and may not Discover new Rooms.
- The Insider does not interact with any of the Nemesis mechanics, unless specified otherwise by Story cards and/or the Insider card. This includes Fire.
- Intruders always move toward Characters if possible, not the Insider (regardless of distance and situation).
- Larvae never Attack the Insider.
- Other Intruders may Attack the Insider – whenever this occurs, draw an Intruder Attack card as normal and apply the effect, losing Insider's Health indicated by the card.
- Gaining Contamination cards is completely ignored.
- Instead of gaining Serious Wounds, the Insider loses 2 Health.
- If the Universal marker reaches the skull, the Insider dies.
REMOVE THE INSIDER FROM THE GAME This sentence can be found frequently on the Story cards and always means "Remove the Insider model, Insider card and all Story cards from the game."
Friendly Insider
FRIENDLY INSIDER Each Character in the Room with the Insider draws 1 more Action card after the Drawing Action Cards step. Action (1 Action card): Move the Insider from a Room (your or a neighboring one) without an Intruder through an empty Corridor. Then, she makes a Noise roll. Health track: Healthy / Injured / Heavily Injured. Serious Wound = lose 2 Health.
A Friendly Insider card means that during the current Story the Insider is your ally.
When this card is set up place a Universal marker on the left-most slot of this card's Health track.
The Friendly Insider follows additional rules:
- Each Character in the same Room as the Insider draws 1 more Action card after the Drawing Action Cards step.
- Characters in the same or neighboring Room may perform the Action described on the Insider card to move her.
- Intruders in the same Room as the Insider, treat her as a Character last in Turn Order (meaning that Intruders will always prioritize Attacking other Characters if possible).
Hostile Insider
HOSTILE INSIDER All Characters treat the Insider as an Intruder. Keep Hits dealt to the Insider on this card. The Insider and all Intruders completely ignore each other.
When this card is set up, it means that during the current Story the Insider is your enemy.
The Hostile Insider follows additional rules:
- Intruders and the Insider completely ignore each other.
- Characters treat the Insider as an Intruder – they may Shoot at the Insider using the standard rules and kill the Insider the same way as an Adult Intruder. Hits should be kept on the Insider card.
Insider Death
The Insider may die in many ways – sometimes she may be killed by an Intruder, other times by Characters.
Whenever this happens, remove the Insider model and the Insider card from the game, but leave Story cards intact (unless specified otherwise on the current Story card).
Contractors Module
Components
- 60 Action cards (5 per Contractor)
- 12 small Contractor Draft cards
- 24 Character Item cards (2 per Contractor)
- 6 double-sided Character tiles
Overview
The Contractors expansion allows Characters from previous Nemesis instalments to be used in Nemesis: Retaliation.
Contractors may be used with any other expansion to Nemesis: Retaliation.
Contractor Models
When playing as a Contractor use the appropriate model from previous Nemesis titles, or the base Contractor model from Nemesis: Retaliation.
Setup
Objective Setup and Character Draft
At the start of the Player Setup shuffle all 12 Contractor Draft cards and place 2 of them in the middle of the table.
When picking a Character, players may choose from the 2 placed Contractor Draft cards in addition to the drawn Character Draft cards – practically increasing the choice from 2 to 4 Characters.
When a Contractor is picked (from this expansion or the Contractor from the base game), no other player will be able to pick a Contractor – the Contractor Draft cards and the base Contractor Character Draft card should be discarded.
Example of a Character Draft as printed: "Pick Soldier", "Pick Hacker" and "Pick Combat Engineer" cards, with a further "Medical Support" card partly covered in the booklet image.
The Contractor Player Character Setup
If any player has chosen a Contractor from this expansion, they perform the following:
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At the start of Character Setup, take the Contractor Action deck and find 5 cards with the "Contractor: Consultant" name on the bottom of the card.
Replace them with 5 cards corresponding to the drafted Contractor. This 10-card deck should be used as a Contractor Action deck.
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Instead of taking the standard Character Item cards from the base game, use the Character Item cards corresponding to the chosen Contractor from this expansion.
Note: Remember that the Contractor does NOT take part in the Support Equipment Draft.