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Nemesis: Untold Stories #1

Expansion for Nemesis

Nemesis: Untold Stories #1 Rulebook

Table of Contents

Table of Contents

  • Basic Rules
    • Welcome to the Nemesis Comic Campaign
    • General Rules
    • Objectives and Coordinates
    • Story Events
    • Auxiliary Tokens
    • Additional Rules Areas
    • Choices and the Campaign Pool
    • Clues
    • Other Tokens
    • Character Corpses
    • Interrupt Action Cards
    • Saving Progress
  • Mission 1: Preparation
    • Mission 1 Objectives
    • Mission 1 General Setup
    • Mission 1 Preparation
    • Mission 1 Mission End
    • Mission 1 Start
    • Mission 1 Legend
  • Mission 1: Story Events
    • Event 01: Strange Tattoo (Mission 1)
    • Event 02: Eggs Discovered (Mission 1)
    • Event 03: Electric Shock (Mission 1)
    • Event 04: Pipe Burst (Mission 1)
    • Event 05: Mirror Reflection (Mission 1)
    • Event 06: Boarding Party (Mission 1)
    • Event 07: Isolation (Mission 1)
    • Event 08: Nearly Crushed (Mission 1)
    • Event 09: Carnage (Mission 1)
    • Event 10: Observation Room (Mission 1)
    • Event 11: Egg (Mission 1)
  • Mission 1: Endings
    • Ending I: Reactive Exhaust (Mission 1)
    • Ending II: Deck (Mission 1)
    • Ending III: At the Crossroads (Mission 1)
    • Ending IV: Calculating Power (Mission 1)
  • Mission 2: Entry and Introductions
    • Mission 2 Intro 1: Battle Damage
    • Mission 2 Intro 2: Research
    • Mission 2 Intro 3: Friend
  • Mission 2: Preparation
    • Mission 2 Objectives
    • Mission 2 General Setup
    • Mission 2 Preparation
    • Mission 2 Mission End
    • Mission 2 Start
  • Mission 2: Story Events
    • Event 01: Missing (Mission 2)
    • Event 02: Hibernatorium (Mission 2)
    • Event 03: Power Supplied (Mission 2)
    • Event 04: Ship's Log (Mission 2)
    • Event 05: Brain Scan (Mission 2)
    • Event 06: Contact with the Military (Mission 2)
    • Event 07: At the Crossroads (Mission 2)
  • Mission 2: Endings
    • Ending I: Flash (Mission 2)
    • Ending II: Swarm (Mission 2)
    • Ending III: Rebirth (Mission 2)
  • Mission 3: Entry and Introductions
    • Mission 3A Intro 1: Cordon
    • Mission 3A Intro 2: Killers
    • Mission 3A Intro 3: Victims
    • Mission 3B Intro 1: Friendly Meeting
    • Mission 3B Intro 2: Day of Reckoning
  • Missions 3A and 3B: Preparation
    • Mission 3 Objectives
    • Mission 3 General Setup
    • Mission 3 Preparation
    • Mission 3 Mission End
    • Mission 3 Start
  • Mission 3: Story Events
    • Events 1-5: With Particular Severity (Mission 3)
    • Event 06: Emergency Repair (Mission 3)
    • Event 07: Landing (Mission 3)
    • Event 08: Déjà Vu (Mission 3)
    • Event 09: Battle (Mission 3)
    • Event 10: At the Crossroads (Mission 3)
    • Event II: Transmission (Mission 3)
  • Mission 3: Endings
    • Ending I: Last Words (Mission 3)
    • Ending III: Preparing for the Jump (Mission 3)
  • Mission 4: Entry and Introductions
    • Mission 4 Intro 1: Return to the Beginning
    • Mission 4 Intro 2: Confusion
    • Mission 4 Intro 3: Calm Before the Storm
  • Mission 4: Preparation
    • Mission 4 Objectives
    • Mission 4 General Setup
    • Mission 4 Preparation
    • Mission 4 Mission End
    • Mission 4 Start
  • Mission 4: Story Events
    • Event 01: Deep Analysis (Mission 4)
    • Event 02: Catch Up (Mission 4)
    • Event 03: Isolation (Mission 4)
    • Event 04: Operation Theseus (Mission 4)
    • Event 05: Tragedy on Sedna (Mission 4)
    • Event 06: Airlock (Mission 4)
    • Event 07: Reboot (Mission 4)
    • Event 08: Intercepted (Mission 4)
    • Event 09: Pheromones (Mission 4)
    • Event 10: Receipt (Mission 4)
    • Event 11: Escape (Mission 4)
  • Mission 4: Endings
    • Ending I: i-Dimension (Mission 4)
    • Ending II: Lost (Mission 4)
    • Ending III: Drift (Mission 4)
    • Ending IV: Return (Mission 4)
  • Epilogue
  • Afterword

Basic Rules

Welcome to the Nemesis Comic Campaign

This is a set of missions linked into a single story campaign for 2-5 players. When playing the campaign, use the components of the base game and the special tokens included with this comic book.

The campaign uses the fully cooperative mode described in the base rulebook, with the exceptions described below.

General Rules

The campaign is based on the cooperative mode described in the Nemesis rulebook (see page 27 of the base rules). In addition, the following changes apply.

Objectives and Coordinates

Each mission has its own objectives and win conditions, described in its "Mission Preparation" section. Put the Objective cards and Coordinate cards back in the box; you will not need them in the campaign.

This also means that if the ship escapes (or self-destructs), the campaign immediately ends in defeat, unless the mission conditions explicitly tell you to do so.

Story Events

During missions, the rules will tell you to place Event tokens in various places on the ship. These Event tokens are used to activate Story Events, described in this comic book. For example, if you activated Event token 01 during Mission 1, read the "Event 01" entry for that mission, read the text, and apply all effects described there. Then remove that Event token and any Auxiliary tokens.

Auxiliary Tokens

These tokens are often added to Event tokens to remind players how the Story Event can be activated.

  • On Entry: resolve this Story Event as soon as a Character enters a Room with this token. If there is an Exploration token in the Room, resolve the Story Event first, then the effect of the Exploration token (and/or make a Noise roll).
  • On Use: resolve this Story Event instead of performing the Room's Action. The Room's Action is not available to perform until all effects of the Story Event have been resolved in full. For example, performing the Action of the Generator Room does not activate the Self-Destruct system. The normal cost of performing a Room Action to activate a Story Event also requires discarding 2 Action cards. Some Action cards reduce this cost or even allow the Action to be performed at a distance (for example, the Action card "Computer Skills").
  • Story: resolve this Story Event as soon as all conditions described in the comic book have been met. For example, after all Engines have been repaired, a Signal has been sent, or another required condition has been fulfilled.

Additional Rules Areas

Comic areas marked with a curly frame are treated as part of the game rules. Remember: the mission rules take priority over the normal game rules!

Choices and the Campaign Pool

During the campaign the game will ask players to make a choice or to vote. Choice tokens represent decisions made and open different story branches. Keep all Choice tokens and other objects you receive in the Campaign pool, placed next to the game board.

Clues

Some Story Events will give your crew bits of knowledge for solving the main mystery of the campaign. Clue tokens represent this knowledge. In campaign mode, the coloured plastic rings from the base game are used as Clue tokens; when received, place them in the Campaign pool.

Other Tokens

Used in some missions:

  • Ending tokens I, II, III
  • Marine Squad token
  • Special Object token
  • Cable token

Character Corpses

If a Character dies during the campaign from wounds or other effects, they leave the crew permanently. In this case:

  • Place 1 red Character Corpse token in the Campaign pool.
  • Remove the Character and all of their Items from the game.

For example, if a Character dies on turn 13, place a miniature of a new Character on the space 10 of the Time Track.

  • If the Time token moves onto a space of the Time Track that contains a Character miniature, place that miniature in the Hibernatorium. The Character starts the game from that turn.

Note: Characters who have left the game do not affect the course of the game, but may affect some Story Events.

If a player's Character has died and no new available Characters remain to choose from (all Characters have died or are already in the game), place the red Character Corpse token on the game board. This token can be taken to the Medical Bay to be revived.

See the "Revival" section of the rulebook.

If the mission ends before a Character has been revived, begin the next mission with the red Character Corpse token in the same Room in which it was at the end of the previous mission, or (if the layout of the Rooms has been changed) in the starting Room together with the other Characters.

Interrupt Action Cards

The campaign is played in fully cooperative mode. Because of this, the Interrupt Action cards in each Character's deck lose their relevance. In campaign mode, ignore the text on these cards entirely. Instead, use this card to save a Character during various sudden events. Keep it in hand as insurance against surprises!

Saving Progress

A campaign can take many hours to play. If you wish, you can save the crew's progress after completing any mission. In this case, place the Campaign pool in a separate bag, set aside all Characters, their Action decks and Items, and note which mission the campaign should continue from next time.

To start the campaign, read the introduction to Mission 1 on the next page.

Printed note: the example above is transcribed as printed in the source. The source sentence stops after "space 10 of the Time Track" and does not restate the rest of the example.

Mission 1: Preparation

Mission 1 Objectives

Your objectives:

  1. Manually turn on all 3 Engines (each Engine must be "Functional").
  2. Send a Signal from the Radio Room (by any Character) to remotely hack the flight control system of the Sedna outpost.
  3. Collect any Items that will help you survive the later missions.
  4. Get back to the Hibernatorium in time (see "Mission End" below).

Mission 1 General Setup

Use the fully cooperative mode with some exceptions:

  • Part of the ship is unavailable.
  • Exploration tokens are used to activate special Story Events.
  • A Marine squad is about to board! Time is very short!
  • There are no Intruders. Noise rolls are not made.
  • Your Items and statuses carry over to future missions.
  • Do not resolve Event cards in the Event Phase.

Mission 1 Preparation

  1. Place the "Ariadne" game board on the table (the alternate side of the game board).

  2. Place the "Command Center" Room tile on area "A" (011) of the game board, and set its Item counter to "0". Place all Character miniatures here.

  3. Place the "Visual Observation Room" tile on area "B" (010) of the game board, place the "Nest" tile on area "C" (012) of the game board, and place the "Laboratory" tile on area "D" (017) of the game board.

  4. Place Event token 10 together with the "On Entry" auxiliary token in the Visual Observation Room. Place Event token 02 together with the "On Entry" auxiliary token in the Nest.

  5. Place the "Radio Room" tile on area "E" (015) of the game board and place a Malfunction token on it.

  6. Place the "Emergency Evacuation Compartment A" and "Emergency Evacuation Compartment B" tiles on areas "F" (007) and "G" (009) of the game board respectively. Characters will not be able to reach them during the mission, but they may be used in one of the Story Events.

  7. Set each Engine to "Damaged". Place Closed Door tokens in each corridor leading to every Engine Room.

  8. Distribute Characters randomly among the players, following the normal setup rules in the rulebook. Prepare the Action decks and Item decks.

  9. Remove from the game the following Rooms: "Fire Suppression Control Room", "Generator Room" and "Escape Pod Control System". Shuffle the remaining Room tiles and place 1 in each area of the game board marked yellow on the setup diagram.

    Important: the bow of the ship remains unavailable during this mission and has no Room tiles other than the Emergency Evacuation Compartments. Under no circumstances can Characters move into the unavailable part of the ship.

  10. Set aside the following Exploration tokens: 1 "Slime", 1 "Door", 1 "Silence", 1 "Danger", 1 "Fire", 3 "Malfunction". Set aside the tokens with the lowest Item counter value.

The setup diagram is an image in the source and is not transcribed.

Mission 1 Mission End

  • If all Engines are functional and a Signal has been sent by at least one Character, the players may at any moment vote to make the hyperjump. If the vote is tied, the player with the First Player token decides.
  • If the ship makes the hyperjump, see Ending 1. Place the Ending 1 token and the "Story" auxiliary token in the Hibernatorium.
  • Any Character outside the Hibernatorium dies!

Mission 1 Start

Begin the game by the normal rules and play until a Story Event is activated. Resolve the effect of the Story Event as described in this book. Do not forget to move the Self-Destruct token after each completed turn!

Mission 1 Legend

  • Slime: Story Event 01.
  • Danger: Story Event 03.
  • Fire: Story Event 04.
  • Silence: Story Event 05.
  • Malfunction: Story Event 07.
  • Door: Story Event 08.

Mission 1: Story Events

Story panels that contain no rule bullets are noted as such. Comic dialogue and narration are omitted.

Event 01: Strange Tattoo (Mission 1)

  • Discard 2 random cards from your hand.
  • Place 1 Clue in the Campaign pool.
  • Continue the mission.

Event 02: Eggs Discovered (Mission 1)

Choose one:

  • Pick up the Object: see Event 11.
  • Ignore the Object: continue the mission.

Event 03: Electric Shock (Mission 1)

  • This Character gets 2 Light Wounds.
  • If the Character discards an Interrupt card, reduce the number of Light Wounds received to 1.

Event 04: Pipe Burst (Mission 1)

  • This Character gets 1 Serious Wound.
  • If the Character discards an Interrupt card, they get a Light Wound instead of the Serious Wound.

Event 05: Mirror Reflection (Mission 1)

  • Discard 2 cards from your hand.
  • Continue the mission.

Event 06: Boarding Party (Mission 1)

  • Place a Marine Squad token in each Emergency Evacuation Compartment.
  • At the start of each turn, move the Marine Squad tokens one Room toward the Hibernatorium, ignoring all Closed Doors.
    • The first squad moves through Rooms 004 and 005.
    • The second squad moves through Rooms 006 and 005.
  • Place Event token 09 and the "Story" auxiliary token in the Hibernatorium.
  • As soon as a Marine Squad reaches the Hibernatorium, resolve Story Event 09.

Event 07: Isolation (Mission 1)

  • Close the Doors in all corridors leading into the Room you are in.
  • Place 1 Ammo/Injury token next to the Character. This is air pumped out of the Room.
  • Remove this token at the start of the next round.
  • If the token was removed and the Character is still locked in, the Character gets 1 Light Wound at the start of each subsequent round while locked in.
  • If at least one Door into this Room is open, this effect no longer applies.

Event 08: Nearly Crushed (Mission 1)

Story panel only. No rule bullets are printed for this event.

Event 09: Carnage (Mission 1)

  • Take the Serious Wound "Leg Sprain". If you are playing the Scientist, take the Serious Wound "Multiple Bruises" instead.

Event 10: Observation Room (Mission 1)

  • Place 1 Clue in the Campaign pool.
  • Continue the mission.

Event 11: Egg (Mission 1)

  • The Character gets an Egg token. This is a Heavy Object.
  • Place Choice token A and the "Story" auxiliary token in the Laboratory.
  • If during the mission a Character carrying the Egg visits the Laboratory, destroy the Egg and place Choice token A in the Campaign pool.

Mission 1: Endings

Ending I: Reactive Exhaust (Mission 1)

All players vote:

  • Burn the landing deck and all moored ships with the thrusters: see Ending 2.
  • Simply fly away: see Ending 3.

If the vote is tied, the player with the First Player token decides.

Ending II: Deck (Mission 1)

  • Place Choice token B in the Campaign pool.
  • Then, if the Campaign pool contains Choice token A, see Ending 3. Otherwise, go to Mission 2.

Ending III: At the Crossroads (Mission 1)

  • If the Campaign pool contains Choice token A, see Ending 4. Otherwise, go to Mission 2.

Ending IV: Calculating Power (Mission 1)

All players vote:

  • Investigate this mysterious artifact: place Choice token C in the Campaign pool and go to Mission 2.
  • Optimize engine thrust and calibrate the maneuvering system: go to Mission 2.

If the vote is tied, the player with the First Player token decides.

Mission 2: Entry and Introductions

The following routing bullets are printed at the top of the Mission 2 introduction page, directly after the Mission 1 endings:

  • If the Campaign pool contains Choice token C, or does not contain Choice token B, see Intro 1.
  • Otherwise, see Intro 3.

Mission 2 Intro 1: Battle Damage

  • Ariadne takes battle damage: see the rules for the mission.
  • If the Campaign pool contains Choice token C, see Intro 2.
  • Otherwise, see Intro 3.

The source refers to "the rules for the mission" for battle damage. The mission preparation below is the only rules text printed for Mission 2 in this book.

Mission 2 Intro 2: Research

  • Place 1 Clue in the Campaign pool.
  • The ship makes a hyperjump. See Intro 3.

Mission 2 Intro 3: Friend

Story panels only. No rule bullets are printed for this introduction.

Mission 2: Preparation

Mission 2 Objectives

Important: Characters' Items, Wounds, statuses and other cards carry over into this mission!

Your objectives:

  1. Get aboard the Nemesis through the Emergency Evacuation Compartment.
  2. Assess the ship's condition for further flight. If it is fit, use it to resume the escape.

Mission 2 General Setup

Use the fully cooperative mode with some exceptions:

  • The crew boards the ship through the Emergency Evacuation Compartment.
  • A number of Story Events will occur during the mission.
  • The Coordinate cards, the Destination token and the Time token are not used.
  • Be ready for any turn of events.

Mission 2 Preparation

  1. Characters' Items, Wounds, statuses and other cards carry over into this mission from the previous one.

  2. Place the "Nemesis" game board on the table (the normal side of the game board).

  3. Place the following Room tiles face up: "Emergency Evacuation Compartment" on area "A" (009) of the game board, "Operating Room" on area "B" (013), "Visual Observation Room" on area "C" (016), "Engine Monitoring Room" on area "D" (003), and "Generator Room" on area "E" (007).

  4. Place all Character miniatures in Emergency Evacuation Compartment B, and set its Item counter to "0".

  5. Place Event token 05 together with the "On Use" auxiliary token in the Operating Room.

  6. Place Event token 02 together with the "On Entry" auxiliary token in the Hibernatorium (area "F" (011) of the game board).

  7. Lay out the remaining Room tiles by the normal rules (steps 2 and 3 of the rulebook's "Game Setup" section). Place one random Exploration token on each explored or unexplored Room tile on the game board, except Emergency Evacuation Compartment B, where the Characters begin the mission.

    Important: unlike the previous mission, Exploration tokens are used by the normal rules in this mission.

  8. Place the Engine tokens on the game board in random order by the normal rules (step 8 of the rulebook's "Game Setup" section).

  9. Prepare the Alien board by the normal rules (steps 9 and 10 of the rulebook's "Game Setup" section). Place only one Alien Egg token on the Alien board.

  10. Place the following Alien tokens in the Alien bag:

    • 4 Adult Aliens (+1 for each Character in the game)

The setup diagram is an image in the source and is not transcribed.

Mission 2 Mission End

  • The mission ends when a Story Event says so.
  • Do not clear the game board or move any game elements after the mission ends.

Mission 2 Start

Begin the game by resolving Story Event 01, described on the following page.

Mission 2: Story Events

Event 01: Missing (Mission 2)

  • New Objective:
    • Restore the main power supply at the main engineering terminal in the Generator Room.
    • Place Event token 03 together with the "On Use" auxiliary token in the Generator Room. Resolve this Event if any Character uses the Action of this Room. Until this happens, Characters cannot perform the Actions of any Rooms!
  • Place the Self-Destruct token on space "3" of the Self-Destruct track. This represents the running-out oxygen and the extreme cold. If the token reaches the space with the Skull symbol, all Characters die and the campaign is lost.

Event 02: Hibernatorium (Mission 2)

All players choose:

  • Search the corpse: 1 Character gets 1 Contamination card and draws 1 green, 1 red and 1 yellow Item card. Continue the mission.
  • Ignore the corpse: continue the mission.

Event 03: Power Supplied (Mission 2)

Story panel "Worked..." (story text only), followed by the following rules bullets:

  • Each player is shocked by Ariadne's undocking. Each player discards 1 random card from their hand.
  • Power has been restored: you can use Room Actions by the normal rules.
  • Place the Time token on space "8" of the Time Track, and place Event token 07 on the "Jump" symbol of the Time Track. Resolve this Event when the ship makes a jump.

New Objectives (complete in any order):

  • Visit the Bridge to enter the jump coordinates.
  • Study the ship's log entries in the Visual Observation Room.
  • Keep at least two Engines working for a successful jump.
  • Before the jump, make sure no one is infected.

Rules:

  • Place Event token 04 together with the "On Use" auxiliary token in the Visual Observation Room.
  • Place Event token 06 together with the "On Use" auxiliary token on the Bridge.
  • When you have completed all the objectives described above, proceed to the Hibernatorium and hibernate.
  • If all Characters are dead or hibernating, or the ship has jumped, resolve Story Event 07. Any Character who is not in hibernation during the jump dies.

Event 04: Ship's Log (Mission 2)

  • Place 1 Clue in the Campaign pool.
  • Reveal the Alien Weakness card studied by researching an Alien Corpse.
  • Continue the mission.

Event 05: Brain Scan (Mission 2)

  • The Character discards all their cards and passes.
  • Remove all of their Contamination cards.
  • Place 1 Clue in the Campaign pool.
  • Continue the mission.

This is the bullet text printed under the heading "Scanning takes a long time." The comic panel around it contains dialogue only.

Event 06: Contact with the Military (Mission 2)

All players vote:

  • Fly to Mars to meet the military: place Choice token D in the Campaign pool.
  • Fly to the Astroguild base: place Choice token E in the Campaign pool.
  • This ship is dangerous to Humanity! Steer the ship into the Sun: place Choice token F in the Campaign pool.
  • Head far out into space and try to fight the contamination on your own: do not take a Choice token. Continue the mission by the rules described in Event 03.

Event 07: At the Crossroads (Mission 2)

  • Check whether all Engines are working.
    • If more than one Engine is not working, see Ending 1.
  • Characters who are not in hibernation die immediately.
  • Make a normal Contamination check for each Character in hibernation.
    • If at least one Character fails the check, see Ending 2.
  • Then, after the previous steps:
    • If the Campaign pool contains Choice token D, go to Mission 3A.
    • If the Campaign pool contains Choice token E, go to Mission 3B.
    • If the Campaign pool contains Choice token F, see Ending 1.
    • If none of the above applies, see Ending 2.

Mission 2: Endings

Ending I: Flash (Mission 2)

  • All Characters die!
  • Return all Character boards, cards and Items to the box. Your story ends here.
  • Or does it? See Ending 3.

Ending II: Swarm (Mission 2)

  • All Characters die!
  • Return all Character boards, cards and Items to the box. Your story ends here.
  • Or does it? See Ending 3.

Ending III: Rebirth (Mission 2)

  • Place Choice token F in the Campaign pool.
  • Go to Mission 4.

Mission 3: Entry and Introductions

Mission 3 is split into two branches: Mission 3A (Choice token D from Mission 2) and Mission 3B (Choice token E from Mission 2). Both branches use the same preparation (see "Missions 3A and 3B: Preparation" below).

Mission 3A Intro 1: Cordon

  • If the Campaign pool contains Choice token B, see Intro 2.
  • Otherwise, see Intro 3.

Mission 3A Intro 2: Killers

  • Prepare the mission: see page 42 (Missions 3A and 3B: Preparation below).

The Intro 2 panel contains dialogue and story only, apart from the bullet above.

Mission 3A Intro 3: Victims

  • Prepare the mission: see page 42 (Missions 3A and 3B: Preparation below).

The Intro 3 panel contains dialogue and story only, apart from the bullet above.

Mission 3B Intro 1: Friendly Meeting

  • Place 1 Clue in the Campaign pool.
  • If the Campaign pool contains Choice token B, see Intro 2.
  • Otherwise, prepare the mission: see page 42.

Mission 3B Intro 2: Day of Reckoning

  • Prepare the mission: see page 42 (Missions 3A and 3B: Preparation below).

"Tag der Abrechnung" is printed in German in the source. The subtitle is kept as printed.

Missions 3A and 3B: Preparation

Mission 3 Objectives

Important: the Nemesis starts this mission in the state in which it finished the previous mission! Characters' Items, Wounds, statuses and other cards carry over into this mission!

Your objectives:

  1. The electromagnetic blast has knocked out the ship's power plant! Go to the Engine Monitoring Room and try to restart the system.
  2. Survive and make a jump to escape the pursuit.

Mission 3 General Setup

Use the fully cooperative mode with some exceptions:

  • A boarding party may land on the ship. The ship may come under fire.
  • Part of the ship has already been explored.
  • In some cases an electromagnetic pulse may shut down the ship's systems.
  • An Alien attack is highly likely.

Mission 3 Preparation

  1. Use the Nemesis game board from Mission 2. Do not move any Room tiles and do not reveal unexplored Rooms.

  2. Shuffle the Engine tokens.

  3. Leave on the game board all Malfunction and Fire tokens that are present.

  4. Remove from the game board the Alien miniatures, Noise tokens and Alien Corpse tokens.

  5. Place Event token 08 together with the "On Entry" auxiliary token in the unexplored Room with the highest number. If there are no unexplored Rooms, place it in the Room numbered 015 on the game board.

  6. Place Event token 06 together with the "On Entry" auxiliary token in the Engine Monitoring Room.

  7. Place all Character miniatures in the Hibernatorium.

  8. Place the Time token on space "15" of the Time Track (-1 for each Character in the game).

  9. Place Event token 07 on space "9" of the Time Track. Resolve this Story Event as soon as the Time token reaches this space.

  10. Place Ammo/Injury tokens on spaces "12", "10", "8", "6" and "4" of the Time Track.

    During such a turn an electromagnetic pulse passes through the Nemesis:

    • Room Actions cannot be performed.
    • Energy weapons do not work.
  11. The Alien board, the Alien Weakness cards and the Event deck remain from the previous mission. Place 3 Alien Egg tokens on the Alien board.

The setup diagram for this mission is an image in the source and is not transcribed.

Mission 3 Mission End

  • The mission ends when a Story Event says so.

Mission 3 Start

Begin the mission.

Mission 3: Story Events

Events 1-5: With Particular Severity (Mission 3)

These five entries are shared. Event tokens 01 to 05 (placed in the Alien bag when Choice token B is in the Campaign pool) all lead to this entry.

  • Place a Malfunction token on the explored Room with the lowest number that does not yet contain one.
  • Each Character in that Room gets a Serious Wound, unless they discard an Interrupt card.
  • Remove this Event token and continue the mission.

Event 06: Emergency Repair (Mission 3)

From this point, each Character may place a Cable token in the Room they are in (this does not require a separate Action), provided the Room does not contain a Malfunction or Fire token.

New Objective:

  • Using Cable tokens, run an unbroken chain of shielded cables from the Engine Monitoring Room to all three Engines (at least two Engines must be functional).

Rules:

  • Remove a Cable token from a Room each time a Malfunction or Fire token is placed there.
  • Place Event token 10 together with the "Story" auxiliary token in the Engine Monitoring Room. Resolve Story Event 10 as soon as the unbroken chain of shielded cables is complete and at least 1 Character is in the Engine Monitoring Room at that time.

Event 07: Landing (Mission 3)

  • Place a Marine Squad token on the Bridge. It represents the boarding party.
  • At the end of each turn, after the Event Phase, move the Marine Squad token one Room toward the nearest Character or Alien. If the distance to Aliens or Characters is the same, the player with the First Player token decides the direction of movement.
    • If the Marine Squad moves into a Room with a Character, that Character gets 1 Serious Wound, the squad moves into an adjacent Room, and a Noise roll is made.
    • (The source text does not make the subject of the last clause explicit. It is transcribed as printed.)
    • If the Marine Squad moves into a Room with an Alien (or an Alien moves into their Room), resolve Story Event 09.
  • The Marine Squad ignores Fire tokens, Malfunction tokens, Closed Doors, and the airlock activation procedure.

Event 08: Déjà Vu (Mission 3)

  • If there are fewer than 5 Clue tokens in the Campaign pool, add 1 Clue token to it.
  • Discard 1 card from your hand.
  • Continue the mission.

Event 09: Battle (Mission 3)

  • Remove all Noise tokens from the game board.
  • Place a Noise token in each corridor leading to the Room with the Marine Squad.
  • If the Marines have engaged the Alpha Male or the Queen, remove the token of that squad from the game board. Otherwise, remove the Alien miniature from the game.
  • Continue the mission.

Event 10: At the Crossroads (Mission 3)

  • All players vote: take off right now?

    If the vote is tied, the player with the First Player token decides.

  • If the ship makes a jump, see Ending 1.

  • Any Character who is not in the Hibernatorium during the jump dies.

  • The mission continues until a jump is made.

The source heading reads "The ship is ready to jump!" for this entry.

Event II: Transmission (Mission 3)

The source prints this entry's number as "II" (Roman numerals), not as a number. It is transcribed as printed.

  • Place Choice token G in the Campaign pool.
  • See Ending 3.

Mission 3: Endings

Ending I: Last Words (Mission 3)

All players vote:

  • Jump immediately: see Ending 3.

  • Postpone the jump and send a Signal: place the Special Object token in the Radio Room (if this Room is explored) or on the Bridge (if the Radio Room is not explored). To complete the mission, use the Action of this Room (it must not contain a Malfunction token).

  • If the second option is chosen, the players may vote for an immediate jump at any time.

  • If the ship jumps before the Signal has been sent, all Characters outside the Hibernatorium die: see Ending 3.

  • If the ship jumps after the Signal has been sent, all Characters outside the Hibernatorium die: see Ending 2.

The source prints no Ending II panel for Mission 3. Ending 2 is referenced from Ending I above and is transcribed there.

Ending III: Preparing for the Jump (Mission 3)

  • All Characters are dead.
  • Go to Mission 4.

Mission 4: Entry and Introductions

Mission 4 Intro 1: Return to the Beginning

This entry is a story panel. No rule bullets are printed for it.

After Intro 1, count the Clue tokens in the Campaign pool:

  • Subtract 3 from the total if the Campaign pool contains Choice token F.
  • Subtract 1 from the total if the Campaign pool does not contain Choice token G.
  • If the total is 2 or fewer, see Intro 2. If the total is 3 or more, see Intro 3.

The source prints the count bullets beside the screen panel that precedes Intro 2 and Intro 3.

Mission 4 Intro 2: Confusion

  • Place Choice token H in the Campaign pool.
  • Prepare the mission: see page 52 (Mission 4 Preparation below).

Mission 4 Intro 3: Calm Before the Storm

  • Prepare the mission: see page 52 (Mission 4 Preparation below).

Mission 4: Preparation

Mission 4 Objectives

Important: all Characters died in the previous mission! Each player takes the Character board they played earlier and prepares it again for play. Discard all Wounds and other statuses.

Your objectives:

  1. If the crew is confused (Choice token H is in the Campaign pool), check the medical records in the Operating Room to clarify the mystery of the mysterious resurrection.
  2. Restart all of Ariadne's systems at the main engineering terminal in the Generator Room.
  3. Find a way to fly away.

Mission 4 General Setup

Use the fully cooperative mode with some exceptions:

  • The Engines are completely destroyed. The ship will not fly anywhere...
  • One of the Exploration tokens triggers a special Story Event.
  • The probability of an Alien attack is extremely high.
  • Your decisions will significantly affect the ending of the story.

Mission 4 Preparation

  1. Each player starts with an updated Character. Only the Campaign pool carries over from the previous missions.

  2. Place the "Ariadne" game board on the table (the alternate side of the game board). Do not place the Engine tokens. The Engines are destroyed.

  3. Place the following Room tiles face up: "Generator Room" on area "A" (011) of the game board, "Airlock Control Room" on area "B" (017), and "Operating Room" on area "C" (003).

  4. If the Campaign pool does not contain Choice token H: place Event token 06 together with the "On Use" auxiliary token in the Generator Room. If the Campaign pool contains Choice token H: place Event token 02 together with the "On Use" auxiliary token in the Operating Room.

  5. Place a Closed Door token in each corridor leading to the Bridge. Place the "Story" auxiliary token on the Bridge. The Bridge is completely unavailable until a Story Event unlocks it. The Doors blocking access to the Bridge cannot be opened in any way except through the effect of a Story Event.

  6. Remove from the game the "Escape Pod Control System" tile, which is not used in this mission. Lay out the remaining Room tiles and Escape Pod tokens by the normal rules (steps 2 and 3 of the rulebook's "Game Setup" section). All Escape Pods are locked.

  7. Place 1 random Exploration token on each unexplored Room.

    Important: in this mission, an Exploration token with a Door symbol activates Story Event 03. Each time a Character reveals such an Exploration token, set the Item counter to the value shown and resolve Story Event 03.

  8. Place all Character miniatures in the Hibernatorium.

  9. Prepare the Alien board by the normal rules (steps 9 and 10 of the rulebook's "Game Setup" section). Place only one Alien Egg token on the Alien board.

Battle damage: Ariadne is still heavily damaged after the escape from Sedna.

  • If the Campaign pool does not contain Choice token B: the ship was damaged in battle. Place Malfunction tokens on the Room tiles in areas 004 and 006 of the game board.
  • Additionally, if the Campaign pool does not contain Choice token B but contains Choice token C: the battle damage is very heavy. In addition to the above, place Malfunction tokens on the Room tiles in areas 014 and 016 of the game board.

The setup diagram is an image in the source and is not transcribed.

Mission 4 Mission End

  • The mission ends when a Story Event says so.

Mission 4 Start

Begin the game by the normal rules and play until a Story Event is activated. Resolve the effect of the Story Event as described in this book.

Mission 4: Story Events

Event 01: Deep Analysis (Mission 4)

  • Place Event token 05 on space "14" of the Time Track, and Event token 08 on the last space of the Time Track.
  • Continue the mission.

Event 02: Catch Up (Mission 4)

  • Place Event token 06 together with the "On Use" auxiliary token in the Generator Room.

New Objective:

  • Use the Generator Room to restart all of Ariadne's systems.

Event 03: Isolation (Mission 4)

  • Close the Doors in all corridors leading into the Room you are in.
  • Place 1 Ammo/Injury token next to your Character's miniature. It symbolizes the air being pumped out of the Room.
  • Remove this token at the start of the next Round.
  • If the token was removed and your Character is still locked in this Room, the Character gets 1 Light Wound at the start of each subsequent Round, until at least one Door is open.
  • If at least one Door in the corridor leading into this Room is open, this effect no longer applies.

This entry repeats the mission 1 Event 07 rules text.

Event 04: Operation Theseus (Mission 4)

  • Place the Queen miniature in the Hibernatorium.

All players vote:

  • Hide in the i-dimension: see Event 10.
  • Attempt to escape in the Escape Pods: see Event 11.

If the vote is tied, the player with the First Player token decides.

Story panels on pages 55-58 (before and after this entry) contain dialogue and narration only.

Event 05: Tragedy on Sedna (Mission 4)

  • Each player discards 1 card from their hand.
  • Continue the mission.

Event 06: Airlock (Mission 4)

  • Open all Doors leading to the Bridge.
  • Place Event token 04 on the Bridge.
  • Place Event token 01 together with the "On Entry" auxiliary token on the Room tile in area 013 of the game board. Resolve this Story Event as soon as a Character enters this Room.

New Objective:

  • All Characters must come to the Bridge.

Rules:

  • Resolve Event 04 as soon as all Characters meet on the Bridge.

Event 07: Reboot (Mission 4)

  • Remove one Character from the Airlock Control Room. This Character must not have any Serious Wounds.
    • Place this Character's miniature on the Time Track, on the space two spaces from the Time token. Also place Event token 09 and the "Story" auxiliary token on this space.
    • When this marked turn begins, return the Character's miniature to the Airlock Control Room and resolve Event 09.
    • While this Character's miniature is out of the game, they cannot perform any Actions, and they are not affected by any game events or other effects.

Event 08: Intercepted (Mission 4)

Story panel only. No rule bullets are printed for this event.

Event 09: Pheromones (Mission 4)

  • The Character gets a Special Object token, which represents the pheromones.
  • Move the Self-Destruct token to space "6" of the Self-Destruct track.
  • When the time runs out, the Theseus module explodes together with the ship.

New Objectives:

  • Kill the Queen and immediately inject her with the pheromones.

Rules:

  • The Queen must be killed in the Room where the Character with the pheromones is, and that Character must have at least 2 Action cards in hand. This Character must immediately discard 2 Action cards from their hand. Otherwise, the Queen simply dies by the normal rules. Place her token back in the Alien bag. She may appear again later.
  • Place Ending 1 token in the Campaign pool.
  • See Ending 1 immediately if the Queen is killed and injected with the pheromones.

Event 10: Receipt (Mission 4)

The source heading is a single word, translated here as "Receipt". The two-column layout places it beside Event 11. The "i-dimension" route in Event 04 leads here.

New Objectives:

  • Exit through the airlock, find the Theseus module, and return with the pheromones.

Rules:

  • Place Event token 07 together with the "On Use" auxiliary token in the Airlock Control Room. Resolve this Story Event as soon as one of the Characters enters this Room.
  • Place 1 Cable token in each of Rooms 007, 009, 017 and 021. These tokens represent research equipment. Each Character may pick up a Cable token in the Room they are in (this does not require a separate Action). The amount of research equipment collected will affect the ending of the story.

Event 11: Escape (Mission 4)

The source heading is translated here as "Escape". It is placed beside Event 10 in the two-column layout. The "Escape Pods" route in Event 04 leads here.

New Objectives:

  • Activate the Escape Pods, then evacuate using them, launching them within ONE TURN before the ship self-destructs or jumps after the Self-Destruct system has been activated.

Rules:

  • Use the Action of the Generator Room to start the Self-Destruct system.
  • Then place the Special Object token on the last space of the Self-Destruct track (or, if the jump happens before the Self-Destruct, place this token on the last space of the Time Track).
  • Only the Characters who successfully launched in their Escape Pods during this final turn survive. See Ending 3.
  • If none of the Characters manage this, the campaign is lost.

Mission 4: Endings

The source cross-references these endings as Ending 1, 2, 3 and 4. Its panel labels are Roman numerals I-IV. The panel labels and the cross-references do not match one-to-one in the printed text (see the note under Ending IV). Each ending is transcribed under its panel label, with the source's own numbers.

Ending I: i-Dimension (Mission 4)

  • Count the Cable tokens you have:
    • Add 1 to the total if the Campaign pool contains Choice token G.
    • Subtract 1 from the total for each Character Corpse token in the Campaign pool.
    • Subtract 1 from the total if the Campaign pool contains Choice token B.
    • Subtract 1 from the total if the Campaign pool contains Choice token F.
  • Count the total:
    • If the total is 0 or less, see Ending 2.
    • If the total is greater than 0, see Ending 4.

Ending II: Lost (Mission 4)

The closing message printed in the source:

CONGRATULATIONS! You have completed the campaign! You went missing in the Alien home world, and no one will ever see you again.

If you wish, you can replay the campaign to discover events you may have missed, or to reach alternative endings.

Ending III: Drift (Mission 4)

  • CONGRATULATIONS! You have completed the campaign!
  • Place the Ending 2 token in the Campaign pool and see the Epilogue.

Ending IV: Return (Mission 4)

  • CONGRATULATIONS! You have completed the campaign!
  • Place the Ending 3 token in the Campaign pool and see the Epilogue.

Note from the transcriber: the source's cross-references and panel labels do not agree. Ending I (i-Dimension) refers to Endings 2 and 4 by number. Ending III (Drift) places the Ending 2 token, and Ending IV (Return) places the Ending 3 token. The Ending 4 cross-reference from Ending I has no separately labelled panel. Everything is transcribed as printed. The Epilogue selection (below) uses the token names as printed.

Epilogue

Epilogue selection, printed in the source at the start of the Epilogue (page 64):

  • If the Campaign pool contains the Ending 2 token, see Epilogue 2.
  • If the Campaign pool contains the Ending 3 token, see Epilogue 3.

Epilogue I, II and III (Scent of Ash; Power Source; Lost Earth) are comic story panels with no rule bullets in the source. Their text is omitted. Pages 67-77 of the source are full-page artwork and panels with no rules text.

Afterword

The source's closing pages (after the Epilogue) contain an advertisement for the next instalment, Untold Stories #2, and the credits. Neither is transcribed.

  • Shuffle the set-aside Exploration tokens and place one on each explored or unexplored Room tile, except the Command Center.

    Important: in this mission, when you reveal an Exploration token, resolve only the corresponding Story Event and set the Item counter to the corresponding value. Ignore the other rules relating to Exploration tokens.

  • Place the Self-Destruct token on the appropriate space of the Self-Destruct track: "3" (for 2 players), "2" (for 3 players) or "1" (for 4 or more players). Place Event token 06 on the Skull space of the Self-Destruct track. Resolve this Story Event when the Self-Destruct token reaches this space, instead of the ship self-destructing. As usual, advance the Time marker 1 space at the start of each Event Phase.

  • 2 Crawlers
  • 1 blank token
  • 4 Larvae
  • Do not place the Escape Pods and the Destination token.

  • Do not place the Time token on the Time Track!

  • If the Campaign pool contains Choice token C: STUDY OF THE EGG. The ship's onboard computer has carried out a preliminary analysis of the Egg, which gives us some idea of this biological species. Immediately reveal the Alien Weakness card studied by researching an Alien Egg.

  • Place the following Alien tokens in the Alien bag:

    • 3 Larvae
    • 3 Adult Aliens (+1 for each Character in the game)
    • 2 Crawlers
    • 1 Alpha Male
    • 1 Queen
    • 1 blank token
  • If the Campaign pool contains Choice token B: place Event tokens 01, 02, 03, 04 and 05 in the Alien bag.

    Note from the source: these tokens lead to the same Story Event, which may be resolved several times.

  • Place the following Alien tokens in the Alien bag: 2 Larvae, 4 Adult Aliens, 1 Crawler, 1 Alpha Male and 1 blank token.

  • "The Aliens block your path!" Place an Adult Alien miniature on area "D" (005) of the game board. Add one Adult Alien miniature to area "E" (010) (for 3-4 players), and to the area of the game board (for 5 players).

    The source does not print the area number for the 5-player case. It is transcribed as printed.

  • Place the Time token on space "15" of the Time Track.