Overview
Nemesis is a survival adventure, solo or semi-cooperative, aboard a ship infested with hostile organisms. You want to reach Earth in one piece: explore the ship, escape the intruders… and beware of crewmates ready to betray you.
It's a deck in the 20 Strong line: it plays with the core box (dice, tokens, token holders). Your hero is represented by a grey stat die that tracks their Health. Every action is resolved by committing, rolling and applying dice from a shared pool of 17 unit dice.
Every crit makes noise; too much noise brings aliens. There is no final phase: the game ends when the dial reaches 0 or when every hero has escaped or been defeated.
Score at least the objective points required by the difficulty rank. For a first game: simply escape before being defeated.
Victory
- ✓ Score at least 7 (rank 1), 8 (rank 2) or 9 (ranks 3 and 4) objective points.
- ✓ You can win even if your Health drops below 1.
- ✓ If several heroes reach the required score, they share the victory.
- ✓ Recommended first game: without Objective cards, just escape before being defeated.
Defeat
- ✕ Not scoring enough objective points.
- ✕ If the dial reaches 0, the game ends and every remaining hero is defeated.
- ✕ A hero whose Health drops below 1 is defeated.
Turn sequence
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1
ActivationThe first player lowers the dial by 1 (except on the very first turn) and checks self-destruct, then the active player recovers exhausted dice according to their Recovery.
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2
Engagement: actionsUp to 4 actions (move, attack, salvage, trade, others). Each basic action goes through the strategy phase: commit, roll, apply, repeat if Strategy allows.
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3
Engagement: resolutionSuffer damage, After effects, exhaust dice, enemy movement (2 rooms toward the nearest hero), cleanup, then noise roll.