Nemesis

Nemesis

#25BGG8.3RATING
Updated Jul 27
1–5
PLAYERS
90–180
MINUTES
?
BEST WITH
3.5
HEAVY
Ask Mira about Nemesis
ERRATA2
  • Android Self Repair card overrides rulebook on Serious Woundsdesigner
    RULING
    The Android's Self Repair ability does not heal Serious Wounds. The card description overrides the rulebook text on this point.
    AUTHOR: Lord_StarfoX (Peter B., citing Adam Kwapiński)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06
  • Ammo cannot be removed from weapons; transfers with the weapon on tradecommunity high-engagement
    RULING
    Characters cannot remove ammo from their weapons. When a weapon is traded to another character, the ammo stays with the weapon.
    AUTHOR: Natai (Sean McLaughlin, comparing printed Wave 1 rulebook to current Awaken Realms PDF)SOURCE: boardgamegeek.com(17 replies, 73 thumbs)DATE: 2021-05-31
DESIGNER CLARIFICATIONS45
  • Scout's auto-search trait is mandatorypublisher
    RULING
    The Scout's trait that automatically searches grey rooms is obligatory. The Scout cannot choose to search normally instead.
    AUTHOR: Awaken Realms (publisher)SOURCE: boardgamegeek.comDATE: 2020-03-09
  • Eggs in the Nest can be targeted during combatpublisher
    CONTEXT
    Players were uncertain whether combat with an Intruder blocked targeting Eggs in the same room.
    RULING
    You can attack Eggs in the Nest during combat with an Intruder. A noise roll must be made normally even though you are already in combat.
    AUTHOR: Awaken Realms (publisher)SOURCE: boardgamegeek.comDATE: 2020-03-09
  • Android cannot heal Serious Wounds via ship actionspublisher
    RULING
    The Android character cannot heal dressed Serious Wounds through any ship action (e.g., Hibernation Chamber, Medical Bay).
    AUTHOR: Awaken Realms (publisher)SOURCE: boardgamegeek.comDATE: 2020-03-09
  • Turret firing conditions and targeting rulespublisher
    CONTEXT
    Players were unclear on when turrets fire and what they hit.
    RULING
    Turrets fire in two cases: (1) when something enters the room, and (2) during the Fire Damage phase. A Target:All turret deals 1 Light Wound to characters AND 1 Injury to intruders in the room. A Target:Intruders turret hits only intruders.
    AUTHOR: Awaken Realms (publisher)SOURCE: boardgamegeek.comDATE: 2020-03-09
  • Bandages can be used on other playerspublisher
    RULING
    The Bandages item can be used on other players, not only on yourself.
    AUTHOR: Awaken Realms (publisher)SOURCE: boardgamegeek.comDATE: 2020-03-09
  • Flamethrower and Medic weapon cannot be reloaded during combatpublisher
    RULING
    The Flamethrower (and the Medic's weapon) cannot be reloaded during combat. Reloading them is treated as using a Chemicals item, which is not permitted in combat.
    AUTHOR: Awaken Realms (publisher)SOURCE: boardgamegeek.comDATE: 2020-03-09
  • Claw Attack does not kill a character already at wound thresholddesigner
    CONTEXT
    Players debated whether a Claw Attack's combined damage could simultaneously trigger death when the character is already near their wound limit.
    RULING
    If a character has 2 Serious Wounds (3 for the Convict) and 2 Light Wounds, and receives a Claw Attack (2 Light Wounds + Contamination), they survive. The killing blow must come from a separate source of damage.
    AUTHOR: Lord_StarfoX (Peter B., citing Adam Kwapiński)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06
  • Fire Damage resolves from lowest room number, largest intruder firstdesigner
    RULING
    In the Fire Damage step, resolve damage to intruders from the lowest-numbered room to the highest. Within the same room, resolve from largest to smallest intruder type.
    AUTHOR: Lord_StarfoX (Peter B., citing Awaken Realms)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06
  • Intruder attacks in the Event Phase resolve in Player orderdesigner
    RULING
    Each intruder attack in the Event Phase is resolved in Player order, not in Room order.
    AUTHOR: Lord_StarfoX (Peter B., citing Awaken Realms)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06
  • Intruder fleeing into another fire room takes a second fire injurydesigner
    RULING
    During the Fire Damage step, if an intruder takes a fire injury and flees to a higher-numbered room that is also on fire (whose fire has not yet been resolved), that intruder takes another fire injury.
    AUTHOR: Lord_StarfoX (Peter B., citing Awaken Realms)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06
  • Destroyed Nest still spawns eggs in Intruder Bag Developmentdesigner
    RULING
    A destroyed Nest can still spawn eggs during the Intruder Bag Development step. The Nest remains destroyed regardless.
    AUTHOR: Lord_StarfoX (Peter B., citing Awaken Realms)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06
  • Technical Corridors Event causes no noise roll if intruder is already presentdesigner
    RULING
    The Technical Corridors Event does not trigger noise rolls in a room that already has an intruder.
    AUTHOR: Lord_StarfoX (Peter B., citing Adam Kwapiński)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06
  • Intruder retreating through a closed door destroys the doordesigner
    RULING
    If an intruder retreats through a closed door (including when forced by the fire extinguisher), the door is destroyed and the intruder stays in the room — identical to normal intruder movement rules.
    AUTHOR: wpflug13 (Will, citing Adam Kwapiński)SOURCE: boardgamegeek.com(27 replies, 31 thumbs)DATE: 2018-11-28
  • Blank token returns to the Intruder bag every time it is drawndesigner
    RULING
    The blank token is returned to the Intruder bag whenever it is drawn for an encounter — not only when it is the last token remaining in the bag.
    AUTHOR: wpflug13 (Will, citing Adam Kwapiński)SOURCE: boardgamegeek.com(27 replies, 31 thumbs)DATE: 2018-11-28
  • No "empty" actions are permitteddesigner
    RULING
    Actions that accomplish nothing are not permitted: you cannot Trade if nothing ends up being traded, reload a fully-loaded weapon, or Rest without a Contamination card in hand.
    AUTHOR: Lord_StarfoX (Peter B., citing Adam Kwapiński)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06
  • Interruption can cancel triggered character reactionsdesigner
    RULING
    The Interruption action can be used to cancel triggered reactions such as "Nerves of Steel", "Don't Panic", and the Scout's "Motion Scanner".
    AUTHOR: Lord_StarfoX (Peter B., citing Awaken Realms)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06
  • Interruption can be played after a player has already passeddesigner
    RULING
    A player may play an Interruption action card even after they have already passed their turn that round.
    AUTHOR: wpflug13 (Will, citing Adam Kwapiński)SOURCE: boardgamegeek.com(27 replies, 31 thumbs)DATE: 2018-11-28
  • You cannot attack a larva that is on your character boarddesigner
    RULING
    Once a larva is on your character board (after you have been infested), you cannot attack it.
    AUTHOR: wpflug13 (Will, citing Adam Kwapiński)SOURCE: boardgamegeek.com(27 replies, 31 thumbs)DATE: 2018-11-28
  • Escape Pods containing a character cannot be lockeddesigner
    RULING
    A room containing a character inside an Escape Pod cannot be locked.
    AUTHOR: Lord_StarfoX (Peter B., citing Awaken Realms)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06
  • Characters in an Escape Pod are not considered to be in the roomdesigner
    CONTEXT
    Players were uncertain whether Escape Pod occupants counted as being in the room for purposes of Interruption and noise.
    RULING
    Characters inside an Escape Pod that has not yet departed are not considered to be in the room — the Interruption action cannot be used by them. However, noise rolls must still be made during the Intruder Bag Development step as if they were in the room.
    AUTHOR: Lord_StarfoX (Peter B., citing Awaken Realms)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06
  • CEO can use "Just One More Thing" in Escape Pod after passing, with one exceptiondesigner
    RULING
    The CEO may use "Just One More Thing" while inside an Escape Pod after having passed, in order to leave the pod — unless the CEO is the final player to pass that round.
    AUTHOR: Lord_StarfoX (Peter B., citing Awaken Realms)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06
  • Second Airlock Procedure in the same room cancels the firstdesigner
    RULING
    If an Airlock Token is already placed in a room, activating a second Airlock Procedure cancels the original one.
    AUTHOR: Lord_StarfoX (Peter B., citing Awaken Realms)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06
  • Airlock vents Heavy Objects; Laika is immunedesigner
    RULING
    The Airlock Procedure retains all Heavy Objects in the room (they are not vented into space). Laika is also immune to the Airlock Procedure and remains in the room.
    AUTHOR: Lord_StarfoX (Peter B., citing Awaken Realms)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06
  • Hibernation does not stop the Self-Destruct sequence once activateddesigner
    RULING
    If the Self-Destruct sequence is already activated, entering the Hibernation Chamber will not stop it.
    AUTHOR: wpflug13 (Will, citing Adam Kwapiński)SOURCE: boardgamegeek.com(27 replies, 31 thumbs)DATE: 2018-11-28
  • Coolant Leak Event triggers Self-Destruct timer regardless of hibernation statusdesigner
    RULING
    The Coolant Leak Event triggers the self-destruct timer even if a character is currently in the Hibernation Chamber.
    AUTHOR: wpflug13 (Will, citing Adam Kwapiński)SOURCE: boardgamegeek.com(27 replies, 31 thumbs)DATE: 2018-11-28
  • Slime room with Silence exploration token resolves as Dangerdesigner
    CONTEXT
    Players were unsure how to resolve the exploration token in the Slime room when it shows Silence.
    RULING
    If a character enters the Room Covered in Slime and reveals a Silence exploration token, the slime effect is applied immediately upon entering (gaining a slime token), and then the exploration token is resolved as Danger.
    AUTHOR: wpflug13 (Will, citing Adam Kwapiński)SOURCE: boardgamegeek.com(27 replies, 31 thumbs)DATE: 2018-11-28
  • Hatching Event is an Encounter only if a player is in the Nestdesigner
    CONTEXT
    Two separate compilations address different aspects of the Hatching Event and encounters.
    RULING
    The Hatching Event only triggers an encounter if there is a player in the Nest when the event resolves. When a character is infested or attacked as a result of the Hatching Event, it counts as an Encounter and Objectives must be chosen.
    AUTHOR: Lord_StarfoX (citing Awaken Realms); wpflug13 (citing Adam Kwapiński)SOURCE: boardgamegeek.comDATE: 2021-03-06
  • Fire spreads into unexplored roomsdesigner
    RULING
    Fire markers can spread into unexplored rooms normally.
    AUTHOR: wpflug13 (Will, citing Adam Kwapiński)SOURCE: boardgamegeek.com(27 replies, 31 thumbs)DATE: 2018-11-28
  • Being infested a second time does not kill youdesigner
    CONTEXT
    Players were confused about what happens when a character with a larva on their board is infested again.
    RULING
    If you already have a larva on your character board and are infested by a second larva, you do not die. Instead, take a Contamination card and remove the larva miniature from the game board.
    AUTHOR: wpflug13 (Will, citing Adam Kwapiński)SOURCE: boardgamegeek.com(27 replies, 31 thumbs)DATE: 2018-11-28
  • Scanning multiple Infected contamination cards in one action places only one Larvadesigner
    RULING
    When a scanning action scans multiple contamination cards and more than one reads Infected, you place only one Larva miniature on your character board. You do not die, regardless of how many Infected results appear in a single scanning action.
    AUTHOR: Lord_StarfoX (citing Awaken Realms); wpflug13 (citing Adam Kwapiński)SOURCE: boardgamegeek.comDATE: 2021-03-06
  • Android immediately scans received Contamination cards and draws an Action carddesigner
    RULING
    When the Android receives a Contamination card, she immediately scans it and then draws an Action card. The Android will therefore never have a Contamination card in her Action deck.
    AUTHOR: Lord_StarfoX (Peter B., citing Awaken Realms)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06
  • Antidote scans all contamination from hand, deck, and discard piledesigner
    CONTEXT
    Players were unsure whether Antidote only scanned cards in hand or the full action deck.
    RULING
    When using the Antidote item, scan all contamination cards from your hand, deck, and discard pile simultaneously. After adding the new contamination card from the Antidote effect, shuffle all action cards together to form a new deck — no cards remain in hand or discard pile.
    AUTHOR: wpflug13 (Will, citing Adam Kwapiński)SOURCE: boardgamegeek.com(27 replies, 31 thumbs)DATE: 2018-11-28
  • Decoy targets the character with fewest Action cards; Player order breaks tiesdesigner
    RULING
    Intruders affected by the Decoy always target the character who has the fewest Action cards in hand (including Contamination cards). Player order is the tiebreaker.
    AUTHOR: Lord_StarfoX (Peter B., citing Adam Kwapiński)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06
  • CEO's Robot — Serious Wounds treated as Dressed while Robot has Energydesigner
    RULING
    Whenever the CEO's Robot has at least one Energy marker, all of the CEO's Body Serious Wounds are treated as "Dressed" (or "Re-Dressed").
    AUTHOR: Lord_StarfoX (Peter B., citing Awaken Realms)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06
  • Soldier's Assault Rifle Full Auto action can target Eggs in the Nestdesigner
    RULING
    The Soldier's Assault Rifle may use the Full Auto action to shoot Eggs in the Nest. It is possible to destroy all Eggs in the Nest with a single action.
    AUTHOR: Lord_StarfoX (Peter B., citing Awaken Realms)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06
  • Analyze Object Weakness requires the object to be carried by youdesigner
    RULING
    You can analyze an object for its Weakness while you are carrying it, but you cannot analyze an object being carried by another character.
    AUTHOR: Lord_StarfoX (Peter B., citing Awaken Realms)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06
  • Android's Deactivation Module works against all Intruder Attacksdesigner
    RULING
    The Android's Deactivation Module can be used against any and all Intruder Attacks against her, without restriction.
    AUTHOR: Lord_StarfoX (Peter B., citing Awaken Realms)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06
  • Mechanic's Ingenuity and Handyman: only useful for crafting a Screwdriverdesigner
    CONTEXT
    Players were confused by the interaction between the Mechanic's Ingenuity Action card and the Handyman trait.
    RULING
    Ingenuity allows the Mechanic to treat a Yellow Item (from the Yellow Item Deck) as a Screwdriver for crafting. Handyman allows the Mechanic's Activated Quest Items to count as Yellow Items for crafting. Without Ingenuity, Handyman has no use. Together, the only purpose of Handyman is to enable crafting a Screwdriver from an Activated Quest Item.
    AUTHOR: Lord_StarfoX (Peter B., citing Awaken Realms)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06
  • Soldier's Autoloader cost reduction is cancelled by a Hand Serious Wounddesigner
    RULING
    The Soldier's Autoloader reduces the Action cost of loading an Energy Charge from 1 to 0. A Hand Serious Wound reverts that cost back to 1.
    AUTHOR: Lord_StarfoX (Peter B., citing Awaken Realms)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06
  • Captain's Log Key can reveal both Objective cards before first Intruder encounterdesigner
    RULING
    The Captain may use his Log Key to look at both Objective cards of a player, provided the first Intruder has not yet been encountered.
    AUTHOR: Lord_StarfoX (Peter B., citing Awaken Realms)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06
  • Crafted Items return to the Craft Items Deck when discardeddesigner
    RULING
    Discarded crafted items go back into the Craft Items Deck. There should always be exactly 3 crafted items of the same type between all players' possession and the Craft Items Deck combined.
    AUTHOR: Lord_StarfoX (Peter B., citing Awaken Realms)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06
  • If the Cuffs Key holder dies permanently, the Convict remains cuffeddesigner
    RULING
    If a character permanently dies while holding the Cuffs Key, the Convict remains cuffed for the remainder of the game.
    AUTHOR: Lord_StarfoX (Peter B., citing Awaken Realms)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06
  • Captain's Intercom + Motivation draws cards for characters near any computerdesigner
    CONTEXT
    Players were uncertain about the area of effect when the Captain combines his Intercom quest item with the Motivation action.
    RULING
    Once the Captain has activated his Intercom quest item, using Motivation causes all characters in the Captain's room (including the Captain) and all characters in any room with a computer to each draw an Action card.
    AUTHOR: wpflug13 (Will, citing Adam Kwapiński)SOURCE: boardgamegeek.com(27 replies, 31 thumbs)DATE: 2018-11-28
  • Malfunction Event Card targets the lowest-numbered explored room without a tokendesigner
    RULING
    The Malfunction Event Card always places a malfunction token in the lowest-numbered explored room that does not already have one. The Cockpit and Engine Rooms are always considered "Explored" for this purpose, even if they have not been formally explored.
    AUTHOR: Lord_StarfoX (Peter B., citing Awaken Realms)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06
  • Malfunction Tokens in Cockpit and Engine Rooms only disable the Room Actiondesigner
    CONTEXT
    Players were unsure whether malfunctions in special rooms disabled all actions or only the room's built-in action.
    RULING
    Malfunction Tokens placed in the Cockpit or Engine Rooms only disable the Room Action. Action card and item abilities that change Destination or Engine status can still be used normally.
    AUTHOR: Lord_StarfoX (Peter B., citing Adam Kwapiński)SOURCE: boardgamegeek.com(47 replies, 50 thumbs)DATE: 2021-03-06

Last researched: 2026-06-09

CATEGORIES

Adventure·Horror·Miniatures·Science Fiction

MECHANICS

Campaign / Battle Card DrivenCooperative GameDice RollingHand ManagementHidden RolesInterruptsModular BoardPlayer EliminationSemi-Cooperative Game

HOW MIRA KNOWS

Powered by BoardGameGeek

Not an AI guessing rules. A curated archive.

Every answer Mira gives is grounded in an official rulebook — not in what a language model thinks the rules probably say. Our team reads, structures, and curates each game's rulebook before Mira can answer a single question about it.

An opponent's settlement blocks your road network — your road cannot be built through or past an occupied intersection.

Catan — Roads & Building, p. 7

At the end of each round, the player with the most of the goal trait scores points equal to their amount; the player with the second most scores fewer.

Wingspan — End of Round, p. 11

Null cards deal 0 damage regardless of base value or any bonuses applied.

Gloomhaven — Attack Modifier Deck, p. 23

SOURCE

Official Rulebook PDF

PROCESS

Curated by our team

ANSWER

Mira answers with confidence

Brass: Birmingham · Spirit Island · Terraforming Mars · Dune: Imperium · Root · Wingspan · Gloomhaven · Arnak · Pandemic · Catan · Ticket to Ride · Scythe · Everdell · Twilight Imperium · Agricola · Power Grid · Puerto Rico · Azul · Viticulture · Clank! · Cascadia · Ark Nova · Flamecraft · Cosmic Encounter · Brass: Birmingham · Spirit Island · Terraforming Mars · Dune: Imperium · Root · Wingspan · Gloomhaven · Arnak · Pandemic · Catan · Ticket to Ride · Scythe · Everdell · Twilight Imperium · Agricola · Power Grid · Puerto Rico · Azul · Viticulture · Clank! · Cascadia · Ark Nova · Flamecraft · Cosmic Encounter ·

360

games in the archive

~7,000

pages of official rulebooks

EN · ES · FR

languages

Recently added: Zombie Kittens · Zombicide: Black Plague · Yokohama

Ready to never pause a game again?

Start for free — no credit card, no rulebook required.

Try Mira freeJoin DiscordSupport on Patreon
Powered by BoardGameGeek