RULE HINTS

QUICK REFERENCE MANUAL

Action Points

Each player has 5 Action Points (AP) per turn. Unused AP is lost at end of turn.

Move (1 AP)

Move your miniature to an adjacent room through a corridor. Moving generates 1 Noise token in the corridor you pass through.

Attack (2 AP)

Roll your combat dice against an intruder in your room. You must have a weapon. Intruder rolls defense dice. Each unblocked hit = 1 Wound on the intruder.

Pick Up Item (1 AP)

Take 1 item card from the current room tile or from a dead crew member.

Drop Item (0 AP)

Place 1 item from your hand into the current room. Free action.

Craft Item (2 AP)

Combine 2 component cards from your hand to create a crafted item. Discard the components, keep the result.

Use Computer (1 AP)

Activate the computer terminal in the current room. Each room has a unique action listed on its tile.

Open / Close Door (1 AP)

Toggle a door in an adjacent corridor between open and closed. Closed doors block intruder movement and reduce noise spread.

Hide (1 AP)

Become Hidden. While Hidden, intruders ignore you when moving. You lose Hidden status if you attack, make noise, or are in a room when an intruder activates.

Help (1 AP)

Give 1 item from your hand to another crew member in the same room.

DISCLAIMER: These are simplified rule summaries for quick reference during play. Always consult the official Nemesis rulebook for complete and authoritative rules. Nemesis is published by Awaken Realms.