Rebel Nemesis Void Seeders Game Owner’s Manual

June 4, 2024
Rebel

Rebel Nemesis Void Seeders Game

GAME elements

Void Seeder Boar
5 Void Seeder help cards 8 Void Seeder weakness cards 20 Panic cards 20 Void Seeder Attack cards 20 Void Seeder Attack cards 3 Lair Exploration tokens

7 Character Insanity

17 Void Seeder tokens 1 blank, 16 Void Seeder

Miniatures

3 Lairs

4 Whisperers

1 Despoiler
1 Stalker 4 Whisperers 6 Lurkers

Void Seeder symbols

  • LURKER
  • WHISPERER
  • STALKER
  • DESPOILER

Note
There is no counterpart for Larvae in the Void Seeders expansion.

GAME setup

  • When using this expansion, consider the terms Intruder and Void Seeder as being equivalent.
  • Place the board on the table, displaying the basic side

Note
The basic side of the board is marked by a red arrow icon in its upper left corner.

  • Remove the Room covered in Slime from the Room tiles “2” pool. Shuffle all remaining Room tiles 2 without looking at their fronts and randomly place (face down) one Room tile 2 on each of the Room slots marked with a 2 of the main boards.
  • Then, using the same method, place all Room tiles 1 on the Room slots marked with a 1.
  • Remove 2 Slime and 2 Silence” Exploration tokens from the Exploration token pool. Then, add 3 Lair Exploration tokens.
  • Shuffle all Exploration to-kens and place one token at random on each Room tile and in each Engine (remember there are no items in Engines)
  • Take the Coordinates cards and place one randomly face down on its space next to the Cockpit.
  • Place 1 Status marker on the “B” space on the Destination Track.
  • . This is the Destination marker.
  • Take the corresponding number of randomly chosen Escape Pod tokens:
    • 1-2 players: 2 Escape Pods.
    • 3-4 players: 3 Escape Pods.
    • 5 players: 4 Escape Pods.
  • Place the lowest-numbered Escape Pod in Section A then place the next (in numerical order.
  • Place the other Escape Pods, alternating between A and B.
  • Escape Pod tokens should be placed with their Locked side face up.
  • Repeat this step for Engine tokens 2 and 3.
  • Take the Void Seeder board, put it next to the board and place in the corresponding slots:
  • 5 Egg tokens 3 random Void Seeder Weakness cards.
  • They are placed face down, so that players will not know what Weaknesses they can discover during a given game.
  • Take the Intruder bag and put the following Intruder tokens inside: 1 Blank, and 2 random Void Seeder tokens.
  • Then, add 1 additional random Void Seeder token for each player taking part in the game.
  • The rest of the Intruder tokens are placed next to the board – they will be used during play.

Game introduction

Every spaceship has a voice; a melody of machinery and subsystems its crew learns intimately during long travels. The problem is, ever since the last mission our ship sounds WRONG. There’s something foul in the way it’s speaking to us. Barely audible murmurs. Strange whispers no machine could make. The dark corridors and vast halls almost seem to SING. Some of us have tried to locate sources of this interferences, but they always seemed two steps ahead. Stalked by their never-ending presence, we soon started cracking. Our engineer has cut some words on his flesh. When we asked why he replied: ‘Incandescent secrets need to be written in blood.’ Then, our navigator took a spacewalk without her suit. When we pulled her in, her entire face frozen and cracked, she grinned in a way I will never forget. Now, it got even worse. Noises turned into voices, sharing tales of slaughter and terror. They do not run from us anymore. They encircle us and herd us through the ship to some dark purpose. I need to UNDERSTAND them before it’s too late. I put my hand on the pistol grip, looking at the backs of my last two crewmembers. I see dark mysteries swirling under their skulls. It would only take two bullet holes to release them… Void Seeders are strange creatures. Because they mainly don’t ex-ist. Only Lairs, Nest, and their sole guardian Despoiler are there in physical forms. And, what’s more, Despoiler is protected by Lairs, and they have to be destroyed in order to hurt it. Hallucinations and madness sometimes will make you act in irrational ways. You have to care about your mind to screen yourself from these effects.

Void seeders Features

iNSANITY SYSTEM

In the Void Seeders expansion, Characters may go Insane – it is indicated by advancing a Status marker on the Insanity track. Players will also draw special Panic cards when the game asks for it.

insanity level and insanity track card

This track represents Insanity level of a given Character. When an Encounter takes place, the appearing Void Seeder type depends on the Insanity level of the Character who triggers the Encounter. When the Insanity level changes, it follows the arrows on the track, meaning that once a Character reaches level 3, there is no going back. The Insanity level can never go above 5. Any Character with an Insanity level 5 dies instantly if asked to increase their Insanity level again. When using the Void Seeders expansion, players never put any Intruder miniature on their Character board. They also never put any Status marker on the Slime space.

Character insanity token

These tokens represent a possibility for each Character to go insane because of various game effects. For each player taking part in the game, add 1 Insanity token of the corresponding player color to the Intruder bag during Setup.

Insanity icon

Panic cards

Panic cards represent situations where the Characters may possibly lose control. Anytime a player is instructed to resolve a Panic card, they draw 1 card from the top of the Panic deck. Then, they compare the Insan-ity level value printed on the card next to the Insanity icon, with the Insanity level of their Character. If the Character’s Insanity level is lower than the value on the Panic card, or if the Insanity level is enough to trigger the card’s effect, but that effect cannot be resolved, the Character increases their Insanity level by 1. Otherwise, they resolve the effect of the drawn card.If a Character is about to resolve the special effect of a Panic card, any other Character in the same Room may use an Interruption card to cancel that effect. In such a case, the player who drew the Panic card does not increase their Insanity level.

Lair’s

Lairs are the primary cause of hallucinations that the Characters are experiencing in the Void Seeders expansion. Lairs share many traits with Void Seeders, in spite of being actually physical entities. They are brought into play through Exploration tokens. Lairs count as Intruders for the purpose of using any Actions eg. grenade item. Lairs count as Intruders for the purpose of using any Actions (eg. grenade item).

Lair Exploration token

  • Do not perform a Noise roll for this movement.
  • Place a Lair miniature in this Room.
  • Characters in the same Room as a Lair are considered In Combat.

Lair Effect

Like Fire markers, Lairs have an effect that triggers at the end of the round – every time a Character ends their round (every round!) in a Room with a Lair, this Character performs a Noise roll. This is the only way to Roll for Noise when in Combat!.

LAIR MOVEMENT

Lairs cannot move. They are not moved by Event cards, Retreat or Danger effect.

LAIR INJURIES AND DEATH

To hit a Lair with a Shoot or Melee Attack action, a player needs to roll at least When a Lair suffers Injuries, draw 2 Intruder Attack cards and compare the total number of Injuries with the highest number in the “blood” icons of any of these two cards. If the “blood” icon value is equal or lower than the number of Injuries, the Lair is destroyed. If any of these cards bears a Retreat icon, the Lair is not de- stroyed, no matter the “blood” icon values. Lairs may be also destroyed by Emergency Airlock procedure.

DESTROYING A LAIR

When destroyed, a Lair Leaves an Intruder Carcass. Place its miniature on the Void Seeder board, in one of the Destroyed Lair slots. When all three slots are filled with Lair miniatures, the De spoiler is considered as killed. From now, one of the the requirements of The great Hunt’ Objective is completed. When all three slots are filled with Lair miniatures, the De- spoiler is considered as killed. From now, one of the the requirements of The great Hunt Objective is completed.

VOID SEEDERS RULES

Void SEEDERS INJURIES&DEATH

The Void Seeders expansion brings some changes to the Intruder Endurance rules. Each one of the Void Seeder types is treated differently when checking their Injuries.

LURKER

Draw 2 Void Seeder Attack cards and choose the lower number to check the Injury effect lIf any of drawn cards contains the Retreat icon, the Lurker retreats.

WHISPERER

Draw 1 Void Seeder Atack card and check its Injury effect.

STALKER

Draw 2 Void Seeder Attack cards and choose the higher number to check the Injuny effect. lfany of the drawn cards contains the Retreat icon, the Stalker retreats.

DESPOILER

Despoiler cannot be destroyed by conventional methods. It can never receive any Injury marker in any away. The only way to kill t is to destroy all Lairs in play. When the Despoiler should suffer an Injury, draw 1 Void Seeder Attack card. Any number in the blood icon is ignored, but the Despoiler may Retreat as the result of the attack When the players manage to destroy the last Lair, the De- spoiler miniature is immediately removed from the game if present.

IMPORTANT
Void Seeders don’t die nor leave any Car- cass tokens. When any Void Seeder gets defeated, remove its miniature and add a random Void Seeder token to the Intruder bag.

VOID SEEDERS MOVEMENT

Void Seeders ignore Closed Doors during their Movement. When moving any Void Seeder, treat all Closed doors in any Corridor in their path as Open Doors.

ENCOUNTER

To resolve an Encounter, follow the steps listed below.

  • Discard all Noise markers from all Corridors connected to this Room including Technical Corridors, if there is a Technical Corridors Entrance.
  • Draw 1 Void Seeder token from the Intruder bag. The effects of the
  • Encounter varies with the type of token drawn from the Intruder bag.

VOID SEEDER TOKEN

Check the Insanity level of the Character who just triggered the Encounter. Take a Void Seeder miniature of the type indicated by the symbol on the Insanity track and place it in the Room. If the player has fewer cards in hand than the number appearing on the Void Seeder token, a Surprise Attack occurs. Put the drawn Void Seeder token aside. The Intruder tokens included in this expansion do not feature Void Seeder symbols. The intensity of the nightmares plaguing the Characters depends on how deep have they drowned into the madness. If they are no miniatures of the required type left when an game effect or Encounter asks you to place a Void Seeder miniature on the board, place a Void Seeder miniature of the immediate lower type instead For instance, if you trigger a Stalker Encounter, but have no Stalker miniatures in supply, place a Whisperer miniature instead .If they are no miniatures of the required type left when an game effect or Encounter asks you to place a Void Seeder miniature on the board, place a Void Seeder miniature of the immediate lower type instead. For instance, if you trigger a Stalker Encounter, but have no Stalker miniatures in supply, place a Whisperer miniature instead.

CHARACTER INSANITY TOKEN

Place a Noise marker in each Corridor connected to the Room where the Encounter took place. The player whose Character triggered the Encounter resolves a Panic card. The color of the token is not important in this case. Return the Insanity token to the bag.

BLANK TOKEN

Place a Noise marker in each corridor connected to the Room where Encounter took place. B) Return the Blank token to the bag.

SURPRISE ATTACK

In the Void Seeders expansion, all Void Seeder types have the same Surprise Attack. Any Character targeted by a Void Seeder Surprise Attack gets 1 Contamination card and resolves a Panic card instead of drawing an Intruder Attack card.

ENTERING A ROOM WITH A VOID SEEDER

Each time a Character enters a Room occupied by a Void Seeder, do not resolve an Encounter The Void Seeder and the Character are immediately considered to be in Combat.

EVENT PHASE RULES

In Event phase resolve following steps

TIME TRACK

The Time marker is moved 1 space to the right on the Time track. If the Self- Destruct Sequence has been activated, its marker is also moved 1 space to the right on its track.

VOID SEEDER ATTACK

Each Void Seeder in Combat with a Character attacks them, following Dase game rules.

FIRE DAMAGE

Each Void Seeder and Lair in the same Room as a Fire marker suf- fers 1 Injury.

RESOLVE EVENT CARD

Draw and resolve 1 Event card.

NEW STEP LURKING

Find Rooms that contain any Void Seeder not in Combat and with no Character in any of the neighboring Rooms (remember that Void Seeders ignore Closed doors. Place a Noise marker in each Corridor connected to these Chooms unites  snare agedly. Remove all Void Seeders in these Rooms from the board and add one random void Seeder token to the intruder bag tor each void Seeder removed this way. When moving away from the line of the Characters line of sight, night- mares trade into thin air. They do not disappear for good, though.

INTRUDER BAG DEVELOPMENT

Draw 1 Void Seeder token from the Intruder bag. The effect depends on the drawn token.

VOID SEEDER

Return the Void Seeder token to the Intruder bag. All players perform a Noise roll in order, except if their Character is already in Combat with a Void Seeder or a Lair.

CHARACTER INSANITY

If the Character of corresponding color is dead, hibernated or in Escape pod, remove the Insanity token from the bag and draw another token. Otherwise, the Character of corresponding color resolves a Panic card. Return the Insanity token to the Intruder bag.

BLANK

Add a random Void Seeder token to the intruder bag. If there are no Void Seeder tokens available, nothing happens. Return the Blank token to the Intruder bag. Due to the special nature of the Void Seeders, some rules are modified when playing with this expansion. Due to the special nature of the Void Seeders, some rules are modified when playing with this expansion.

SLIME

There is no Slime in the Void Seeders expansion, so players ignore all of the rules concerning Slime markers.

Rest action

When performing a Rest/Shower Room/Canteen action, players may reduce their Insanity level by 1 and/or Scan Contamination cards from their Hand. Remember that it is not always possible to reduce the Insanity level. If a player gets the INFECTED result while Scanning their Contamination cards, they end up with their Insanity level on the final (fifth) space, no matter if they used the Rest/Shower Room/Canteen action to reduce their Insanity level or not.  If the Character is already on the 5th space of the Insanity track and gets an INFECTED result, nothing happens (they still cannot re-duce their Insanity level, though.

Interruption action

In the Void Seeders expansion, Interruption cards have an additional effect besides their normal effect: when a Character resolves a Panic card effect, any other Character in the same Room may play an Inter-ruption card to cancel that effect.

Shower room

There is no Slime in Void Seeders expansion, so just ignore the rule concerning the Slime markers. Players may use the Shower Room’s action to reduce their Insanity level and/or scan Contamination cards from their Hand.

CANTEEN

Besides healing 1 Light wound, players may use the Canteen’s Ac-tion to reduce their Insanity level and/or scan Contamination cards from their Hand.

Surgery

When a Character performs the Surgery Procedure Action, they re-duce their Insanity level to 3 instead of removing a Larva from their Character board. All other rules concerning Surgery are the same as in the Nemesis base game.

laboratory

The Void Seeders expansion uses a slightly different method to dis-cover Weaknesses and features a new Void Seeder Weak ness deck. Instead of Analyzing a Character Corpse Object, the players can now Analyze a Character Insanity Level. To do so, at least 1 living Character with an Insanity level of 3 or more must be present in the Laboratory. All other rules concerning the Laboratory are same as in the Nemesis base game.Keep in mind that in the Void Seeders expansion, destroying a Lair is the only way to obtain an Intruder Carcass.

Antidote item

When a Character performs the Antidote’s item Action, they reduce their Insanity level to 3, instead of removing a Larva from their Character board. All other rules concerning Antidote item are the same as in the Nemesis base game.

Clothes item

There is no Slime in the Void Seeders expansion, so just ignore the rule concerning the Slime markers. There is no Slime in the Void Seeders expansion, so just ignore the rule concerning the Slime markers.

Contamination cards

When any player gets an INFECTED result while scanning a Contami-nation card during a Rest or Shower Room/Canteen Action, increase their Insanity level to 5. All other rules concerning Contamination cards are the same as in the Nemesis base game.

Contamination check

Each alive Character checks cards in their Action deck, Hand and Action Discard pile.  For each Contamination card, they raise their Insanity level by 1.The Insanity level of any Character cannot exceed level 5 during this step they cannot die. Each player whose Character has an Insanity level on 5 shuffles all their cards to create a new Action deck and draws the 4 top cards. If there is at least 1 Contamination card (Infected or not), this Character dies. Characters with and Insanity level of 5 skip step 1 and resolve step 2 directly.

Rules summary

INSANITY

Any Character with an Insanity level of 5 dies instantly if asked to increase their Insanity level again.

PANIC CARDS

When drawing a Panic card, if the Character’s Insanity level is lower than the value next to the Panic icon on the card, or if the effect can- not be resolved, the Character increase their Insanity level. Otherwise, resolve the Panic card effect. Panic cards effects may be interrupted by other players.

LAIRS

Characters in a Room with a Lair are in Combat. Each time a Character ends their Round in the a Room with a Lair, they Performa Noise roll even though they are in Combat. A Destroyed Lair leaves an Intruder Carcass. Put their miniatures on a Destroyed Lair space on the Void Seeders Board When all Lairs are destroyed, the Despoiler is defeated and can no longer appear in the game.

Void seeders injuries & death

Lurker

Draw 2 Void Seeder Attack cards and choose the lower number to check the Injury effect.

Whisperer

Draw 1Void Seeder Attack card and check its Injury effect.

Stalker

Draw 2 Void Seeder Attack cards and choose the higher number to check the Injury effect.

Despoiler

Despoiler cannot be hurt, but it can Retreat. In order to defeat the Despoiler, all Lairs must be destroyed. If that happens, remove the Despoiler’s miniature from the board immediately.

Lair

Draw 2 Void Seeder Attack cards and choose the higher number to check the Injury effect. In case of a Retreat icon, the Lair is not destroyed.

Encounters

Discard all Noise markers from all the Corridors connected to this Room. Draw 1 Intruder token from the Intruder bag. The effects of the Encounter varies with the type of token drawn from the Intruder bag.

Void seeder

Check the Insanity level of the Character who just triggered the Encounter. Take a Void Seeder miniature of the type indicated by the symbol on the Insanity track and place it in the Room. If the player has fewer cards in hand than the number appearing on the Void Seeder token, a Surprise Attack occurs. Put the drawn Void Seeder token aside.

Character insanity

Place a Noise marker in each Corridor connected to the Room where the Encounter took place. The player whose Character triggered the Encounter resolves a Panic card. The color of the token is not important in this case. Return the Insanity token to the bag.

BLANK

Place a Noise marker in each corridor connected to the Room where Encounter took place.  Return the Blank token to the bag.

Surprise attack

Character raises their Insanity level by 1 and gets 1 Contamination card.

Intruder bag development

Draw 1 Void Seeder token from the Intruder bag. The effect depends on the drawn token.

Void seeder

Return the Void Seeder token to the Intruder bag.  All players perform a Noise roll in order, except if their Character is already in Combat with a Void Seeder or a Lair. character insanity. The Character of the corresponding color resolves a Panic card.  Return the Insanity token to the Intruder bag.

BLANK

Add a random Void Seeder token to the Intruder bag.. If there are no Void Seeder tokens available, nothing happens. Return the Blank token to the Intruder bag. rest, canteen and shower room. When performing a Rest/Shower Room/Canteen Action, players reduce their Insanity level by

  1. They cannot reduce Insanity level from 3 to 2. laboratory To Analyze a Character Insanity Level, the Laboratory must contain at least 1 living Character with an Insanity level of 3 or more. lurking
  2. Find Rooms that contain any Void Seeder not in Combat and with no Character in any of the neighboring Rooms (remember that Void Seeders ignore Closed doors).
  3. Place a Noise marker in each Corridor connected to these Rooms (unless there is already one).
  4. Remove all Void Seeders in these Rooms from the board and add one random Void Seeder token to the Intruder bag for each Void Seeder removed this way. rules summary.
Rest, canteen and shower room

When performing a Rest/Shower Room/Canteen Action, players reduce their Insanity level by 1. They cannot reduce Insanity level from 3 to 2..

laboratory

To Analyze a Character Insanity Level, the Laboratory must contain at least 1 living Character with an Insanity level of 3 or more..

lurking

Find Rooms that contain any Void Seeder not in Combat and with no Character in any of the neighboring Rooms (remember that Void Seeders ignore Closed doors.Place a Noise marker in each Corridor connected to these Rooms unless there is already one. Remove all Void Seeders in these Rooms from the board and add one random Void Seeder token to the Intruder bag for each Void Seeder removed this way.

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