Rebel Nemesis Void Seeders Game Owner’s Manual
- June 4, 2024
- Rebel
Table of Contents
- Rebel Nemesis Void Seeders Game
- GAME elements
- Miniatures
- Void Seeder symbols
- GAME setup
- Game introduction
- Void seeders Features
- Character insanity token
- Panic cards
- Lair’s
- Lair Exploration token
- Lair Effect
- LAIR MOVEMENT
- LAIR INJURIES AND DEATH
- DESTROYING A LAIR
- VOID SEEDERS RULES
- VOID SEEDERS MOVEMENT
- ENCOUNTER
- VOID SEEDER TOKEN
- CHARACTER INSANITY TOKEN
- BLANK TOKEN
- SURPRISE ATTACK
- ENTERING A ROOM WITH A VOID SEEDER
- EVENT PHASE RULES
- INTRUDER BAG DEVELOPMENT
- Rules summary
- Void seeders injuries & death
- Encounters
- Intruder bag development
- Read User Manual Online (PDF format)
- Download This Manual (PDF format)
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
- 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. 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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