Nemesis
389 questions players ask about Nemesis, answered in plain words and graded by where the answer comes from. See also the full rulebook.
Updated 2026-10-25.
389 questions players ask about Nemesis, answered in plain words and graded by where the answer comes from. See also the full rulebook.
Updated 2026-10-25.
The rulebook's Game Overview section covers this directly.
Yes. Every player whose Character survives and whose chosen Objective is fulfilled wins, so a game can end with no winners, one, or several.
Several experienced players agree; no official ruling.
Start with the side that has a single (red) Technical Corridor network. The other side has two networks (red and blue) and a different layout, and plays harder.
Yes. Some Events refer to a specific pod by number, such as the highest- or lowest-numbered one, which is why the tokens are drawn at random. At setup the lowest-numbered pod goes in Evacuation Section A and the next one in Section B. If you use 3D pod miniatures, which have no numbers, keep track of which pod is which.
The rulebook's Setup (Summary) section covers this directly.
No. Exploration tokens go only on the hexagonal Room tiles, not on the printed Cockpit, Engine rooms or Hibernatorium, and those Rooms can't be Searched. Events can still place Malfunction markers in them.
Several experienced players agree; no official ruling.
Cards in your hand are hidden. All discard piles are face up and open information: your Action discard pile (including the cards you pay as Costs and any Contamination cards) and the Item, Event, Intruder Attack and Serious Wound discard piles.
Several experienced players agree; no official ruling.
The blue Corpse is the crew member already dead in the Hibernatorium at setup. The red Corpse tokens are for Characters who die during play.
Your starting Item is the card with your Character's picture on its back; in the base game it's always a fully loaded weapon, ready to use from the start. The two cards with an Action cost and a condition printed on the back are Quest Items: they start horizontal next to your Character board and are activated during play.
No. The Aftermath rulebook says not to play two Characters of the same color in one game. Characters of different colors, such as the Soldier (red) and the Mechanic, can always play together.
Several experienced players agree; no official ruling.
Yes. The Cockpit is printed on the board, and all Room "1" tiles, including the Comms Room and the Laboratory, are used every game. If one is missing, check your setup.
Several experienced players agree; no official ruling.
No. All Doors start open; Door tokens are placed only when a Door is closed or destroyed during play.
Several experienced players agree; no official ruling.
At random, without looking. The number on a token only matters during an Encounter, when it's compared with the cards in your hand for a Surprise Attack, so it's meant to be a surprise.
Several experienced players agree, one quoting the full rulebook's setup step; no official ruling.
No. The starting bag holds 1 Blank, 4 Larvae, 1 Creeper, 1 Queen and 3 Adults, plus 1 Adult per player. Breeders are added only when a Creeper is drawn during Bag Development.
No. It just keeps your Items hidden from the others; holding them in hand or face down works the same.
The Noise die (d10) shows 1, 1, 2, 2, 3, 3, 4, 4, Silence and Danger. The Combat die (d6) shows a blank, two Creeper symbols, an Adult symbol, a single hit and a double hit. The second set is just so both ends of the table have dice.
Several experienced players agree; no official ruling.
New Serious Wound cards and Character traits can simply be shuffled in, and Aftermath Characters work fine in the base game. Event decks are separate per alien species and mode, so don't merge them, and Carnomorphs and Void Seeders each replace the Intruders rather than playing together.
Several experienced players agree; no official ruling.
Yes to normal games, they're designed for them. But each species is meant to be the sole enemy of a game, replacing the Intruders, so you don't combine them.
Every Room space on the board has a small printed number next to it, increasing left to right and top to bottom, starting with the Cockpit (001). So the lowest-numbered Room is normally the Cockpit.
Rooms with a Computer show a small blue computer-screen icon in the corner of the Room tile.
The rulebook's I. Player Phase section covers this directly.
Shuffle your discard pile to form a new deck and keep drawing until you have the required number.
The rulebook's I. Player Phase section covers this directly.
You can take one Action, but then you must pass and you're done for that Player Phase. Each round you either take 2 Actions, take 1 and pass, or pass; you can't take a single Action and stay in.
The rulebook's I. Player Phase section covers this directly.
No. Rounds keep going around the table until every player has passed, so you can take several rounds of 2 Actions, limited only by your cards. A player left alone after everyone else passes keeps taking rounds until they pass too.
Several experienced players agree; no official ruling.
No. After 2 Actions your round ends without passing; you pass on your next round. This can matter, for example for Fire damage, which hits at the end of each round.
Awaken Realms answered this directly on the forum in 2018.
Only Interruption. Once you pass you take no more Actions that Player Phase. Interruption is a reaction card with no cost, and Awaken Realms confirmed it can still be played after you've passed.
“Interruption card is a reaction card - thats why it hasn't a cost icon. You can use it after you have passed this turn.”
— Awaken Realms, publisher
Only when you pass, and then any number for free. You can't discard after a normal 2-Action round, between Actions, or when drawing back up. Cards you keep stay in hand through the Event Phase, where they protect you against Surprise Attacks.
Yes. The free discard when passing covers any card, Contamination included. They go to your Action discard pile and come back when you reshuffle; discarding is not the same as removing them from the game, which only specific effects do.
Players disagree; the designer's reported intent favors this reading, but there is no published ruling and the printed rules don't forbid it.
Generally no. The designer is reported to have ruled that Actions which change nothing (a Trade where nothing changes hands, reloading a full gun, Resting with no Contamination in hand) aren't allowed, though the printed rules don't say so and some groups allow edge cases like dropping and re-picking a Heavy Object.
The rulebook's I. Player Phase section covers this directly.
Everyone draws up to 5 at the start of the Player Phase, keeping any cards already in hand. You don't refill between rounds, so those cards must last the whole phase; there's no hand limit beyond drawing up to 5.
Several experienced players agree; no official ruling.
In the original printing a turn is the whole Player Phase plus Event Phase, and a round is one player's 2-Action activation. A later reprint of the core rulebook swapped the two words, while cards, the FAQ and expansions kept the old usage. Only the wording changed, not the rules.
The rulebook's I. Player Phase section covers this directly.
No. It's passed to the left at the start of every turn except the first.
The rulebook's I. Player Phase section covers this directly.
Clockwise from the First Player. Player numbers only matter for Objectives and for deciding who goes first on the first turn, so you needn't sit in number order.
The rulebook's I. Player Phase section covers this directly.
1 Light Wound each time you end a round in a Room with Fire, whether that round was 2 Actions, 1 Action and a pass, or just a pass, so it can happen several times per Player Phase. After you've passed you take no more. The Event Phase Fire Damage step hurts only Intruders.
Several experienced players agree; no official ruling.
The lowest-numbered explored Room that doesn't already have a Malfunction marker, so it moves on to the next one. The Cockpit and Engine rooms always count as explored.
One experienced player answered this and nobody disputed it; no official ruling.
No. A Character already sharing a Room with an Intruder skips that Noise roll.
Several experienced players agree; no official ruling.
Only in explored (revealed) green Rooms.
Several experienced players agree; no official ruling.
No. Intruders sharing a Room with a Character ignore Event card movement, including Hunt.
The rulebook's II. Event Phase section covers this directly.
First every Intruder of a type shown at the top of the card that isn't in Combat moves through the Corridor with the card's number; then resolve the card's text, which always happens whether or not anything moved. Larvae never appear on Event cards, so they don't move this way.
The rulebook's II. Event Phase section covers this directly.
No. Event movement isn't an Encounter, so there's no Surprise Attack, and the Intruder Attack step has already happened that turn; it attacks in the next turn's attack step if you're still together.
Only Adults not in Combat that have a Character in a neighboring Room move, one step into that Room (lowest Room number breaks ties). Technical Corridor connections don't count, and Adults with no Character next to them stay put.
Several experienced players agree; no official ruling.
Each Intruder in Combat attacks once with its own Intruder Attack card. Resolve Characters in player order; within a Room go from the largest Intruder to the smallest, each targeting the Character with the fewest cards in hand.
Players disagree; this is the better-supported reading, with no official ruling.
Go from the lowest-numbered Room to the highest, and within a Room from the largest Intruder to the smallest. An Intruder that retreats into a higher-numbered burning Room not yet resolved takes Fire damage again there.
Awaken Realms confirmed the one-Fire-per-Room limit on the forum in 2018; the spreading details come from experienced players reading the card.
A Room holds at most one Fire marker. Spreading Fire enters neighboring Rooms whether explored or not, but not through Closed Doors or into Technical Corridors, and it doesn't chain: only Rooms already burning spread.
Most experienced players agree, though a few dissent; no official ruling.
Fire in the Nest destroys one Egg from the Intruder board in each Fire Damage step, with no Noise roll (that roll only follows a Character's attack). Eggs lying on the floor or being carried are Objects and aren't harmed by Fire.
Neither. Intruder movement ignores Fire, and a Slime marker only matters for your Noise rolls (Silence becomes Danger) or effects that name it.
Several experienced players agree; no official ruling.
Skip the part that can't apply but resolve the rest. For example, Coolant Leak with an undiscovered Generator does nothing to the Generator but is still removed from the game, with the Event discards shuffled back into the deck.
If the Event deck runs out, shuffle the discarded Event cards to form a new deck. When a card tells you to reshuffle, shuffle the discards together with whatever's left in the deck. Cards removed from the game stay out either way.
Several experienced players agree; no official ruling.
Resolve what you can: skip discarding an Egg if there is none, and place only as many Larvae as remain in the supply. Larvae already on the board stay where they are.
Most experienced players agree, though a few dissent; no official ruling.
Yes. It skips the Noise roll and resolves an Encounter directly for every Character in the Nest or carrying an Egg; only Noise rolls are skipped by being in Combat.
Several experienced players agree; no official ruling.
No. Just place the marker. Only if one was already there do Characters in Rooms with a Technical Corridor entrance roll for Noise.
One experienced player answered this and nobody disputed it; no official ruling.
No. Grey Rooms aren't red, yellow or green, so Events that name a color skip them.
Nothing happens; there are no more Eggs to add.
One experienced player answered this and nobody disputed it; no official ruling.
No. The affected Intruders go back into the bag and can be drawn again later.
Most experienced players agree, though a few dissent; no official ruling.
Before. The official FAQ corrects the rulebook's order: return the token to the bag first, then every Character not in Combat rolls for Noise, so that same token can be drawn for an Encounter those rolls cause. Nothing is placed on the board directly.
Several experienced players agree; no official ruling.
One at a time in player order from the First Player, resolving each roll (and any Encounter) fully before the next. Characters in Combat skip their roll, so once an Intruder appears in a Room, the others there don't roll.
Most experienced players agree, though a few dissent; no official ruling.
Yes. It's a normal Encounter: if the Character who rolled holds fewer cards than the token's number, they suffer a Surprise Attack. This is why emptying your hand when passing is risky.
The rulebook's II. Event Phase section covers this directly.
If a Character is in the Nest, place the Queen there and resolve an Encounter with her, including the Surprise Attack check; no extra token is drawn, and her token stays out of the bag while she's on the board. If nobody is in the Nest, add an Egg instead.
Awaken Realms answered this directly on the forum in 2019.
There is only one Queen. While she's on the board her token stays out of the bag, so it can't come up again, and Events that place her also remove her token. A killed Queen never returns, even if a token or an Event would bring her back.
“For the sake of Objective mechanics there is only one Queen. If you kill her, she's done.”
— Awaken Realms, publisher
Most experienced players agree, though a few dissent; no official ruling.
An Egg is still added, but the Nest stays destroyed for Objectives, so there's no need to destroy it again. A minority reads it as having no effect at all.
The rulebook's II. Event Phase section covers this directly.
When the Creeper token is drawn in Bag Development, add a Breeder token. Apart from that, a Creeper can also turn into a Breeder through an Intruder Attack card effect, which is rare.
The rulebook's II. Event Phase section covers this directly.
In Bag Development, a Blank goes back into the bag and an Adult is added. In an Encounter, it places Noise markers in all corridors connected to the Room and goes back. Killed Intruders' tokens return to the general supply, so an empty bag shouldn't happen if tokens are returned correctly.
Awaken Realms answered this directly on the forum in 2018.
Yes, talk freely, but never show the card. You may say anything about your Objective, true or a bluff, and the same goes for other hidden information such as an Engine or Coordinates you checked. What you can't do is prove it by revealing the card.
“You can tell whatever you want, but you can NEVER show your secret objective / engines etc. ;)”
— Awaken Realms, publisher
The rulebook's Critical Gameplay Moments section covers this directly.
No. The Objective choice happens only when an Intruder miniature actually appears. A Blank token just places Noise markers, so nobody chooses yet; when a real Intruder later shows up, place it, everyone chooses, then finish resolving that Encounter.
One experienced player answered this and nobody disputed it; no official ruling.
Yes. Players choose their Objective the first time any Intruder miniature is placed on the board, wherever that happens. Usually that coincides with an Encounter, but it doesn't have to.
Several experienced players agree; no official ruling.
Yes. Both are Intruders whose tokens are in the bag from the start, so either one appearing first makes everyone pick their Objective.
The rulebook's II. Event Phase section covers this directly.
No. In Bag Development those tokens only make everyone roll for Noise; no Intruder appears, so no Objective is chosen. Eggs on the Intruder board don't count either. The choice waits until an Intruder miniature is actually placed.
Awaken Realms answered this directly on the forum in 2018.
Only if it actually produces one. Hatching causes an Encounter only when a Character with no cards in hand is in the Nest; in that case Objectives are chosen. Otherwise the Larva goes into the bag and nothing is triggered.
You don't draw a replacement. Those cards offer an alternative condition, being the only survivor, for exactly this case; otherwise simply keep your other Objective when the first Intruder appears.
Several experienced players agree; no official ruling.
Yes. If you meet an Objective's condition (for example sending a signal) before the first Intruder appears, it counts as done; just keep that one when you choose.
No. Each player whose Objective requires a signal must send it themselves. In co-op, each Objective card is a separate requirement, so two signal cards mean two signals.
Several experienced players agree; no official ruling.
Weapons count, including your starting weapon, because they are Items. Heavy Objects (Eggs, Carcasses and Corpses) are Objects, not Items, so they don't. An Item you've given to another Character, such as an activated Spy Drone, is no longer yours.
Several experienced players agree; no official ruling.
No. It only covers Rooms that can be explored: every hexagonal Room tile must be face up. The printed special Rooms have no Exploration token and don't count.
One experienced player answered this and nobody disputed it; no official ruling.
No. Players are expected to remember the Coordinates (and Engine status) they've checked; note-taking is only a house rule, for instance with younger players.
No. You keep the Objective you chose; that option existed only in the prototype. Your best play is then to survive and perhaps help or hinder others.
Several experienced players agree; no official ruling.
Yes. Send the signal and finish the game with the blue Character Corpse surviving with you, whichever way you leave.
The rulebook's Critical Gameplay Moments section covers this directly.
Automatically when the first Character dies, or when the Self-Destruct marker reaches a yellow space. Before that, a pod can be unlocked with the Hatch Control System Room or an Item that unlocks pods (such as the Pilot's Escape Hatch Key Quest Item). The Time Track's blue spaces open the hibernation chambers, not the pods.
No. Nothing automatically re-locks unlocked pods; they stay open unless someone locks them with the Hatch Control System or an Item.
Players disagree; this reading rests on a community-compiled ruling, with no published official answer.
Probably not. A widely cited compilation of rulings credits Awaken Realms with saying an Escape Pod containing a Character can't be locked. The rulebook has no rule for it, and some players argue instead that locking only stops Characters entering, so the occupant could still launch.
The rulebook's Critical Gameplay Moments section covers this directly.
Yes, you can move into and through it at any time. You just can't hibernate there until the Time marker reaches a blue space.
Several experienced players agree; no official ruling.
No. Once any Character is hibernating, players can't change the Coordinates or start the Self-Destruct. Event cards such as Coolant Leak can still start it, though.
Several experienced players agree; no official ruling.
Yes. Hibernation only blocks changing the Coordinates and starting the Self-Destruct. Engines can still be checked, repaired or damaged, which is a real risk for anyone asleep.
Awaken Realms answered this directly on the forum in 2018.
No. If the sequence was already active, entering hibernation doesn't stop it; someone still has to shut it down at the Generator.
“If self-destruct sequence was already active, going to Hibernation won't stop it.”
— Awaken Realms, publisher
Yes. The hibernation restriction only stops players from starting the sequence; an Event card can still start it. Anyone hibernating is at risk unless an active Character stops it, so repair the Generator before going to sleep if you can.
Several experienced players agree; no official ruling.
Yes, as long as the marker hasn't reached a yellow space. Hibernation only forbids starting the sequence, not stopping it.
The rulebook's Critical Gameplay Moments section covers this directly.
Use the Generator's Room Action, which both starts and stops the sequence. Once the Self-Destruct marker reaches a yellow space it can no longer be stopped, and the Escape Pods unlock.
Back at the first (green) space of the Self-Destruct track. Progress from the earlier sequence isn't kept.
Several experienced players agree; no official ruling.
No. The countdown keeps running. The Malfunction only disables the Room Action, so nobody can stop or start the sequence there until it's repaired.
The rulebook's Critical Gameplay Moments section covers this directly.
No. Self-Destruct unlocks the pods only when its own marker reaches a yellow space; how much time remains on the Time Track doesn't matter.
Several experienced players agree; no official ruling.
No. If the sequence hasn't been stopped by the time the ship jumps, the ship is still considered destroyed and everyone aboard dies, so Objectives that need the ship to arrive fail. Note that a newly started Self-Destruct begins at the start of its own track, not level with the Time marker.
Several experienced players agree; no official ruling.
Yes, and no. Fire doesn't disable Room Actions (a Malfunction does), and once you're in a chamber you're out of play and take no more Fire wounds.
Awaken Realms answered this directly on the forum in 2018.
Yes. Nothing stops you hibernating during the sequence; just know it will kill you if nobody stops it before the end of its track.
Awaken Realms answered this directly on the forum in 2019.
Yes. Awaken Realms ruled that a Character waiting in an unlaunched pod must roll for Noise when an Adult is drawn in Bag Development. Launching a pod you're already in costs no Action.
Several experienced players agree; no official ruling.
Yes, it fails. Any Intruder appearing in the Room from that roll stops the attempt, even if none is left at the end (for example a Larva that went onto your board). A Blank token, which only places Noise markers, doesn't stop it.
One experienced player answered this and nobody disputed it; no official ruling.
No. Once hibernating, the Character is out of play and Events no longer affect them; the Larva matters only in the end-of-game Contamination check.
Several experienced players agree; no official ruling.
No. It affects Doors only; pods are unlocked only by the effects that name them.
Several experienced players agree; no official ruling.
Yes. Delaying the launch ends your round as a pass; next round you may launch, stay and pass again, or leave the pod. If an Intruder enters your Evacuation Section you're pulled out into Combat. A Malfunction there blocks others boarding but doesn't stop you launching.
One experienced player answered this and nobody disputed it; no official ruling.
No. Entering is a Room Action, not a Movement, and it always includes a Noise roll.
No. Hibernating is a Room Action, so the Malfunction must be repaired first. Fire, by contrast, doesn't stop you.
The rulebook's Actions section covers this directly.
Yes. To play an Action card you discard it plus as many extra cards as its Cost; a cost-0 card costs only itself. For Basic, Item and Room Actions you just discard the Cost from your hand.
The rulebook's I. Player Phase section covers this directly.
Actions. Each Basic, card, Item or Room Action is one Action whatever it costs, so a Movement plus a cost-2 Repair is two Actions using three or more cards.
The rulebook's Actions section covers this directly.
Yes. Any Action card can be discarded to pay a Cost; the combat icons only matter when you play that card's own Action. Contamination cards are the exception: they aren't Action cards and can never pay Costs.
Awaken Realms answered this directly on the forum in 2018, consistent with the rulebook's Actions section.
Shoot, Melee Attack and Escape, plus Action cards and Items that don't have the out-of-combat icon. You can't Trade, Craft, Pick Up a Heavy Object, Search or use a Room Action while an Intruder is in your Room.
“The official statement is: in combat you MAY NOT trade, craft items nor pick up heavy object.”
— Awaken Realms, publisher
Several experienced players agree; no official ruling.
A gun icon means In Combat only, a crossed-out gun means Out of Combat only, and a card with neither can be used either way. Most Search and Repair cards are out-of-combat only.
The rulebook's Actions section covers this directly.
No. Escape is what a Movement becomes when you're in Combat, and In Combat cards need an Intruder in your Room. Eggs don't put you in Combat.
Awaken Realms answered this directly on the forum in 2018.
Yes. Interruption works only on a Character in your Room, both for cancelling an Action and for cancelling another Interruption, so you can't stop an Order the Captain sends over the Intercom from another Room.
Before anything resolves. The card doesn't spell out the exact timing, but players play it after the other player declares the Action and pays its Cost, and before dice are rolled or any effect applies. You can't wait to see the result and then undo it.
Most experienced players agree, though a few dissent; no official ruling.
Yes to both. You lose the card and its Cost, and it uses up one of your Actions, but nothing of the Action happens: no movement, Noise roll, Intruder attack, or Ammo spent.
Players disagree; this reading rests on a customer-support reply quoted by a player, not a published ruling.
Probably yes. Awaken Realms customer support, in a reply a player posted in 2023, said an Interrupted Item such as a Taser is lost along with the Cost paid. Several experienced players argue the opposite: since the Action never happened, the Item wasn't used and you keep it.
Several experienced players agree; no official ruling.
Yes. Interruption's second option cancels another player's Interruption, and any player in the Room can join, so chains are possible. Every Interruption played is discarded, and the original player still pays their Cost.
Several experienced players agree; no official ruling.
Yes. Interruption can cancel any Character's Action, including reaction-style cards, as long as you're in the same Room.
Several experienced players agree; no official ruling.
As reactions whenever their trigger happens, including outside your own round, such as when another player in your Room triggers a Surprise Attack. They don't use up one of your Actions.
The rulebook's Actions section covers this directly.
Only the Character taking the Trade Action discards a card; then everyone in the Room may exchange any number of Items and Objects as they agree, including players who have already passed. Something must actually change hands, and Ammo can't be traded.
Several experienced players agree; no official ruling.
Yes. Starting weapons follow normal Item rules, and an activated Quest Item is a normal Item, so both can be traded. Only Items that say otherwise, like the Convict's Pipe, can't.
Awaken Realms answered this directly on the forum in 2018.
Dropping is free. A dropped Heavy Object (Corpse, Carcass or Egg) stays in the Room for anyone to pick up. A dropped Item card, weapons and Quest Items included, is lost along with any Ammo; it doesn't stay in the Room.
Several experienced players agree; no official ruling.
Corpses, Carcasses and Eggs are Heavy Objects and each fills one of your two hands, like Heavy Items. Ordinary Items have no limit in your Inventory.
Several experienced players agree; no official ruling.
Not normally. Search comes from Search cards in your deck, or from a Room that lets you search; it isn't a Basic Action. Search is out of combat only and needs Items left on the Room's counter unless a card says otherwise.
Awaken Realms answered this directly on the forum in 2018.
Face down on the bottom of the deck it came from, unseen by others. Only used Items go to a discard pile.
Several experienced players agree; no official ruling.
You must keep one; the other goes to the bottom of its deck, and you can drop anything you don't want afterwards. Both cards come from the same deck, though in a grey Room you choose which color.
Yes. Every Basic Action costs at least one Action card, so with no cards in hand you can't Shoot, Melee or move, even if your gun still has Ammo.
Awaken Realms answered this directly on the forum in 2018.
No. Such cards have the move or shot built in, so you pay only the card's own Cost and it counts as one Action. Normal consequences still apply, such as spending Ammo and rolling for Noise when entering an empty Room.
No. The Captain pays for Order and the moved Character pays nothing. The card moves them; it isn't a Movement Action taken by that player.
Most experienced players agree, though a few dissent; no official ruling.
No. Order is marked out-of-combat only, so the Captain can't use it while an Intruder is in his Room.
Awaken Realms answered this directly on the forum in 2018.
Every Character in a Room with a Computer, plus everyone in the Captain's own Room, including the Captain.
Awaken Realms answered this directly on the forum in 2018.
No. Covering Fire, Suppressive Fire and other cards with movement built in cost only what the card shows; you never add the cost of a separate Movement Action.
One experienced player answered this and nobody disputed it; no official ruling.
Yes. Covering Fire moves another Character only if that player agrees.
In the Laboratory. The Lab's Analyse action needs the Object to be in that Room, so it has to be dropped there (or carried by a Character standing in it) while the Scientist acts from another working Computer Room. A pre-release FAQ instead required the Scientist to carry it, but the final rules' wording is what players follow.
Awaken Realms answered this directly on the forum in 2020.
No. The trait works only with the Cockpit's own Room Action, and checking remotely isn't using that Action.
Awaken Realms answered this directly on the forum in 2020.
It's mandatory; she always searches using her trait.
Players disagree; this is the better-supported reading, with no official ruling.
According to an answer from Awaken Realms support relayed on the forum, any crafting: the Basic Craft Action, the crafting Room and his Ingenuity card. Some players had read it as working only with Ingenuity.
It gives him a Search without a Search card, paid with Action cards (it isn't free). All normal Search rules apply: it lowers the Room's Item counter and can't be used in a Room with no Items left.
Several experienced players agree; no official ruling.
Autoloader drops the cost of loading an Energy Charge into the Assault Rifle from 1 to 0, and a Hand Serious Wound raises it back to 1. When first played it also adds 1 capacity and 1 Ammo.
Several experienced players agree; no official ruling.
The extra damage doesn't depend on the die, so it applies even if the roll misses. Full Auto can target Eggs in the Nest, letting a lucky Soldier clear several at once.
Several experienced players agree; no official ruling.
No. That Quest Item can only be made once per game. The Tools it requires are the yellow Item cards actually named Tools.
Several experienced players agree; no official ruling.
It only destroys a Closed Door. It costs nothing beyond the card itself but still counts as one of your two Actions.
Several experienced players agree; no official ruling.
Both move together into the same Room with a single Noise roll; any Encounter it causes affects only the Soldier. Neither Character is attacked for leaving, since it isn't an Escape.
Several experienced players agree; no official ruling.
It's a move out of Combat, not an Escape, so no Intruder in the Room attacks you and a Legs Serious Wound doesn't raise its cost. You need at least 1 Ammo loaded to spend, and you can only play it as an Action on your round, not in response to a Surprise Attack. The player using it picks the destination.
Most experienced players agree, though a few dissent; no official ruling.
It replaces the cost: you pay only Adrenaline's own cost, with no extra from a Legs wound, and a Shoot still uses Ammo. It doesn't avoid the attacks: it's still an Escape, so each Intruder attacks before she moves, then she explores and rolls for Noise as usual.
Several experienced players agree; no official ruling.
It can target any Room's Doors anywhere on the board, but it doesn't affect Escape Pods, which aren't Doors. Once used it's discarded.
Several experienced players agree; no official ruling.
Yes. Before anyone has chosen, the Log Key reveals both of that player's Objective cards to the Captain. He can tell others what he saw, but can't show them.
They move under normal movement rules: a Noise roll if they enter an empty Room, none if it's occupied. No permission is needed, the moved player pays nothing, and Order can target someone who has already passed.
Yes. There's no hand limit, and an empty deck is reshuffled from your discard pile as usual. It only gives the card, not an extra round.
Most experienced players agree, though a few dissent; no official ruling.
Only the Intruder Attack step of the Event Phase is skipped; the card's step number is a misprint. Time Track, Fire Damage, the Event card and Bag Development (including its Surprise Attacks) all still happen. A copy printed with no cost costs 1.
Several experienced players agree; no official ruling.
Yes. Its top option uses the Action of the Room he's in if it has a working Computer, so he could send the signal from Comms. It doesn't work in a malfunctioning Room.
No. It counts only for the Scientist's own two cards, Intranet and Risk Assessment.
One experienced player answered this and nobody disputed it; no official ruling.
No. Only its other option needs a Computer; the Door option doesn't.
Several experienced players agree; no official ruling.
Whenever she herself rolls for Noise, including in the Event Phase; it isn't an Action, just a card cost. It can't reroll another player's Noise roll.
Several experienced players agree; no official ruling.
Shuffle her into the pool like any other Character; players still draw their options and choose one. Like everyone else she starts with her weapon (the Needle Gun) and two unfinished Quest Items.
Several experienced players agree; no official ruling.
Yes. Her Action cards say "a Character" rather than "another Character", and she counts as a Character in her own Room. Only her trait is limited to others.
Several experienced players agree; no official ruling.
Yes. ER costs 1 Ammo from the Needle Gun whichever option is chosen; the chosen Character, possibly the Medic herself, then resolves one effect, such as drawing 3 Action cards.
Several experienced players agree; no official ruling.
Shoot normally and roll the Combat die; on a hit the Intruder retreats instead of being injured (draw an Event card and move it along the corridor shown). Because it deals no Injuries, it can't kill a Larva or destroy Eggs.
Awaken Realms answered this directly on the forum in 2020.
Chemicals refills the gun completely, but not in Combat: reloading with it counts as using the Chemicals Item, which can't be used in Combat. The same applies to the Flamethrower.
Several experienced players agree; no official ruling.
Your Action deck. Any "draw" that doesn't name another deck means Action cards.
One experienced player answered this and nobody disputed it; no official ruling.
Into the target's own Action discard pile, like any other Contamination card; it isn't removed from the game.
No. The healing has to happen; you can't play an Action whose effect you can't carry out just for the draw. The Medic can be the one healed.
The Medic picks any Character in her Room, herself included, and no permission is needed (though the target could Interrupt). Players treat it like the Surgery Room: the target's INFECTED cards are removed and their cards are shuffled together into a new deck. Unlike the Room, it doesn't force the target to pass.
Several experienced players agree; no official ruling.
A weapon found by Searching comes with just 1 Ammo. Starting weapons begin fully loaded, and crafted weapons such as the Flamethrower are crafted fully loaded.
Several experienced players agree; no official ruling.
With an Item such as an Energy Charge, the Armory's Room Action, or a character card (the Captain has his own reload). Unless the card says otherwise, reloading fills the weapon to its printed capacity.
Awaken Realms answered this directly on the forum in 2020.
Medkit and Bandages, yes, directly, without trading first; the publisher confirmed Bandages. For other Items, such as an Energy Charge to reload someone else's weapon, the usual practice is to Trade the Item to its user instead.
“You can use Bandages on other players.”
— Awaken Realms, publisher
Attaching is free, since the cards show no Action cost, and it adds the extra Ammo immediately, even to an empty weapon. There's no limit on attachments, and you can also hold one in your Inventory and trade it before attaching it.
The rulebook's Actions section covers this directly.
Craft costs one Action card plus the two component Item cards, which you show. A Crafted Item that is used or discarded goes back to the Craft Item deck, so it can be crafted again.
Yes. It's an Action with the cost on its back (usually 1 card) plus any condition printed there, such as being in a certain Room or discarding a named Item card you own. It never happens automatically, can't be done in Combat, and isn't affected by a Hand Serious Wound since it isn't an Item Action. Once flipped it's a normal Item.
Several experienced players agree; no official ruling.
Yes. A Malfunction blocks only the Room Action, not Items or Quest Items used there.
No. Once used, a one-use Item is discarded and gone for the game, and a dropped Quest Item is lost too; you can't redo its quest to get it back.
Several experienced players agree; no official ruling.
Choose your Room or a neighboring one; every Intruder in a Room adjacent to the chosen Room moves into it. Intruders further away don't react.
Yes. Intruders in the target Room suffer an Injury, and Characters there suffer a Serious Wound.
No to both. Duct Tape is its own Action, so finish the Search first (dropping something for free if your hands are full), and it joins only two specific Heavy Items in one hand.
Several experienced players agree; no official ruling.
It places you directly in another Room without following corridors, and you make a Noise roll in the Room you arrive in. You don't have to pass afterwards unless the card says so.
Players disagree; this is the better-supported reading, with no official ruling.
Every card in their hand, Action and Contamination alike. Their Items, deck and discard pile are unaffected.
One experienced player answered this and nobody disputed it; no official ruling.
Yes. Using it moves you to a neighboring Room without Intruder attacks; no separate Movement Action is needed.
Several experienced players agree; no official ruling.
You must target a Room with an Intruder, either your Room or a neighboring one. The chosen Intruder takes 2 Injuries, every other Intruder there 1, and every Character there a Serious Wound. In a Room with uncarried Eggs you can also throw it as if an Intruder were there; it destroys 2 Eggs and you then make a Noise roll.
Most experienced players agree, though a few dissent; no official ruling.
No. Eggs aren't on the board until the Nest is explored, so they can't be targeted; you could still hit an Intruder standing there, and a Molotov can still start a Fire.
Awaken Realms answered this directly on the forum in 2018.
No roll is needed: draw an Event card and move the Intruder through the Corridor it shows, as in a normal retreat. If that Corridor has a Closed Door, the Door is destroyed and the Intruder stays.
The Flamethrower does, per the FAQ as players report it. The Molotov isn't explicitly covered; most players apply the bonus to it by analogy, but some don't.
Several experienced players agree; no official ruling.
No. A Malfunction only disables that Room's Action. The Engine itself still works, and Action cards and Items (such as Repair cards) can still change the Engine or destination status.
Several experienced players agree; no official ruling.
All of them, including the five pre-printed special Rooms: the Cockpit, the three Engine rooms and the Hibernatorium. Some players hold that the Nest and the Slime room can't take a Malfunction marker.
Several experienced players agree; no official ruling.
No. Corpses, Carcasses and Eggs lying in the Room stay there.
Several experienced players agree; no official ruling.
Yes. Activating it again in a Room that already has an Airlock token cancels the first procedure; the Doors stay closed.
One experienced player answered this and nobody disputed it; no official ruling.
No. Only yellow Rooms can be depressurized, and the Nest isn't one.
Several experienced players agree; no official ruling.
No. Room Actions can't be used in Combat, and they can't be used in a Room with a Malfunction marker. This includes checking Engines or Coordinates and hibernating.
The rulebook's Movement, Exploration, and Noise section covers this directly.
Only that Room's Room Action. Items, Quest Items and Action cards used in that Room still work, and a Malfunction in an Engine room doesn't change whether that Engine works; it just stops you checking it with the Room Action.
Several experienced players agree; no official ruling.
No. Each Engine room's Action only lets you check that Engine's status. Repairing or sabotaging needs a Repair card or an Item such as Tools: you take both Engine tokens, look at them secretly and put them back in the order you choose (unchanged if you like). You don't have to check first.
Most players read it as checking all three at once, since the action is worded in the plural; it can't change their status. A minority reads it as one Engine, and some groups house-rule that because it's strong. A Malfunction in an Engine room doesn't stop the Engine Control Room checking that Engine.
Several experienced players agree; no official ruling.
No to the first: checking the Coordinates and setting the Destination are separate Cockpit Actions, and you may change it blind. Yes to the second: Coordinates and Engine checks are private, and you can say whatever you like about them.
It's one Room Action costing 2 Action cards (the "2 Actions" wording in some printings is a typo), followed by a Noise roll. The Egg goes straight into your hand. Pick Up Heavy Object only works on Eggs lying loose in a Room, such as dropped ones, for the normal 1 card.
Several experienced players agree; no official ruling.
No. It lies on the Room tile as a loose Egg and is picked up again with a normal Pick Up Heavy Object Action. The Nest gains Eggs only through game effects.
Several experienced players agree; no official ruling.
Once every Egg has been removed from the Intruder board, whether destroyed or carried away. Each Egg you take with the Nest action needs a Noise roll.
The Storage Room Action (cost 2) lets you draw from any Item deck color and doesn't touch the counter, so it works even at 0. A normal Search card there draws red Items and does lower the counter.
Several experienced players agree; no official ruling.
It just has to be in the Laboratory: lying on the floor there or carried by you, though not carried by another Character. Analysing doesn't use it up; you keep it or leave it. Each Object type reveals one Weakness, so analysing the same type again does nothing.
Several experienced players agree; no official ruling.
Surgery affects only the Character using it, and it makes you discard your hand and pass at once, even as your second Action; you draw normally next turn. It always costs 1 Light Wound, even if you had a Larva but no Contamination cards to scan.
Several experienced players agree; no official ruling.
Yes. It's a Room Action, not an attack, so it's allowed. If the target Room's Doors are still closed at the end of the Player Phase, every Character and Intruder inside dies. Opening or breaking a Door, or leaving through a Technical Corridor if you can, are the ways out.
Most experienced players agree, though a few dissent; no official ruling.
Yes, by the more widely followed reading: everyone inside dies normally and Corpses, Carcasses and other Objects stay in the Room. An early comment attributed to the designer said everything is vented into space, but later language editions and a reported Awaken Realms ruling keep Heavy Objects in the Room.
Opening or destroying any Door of that Room before the Player Phase ends cancels the procedure at once, even if the Door is closed again. If it completes, the Doors stay closed afterwards until someone opens them. Only the Doors in Corridors directly connected to the target Room close.
Several experienced players agree; no official ruling.
No. Only Rooms showing the Computer icon count, and a Room with a Malfunction marker loses its Computer for these effects.
Only through an effect that allows it, such as the Scientist's Intranet. Both your Room and the target must have working Computers (no Malfunction), and the target must be an explored Room; the Holo Computer lifts the requirement only for the Room you're in.
Several experienced players agree; no official ruling.
No. You look secretly and put it back face down; the Room counts as explored, and a Fire or other token takes effect, only when a Character enters it.
Most experienced players agree, though a few dissent; no official ruling.
Any one explored Room, including the Fire Control Room itself. It removes a Fire marker and makes Intruders there retreat; it doesn't affect Eggs, which aren't Intruders, or Exploration tokens.
Awaken Realms answered this directly on the forum in 2018.
Careful Movement wins: ignore the token's Silence or Danger and place your Noise marker in a chosen Corridor as usual. Silence and Danger on a token stand in for a Noise roll, and Careful Movement replaces the Noise roll. The Scout's Reconnaissance ignores them the same way. (Nemesis: Lockdown rules this differently, but that applies only to Lockdown.)
“the silence/danger effect from an exploration token is treated as a result of noise roll.”
— Awaken Realms, publisher
In any connected Corridor without a Noise marker. It can't go in a Corridor that already has one, so Careful Movement never triggers an Encounter, and you can't use it at all if every connected Corridor already has Noise.
No. Careful Movement can't be used in Combat; leaving a Room with an Intruder is always a normal Escape with its Noise roll.
Most experienced players agree, though a few dissent; no official ruling.
No. It works like Movement except for the Noise step, and entering a Room with a Character or Intruder already in it has no Noise roll to replace, so no marker is placed. It's legal but wastes a card.
Several experienced players agree; no official ruling.
Yes. Slime only turns Silence results into Danger; Careful Movement makes no Noise roll, so Slime doesn't affect it.
Reconnaissance moves her with no Noise roll and no Noise marker at all, so she can even enter a Room whose Corridors are all full of Noise. Careful Movement still places a marker. Silence or Danger on a revealed token are ignored by both.
The rulebook's Movement, Exploration, and Noise section covers this directly.
When the Room you enter already holds a living Character or an Intruder, or when you use Careful Movement or Reconnaissance, or when the Room's Exploration token shows Silence or Danger. A Corpse or Eggs don't count as someone being there. If a card moves several Characters into an empty Room, only the first to enter rolls.
Yes. Any move into an empty Room follows normal movement: explore it if unexplored, then roll for Noise, unless the effect says otherwise (as Reconnaissance does). This applies even when another player's card moves you outside your round.
Several experienced players agree; no official ruling.
No. Noise rolls represent the Intruders, not the noise you make. They come from entering an empty Room or from effects that call for one, such as Bag Development, Events, entering an Escape Pod or hibernation chamber, or attacking Eggs.
Several experienced players agree; no official ruling.
No. A Character sharing a Room with an Intruder never makes those Noise rolls. The one ruled exception is attacking Eggs in the Nest, which still needs a Noise roll in Combat.
Awaken Realms answered this directly on the forum in 2018.
Yes. You enter and reveal the Room first, gaining the Slime marker, then resolve the Exploration token, and a slimed Character treats Silence as Danger. Exploration tokens resolve once, so only the first Character to enter is slimed by a Slime token.
Awaken Realms answered this directly on the forum in 2018, consistent with the rulebook's Movement, Exploration, and Noise section.
Nothing. With no Intruder in a neighboring Room, Danger only adds Noise to Corridors that lack it; it never triggers an Encounter.
“That means you cannot trigger any encounter this way and if all of the corridors are noised already, ntohing happens.”
— Awaken Realms, publisher
Several experienced players agree; no official ruling.
No to both. The Intruder just moves in and you're in Combat; there's no Surprise Attack and the Corridor Noise markers stay. Both of those happen only when an Encounter draws a new Intruder from the bag. Rooms linked only by the Technical Corridors don't count as neighboring for Danger.
The rulebook's Movement, Exploration, and Noise section covers this directly.
Yes. A Corridor holds at most one Noise marker, whichever Room's roll placed it. Some pairs of Rooms, such as the Engine rooms and their neighbors, are joined by two separate Corridors, and each of those gets its own marker.
The rulebook's Movement, Exploration, and Noise section covers this directly.
In the Room of the Character who rolled, never in a Corridor, even if a known Intruder sits in the neighboring Room.
They can, but the Room stays face down; only Characters explore. A Character who later enters it explores it and is immediately in Combat.
Yes, as with any move: reveal the Room and token first, then roll unless the token or an occupant says otherwise. If you roll Danger, Intruders next door, including the one you fled from, can follow you in.
Several experienced players agree; no official ruling.
Slime, Fire, Danger and the like apply normally, so the Nest can catch fire. A Malfunction result is ignored, because the Nest (like the Slime Room) never takes Malfunction markers, and it has no Items.
Awaken Realms answered this directly on the forum in 2018.
It destroys the Door and stays in its Room, so anyone in Combat with it stays in Combat. This applies to every Intruder, Larvae included, and to retreats. Intruders in the same Room move together, so if several try the same Door, it's destroyed and all of them stay.
“Every time Intruder has to move through a Corridor with Closed Door, it will destroy the Door instead of moving. Same applies to retreating Intruder.”
— Awaken Realms, publisher
Most experienced players agree, though a few dissent; no official ruling.
No. It destroys the Door and stays in its own Room. If another open Corridor also connects the two Rooms, it uses that one instead.
Several experienced players agree; no official ruling.
No. Noise markers are still placed there, and a second Noise result in that Corridor still causes an Encounter; the new Intruder appears in your Room and the Door is left intact. Doors only block things physically moving through.
A Noise result for any Room's Technical Corridor entrance goes on the single shared Technical Corridors space, so it counts for every Room with an entrance; a second one there causes an Encounter. When an Encounter happens in a Room with an entrance, that shared marker is removed with the others.
Several experienced players agree; no official ruling.
It leaves the board and a token of its type goes back into the Intruder bag; which exact token doesn't matter. Noise in the Technical Corridors doesn't affect it.
Several experienced players agree; no official ruling.
They're two separate networks: Noise goes in the matching colored space, and anything entering one color, including the Mechanic, must come out at an entrance of the same color. Events that affect the Technical Corridors are resolved for each network.
Several experienced players agree, some citing the FAQ; no official ruling shown.
It closes behind you in the Corridor you came through. If you arrived through the Technical Corridors there's no such Corridor, and Door tokens can never go in Technical Corridors, so no Door is placed.
Several experienced players agree; no official ruling.
There's no Basic Action for it; cards, Items, Room Actions (such as the Command Center) and Events do it, and most cards only affect Doors leading out of your Room. All Doors start open: closing one places a Door token in that Corridor, opening removes it, and a destroyed Door is laid on its side and can't be closed again. If no tokens are left, move a Door token already on the board.
Awaken Realms' lead tester, credited as a designer, ruled on this on the forum in 2019.
Yes, and yes. Destroying Eggs is done with a Shoot or Melee Attack, which are allowed in Combat, and Eggs on the Intruder board count as lying in the Nest. You still make a Noise roll after each attempt even though you're in Combat.
“Destroying Eggs in the Nest is a Shoot or Melee Attack Action, hence yes, you can perform it while in Combat with an Intruder.”
— SamboR, designer
No. Eggs aren't Intruders, so they don't put you in Combat, and you can still Shoot or Melee them out of Combat.
Yes. Each Injury destroys one Egg, so a double hit, or extra Injuries from bonuses, destroys more than one.
Players agree on the miss but split on the hit, with no published ruling.
A miss costs you nothing: no Serious Wound and no Contamination card. Whether a hit draws Contamination is disputed. Some players, citing a support answer and other-language rulebooks, draw one on a hit; others say you never draw, since the normal draw happens before the roll.
Several experienced players agree; no official ruling.
No. Shoot, Melee and anything called an attack can only target Intruders (or Eggs). You can still hurt others indirectly: collateral from a Grenade thrown at an Intruder, closing Doors to trap them, Fire, or venting a Room with Airlock Control.
Only the Character whose Noise roll or Action caused the Encounter. The fewest-cards rule is for the Event Phase attack step. The exception is the Queen appearing in the Nest during Bag Development, where nobody triggered it, so she targets whoever holds the fewest cards.
Yes. Compare the Intruder token's number with every card in your hand, Contamination cards included.
Larva and Creeper tokens are low, so they only Surprise Attack a Character with no cards in hand. If it doesn't attack, the Larva stays in the Room and you're in Combat; it infests whoever it attacks later, in the Event Phase or when someone Escapes.
Every Intruder in the Room attacks once with its own Intruder Attack card, from the largest to the smallest. You pay the Escape's cost and declare where you're going first; if you die, your Corpse stays in the Room you were leaving. The Intruders don't follow you.
Several experienced players agree; no official ruling.
No. Escaping triggers the Larva's attack, and a Larva's attack always infests: it goes onto your board and you take a Contamination card. Kill it first, or use an effect that leaves without an attack, such as Covering Fire or a Smoke Grenade.
The rulebook's Intruder Injuries and Death section covers this directly.
No. A Larva's attack never draws a card: it automatically infests the target, who takes a Contamination card. The symbol on some Attack cards that looks like a Larva is the Creeper.
Awaken Realms answered this directly on the forum in 2018.
They just take another Contamination card, and the attacking Larva leaves the board. A second Larva doesn't stack and doesn't kill you this way.
“when u get Infested while haing a larva on your Character Board, you get an additional Contamination. Larva which attacked you disappears.”
— Awaken Realms, publisher
The rulebook's Encounter and Combat section covers this directly.
Both are in Combat; anyone sharing a Room with an Intruder is. It attacks only in a Surprise Attack, when someone Escapes, or in the Event Phase attack step (targeting the fewest cards), never as a counterattack to your attacks. You can be hit twice in a turn: a Surprise Attack and then the Event Phase attack.
Several experienced players agree; no official ruling.
It's set aside in the token pool while the Intruder is on the board; it doesn't go back into the bag. Only when an Intruder leaves the board alive, for example by retreating into the Technical Corridors, does a token of its type go back into the bag. Tokens aren't tied to particular miniatures.
Several experienced players agree; no official ruling.
Every Adult not in Combat retreats: remove those miniatures and return their tokens to the bag. Then place an Adult in the Room where the Encounter happened.
The rulebook's Encounter and Combat section covers this directly.
One shot, with one weapon, spending 1 Ammo whether you hit or miss. You can't spend extra Ammo for extra dice or fire two guns with one Action unless a card such as Full Auto says so.
Several experienced players agree; no official ruling.
Only the crosshair results (single or double hit). Breeders and the Queen have no symbol of their own on the die, and the Adult symbol hits only Adults, Creepers and Larvae.
Several experienced players agree; no official ruling.
Yes, they each add to the rolled damage. Bonuses like the Assault Rifle's +1 are added once per attack when it deals damage (so a double hit becomes 3, not 4), and a Weakness bonus applies once per attack even with Full Auto.
Discard all Ammo from the weapon and make one Shoot roll: you deal 1 Injury per 2 Ammo discarded plus the rolled result, then the Assault Rifle's +1 once. The automatic damage applies even on a miss, but you can't use Full Auto with no Ammo.
Several experienced players agree; no official ruling.
Whenever the Soldier suffers a Surprise Attack, in any phase, including Bag Development in the Event Phase. It protects only the Soldier, and per the FAQ you may look at the Intruder Attack card before deciding to use it.
Most experienced players agree, though a few dissent; no official ruling.
Draw the Intruder Attack card first, then decide whether to discard the Armor to ignore it. It works against any Intruder attack, Surprise Attacks and Larvae included (the Larva stays in the Room), but not the Serious Wound from a missed Melee, and it protects only the Soldier.
You keep shooting while you keep hitting, each shot spending 1 Ammo and with no reloading mid-chain. It ends on a miss, on running out of Ammo, or when you stop, and then you check whether the Intruder dies.
The rulebook's Intruder Injuries and Death section covers this directly.
Yes. Every time an Intruder suffers Injuries, from any source, draw a fresh Intruder Attack card (two for a Breeder or the Queen) and compare its blood value with the Intruder's total Injuries; earlier cards don't count. Injuries stay on it between checks. A miss deals no Injury, so there's no check.
The rulebook's Intruder Injuries and Death section covers this directly.
No. A Retreat symbol on either card means the Intruder retreats with its Injuries applied, whatever the other card's value; it can only die when both cards show numbers.
The rulebook's Intruder Injuries and Death section covers this directly.
Draw an Event card and move the Intruder through the Corridor with that card's number, ignoring the Intruder symbols on it.
No. The blood and Retreat part of an Intruder Attack card is used only when the card is drawn to check an injured Intruder. When an Intruder attacks, only the attack effect matters.
The rulebook's Intruder Injuries and Death section covers this directly.
No, the attack misses. That includes Escape attacks and cards like Transformation, which only works when a Creeper draws it. You suffer only what a matching card says; a Slime result, for instance, gives just a Slime marker.
The rulebook's Intruder Injuries and Death section covers this directly.
The one whose player holds the fewest cards in hand, Contamination included. On a tie, the one with the First Player token or nearest after them in turn order. Intruders pulled in by a Decoy follow the same rule.
The rulebook's Intruder Injuries and Death section covers this directly.
No. Any Injury kills a Larva outright with no card drawn, so it never retreats from being hit; only effects that force a retreat move it. Weaknesses that change the Injury check don't help you hit it.
Several experienced players agree; no official ruling.
Every killed Intruder except Larvae (and Eggs) leaves a Carcass token. If you run out of tokens, use a substitute.
Several experienced players agree; no official ruling.
No. Its token was set aside when it appeared and stays in the supply pool, though Bag Development or a later retreat into the Technical Corridors can bring tokens of that type back. The exception is the Queen, who never returns once killed.
It leaves the board fully healed and a token of its type goes back into the bag. The Queen can do this too. An Intruder retreating into an ordinary Room, explored or not, just moves there and stays on the board.
Most experienced players agree, though a few dissent; no official ruling.
First the Injury: check whether the Intruder dies. If it survives, it then retreats once, in a direction from a drawn Event card. Most players don't retreat it twice even if the Injury check also showed Retreat.
Several experienced players agree; no official ruling.
In the Room you're leaving, since the attack resolves before you move. You then complete your Escape, and the new arrival doesn't attack you that phase.
Awaken Realms answered this directly on the forum in 2018, consistent with the rulebook's Contamination, Wounds, and Death section.
You end with 1 new Serious Wound and 1 Light Wound. The track is resolved one wound at a time: the third Light Wound becomes a Serious Wound and clears the track, and the fourth starts it again.
“However if you have 2 light wounds already and get another 2, you end up with 1 serious and 1 light wound.”
— Awaken Realms, publisher
No. The Light Wound track resets only when three Light Wounds convert into a Serious Wound. A Serious Wound from an attack card or other effect leaves your Light Wounds where they were.
The rulebook's Contamination, Wounds, and Death section covers this directly.
No. Three Serious Wounds don't kill you by themselves, dressed or not. You die when you suffer any further Wound, Light or Serious, while you already have three.
Players disagree; this is the better-supported reading, with no official ruling.
Probably not. The designer reportedly answered by email that wounds from a single attack land together, leaving you at 3 Serious and 1 Light Wound and alive until the next wound; if the two Light Wounds came from separate sources, the second kills. Some players read the one-at-a-time track rule as killing you, so agree on it before play.
No. Two Leg or two Arm wounds have the effect only once, but each still counts toward your three Serious Wounds, and both must be dressed before the effect stops.
The rulebook's Contamination, Wounds, and Death section covers this directly.
Dressing flips the card so its effect is ignored, but it still counts as a Serious Wound (for death and for effects like Bite). Healing removes a dressed wound to the discard pile. An Item heals only the wound type it names, and undressed wounds can't be healed unless a card says so.
Item Actions: every Item use with a cost box costs 1 more, including 0-cost ones. It doesn't affect shooting (a Basic Action) or activating a Quest Item (not an Item Action), and it cancels the Soldier's Autoloader discount.
No. The Leg wound raises only the Basic Movement or Escape cost. Cards with movement built in cost what's printed, and a Leg wound gained during an Escape only affects later moves.
Several experienced players agree; no official ruling.
When you pass, so once per Player Phase; taking 2 Actions isn't passing. A hibernating Character, or one who has launched in a pod, has left play and no longer bleeds.
One experienced player answered this and nobody disputed it; no official ruling.
Filling your hand to 4, so cards you kept count toward it.
The rulebook's Contamination, Wounds, and Death section covers this directly.
On top of your Action discard pile; you only see it again when you draw it. It can't pay any Cost, but it does count toward your hand size for Surprise Attacks and can be discarded when you pass or when an effect says to discard.
Several experienced players agree; no official ruling.
Rest scans only the Contamination cards in your hand. Surgery and the Antidote scan all of them: hand, deck and discard pile. Each Room or card says what it covers, so read its text.
No, it stays: Rest-type scans remove only the non-infected cards and leave an INFECTED one in your deck, giving you a Larva. Scanning it again later while you carry that Larva kills you, so go for Surgery or an Antidote instead.
Several experienced players agree; no official ruling.
No. A single scan gives at most one Larva, however many INFECTED cards it finds, so a Character without a Larva survives. You die only if you already had a Larva before the scan.
The rulebook's Contamination, Wounds, and Death section covers this directly.
If the effect uses the normal infection procedure (Rest, the Canteen and similar), your Character dies and a Creeper is placed where they died, along with a Corpse. Remove the Larva first with Surgery or an Antidote.
No. They follow their own text instead of the infection procedure: they remove every INFECTED card and the Larva, so no new Larva is placed and you don't die. Surgery then deals 1 Light Wound and makes you pass, and you shuffle everything, including the non-infected Contamination cards, into a new deck.
Several experienced players agree; no official ruling.
No. Alcohol does only what its card says: the INFECTED card is removed and you take a new Contamination card. Scans from other effects, such as Events, likewise do only what they say; only effects that call for the infection procedure add Larvae.
Awaken Realms answered this directly on the forum in 2018.
No to both. Once it has infested you, the Larva can't be attacked and doesn't count as an Intruder in your Room. Awaken Realms names Surgery and a crafted Antidote as the ways to remove it.
“One way of removing that Larva would be using a Surgery Room Action, other - crafting an Antidote.”
— Awaken Realms, publisher
Players disagree; this reading follows the rulebook text a player quoted, with no official ruling.
Out of the game, not back into the Contamination deck.
Several experienced players agree; no official ruling.
It's INFECTED only if one line spells the full word INFECTED correctly. Results aren't secret: you place or remove Larvae openly.
Several experienced players agree, quoting the official FAQ; no ruling in the rulebook summary.
Heavy Objects (Corpses, Carcasses and Eggs) drop in the Room; all other Items are removed from the game, so nobody can loot them. In full co-op, the dead Character keeps their Items so they can be used after being revived.
Several experienced players agree; no official ruling.
Yes. Each Character with a Larva on their board dies and is replaced by a Creeper.
The rulebook's End of the Game section covers this directly.
The ship is destroyed and the game ends. There are 8 of each, so needing a 9th blows up the ship.
The rulebook's Game Overview section covers this directly.
Yes. Every player needs both: a fulfilled Objective and a Character who survives the end-of-game checks, by hibernating on a ship that makes it home or by escaping in a pod. That holds even for Objectives like destroying the ship, so you must be off it when it blows.
Awaken Realms answered this directly on the forum in 2018, consistent with the rulebook's End of the Game section.
Escape Pods always count as reaching Earth, whatever the Coordinates. Hibernating Characters survive only if the ship jumps to Earth with enough working Engines; if it goes elsewhere they die, except a player whose Quarantine Objective needs Mars.
“escaping using Escape pod counts as going to Earth.”
— Awaken Realms, publisher
Several experienced players agree; no official ruling.
No. The pod covers only your survival; the ship itself still has to arrive with the right Coordinates and working Engines. It can do so with nobody aboard, so escaping by pod and letting the ship fly home works.
Several experienced players agree; no official ruling.
Yes. Set the ship for Mars and survive either by hibernating or by pod. Everyone else hibernating on a ship bound for Mars dies, and a self-destructed ship reaches nowhere, so the Objective fails if it explodes.
The rulebook's End of the Game section covers this directly.
Yes. Any destruction of the ship (Self-Destruct, damaged Engines, or running out of Fire or Malfunction markers) kills every Intruder, including a Queen still in the bag, and destroys the Nest, even if neither was ever found. Sending the ship somewhere other than Earth, or the jump itself, doesn't destroy anything.
Several experienced players agree; no official ruling.
No. Coordinates only decide whether hibernating Characters survive; the ship and its Intruders are unharmed. It counts as destroyed only if it actually explodes.
The rulebook's End of the Game section covers this directly.
No. The game ends at once and the markers jump to their final spaces: no more Events, Bag Development or Fire Damage. A burning Nest isn't finished off, and if a Self-Destruct is running, the ship explodes, killing anyone hibernating.
The rulebook's End of the Game section covers this directly.
Without a Larva, scan all your Contamination cards; if any is INFECTED, do the check. With a Larva, skip the scan and go straight to the check: shuffle all your Action and Contamination cards and draw 4, and if any is a Contamination card your Character dies. With no Contamination cards at all, you can't fail.
No. Each Character makes their own checks; one death doesn't affect anyone else in the pod.
The rulebook's End of the Game section covers this directly.
Yes. The Contamination and Coordinates checks come before Objectives are checked, so dying there, or in the ship's explosion, counts. If X escapes and passes the checks, the Objective fails even if X lost.
Several experienced players agree; no official ruling.
No. Pods don't launch automatically; anyone still aboard, including in an unlaunched pod, dies with the ship. A launched pod is safe whatever happens to the ship.
Most experienced players agree, though a few dissent; no official ruling.
They escape, exactly as if they had launched it. Pods can't be launched empty by players; only an Event can do that.
Awaken Realms answered this directly on the forum in 2018.
Yes. Nothing forbids it, for example by placing the last Fire or Malfunction marker the supply can't cover. The publisher even describes the threat as a bargaining chip.
“Interesting thing - this is actually a pretty good bargaining chip you almost ALWAYS have.”
— Awaken Realms, publisher
Several experienced players agree; no official ruling.
No. Only the Engine tokens' status matters for the Engines Check; Fire doesn't disable anything, and a Malfunction only blocks the Room Action.
Several experienced players agree; no official ruling.
Conditions like discovering a Weakness or sending a signal stay done once achieved, even if an Event discards the Weakness or the ship later explodes. Conditions about where things are at the end, such as a Corpse in the Surgery, are checked at game end, so the Object must still be there.
Several experienced players agree; no official ruling.
No. You must take the hibernation Room Action and succeed; a Character merely standing in the Room when the ship jumps dies like anyone else not hibernating. Failed attempts can be retried.
Draw one co-op Objective per player and lay them all face up; nobody chooses between two. The team wins only if every Objective is completed and at least one Character survives.
Several experienced players agree; no official ruling.
No. Only one Character needs to survive, so a death costs you the game only if that Character was needed for an Objective (for example, they were carrying a required Egg). The Character who completed an Objective doesn't have to be the one who survives.
All of them still have to be met, so when one Objective offers a choice, pick the option that doesn't break another. With those two, the Queen must be killed, because destroying the ship would fail the Earth Objective.
No. Every card stays in. Interruption simply becomes a card to discard for Costs, and Order lets you give a teammate a free move.
Several experienced players agree; no official ruling.
Yes. Another Character carries the dead Character's Corpse to a working Emergency Room; the Character returns there at the start of the next turn with Light Wounds removed and Serious Wounds dressed. It fails if the Emergency Room has an Intruder or a Malfunction.
Several experienced players agree; no official ruling.
Draw two Objectives and keep one when the first Intruder appears, as in the normal game. Running several Characters yourself uses the full co-op rules instead, with one Objective per Character, all of which must be met.
Most experienced players agree, though a few dissent; no official ruling.
Only in true solo with a single Character, rounding up. Co-op games, including one person controlling two or three Characters, use the normal Item counts.
The rulebook's Critical Gameplay Moments section covers this directly.
Only the first player whose Character dies, and only as an optional advanced mode. The Intruder player can't win; they just try to stop the others.
Several experienced players agree; no official ruling.
They draw 3 Intruder Action cards each turn, with a hand limit of 4, and take one Action (one card) per round, or pass; they keep taking single Actions even after the crew has passed, until they pass or run out. When passing they may keep one card and discard the rest. Early printings mix up the words turn and round.
Several experienced players agree; no official ruling.
No. Each Move card moves one Intruder through the Corridor matching the card's number.
Players disagree; this is the better-supported reading, with no official ruling.
Probably yes. The Intruder player's Move says it moves any Intruder, with no Combat exception, so a literal reading allows it. Some players apply the normal rule that Intruders in Combat don't move, so agree on it before playing.
Yes. With an Intruder player the Intruder steps of the Event Phase are replaced by the Intruder deck, so Bag Development doesn't happen and Intruders almost never evolve, except through an Intruder card that turns Larvae on Character boards into Creepers.
One experienced player answered this and nobody disputed it; no official ruling.
They can never be first player: skip them when passing the First Player token. Otherwise they take their single-Action round in seat order.
The Intruder card says how many Intruder Attack cards to draw; choose one and put the rest at the bottom of the deck. The attack must match the attacker's symbol as usual, and no Attack card shows a Larva, so Larvae can't attack this way.
Yes. Encounters and Escapes work normally, including the free attacks.
No. Interruption cancels another Character's Action, not an Intruder card.
Several experienced players agree; no official ruling.
Not officially: the rules only cover the base Intruders. Players who have tried it report it works with little change, adjusting the card that refers to Larvae and infection to the species' equivalent, but it's a house rule.
Several experienced players agree; no official ruling.
Yes. You take rounds of up to 2 Actions until you pass, exactly as in multiplayer, so end-of-round effects like Fire damage are checked after every round. With one Character you can keep going while your 5 cards last; with several, alternate rounds between them. The hand isn't refilled until the next turn.
Any Character can, and it still counts if the sender later dies. Each Character can send only one signal, so two such Objective cards need two different Characters to send.
Awaken Realms answered this directly on the forum in 2020.
No. Her Self Repair can dress a Serious Wound or heal Light Wounds, but nothing aboard can heal her Serious Wounds, dressed or not. The card text overrides the rulebook here, and the Medic's cards don't work on her either.
“No, there is no way to repair severe malfunctions of Android during actions taking place on a ship.”
— Awaken Realms, publisher
Several experienced players agree; no official ruling.
The Android can never carry a Larva, so the attacking Larva is simply removed and she takes a Contamination card, which her trait scans as usual.
Most experienced players agree, though a few dissent; no official ruling.
As soon as she receives one: scan it, suffer the Light Wound if it's INFECTED, remove it from the game, and draw an Action card. So she should never hold Contamination cards and has nothing to fail at the end of the game.
Awaken Realms answered this directly on the forum in 2020.
When the Time marker reaches the space numbered 5 (not after five moves); in Epilogue mode that means the Shuttle's Time Track, and the Emergency Energy Cell doesn't interact with Epilogue mode. A powered-down Android takes no more Actions and dies with anyone else left aboard when the ship jumps, so hibernate or escape before then.
Several experienced players agree; no official ruling.
It cancels any Intruder attack against the Android herself, never one against another Character, and it can't be recharged since it isn't a weapon.
Awaken Realms answered this directly on the forum in 2020.
No. She's immune to the Airlock procedure and stays in the Room, can't be slimed (so a Silence result on her move stays Silence), and ignores Fire.
“Laika is unaffected by Airlock procedure.”
— Awaken Realms, publisher
Awaken Realms answered this directly on the forum in 2020.
Yes. She returns to his board automatically; she doesn't need a seat or to survive on her own.
Awaken Realms answered this directly on the forum in 2020.
Yes, she can move to a neighboring Room without an Intruder. Go Girl! is out-of-combat only, so in Combat Aggro Override is triggered through Laika's trait instead: at the moment you could move her but don't, deal 1 Injury to an Intruder in his Room.
“Yes, as long as the destinated Room doesn't have any Intruder inside.”
— Awaken Realms, publisher
Awaken Realms answered this directly on the forum in 2020.
Once per game turn (Player Phase plus Event Phase), just before his first Action, not before every round. He may move her and then pass without taking any Actions.
“11) Can the Bounty Hunter move Laika and then Pass, without taking any actions? Yes.”
— Awaken Realms, publisher
Several experienced players agree; no official ruling.
Yes. Laika moves like a Character: she reveals unexplored Rooms and their tokens, rolls for Noise when entering empty Rooms, and others entering her Room skip their Noise roll. She can't carry Items and returns to the Bounty Hunter's board as soon as an Intruder is in her Room. Players disagree on whether she also rolls when Bag Development calls for Noise rolls.
No. Combat status is checked for the Bounty Hunter, and Search cards can't be played in Combat.
Several experienced players agree; no official ruling.
It's In Combat only: the Bounty Hunter and one Intruder move together into the same neighboring Room.
Awaken Realms answered this directly on the forum in 2020.
Twice: whenever something enters their Room (an Intruder appearing there counts), and in the Fire Damage step. Each hit is 1 Light Wound to a Character or 1 Injury to an Intruder. Target: All hits everyone, Target: Intruders only Intruders. They don't hit Characters at the end of each round as Fire does.
“Turrets fire in two cases: when something enters the Room and in the Fire Damage phase.”
— Awaken Realms, publisher
Several experienced players agree; no official ruling.
Face down only hides its status; it's still active and is revealed when the Room is explored or anything enters. Turrets come only from Turret Exploration tokens, so the Turret Control Room can be in a game with none, which makes it do nothing. An Intruder hit by a Turret in the Fire Damage step is checked as usual and destroys the Turret automatically.
Awaken Realms answered this directly on the forum in 2020.
Yes. Awaken Realms confirmed the Drone can only be attached to a Character in her Room.
“it can only be done in the same Room.”
— Awaken Realms, publisher
Several experienced players agree; no official ruling.
When another Character in her Room makes a Basic Move, she can discard a card to move with them. They choose the Room, pay and make the Noise roll; she just comes along. If they're Escaping, both of you are attacked. It doesn't work with Careful Movement, which is a separate Action.
Several experienced players agree; no official ruling.
A Shoot it causes still spends Ammo, since the card only waives the card cost. And yes, a Move it causes is a Basic Move, so Shrink can follow it.
Players split on this and there's no ruling.
Probably yes. The Aftermath rulebook's explanation of Lend a Hand says to discard a card, not an Action card, so players allow Contamination. Others point out Contamination cards aren't Action cards and can't be discarded when an Action card is required. A card drawn from it stays even if it's Contamination.
One experienced player answered this and nobody disputed it; no official ruling.
No. It ignores only the Surprise Attack; the Intruder is still placed, so the attempt fails.
Most players agree, but a reported ruling points the other way.
Most players read it as covering only the Body wound he starts with: it counts as dressed while the Robot has at least one Energy marker, and as undressed when the Robot runs dry. A compiled list of rulings attributes a wider reading (every Body wound) to Awaken Realms. Either way, the starting wound can be dressed or healed normally.
Most experienced players agree, though a few dissent; no official ruling.
No to both. The Robot isn't a weapon, so only an Energy Cell recharges it (up to 5), and its card takes no hand.
Several experienced players agree; no official ruling.
As a reaction at the moment an Intruder attacks him, discarding it with an Energy, not ahead of time on his round.
One experienced player answered this and nobody disputed it; no official ruling.
Yes, unless he's the last player to pass.
Most experienced players agree, though a few dissent; no official ruling.
No. A dead Character's Items leave the game without being used, so the Key never unlocks the Cuffs and he stays cuffed.
Several experienced players agree; no official ruling.
They occupy one hand, so he effectively has one hand slot for weapons and Heavy Objects; they don't restrict his cards.
Tough lets him survive four Serious Wounds instead of three, nothing more: Larvae and contamination kill him normally. Bash is a Melee Attack (so he still draws Contamination) that adds 1 Injury after the roll, even on a blank, before the Injury check.
With at least one other Character in his Room, he makes a Basic Move and Intruders don't attack him as he leaves. If the Door it would close is destroyed, ignore that part.
It adds to either Cockpit Room Action: when you use it, you may also open or close one Door. He must actually be in the Cockpit; checking the Coordinates remotely doesn't count.
Several experienced players agree; no official ruling.
The Characters, Traits and new Serious Wounds can all be used in a normal game; the new Crafted Items need the Crafting Room. Aftermath's Event cards and Alerts belong to the Epilogue and Research modes, so don't mix them into a normal game.
Not as designed. Both modes and their Event cards are built around the base Intruders; the other species use their own Event decks, so combining them is a house rule. Aftermath's Characters, Rooms and Turrets do work with them.
Several experienced players agree; no official ruling.
Yes. Research mode is a normal game with extra components, so any Character works and co-op Objectives can be swapped in. Epilogue mode uses its own semi-co-op Objectives instead.
Every Character not in Combat makes a Noise roll, starting with the First Player, as when an Adult is drawn in Bag Development (which Epilogue mode doesn't use).
Several experienced players agree; no official ruling.
A new Alert is ignored only while another is in progress, even near the end of the game. If an Alert isn't completed in time, everyone still aboard dies, including hibernating Characters; only launched pods are safe.
Several experienced players agree; no official ruling.
From the Shuttle's main Room you can move to any Nemesis Room with a Technical Corridor entrance, and from such a Room into the Shuttle. These moves follow normal movement, Noise rolls included.
No to both. Setup places tokens only in the Nemesis's Rooms. In Research mode the Shuttle is just your starting point, so the end of the game is resolved as in the base game.
Several experienced players agree; no official ruling.
Take the board as it was at the end of the game: Corpses, Carcasses and Eggs stay where they are, while Items the survivors carried are removed. Tokens already in the Intruder bag stay, the tokens of Intruders on the board go back in, and then the Epilogue extras are added. Setup adds no Eggs to the Nest.
Several experienced players agree; no official ruling.
Taking the normal Craft Item action there (cost 1) lets you make one of the special crafted Items with the same components instead; it's still one craft per Action. Those special Items can be crafted only in that Room.
Awaken Realms answered this directly on the forum in 2020.
No. She's immune to Mutation cards and can never gain Mutation markers. She still takes wounds from INFECTED cards through her own trait.
“The Android is immune to mutation cards. and cannot acquire mutation markers.”
— Awaken Realms, publisher
Several experienced players agree; no official ruling.
Only the Blank and Metagorger tokens start in the bag, as the setup lists. Shambler, Fleshbeast and Butcher tokens (the base game's Adult, Breeder and Queen tokens) enter only when a Carnomorph of that form leaves the board alive, by retreating into the Technical Corridors or through Events like Lurking. Always add the token matching the miniature's current form.
Several experienced players agree; no official ruling.
Place one Metagorger in each Room that holds a Heavy Object or a Metagorger (one per Room, however many objects; Nest Eggs count), then return the token. These don't Surprise Attack. A blue Metagorger means Noise rolls instead. In an Encounter both colors are just a normal Surprise Attack check.
No. Heavy Objects are Eggs, Character Corpses and Intruder Carcasses; weapons are Heavy Items, which fill a hand but don't attract Carnomorphs.
Several experienced players agree; no official ruling.
No attack card is drawn: you take a Mutation card, a Contamination card and a Light Wound, then the Metagorger is removed and a Shambler token goes into the bag. It leaves no Carcass. If the attack is cancelled (by Nerves of Steel, say), it stays on the board and no token is added.
Several experienced players agree; no official ruling.
Each Carnomorph feeds once, and two can't eat the same object. Two Metagorgers with two Carcasses both evolve. With three Metagorgers and nothing else, one eats another and becomes a Shambler and the third stays. Larger forms only eat Metagorgers, never each other. Feeding doesn't stop movement, and the Pilot's Orbital Maneuvering System skips it along with the attack step.
Most experienced players agree, though a few dissent; no official ruling.
They feed first, then attack. Voracious only eats objects lying in the Room, not ones a Character is carrying.
Several experienced players agree; no official ruling.
No. That idea was cut from the final rules; Corpses and Carcasses can only be carried away. Eggs can still be destroyed normally.
Several experienced players agree; no official ruling.
It's one of your Actions: play a Contamination card from your hand and scan it; whether it's INFECTED decides which effect of your Mutation card applies, and you take a Mutation marker. A non-infected card goes to the Contamination discard, and you put a new Contamination card on your Action discard pile. You keep the Mutation card after using it, and you may look at it any time.
Several experienced players agree; no official ruling.
No. Mutation markers are permanent, so a co-op Character who died from them can't usefully be revived. Effects that would remove a Larva remove your Mutation card instead.
Several experienced players agree; no official ruling.
There's only one Butcher, so its token doesn't go back into the bag, and once killed it never returns. The Butcher can't escape into the Technical Corridors.
Several experienced players agree; no official ruling.
It can't evolve and stays in its current form. For placement, nothing is placed if no Metagorger is free; for larger forms most players place the next smaller type, as Void Seeders does.
Several experienced players agree; no official ruling.
Analysing a Corpse, Egg or Carcass works as in the base game, but it's only useful once Adaptations have been revealed as the larger forms appear: analysing discards the Adaptation matching that object's space on the Carnomorph board. Revealed Adaptations apply to all Carnomorphs.
Several experienced players agree; no official ruling.
No. They only place Noise in Corridors that lack it, never triggering an Encounter, and "Corridor" includes the Technical Corridors.
The Carnomorph Attack deck: read "Intruder" as "Carnomorph" throughout. They break Closed Doors like Intruders unless an Adaptation says otherwise, and an attack misses if the card lacks the attacker's symbol.
Several experienced players agree; no official ruling.
Take a Contamination card and resolve a Panic card. The main rules section is right; the summary on the back of the rulebook that says to raise Insanity is a misprint, which players report the developers confirmed.
Most experienced players agree, though a few dissent; no official ruling.
Only if the card's Insanity level is higher than yours, or if you can't fully resolve its effect (for example adding Fire to a Room already burning, or discarding Ammo you don't have). If the card's level is equal to or below yours and you can resolve it, just resolve the effect.
Several experienced players agree; no official ruling.
Every Character starts on space 1, and Insanity can't drop below 1. Going past 5 kills the Character, for example a Panic card adding 2 at Insanity 4.
Several experienced players agree; no official ruling.
Rest, the Shower Room and the Canteen lower it by 1 (Rest can be taken just for that, even with no Contamination to scan), but once you're at 3 or more they can't take you below 3. Surgery and the Antidote set it back to 3 instead of removing a Larva.
Several experienced players agree; no official ruling.
Lairs never attack, not when you leave their Room or in the attack step. But a Room with a Lair counts as occupied and puts you in Combat, and you roll for Noise at the end of each of your rounds there, which can cause Encounters even though you're in Combat.
Normal rules: a Melee draws Contamination and a miss gives a Serious Wound. When a Lair is injured, draw two Void Seeder Attack cards for the check. Generic references to Intruder Attack or Event decks always mean the Void Seeder versions.
No. Like finding the Nest before any Intruder appears, revealing a Lair doesn't trigger the choice.
Several experienced players agree; no official ruling.
Which Void Seeder appears in an Encounter depends on the triggering Character's Insanity; at Insanity 5 it's the Despoiler. It can keep appearing until all three Lairs are destroyed, which counts as killing the Queen; the other Void Seeders keep spawning after that. The Airlock can't kill it.
Several experienced players agree; no official ruling.
Place the next smaller type instead, stepping down again if needed; if nothing smaller is available, nothing is placed.
Several experienced players agree; no official ruling.
The number is the Surprise Attack value; the type that appears comes from the Insanity level, so no symbol is needed. Color matters only in Bag Development; in an Encounter any token is resolved normally and returned. An escaped or dead Character's token drawn in Bag Development is removed and replaced.
Several experienced players agree; no official ruling.
Unlike Intruders, a defeated Void Seeder puts a random Void Seeder token back into the bag. Destroying a Lair doesn't, since Lairs aren't Void Seeders.
Follow the Void Seeders setup: Exploration tokens also go in the Engine rooms and the Cockpit, so all three Lairs end up in play. If you also use Aftermath Turret tokens, remove three random tokens before adding the Lairs.
Several experienced players agree; no official ruling.
You don't scan. Instead raise your Insanity by 1 for each Contamination card you have, infected or not, to a maximum of 5; going past 5 this way doesn't kill you.
Several experienced players agree; no official ruling.
Only if it kills you or moves you out of the Room; otherwise the attempt succeeds, because no Void Seeder appeared. Hibernating Characters aren't affected by Insanity effects.
Several experienced players agree; no official ruling.
Map each Void Seeder to its base Intruder counterpart for die symbols, and attack them in all the normal ways. Only the Despoiler can be made to retreat, for example by a Fire Extinguisher, and a Taser on it causes a retreat without an Injury.
Players agree she isn't immune, but no ruling settles how her trait interacts with infected scans.
No. She gains Insanity like anyone, and having no Rest card makes her especially vulnerable; whether her own scan of an INFECTED card sets Insanity to 5 is disputed.
Several experienced players agree; no official ruling.
Only Corridors with the listed number that connect to a Room with a Character, so in practice those next to Characters. It's a placement, not a Noise roll, so it applies even to Characters in Combat.
Several experienced players agree; no official ruling.
No other expansion is needed: the campaign uses the base Intruders only. Any Character works, including Aftermath ones, which may make it a little easier.
Several experienced players agree; no official ruling.
It's fully cooperative, so one player can run two Characters, though Mission 1 is reportedly very hard with few. The missions supply their own goals; normal Objective cards aren't used.
Several experienced players agree; no official ruling.
Reaching the Hibernatorium Room is enough; everyone outside it at take-off dies. If every Character dies, the mission fails.
Once per full game turn (Player Phase plus Event Phase), at its start; the first English printing swapped turn and round. They move through areas Characters can't enter, and the game ends if one reaches a Room Characters can be in.
Several experienced players agree; no official ruling.
They go face down on both revealed and hidden Rooms, and the special pool takes the lowest-Item token of each type. In this mission they only trigger the story events and set Item counts; Fire and Malfunction markers aren't placed.
No, only when the campaign book tells you to. You can hibernate without scanning, but Infected cards carried forward may cost you later.
Several experienced players agree; no official ruling.
When the next mission is on the same ship, the map state carries over: Fire, Intruders, Malfunctions, Doors and Noise. One-use Quest Items stay used. Each mission is a new game for turn order, so deal Help cards again.
Several experienced players agree; no official ruling.
If the next mission is on the same ship, place the Corpse with the others; it can be revived in the Surgery. If it's on a different ship, that Character is out, but the player may pick a new one with its normal starting equipment.