RuleSage cited table rulings
← Nemesis

You asked

How do I play?

Answered counted as answered

Asked with: Nemesisbg-167355-en-1e

### Setup
1. Place the board on the table using the basic side.[1]
2. Shuffle Room '2' tiles and randomly place one face down in each Room slot marked with a '2'.[1]
3. Shuffle Room '1' tiles and place them in the corresponding slots.[1]
4. Shuffle Exploration tokens and place one face down on each Room tile.[1]
5. Place one Coordinates card face down on its space next to the Cockpit.[1]
6. Place the Destination marker on the 'B' space of the Destination Track.[1]
7. Take the required number of Escape Pod tokens based on player count (2 for 1-2 players, 3 for 3-4 players, 4 for 5 players) and place them in Sections 'A' and 'B' alternating, with the lowest-numbered pod in Section 'A', all with the 'Locked' side face up.[1]
8. Shuffle Engine tokens (1 Damaged and 1 Working) for slots '1', '2', and '3' and place them face down on their respective slots.[1]
9. Deal one random Help card to each player; these determine the order of choosing Characters.[2]
10. Give each player an Inventory card holder matching their Help card number.[2]
11. Remove Objective cards from both decks that require more players than are present, shuffle the remaining decks, and deal 1 Corporate and 1 Personal Objective to each player (keep these hidden).[2]
12. Shuffle Character draft cards; players choose Characters in order of their Help card number by taking 2 random cards, revealing them, choosing 1, and shuffling the other back.[2]
13. Each player takes their chosen Character's board and miniature, placing the miniature in a colored plastic ring in the Hibernatorium.[2]
### Gameplay
The game is played over consecutive turns in rounds consisting of two phases:
**I: Player Phase**
1. All players draw Action cards until they have 5 cards in hand.[3][4]
2. The First Player token is passed to the player on the left (except in the first turn of the game).[3][4]
3. Players take turns in clockwise order starting with the First Player.[3][4] On a turn, a player may:
* Perform 2 Actions.[3][4]
* Perform 1 Action and pass.[3]
* Pass.[3]
* Note: If a player performs only 1 action instead of 2, their second action is to pass.[4] Any player who passes cannot take any further actions for the remainder of the phase.[3][4]
4. The turn continues until all players have passed.[3]
**II: Event Phase**
5. Move the Time marker on the Time Track.[3]
6. Move the Self-Destruct sequence marker on the Self-Destruct Track if active.[3]
7. Perform Intruder Attack.[3]
8. Perform Intruder Fire Damage.[3]
9. Resolve 1 Event card: Intruder Movement and Event Effect.[3]
10. Perform Intruder bag development by drawing 1 token and resolving its effect.[3]
[1] RULEBOOK Nemesis — Rulebook · p.6 · GAME SETup: steps 1-13, board setup
[2] RULEBOOK Nemesis — Rulebook · p.8 · GAME SETup: steps 14-20, CrEW SETup
[3] RULEBOOK Nemesis — Rulebook · p.28
[4] RULEBOOK Nemesis — Rulebook · p.10 · FLoW oF THE GAME · round orDEr · I: pLAYEr pHASE · 1: DrAW ACTIoN CArDS · 2: FIrST pLAYEr ToKEN · 3: pLAYEr turns
🔧 debug — where this ruling came from
outcome
ANSWERED — Answered
corpus profile
live,vps
answerer pin (deploy-frozen, attribution only)
gemma4:26b think:false 5571076f3d70
timings
search 64 ms · ask 8813 ms · total 33801 ms
single-flight (PR-5)
queued 24923 ms · generation 8878 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 10, "score": 0.047712, "snippet": "T he game is played over a series of consecutive turns , and ends when any of the end game conditions are met. More on Player Goals and End of the Game - see page 11. Each round is split into two consecutive Phases: I: Player Phase, II: Event Phase. Resolve the following steps: At the start of each ", "headingPath": "FLoW oF THE GAME · round orDEr · I: pLAYEr pHASE · 1: DrAW ACTIoN CArDS · 2: FIrST pLAYEr ToKEN · 3: pLAYEr turns", "sharpsignalDocId": 258}, {"page": 27, "score": 0.046244, "snippet": "If there are two or more such requirements – that many Characters must send the Signal! rEvIvE In this fully cooperative mode, the Emergency Room is equipped with a specialized AutoDoc device, allowing the crew to revive any near-death person. Whenever one of the Characters dies, another Character m", "headingPath": "", "sharpsignalDocId": 258}, {"page": 26, "score": 0.044388, "snippet": "ESCApE poDS At the beginning of the game, all Escape Pods are Locked. During play, players may Unlock them manually (by using some of the Item cards or Room Actions), or the Pods will Unlock automatically when any Character dies during the game or when the Self-Destruct mark- er reaches any yellow s", "headingPath": "", "sharpsignalDocId": 258}, {"page": 8, "score": 0.032258, "snippet": "14] Take as many Help cards as there are players and deal one to each player at random. These cards determine the order of choosing Characters (Step 17). If there are 3 players, take the cards with the number 1-3. If there are 4 players, take cards 1-4, etc. The number shown on the Help card and Inv", "headingPath": "GAME SETup: steps 14-20, CrEW SETup", "sharpsignalDocId": 258}, {"page": 5, "score": 0.031746, "snippet": "W elcome aboard! This introductory story is designed to familiarize you with the flow of a standard game and to give you an overview of the essential Nemesis rules. All game terms, items, characters and board loca -tions are written in bold to make them more distinguish -able. We hope that this stor", "headingPath": "Game Introduction", "sharpsignalDocId": 258}, {"page": 8, "score": 0.03125, "snippet": "After the draft, put all remaining Character draft cards back in the box, as they will no longer be used. 18] Each player takes the following components: A) The Character board of the Character chosen during the draft. B) The miniature of their Character and places it in the Hiberna -torium. Place y", "headingPath": "GAME SETup: steps 14-20, CrEW SETup", "sharpsignalDocId": 258}, {"page": 6, "score": 0.030769, "snippet": "1] Place the board on the table. Use the basic side of the board as shown in the picture. Note: The basic side of the board is marked by a red arrow symbol in its upper left corner. 2] Shuffle all Room '2' tiles without looking at their fronts and randomly place (face down) one Room '2' tile on each", "headingPath": "GAME SETup: steps 1-13, board setup", "sharpsignalDocId": 258}, {"page": 13, "score": 0.029412, "snippet": "Each Character has the same set of Basic Actions. A detailed descrip -tion of these Actions is given below. Movement - Move your Character miniature to the neighboring Room, applying all the Movement basic rules. Note: When performing a Movement in Combat, you will Escape instead. More on Movement -", "headingPath": "BASIC ACTIoNS · outside-of-Combat · pick up Heavy object - Pick up 1 Heavy Object present in the Room you are in. It can be a Character Corpse, an Intruder Carcass or an Intruder Egg. · - Start a trade with all Characters in the same Room as your Character.", "sharpsignalDocId": 258}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 6, "quote": null, "headingPath": "GAME SETup: steps 1-13, board setup", "sharpsignalDocId": 258}, {"page": 8, "quote": null, "headingPath": "GAME SETup: steps 14-20, CrEW SETup", "sharpsignalDocId": 258}, {"page": 28, "quote": null, "headingPath": "", "sharpsignalDocId": 258}, {"page": 10, "quote": null, "headingPath": "FLoW oF THE GAME · round orDEr · I: pLAYEr pHASE · 1: DrAW ACTIoN CArDS · 2: FIrST pLAYEr ToKEN · 3: pLAYEr turns", "sharpsignalDocId": 258}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 258 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 258 boosted
answered-before recall
this ruling was answered, so past rulings were not offered
similarity threshold in force: 0.55 (rulesage.answered-before.similarity-threshold; the exact-question tier is not gated by it)
answer fence
passed — letter density 0.87192 of 2194 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 13, 2026 13:25

what this block IS: the PASSAGE SEARCH's own results — the same search that fills this page's closest-passages list — and NOT the passages the answerer read. Answering runs its OWN retrieval: a far wider candidate pool, re-ranked down to a final handful, plus floors this search never applies — the base rulebook, surviving errata corrections, and one slot per book on a multi-book read. Each of those armed only if THIS ask sent what it needs: the boost block names the ids it forwarded, and the scope line names the books it read. A document the answer CITES that no row here names is therefore EXPECTED, not a defect: two searches, two candidate pools, two orders. The answerer's own final rows are shown in their own block below, beside these and never mixed into them.

score = the fused retrieval score (reciprocal-rank fusion over the search arms) — NOT a cosine similarity. This ruling ran the THREE-ARM fuse (full-text + vector + the doc-priority boost arm, which carried the base rulebook and/or the errata corrections this query matched), whose arithmetic ceiling is 0.04918 — all three arms ranking the same chunk #1 (ceiling = arms/(k+1) at k=60). The measured healthy band 0.016–0.033 was measured on TWO-arm asks and does not bound this one: its high end is the two-arm ceiling, and a third arm has room above it. A chunk only one arm ranked highly lands near 0.016 (that one arm's #1 vote), so 0.03 here is an excellent hit, not a 3% match.

per-arm ranks (the rank each search arm gave a chunk): NOT DISCLOSED by the gateway. Fusion happens gateway-side and only the FUSED score crosses the wire, so rulesage cannot show them without a gateway change. The rank column below is the FUSED rank (position in the returned list), which is real.

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

fused rankdocumentheadingpage fused RRF scoresnippet chars
#1 RULEBOOK Nemesis — Rulebook (corpus doc 258) FLoW oF THE GAME · round orDEr · I: pLAYEr pHASE · 1: DrAW ACTIoN CArDS · 2: FIrST pLAYEr ToKEN · 3: pLAYEr turns p.10 0.047712 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#2 RULEBOOK Nemesis — Rulebook (corpus doc 258) p.27 0.046244 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#3 RULEBOOK Nemesis — Rulebook (corpus doc 258) p.26 0.044388 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#4 RULEBOOK Nemesis — Rulebook (corpus doc 258) GAME SETup: steps 14-20, CrEW SETup p.8 0.032258 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#5 RULEBOOK Nemesis — Rulebook (corpus doc 258) Game Introduction p.5 0.031746 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#6 RULEBOOK Nemesis — Rulebook (corpus doc 258) GAME SETup: steps 14-20, CrEW SETup p.8 0.03125 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#7 RULEBOOK Nemesis — Rulebook (corpus doc 258) GAME SETup: steps 1-13, board setup p.6 0.030769 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#8 RULEBOOK Nemesis — Rulebook (corpus doc 258) BASIC ACTIoNS · outside-of-Combat · pick up Heavy object - Pick up 1 Heavy Object present in the Room you are in. It can be a Character Corpse, an Intruder Carcass or an Intruder Egg. · - Start a trade with all Characters in the same Room as your Character. p.13 0.029412 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300

what this block IS: the passages the ANSWERING read put in front of the answerer, in the order it read them — the other half of the two reads described above, and the one that decides what the answer could possibly say. Each row names the book it came from and where in that book it sits, what it scored when the search arms were fused, which arm carried it there, and whether the re-ranker chose it or a floor guaranteed it a slot. A row here that no passage-search row names is EXPECTED: a far wider pool, re-ranked, with floors the passage search never applies.

candidate pool: the answering read scored 70 passages, out of a ceiling of 80 set gateway-side. Both figures are reported by the gateway for THIS ask — measurements of what actually happened, not constants read out of anyone's source and printed here on faith.

floors armed for this ask: the base rulebook — armed · surviving errata corrections — not armed · one slot per book on a multi-book read — not armed. Every floor is stated on every ask, armed or not, so a floor that did not apply here is never mistaken for one this app does not know about.

arms fused for this ask: vector + full-text + the doc-priority boost arm. Stated separately from the rows because an arm that ran and carried nothing is a different fact from an arm that never ran.

read atdocumentheadingpage fused rankfused RRF scorecarried byhow it got its slot
#1 RULEBOOK Nemesis — Rulebook (corpus doc 258) p.28 #9 0.028531 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text the re-ranker chose it
#2 RULEBOOK Nemesis — Rulebook (corpus doc 258) GAME SETup: steps 1-13, board setup p.6 #7 0.030769 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + the doc-priority boost arm the re-ranker chose it
#3 RULEBOOK Nemesis — Rulebook (corpus doc 258) p.22 #23 0.013889 (below 0.016, the low end of the measured band — a weak fuse (that band was taken on two-arm asks; only its low end, one arm's #1 vote, carries over to a 3-arm one)) vector the re-ranker chose it
#4 RULEBOOK Nemesis — Rulebook (corpus doc 258) GAME SETup: steps 14-20, CrEW SETup p.8 #4 0.032258 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + the doc-priority boost arm the re-ranker chose it
#5 RULEBOOK Nemesis — Rulebook (corpus doc 258) p.26 #3 0.044388 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#6 RULEBOOK Nemesis — Rulebook (corpus doc 258) p.27 #2 0.046244 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#7 RULEBOOK Nemesis — Rulebook (corpus doc 258) FLoW oF THE GAME · round orDEr · I: pLAYEr pHASE · 1: DrAW ACTIoN CArDS · 2: FIrST pLAYEr ToKEN · 3: pLAYEr turns p.10 #1 0.047712 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#8 RULEBOOK Nemesis — Rulebook (corpus doc 258) p.27 #10 0.028324 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text the re-ranker chose it

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

#documentheadingpagequote chars
[1] RULEBOOK Nemesis — Rulebook (corpus doc 258) GAME SETup: steps 1-13, board setup p.6 no quote on the wire
[2] RULEBOOK Nemesis — Rulebook (corpus doc 258) GAME SETup: steps 14-20, CrEW SETup p.8 no quote on the wire
[3] RULEBOOK Nemesis — Rulebook (corpus doc 258) p.28 no quote on the wire
[4] RULEBOOK Nemesis — Rulebook (corpus doc 258) FLoW oF THE GAME · round orDEr · I: pLAYEr pHASE · 1: DrAW ACTIoN CArDS · 2: FIrST pLAYEr ToKEN · 3: pLAYEr turns p.10 no quote on the wire
timing split
retrieval 64 ms · first delta 3756 ms · total 33801 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 24923 ms · retrieval 64 ms · ask 8813 ms · gateway work 8878 ms · total 33801 ms
tokens in (the prompt the answerer read)
4952
tokens out (what the answerer generated)
702
tok/sec
139.1 tok/sec — 702 output tokens in 5.048 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 10s ago)
stream path
streamed — the gateway pushed at least one accumulated draft
watchdog
first-token watchdog: 30s per arming window (rulesage.table.first-token-watchdog-seconds), re-armed once by the passages frame — so the worst case before a reader falls back to polling is 60s. Whether it actually fired is a BROWSER-side decision that never reaches the server, so it is not recorded here. The stream path above is the server's half of that story: whether a delta was emitted at all.
num_ctx · think posture
both are the CHILD's settings, not rulesage's, and no ask reply carries them — an answer never states which context window or think posture produced it. The live-seat line above reads them from the running child instead, where the gateway can answer for itself; it describes the child NOW, not this ask.
outcome
ANSWERED — Answered
abstain rationale (n/a — this ruling answered)
answered — no abstain rationale applies
decision
NOT_SETUP_SHAPED — no setup-shape pattern matched this question

this game registers NO errata cards (edition 186), so "no registered errata card matched" above could never have matched one

Errata scope: the gate above matched this ruling's own edition only. When an ask also reads an expansion, that expansion's own registered errata cards stay outside the match — a stated phase-1 limitation, not a failed lookup.