RuleSage cited table rulings
← Nemesis

You asked

How do I set up the game?

Answered counted as answered

Asked with: Nemesisbg-167355-en-1e

Board Setup: 1. Place the board on the table using the basic side [1]. 2. Shuffle all Room '2' tiles without looking at their fronts and randomly place one face down on each Room slot marked with a '2' on the board [1]. 3. Use the same method to place all Room '1' tiles on the Room slots marked with a '1' [1]. 4. Shuffle Exploration tokens without looking at their fronts and place one token at random (face down) on each Room tile [1]. 5. Place one Coordinates card randomly (face down) on its space next to the Cockpit [1]. 6. Place 1 Status marker on the 'B' space of the Destination Track to serve as the Destination marker [1]. 7. Take a number of randomly chosen Escape Pod tokens based on player count (2 pods for 1-2 players, 3 pods for 3-4 players, or 4 pods for 5 players) and place them in Sections 'A' and 'B' alternatingly, starting with the lowest-numbered pod in Section 'A', with the 'Locked' side face up [1]. 8. Take both Engine tokens marked '1' (1 Damaged and 1 Working), shuffle them face down, and place them one atop the other on the Engine '1' slot so players cannot see the fronts; repeat this for Engine tokens '2' and '3' [1]. 9. Place Engine tokens on the corresponding Engine slots on the board, one atop the other, and face down [2]. 10. Take the Intruder board, place it next to the board, and place 5 Egg tokens and 3 random Weakness cards (face down) in the corresponding slots [2]. 11. Take the Intruder bag and put inside 1 Blank, 4 Larvae, 1 Creeper, 1 Queen, and 3 Adults, plus 1 additional Adult token for each player; place all remaining Intruder tokens and Intruder Carcass tokens next to the board [2]. 12. Shuffle and place the following decks face down next to the board: 3 Items (each with its own color), Event, Intruder Attack, Contamination, and Serious Wound decks; also place the Crafted Item deck next to the 3 Item decks and the Scanner next to the Contamination deck [2]. 13. Place the following markers, tokens, and dice next to the board: Fire markers, Malfunction markers, Noise markers, Ammo/Injury markers, Status markers (used as Light Wounds/Slime/Signal/SelfDestruct/Time/Destination markers), Door tokens, Red Character Corpse tokens, 2 Combat dice, 2 Noise dice, and the First Player token [2]. 14. Place 1 Status marker on the green space of the Time Track to serve as the Time marker [2]. Crew Setup: 15. Deal one Help card at random to each player; these determine the order for choosing Characters [3]. 16. Each player receives a plastic Inventory card holder matching the number on their Help card [3]. 17. Remove cards from both Objective decks (Corporate and Personal) that show a higher number of players than are participating, shuffle them separately, and deal 1 Corporate Objective and 1 Personal Objective to each player [3]. 18. Shuffle all Character draft cards; players choose Characters in order (Player 1 takes 2 random cards, reveals them, chooses 1, and shuffles the other back into the deck; then Player 2, etc.) [3]. 19. Each player takes the Character board of their chosen Character, places their Character miniature in a colored plastic ring in the Hibernatorium, shuffles their Character's Action cards deck and places it face down on the left side of their board, places their Starting Item card (Weapon) in one of the two Hand slots on their board with the appropriate number of Ammo markers, and places their 2 Quest Item cards horizontally face up next to their board [4][3]. 20. Player 1 receives the First Player token [4]. 21. Place the blue Character Corpse token in the Hibernatorium [4].

[1] RULEBOOK Nemesis — Rulebook · p.6 · GAME SETup: steps 1-13, board setup
[2] RULEBOOK Nemesis — Rulebook · p.6 · GAME SETup: steps 1-13, board setup
[3] RULEBOOK Nemesis — Rulebook · p.8 · GAME SETup: steps 14-20, CrEW SETup
[4] RULEBOOK Nemesis — Rulebook · p.8 · GAME SETup: steps 14-20, CrEW SETup
🔧 debug — where this ruling came from
outcome
ANSWERED — Answered
corpus profile
live
answerer pin (deploy-frozen, attribution only)
gemma4:26b think:false 5571076f3d70
timings
search 1335 ms · ask 21967 ms · total 820778 ms
single-flight (PR-5)
queued 797387 ms · generation 23391 ms
retrieval refs (raw)
[{"page": 8, "score": 0.047712, "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": 8, "score": 0.046964, "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": 0.046898, "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": 2, "score": 0.046244, "snippet": "4 GAME OVERVIEW 5 GAME INTRODUCTION 6 GAME SETUP: STEPS 1-13, BOARD SETUP 8 GAME SETUP: STEPS 14-20, CREW SETUP 9 BOARD DESCRIPTION DISCARD PILES 10 FLOW OF THE GAME (ROUND ORDER, PLAYER PHASE, EVENT PHASE) 11 PLAYER GOALS AND END OF THE GAME VICTORY CHECK 12 CRITICAL GAMEPLAY MOMENTS OBJECTIVES ACT", "headingPath": "contents · GAME elements · Miniatures:", "sharpsignalDocId": 258}, {"page": 6, "score": 0.046154, "snippet": "Place them on the cor -responding Engine '1' slot on the board, one atop the other, and face down. The top Engine token indicates the true status of the Engine. Repeat this step for Engine tokens '2' and '3'. Important: Make sure that the players do not see the fronts of the tokens. They shouldn't k", "headingPath": "GAME SETup: steps 1-13, board setup", "sharpsignalDocId": 258}, {"page": 7, "score": 0.045743, "snippet": "<<< BoArD setup >>> 7", "headingPath": "GAME SETup: steps 1-13, board setup", "sharpsignalDocId": 258}, {"page": 10, "score": 0.030303, "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": 0.029828, "snippet": "Alternative side of the board You can use this additional ship layout in any game mode, but keep in mind that it is more difficult to survive on it. One of the features of this ship layout is the double set of Technical Corridors. They work as usual, but each one is not connected to the other (any N", "headingPath": "", "sharpsignalDocId": 258}]
citations (raw)
[{"page": 6, "quote": null, "headingPath": "GAME SETup: steps 1-13, board setup", "sharpsignalDocId": 258}, {"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": 8, "quote": null, "headingPath": "GAME SETup: steps 14-20, CrEW SETup", "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)
debug row retained until
Nov 6, 2026 14:22

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) GAME SETup: steps 14-20, CrEW SETup p.8 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) GAME SETup: steps 14-20, CrEW SETup p.8 0.046964 (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) GAME SETup: steps 1-13, board setup p.6 0.046898 (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) contents · GAME elements · Miniatures: p.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)) 300
#5 RULEBOOK Nemesis — Rulebook (corpus doc 258) GAME SETup: steps 1-13, board setup p.6 0.046154 (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 1-13, board setup p.7 0.045743 (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)) 21
#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 0.030303 (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) p.27 0.029828 (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

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 1-13, board setup p.6 no quote on the wire
[3] RULEBOOK Nemesis — Rulebook (corpus doc 258) GAME SETup: steps 14-20, CrEW SETup p.8 no quote on the wire
[4] RULEBOOK Nemesis — Rulebook (corpus doc 258) GAME SETup: steps 14-20, CrEW SETup p.8 no quote on the wire
timing split
retrieval 1335 ms · first delta 16760 ms · total 820778 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 797387 ms · retrieval 1335 ms · ask 21967 ms · gateway work 23391 ms · total 820778 ms
tokens in (the prompt the answerer read)
4188
tokens out (what the answerer generated)
895
tok/sec
136.1 tok/sec — 895 output tokens in 6.575 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 59s 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
NO_APPROVED_CHECKLIST — setup-shaped, but no approved setup checklist exists for this game
pattern that matched
SETUP — "setup" / "set up"
matched words (in the normalized question)
set up

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.