20 Strong: Nemesis

Resolve Phase

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SUFFER DAMAGE STEP

If an enemy is in the same room as the current hero, it rolls dice based on its Damage and reduces the current hero’s Health by the damage rolled. Crits deal only 1 damage but still increase noise by 1. Only enemies in the same room as the current hero deal damage in this step.

Enemies deal their damage individually, in the order of the current player’s choosing.

After Effects Step

All After effects in the active area (including those on defeated enemies) are resolved one at at time, in the order of your choice.

EXHAUST DICE STEP

Move all dice applied to enemies to the exhausted area.

Note: Actions often require you to exhaust dice in the Strategy phase. Dice exhausted then or in the Exhaust Dice Step are exhausted in the same way.

ENEMIES MOVE STEP

Any enemies not in a room with a hero move up to two rooms toward the hero closest to them. If an enemy has multiple move options, the current hero decides how the enemy moves.

CLEANUP

Discard all defeated enemies and shuffle them back into the Alien Deck.

ROLL FOR NOISE

Roll the strongest exhausted die. On a miss, do not increase noise. On a hit , increase noise by 1. On a crit , increase it by 2. Enemies can be activated in this step, but they do not attack or move this round. After the Resolve phase, begin the next player’s turn with Activation.