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DDoooomm:: TThhee BBooaarrdd GGaammee
DOOM
: THE BOARD
GAME
is a game for 2 to 4 players, playable
in 1 to 2 hours, based on the groundbreaking D
OOM computer
game by id Software.
IInnttrroodduuccttiioonn
In DOOM: THE BOARD GAME, demonic invaders have broken
through from another dimension into the Union Aerospace
Corporation’s Mars base. Marines have been deployed to the base
to protect UAC personnel and destroy the invaders. Up to three
players will take the roles of heavily armed and highly trained
marines, while one player will control the legion of demonic
invaders.
In the game, the marine players explore the claustrophobic rooms
and corridors of the Mars base, attacking monsters, picking up
new weapons and equipment, and working together to complete
specific mission objectives.
In many scenarios, the invader players goal is to frag (kill) the
marines a certain number of times. Failing that, the invader play-
er will seek to prevent the marines from completing their objec-
tives. In addition to simply controlling the monsters on the board,
the invader player can create nasty surprises by playing event and
spawn cards against the desperate marines.
SScceennaarriiooss
The heart of DOOM: THE BOARD GAME is the scenario. Before
every game, a scenario must be chosen. Each individual scenario
will tell you how to set up the game, explain any special rules,
and describe the specific objectives you must achieve in order to
win the game. You will find several ready-to-play scenarios in
the Scenario Guide (the other book included with this game).
Feel free to invent your own scenarios with the components pro-
vided with your game. You may also visit www.fanta-
syflightgames.com for additional scenarios and exciting new
options for your D
OOM
board game.
To get you started, these rules assume that you will be playing the
K
NEE DEEP IN THE DEAD scenario (the first scenario in the
Scenario Guide).
W
ARNING: Do not read the Scenario Guide unless you are the
invader player. Doing so may spoil some of the surprises that lie
ahead of you.
OObbjjeecctt ooff tthhee ggaammee
In KNEE DEEP IN THE DEAD, the marine players struggle to
escape a demon-infested section of the Mars base. To do so, they
must find the red key token and fight their way to the red secu-
rity door.
The invader player tries to score a total of 6 marine kills or “frags”
before the marines can escape the board.
CCoommppoonneennttss
1 Rule Book (this book)
1 Scenario Guide
4 Reference Sheets
66 Plastic Miniatures:
3 Marine figures
3 Cyberdemon figures
6 Archvile figures
6 Demon figures
6 Hell Knight figures
6 Mancubus figures
12 Trite figures
12 Imp figures
12 Zombie figures
6 Custom Dice:
1 Yellow die
1 Red die
2 Green dice
2 Blue dice
84 Cards:
66 Invader Cards
18 Marine Cards
1 Compass Rose Token
3 Marine Equipment Bins
58 Map Pieces:
12 Room Pieces
14 Corridor Pieces
5 Turn Pieces
6 Intersection Pieces
21 Dead End Pieces
14 Door Tokens
14 Plastic Door Stands
31 Prop Tokens:
18 Obstacle Tokens
3 Key Tokens
6 Encounter Tokens
6 Teleporter Tokens
30 Wound Tokens
15 Armor Tokens
10 Marine Order Tokens
113 Equipment Tokens:
45 Ammo Tokens
21 Weapon Tokens
12 Health Tokens
15 Other Equipment Tokens
M
ARINES AND
I
NVADERS
The plastic figures included with D
OOM:
THE
BOARD
GAME
represent the marines and invaders
of the Mars base. It is always important to know
which exact space (or spaces) that a figure occu-
pies on the board, as this affects many of the rules
for combat and movement.
Note that most figures occupy a single space, but
some larger figures occupy 2 or even 4 spaces (see
Oversized Invaders, pg. 11).
The direction that a figure is facing has no effect
in the game.
Important: After the marine players have chosen
which color figure they will use in the game,
return all unused marine figures and all the
invader figures of those colors to the box. Any fig-
ures returned to the box may not be used in the
game.
Example: Rob and Darrell are playing the
marines. Rob chooses the red marine and Darrell
chooses the blue marine. The green marine figure
and all the green invader figures are returned to the
box.
M
AP
P
IECES
(
SEE DIAGRAM
)
The map pieces are linked together in various
ways to form the game board. Each square on the
board is considered one space.
D
OORS
(
SEE DIAGRAM
)
DOOM: THE BOARD GAME comes with 11 normal
doors and 3 security doors. Both marines and
invaders may open and close normal doors, but
only a marine can open or close a security door, and
then only with the appropriate security key (see
Doors, pg. 9).
C
OMPASS
R
OSE
T
OKEN
This token is used to indicate which direction is
north. This is needed to determine the direction
of a weapon’s scatter (see later).
P
ROPS
There are four kinds of cardboard prop tokens
included with D
OOM: THE BOARD GAME
. These
are: obstacles, encounters, teleporters, and ducts.
Blocking obstacles prevent marines and invaders
from moving or tracing line of sight through the
squares they occupy.
Damaging obstacles deal damage to any marine or
invader that moves into them.
Encounters often grant clues or equipment to the
first marine that ends his move in a space they
occupy. Each individual scenario details its spe-
cific encounters and their effects.
Teleporters enable rapid movement for the marines
around the board. If a marine is in the same space as
a teleporter token, he may, for one space of move-
ment. move to another teleporter (of the matching
color) anywhere on the board. Teleporters are
explained in more detail on page 10.
Ducts behave like teleporters, but can only be used
by certain invaders. Ducts are explained in more
detail on page 10.
Each square equals 1 space.
MMaapp
PPiieecceess
Security doors have their
key printed on them.
DDoooorrss
Movement
Rate
Armor Rating
Wound Rating
Attack Dice
Attack Dice
Special
Abilities
Ammo Type
Special
Abilities
Marines may
always use the
weapons out-
lined in green
(providing they
have the ammo).
There are no
weapon tokens
for these
weapons.
Invaders and
weapons with a
red bar along
their bottom
may only make
melee attacks
(see Melee
Attacks, pg. 10).
Marine
Weapons
Invaders
RReeffeerreennccee SShheeeett EExxppllaannaattiioonn
The Compass
Rose Token
Blocking
Obstacles
Damaging
Obstacles
Encounters
Teleporters
Ducts
The Plastic
Figures
4

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