Doom the Board Game
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Learn To Play READ THIS FIRST! This book contains a tutorial mission that helps players learn the basic rules of DOOM: The Board Game. During the tutorial, players will practice the game’s basic mechanics—playing cards and moving and attacking with figures. LEARN TO PLAY LEARN TO PLAY Before playing the tutorial, one or more players should read pages 5–11 of this book. Those pages contain all the rules necessary for players to complete the tutorial found on page 4. After completing the tutorial, players should read the “Advanced Rules” section on pages 12–15. That section includes the rest of the game’s rules that players will need to play their first complete game. If players have rules questions during the tutorial, they should consult the Rules Reference. The Rules Reference contains a glossary of all game terms and many clarifications pertaining to them, and it should be considered the definitive rules document. INTRODUCTION GAME OVERVIEW Please be advised, a containment breach DOOM: The Board Game is a tactical game during has been detected at the Union Aerospace which one to four players control a squad of heavily Corporation Martian Facility A113. armed, elite UAC Marines tasked with accomplishing Recommend all staff evacuate at the earliest missions against a ravenous horde of demons convenience. This is a Priority 6 alert. Any controlled by a single invader player. personnel remaining on the premises will void their UAC term-life insurance policy. Emergency containment teams are inbound to secure the facility and ensure compliance. CYBERDEMON FIGURE ASSEMBLY 3 2 1 PAGE 2 PAGE COMPONENT LIST ® ® Rules Reference Operation Guide 6 Dice 37 Plastic Figures 1 Rules Reference 1 Operation Guide (4 Red, 2 Black) (4 Marines, 33 Demons) First Strike INFESTATION SETUP: The invader summons from each faceup portal token. 2 Possessed 3 Imp WHEN A MARINE OPENS A DOOR: Soldier Each portal token that the marine can trace a continuous path of adjacent spaces to (i.e., each portal token that is not separated from the marine by blocking terrain, walls, or doors) is flipped faceup. Imp 4 Then, the invader summons from each Armor 1 Possessed faceup portal. SPEED Hellish Power 2 Imp UAC Combat Armor Soldier Hit & Run: After you perform 2 Cacodemon At the end of that marine’s activation, an attack, gain 2 movement 2 Pinky shuffle 1 invader initiative cards into the While defending, you may play points. 4 remaining initiative deck for each demon RANGE Play this card before rolling any dice for this card to add 2 . Then, draw 1 type that was summoned and was not Charged Fireball: Before an attack targeting the marine who has action card. already on the map. performing an attack, add A proprietary design based on the suffered the least damage (or is tied for Demons cannot open doors if there are 2 range and 1 red die to 3 Praetor Suit. The UAC tactical armor least damage). any portals on the map. that attack. HEALTH system provides superior protection 1 Cacodemon 3 Imp Add 1 black die. 1 and a modular HUD that interfaces 2 Mancubus 4 Possessed with a variety of weapon systems. 2 Soldier 1/4 = 1 POWER OVERWHELMING 8 Demon Cards 36 Event Cards 73 Action Cards 12 Invasion Cards 3 Threat Cards BRAVO Commando INVADER D E LT A CA C While defending, you may exhaust this card to ignore UAC MARINE MARINES: Discard all objective tokens. the revealed defense card and reveal another card. Sprint: INVADER: Gain 6 frag tokens. Discard 1 card While attacking, you may from your hand to gain Once during his activation, a marine may exhaust this card to force 6 movement points. discard 1 card from his hand to place 1 the defender to ignore the 10 progress token on an adjacent objective token. Then, the invader draws 1 event card. revealed defense card and HEALTH reveal another card. When the second progress token is placed on an objective token, discard both progress tokens and the objective token. Then, the invader gains 3 . 10 Initiative Cards 4 Marine Cards 6 Objective Cards 24 Class Cards (4 Marine, 6 Invader) Taking Point STUNned THREE MARINES While defending, you do When you receive this card, not reveal any cards for draw 1 action card. defense. During your activation, you can perform 2 main actions Before rolling any dice for an attack, choose and Adrenaline Rush () if you do not perform the Sprint action. remove 1 die. When you gain this card, At the end of each round, recover 2 damage. After you perform an you must pass this card attack or after a hostile : Discard this card to to another marine of your figure attacks you, discard gain 2 movement points. choice. this condition. 55 Damage Tokens 7 Stun Tokens 12 Glory Kill Cards 4 Squad Cards 4 Stun Cards (35 "1" Damage, 20 "3" Damage) 9 Health 6 Teleporter 6 Objective 18 Portal Tokens 21 Frag 18 Argent Pack Tokens Tokens Tokens (Double-Sided) Tokens Power Tokens PAGE 3 PAGE 23 Weapon Tokens 16 Progress/Threat Tokens (6 Grenades) (Double-Sided) 24 Map Tiles 8 Door Tokens with (Double-Sided) 8 Plastic Stands TUTORIAL This tutorial is a quick experience that teaches the LAY LAY game’s basic mechanics, which are described on BUILDING THE ACTION DECKS pages 5–11. To set up the tutorial, follow these steps: Each marine takes his two starting weapon 1. Assemble the Map: Assemble the map using tokens as shown below, which indicate the ARN TO P the map tiles, doors, figures, and tokens as action cards he will be using during the tutorial: shown in the setup diagram below. LE Alpha Bravo 2. Assign Roles: Choose one player to be the invader—preferably the most experienced player. All other players become UAC Marines. 3. Prepare Marines: Each marine player chooses one of the following four marines, taking the corresponding marine card and figure: Alpha, Bravo, Charlie, or Delta. Each marine takes Charlie Delta the weapon tokens and action cards indicated in the sidebar to the right. Then, he places his marine figure on the corresponding space on the map, shuffles his action deck, and draws three cards. If playing with fewer than four UAC TRAINING FIELD UAC marine players, return unused marines to the game box. Then, each marine constructs his 10-card action deck. Each deck contains the UAC Marine set 4. Prepare Invader: The invader takes the 18 event (indicated by the ⇈ icon) and the two weapon cards with the following names on the bottom sets whose icons and colors match the icons of the card: "Power Overwhelming," "Seek and and colors on his weapon tokens. Destroy," and "Blood Rush." He shuffles them to form the event deck and places it in his play area along with the invasion card "First Strike" faceup. Then, he places the following demon cards in his play area: "Imp" (faceup), UAC Marine Card 1/4 Combat Shotgun "Possessed Soldier" (faceup), "Cacodemon" Card 1/3 (facedown), and "Pinky" (facedown). He places Possessed Soldier and Imp figures on the To gather a full set, the player takes one copy corresponding spaces on the map. of each numbered card in the set (e.g., "1/3," "2/3," and "3/3"). After he gathers all three sets, 5. Create Supply: Place the dice, damage, and he places the deck facedown in his play area. stun tokens within easy reach of all players. First Strike 2 Possessed 3 Imp Soldier 1 Possessed 2 Imp Soldier 2 Cacodemon 2 Pinky 1 Cacodemon 3 Imp 2 Mancubus 4 Possessed 2 Soldier Door Icon PAGE 4 PAGE MAP TILES: 05A, 07A, 10A, 15A, 15A, 15A, 16A PLAYING THE ACTIVATION PHASE GAME The Activation Phase is when the action happens in DOOM: The Board Game. At the start of the Activation DOOM: The Board Game is played over a number of Phase, the invader reveals the top card of the initiative game rounds. Each round consists of two phases: a deck. If the revealed card is a marine initiative card, Status Phase followed by an Activation Phase. After the corresponding marine ACTIVATES, which allows him both phases are completed, play proceeds to the next to perform ACTIONS (explained on the next page). round. Players continue playing new rounds until the mission ends (see "Ending the Mission" on page 11). ALPHA STATUS PHASE ALPHA UAC MARINE The Status Phase is when the invader prepares the Sprint: Discard 1 card from your hand to gain components for the round before the real action 10 6 movement points. begins. During this phase, the invader constructs the HEALTH initiative deck. The initiative deck must contain the corresponding initiative card for each marine playing the game plus a number of invader initiative cards equal to the number of demon types currently on the REPOSITION Pistol map (e.g., two invader initiative cards at the start of the Armor UAC Combat Armor Every UAC employee is provided a tutorial). During each Status Phase, the invader may standard UAC EMWhile (Energy-Matter-Gel) defending, you may play SHotgun ManeuverSidearm upon promotionthis card to to Tier add 2. 2 . Then, draw 1 This sidearm is reliable and effective at Combat Shotgun action card. short range. SHOTGUN need to add or remove invader initiative cards from COMBAT A proprietary design based on the After you resolve3 this card, youPraetor Suit. The UAC tactical armor may play anotherSPEED system provides superior protection the deck depending on how many demon types are card, treating its speed as "0."and a modular HUD that interfaces with a variety of weapon systems.