Rules Reference PAGE 2 ������� Rules Reference numbers where thosetopicsare located. topics found inthisRulesReference andthepage This index sectioncontainsacomprehensive listof INDEX of sightandcover. This appendixprovides diagramsfor determining line COVER EXAMPLES LINE OFSIGHTAND rotating small and large figures. This appendixprovides diagramsfor moving and MOVEMENT EXAMPLES alphabetical order by topic. The glossarysectionlistsdetailedrulesclarificationsin GLOSSARY shows detaileddiagramsfor movement andlineofsight. alphabetical order by topic, andtwo appendiceswhich It containsaglossary, whichorganizes rulesin This documentisareference for allgamerules. OVERVIEW can usethisRulesReference while playing to answer any questionsasthey arise. should beginplaying thegameby readingtheLearn To Play bookletinitsentirety. Then, they This RulesReference doesnotteach players how to play concepts on which all other rulesarebuilt: The goldenrulesarefundamental USING THIS RULES REFERENCE GOLDEN RULES · · · · · · · · indicates thataneffectisoptional. effect ismandatory; the word “may” The word “must”indicates thatan “cannot,” thateffect isabsolute. If acard effectusesthe word text takes precedence. rules fromany rulesbooklet,thecard If acard’s text directly contradicts precedence. Play booklet,thisreference takes document contradicts theLearn To source of rulesinformation. If this The RulesReference isthedefinitive ......

...... PAGES 2–20 PAGE 21 PAGE 23 PAGE 22 cards, actioncards, classcards, andGloryKillcards. Abilities are gameeffects found ondemoncards, event ABILITIES glossary, hecanconsulttheindex onpage 23. in detail.Ifaplayer isunabletofindatopicinthis This glossarylistsallgameplay termsandphases GLOSSARY Cards, DemonCards, Exhausted, GloryKill,MainAction Related Topics: • • • • • • • again untilthey areagain readied. effects. Exhaustedcards cannotbeexhausted Some cards mustbeexhausted toproduce their Each abilitydescribeswhenitcanbeused. if hewas fragged andhasnotyet respawned. A marinecanresolve his classcard abilitieseven main actionorbonuscard. and canbeusedanytimeamarinecouldplay a action header( bonus actions. Theseabilitieshave eitheramain Some abilitiesare usedaseithermainactionsor always optional. Abilities onclass, event, anddemoncards are once atthesametime. Players cannotusethesameabilitymore than from thatdemoncard. Power tokens thatare spentmustbediscarded spend Argent Power tousethatability. TheArgent the Argent Power icon( An abilityonademoncard thatispreceded by ------: The Board Game ⇅ copy of"DemonicResiliance" toaddasecond example, theinvader cannotresolve asecond resolve the effect ononeofthosecards. (For event card atthesametime, hecanonly If theinvader plays two copiesofthesame than onceduringasingleattack. Power tokens tousethesameabilitymore The invader cannotspendmultipleArgent the card canstillbeused. card thatdonot require theplayer toexhaust If acard isexhausted, anyabilities onthat whiledefending.). Argent Power, BonusActions, Class ⇀ : ) orbonusactionheader ⇇ ) requires theinvader to . Players

( ⇁ : ) 󲇀󲇀 󲇂󲇂 Marine, Movement Points, Traits Related Topics: attacked. action cards alsodeterminehisdefense whenheis move around themapandperform attacks. Amarine’s his weapons andarmor. Thesecards allow amarineto Each marinehasadeckofactioncards thatrepresent ACTION 3 4 4 󲇁󲇁 • • • • • • • • • • • weapons, which addactioncards tohisactiondeck. During agame, amarinecangainadditional his own deckofactioncards. During setupofeachgame, eachmarine creates Then, hedraws orreveals acard from thatdeck. discard piletocreate anew deckofactioncards. card buttheactiondeckisdepleted,heshuffles If amarineneedstoeitherdraw orreveal anaction until hehascards inhishandequaltosize. cards inhishandthansize, hedraws cards At theendofamarine’sactivation, ifhehasfewer action cards attheendofhisactivation. hand size. Ifhedoes, hesimplydoesnotdraw A marinecanhave more cards inhandthanhis The standard handsizeofactioncards isthree. effect, butsomegameeffects may refer toatrait. as “Combat Shotgun.” Atrait hasnoinherent game Each actioncard hasatrait underitsname, such unless acard specifically statesotherwise. cards are discarded attheendofhisactivation, marine’s play area. Allofamarine’sfaceup action After playing anactioncard, itremains faceup inthe action cards. resolve theentire card before resolving anyother When amarineplays anactioncard, hemust card’s attackand resolve itsabilitiesasinstructed. on thecard (ifany).Then,hemay perform the movement pointsequaltothespeedvalue printed To resolve anactioncard, amarinefirst gains bonus action,andreaction. There are three typesofactioncards: mainaction, - - in play, hecannotdraw actioncards. If allofamarine’sactioncards are inhandor following theinstructionsoncard. Reaction: action. own orinconjunctionwithamarine’smain Bonus actioncards canbeplayed ontheir bonus actionsduringamarine’sactivation. Bonus Action: which allows themarinetoperform anattack. Each mainactioncard containsanattackbox, a mainactionduringmarine’sactivation. Main Action: CARDS Abilities, Attack,BonusActions, Thesecards canbeplayed Thesecards canbeplayed as These cards canbeplayed as 󲇒󲇒 󲇈󲇈 󲇈󲇈 1/4 2/4 1/3 depleted: that are resolved repeatedly untiltheinitiative deckis The Activation Phasecontainsthefollowing two steps activate theirfigures isdeterminedby theinitiative deck. activating theirfigures. Theorder inwhichplayers During theActivation Phase, allplayers take turns ACTIVATION PHASE See “MarineActivation” and“DemonActivation.” ACTIVATE Terrain, Map,Teleporters, Terrain, Wall Related Topics: another space, thosespacesare adjacent. If aspaceonthemapshares aborder orcornerwith ADJACENCY Invader, MarineActivation, Respawn, StatusPhase Related Topics: • • • • • 2. 1. activates eachdemonmatchingthatcard’s type, exhausts onedemoncard ofhischoiceand an invader initiative card isrevealed, theinvader marine thatcorresponds tothatcard activates. If Activate: initiative deckisrevealed soallplayers canseeit. Reveal Initiative Card: one atatime. teleporters are adjacenttoeachother. For thepurposesofmarinemovement, allactive occupies thatspaceisadjacenttodoor. If oneofaspace’sborders isadoor, afigure that they are inadjacent spaces. Figures andtokens are adjacenttoeachotherif page 21). spaces (seetheMovement Example diagrams on sharing thatcornerisadjacenttobothdiagonal are notadjacent unlessoneoftheotherspaces blocking terrain, impassableterrain, wall, ordoor Two diagonal spaceswhoseshared corneris a wall, oradoor. border thatis blocking terrain, impassableterrain, Two spacesare notadjacentifthey share a - the Activation Phaseends. are nocards remaining intheinitiative deck, If acard cannotberevealed becausethere Ifamarineinitiative card isrevealed, the Blocking Terrain, Flying, Impassable Demon Activation, Initiative Deck, Thetopcard ofthe

PAGE 3 PAGE 4 ������� Rules Reference Summoning Demons Related Topics: demon cards andtheinvasion card. Argent Power tokens thatcanbeplacedon icon ( trigger abilitiesthathave theArgent Power The invader may spendArgent Power to ARGENT POWER • • • • • • • Argent Power token from thesupplyandplacesit When theinvader gainsArgent Power, hetakes an discarded. his handtogainoneArgent Power for eachcard invader may discard uptothree event cards from After drawing cards duringtheStatusPhase, the facedown demoncard. Argent Power tokens cannotbeplacedona demon card are discarded. flipped facedown, allArgent Power tokens onthat If ademoncard thathasArgent Power tokens is that remain on the invasion group. Regardless, anyArgent Power tokens invasion card todemoncards corresponding tothe move anynumberofA After summoninganinvasion group, theinvader can them amonghisdemoncards from thatgroup. Power tokens equaltothatvalue andmustdistribute summons oneofthesegroups, hegainsArgent ( Many invasion groups have anArgent Power icon Power icons( card equalto the numberofthatability’sArgent discards Argent Power tokens from thatdemon or more Argent Power icons( To resolve ademoncard abilitythathasone on his ⇇ - ⇇ - ) withacorresponding value. Whentheinvader ). Argent Power isrepresented by any numberofArgent Power tokens. The invasion card invasion card Event Cards, Invasion Cards, ⇇ ). invasion card oronafaceup demoncard. rgent anddemoncards canhave Power tokens from the ⇇ are discarded. ), theinvader To perform anattack,players follow thesesteps: being attacked isthedefender. an attackistheattacker. Themarineordemonthatis each other. Themarineordemonthatisperforming Both marinesanddemonsperform attacks todamage ATTACK 5. 2. 3. 4. 6. 1.

Roll Dice: figure heisattacking. Thatfigure isthedefender. Declare Defender: of theattack.Then,revealed card isdiscarded. Assess Damage: cards thatread, “whileattacking.” modify theresult oftheattackby usingabilitieson Apply "WhileAttacking"Effects: abilities oncards thatread, “while defending.” can modifytheresult oftheattackby using Apply "WhileDefending" Effects: his defense. Thisishisdefense card. Reveal Defense: ------color ofdiceherolls isshown intheattack If theattacker isademon,thenumberand number andcolorofdicethemarinerolls. marine toattack,thatabilitywillindicatethe either aclasscard orGloryKillcard allows a box onhisactioncard. Ifanabilityfound on color ofdiceherolls isshown intheattack If theattacker isamarine, thenumberand The defender mustbeanenemy figure. of sighttheattacker. The defender mustbewithin range andinline damage iscanceled. If thedefender revealed adodge icon( remaining, thedefender suffers onedamage. icons ( card issubtracted from thenumberofdamage The numberofshieldicons( cards, hecannotreveal adefense card. If the deck is depleted and there are no discarded reveals adefense card from thatdeck. discard piletoform anew deck.Then,he because hisdeckisdepleted,heshuffles If thedefender cannotreveal adefense card revealed. reveal anothercard, ignoringthefirst card he defense card, hecanchoosetodiscard itand If thedefender hascover, afterrevealing a defense card from thetopofhisevent deck. If thedefender isademon,hereveals his defense card from thetopofhisactiondeck. If thedefender isamarine, hereveals his box onhisdemoncard. Theattacker rolls dice. ⇆ ) onthedice. For eachdamage icon Thedefender reveals acard for Both players determinetheresults Theattacker declares which ⇅ Theattacker can Thedefender ) ontherevealed ⇄ ), all Movement Points, Wall Related Topics: the borders ofspaces. Blocking terrain isrepresented by asolidred lineon BLOCKING TERRAIN Related Topics: controls thatfigure. map thatisperforming anattackandtheplayer who Attacker isatermusedtodenotebothfigure onthe ATTACKER Range Related Topics: that attack. which indicatethenumberandcolorofdicerolled for the maximumrange ofthatattack,aswell asdieicons, An attackbox containsarange value, whichindicates ATTACK BOX Damage, Line ofSight,MainAction, Range Related Topics: • • • • • • • • blocking terrain. and endtheirmovement inspacessurrounded by Demons withthe“Flying”abilitycanmove through in spacesoutlinedby asolidred line. and they canboth enterandendtheirmovement Large figures ignore blockingterrain whenmoving, cover. Blocking terrain blocks lineofsightandprovides moved through blockingterrain. If agameeffect displacesafigure, itcannotbe both diagonal spaces. other spacessharingthatcornerisadjacentto blocking terrain are notadjacentunlessoneofthe Two diagonal spaceswhoseshared corneris terrain are notadjacent. Two spacesthatshare onlyaborder ofblocking Figures cannot move through blockingterrain. attack. An attackcannotbeperformed duringanother Imp that attack. 2 range and1red dieto performing anattack,add 󲇇󲇇 ChargedFireball: Before points. an attack,gain2movement Afteryou performHit &Run: 󲇀󲇀 RANGE SPEED 3 4 Attack Box Marine up close&Personal This weapon offers incomparable for each󲇆󲇆 space. Thatfigure suffers 1damage 1 figure adjacenttothedefender's you may roll 1red dieandchoose After you perform thisattack, Super Shotgun Attack, LineofSight Action Cards, Attack,DemonCards, Action Cards, Activation Phase, Abilities, Flying, LineofSight, Map,

destructive power atcloserange. rolled. Attack Box Demon = 󲇓󲇓 1 󲇄󲇄 HEALTH RANGE SPEED 3 4 4 1

1/3 any numberofbonusactions. During amarine’sactivation, hecanresolve BONUS ACTIONS Related Topics: Class cards provide marineswithuniqueabilities. CARDS CLASS Action, MarineActivation, Related Topics: • • • • • • • • • • • game effects. Marinescanresolve theabilitieson attacks orprovide themarinewithotherunique Many bonusactioncards have abilitiesthatmodify the lower-left corner. information presented inthecard’s attackbox in the marinemay perform anattackusingthe If abonusactioncard hasanattackbox, to thatvalue. marine gainsanumberofmovement pointsequal If abonusactioncard containsaspeedvalue, the marine placesitfaceup inhisplay area. To play abonusactioncard from hishand,the the bonusactionicon( Bonus actioncards are distinguishedby throughout thegame. Class abilitiescanbeusedany numberoftimes class card atthebeginningofhisactivation. to beexhausted. Amarinereadies hisexhausted The abilityonsomeclasscards require thecard duration ofthegame. abilities ontheclasscard willbeavailable for the on hisclassslotmarinecard. Theabilityor After aplayer choosesaclasscard, heplacesit referencing amainaction. game effect references abonusaction,itisnot it isnotreferencing abonusaction;ifruleor a ruleorgameeffect references amainaction, Main actionsandbonusare distinct.If his activation. even ifhedoesnotresolve amainactionduring A marinecanplay oneormore bonusactions action card. be usedanytimeamarinecouldplay a bonus If anabilityhasabonusactionheader( bonus actioncards by following theinstructions. - - - - spend allmovement pointsatthesametime. time duringthisactivation; hedoesnotneedto He canspendthesemovement pointsatany exhaust thecard canstillbeused. that card thatdonotrequire theplayer to If aclasscard isexhausted, anyabilitieson Exhausted, Marine Card Abilities, Action Cards, Attack,Main Movement Points ⇁ ). ⇁ : ), itcan 3 󲇁󲇁

PAGE 5 󲇈󲇈 2/4 PAGE 6 ������� Rules Reference of Sight,Map Related Topics: as hisdefense card. If hedoes, hemustusethesecondcard herevealed ignoring theresult, andreveal aseconddefense card. has cover, hemay discard hisrevealed defense card, “Reveal Defense” stepofanattack,ifthedefender terrain, andotherfigures duringattacks. Duringthe Cover represents thatfigures are hidingbehindwalls, COVER Related Topics: box. Allothercomponentsare unlimited. tokens are limitedby thenumberincludedingame All figures, cards, weapon tokens, andArgent Power COMPONENT LIMITATIONS • • • • • • • • • players canfindaviablesubstitute, suchasacoin, If acomponentthatisunlimiteddepleted, not Argent Power tokens available inthesupply. The invader cannotgainArgent Power ifthere are invader cannotsummonthatdemon. available becausethey are already onthemap, does nothave enoughfigures ofthatdemontype If theinvader wishestosummonademon,but cover are ignored. a stunnedfigure isthedefender, rulesregarding If afigure isstunned,itcannothave cover. When is thedefender, rulesregarding cover are ignored. Large figures cannothave cover. Whenalarge figure card herevealed isignored. for hisdefense, hemustusethatcard. Thefirst If adefender usescover toreveal asecondcard Impassable terrain does notprovide cover. corner ofthespacedefender’s figure occupies. corner heusedtodeterminelineofsight must draw astraight,linefrom imaginary the To determineifafigure hascover, theattacker determine ifthedefending figure hascover. After anattacker determineslineofsight,hemust to usetemporarily. ------defender cannothave cover. line ofsightisshared by thedefender, the If thecornerattacker usedtodetermine the defender’s figure doesnothave cover. (other thantheattackinganddefending figures), blocking terrain, difficultterrain, orafigure If noneofthedrawn linescrosses awall, figures), thedefender’s figure hascover. figure (otherthan theattackinganddefending a wall, blockingterrain, difficultterrain, ora If oneormore ofthedrawn linescrosses Argent Power, Figure, Invader Attack, Attacker, Defender, Figure, Line each same same

variety ofotherabilitiesandgameeffects. attacks butcanalsobecausedfrom a damage. Damage isprimarilycausedby Many gameeffects causefigures tosuffer DAMAGE Related Topics: controls thatfigure. on themapthatisbeingattacked andtheplayer who The defender isatermusedtodenotebothfigure DEFENDER Marine Card, Recovering Damage Related Topics: • • • • • • • much damage thatmarineorfigure has marine’s card ornext toademonfigure ishow The combinedvalue ofdamage tokens ona amount ofdamage suffered. tokens musthave acombinedvalue equaltothe figure thatsuffered thedamage. Thesedamage places damage tokens onthemapnext tothe Each timeademonsuffers damage, theinvader amount ofdamage suffered. tokens musthave acombinedvalue equaltothe damage tokens onhismarinecard. Thesedamage Each timeamarinesuffers damage, heplaces token tracks. “1” ora“3,” whichindicateshow muchdamage the tokens. Eachdamage token hasavalue ofeithera Damage istracked usingdamage and returned to thesupply. amount recovered are removed from thatfigure with acombinedvalue equaltoorlessthanthe When afigure recovers damage, damage tokens becomes staggered. greater value, thanits stagger thatdemon If ademonhassuffered damage equaltoor immediately fragged. greater thanits healthvalue, thatfigure is If afigure hassuffered damage equaltoor suffered. Attack, LineofSight Attack, Demon,Figure, Fragged, abilities, andattackbox. game. Ademoncard displays ademon’sattributes, There isonedemon card for eachdemontypeinthe DEMON CARDS Movement Points Related Topics: has gained. and may spendanynumberofmovement pointsthatit During ademon’sactivation, itmay perform oneattack DEMON ACTIVATION Related Topics: attributes andabilitiesofeachdemonthattype. the sametypeshare ademoncard, whichshows the is represented onthemapas afigure. Alldemonsof Demons are controlled by theinvader. Eachdemon DEMON • • • • • • the dodge tohisdefense for thatattack. defense icon, the demonaddseithershields or attack, iftherevealed card contains aspecial icon ( either ashieldicon( defense icon( Each demonhasaspecial range, health, and stagger. Each demoncard hasthefollowing values: speed, Demons activate oneatatime. its demoncard isreadied. until demon typecannotbeactivated again exhaust thecorresponding demon card. That To activate ademontype, theinvader must spent by theendofitsactivation are lost. during itsactivation, but anymovement pointsnot A demoncanspendmovement pointsatanytime corresponding demoncard. movement pointsequaltothespeedvalue onits When ademonactivates, itimmediatelygains ------becomes staggered. damage thedemoncansuffer before it Stagger: fragged. damage thedemoncansuffer before itis Health: thatmarine.against demon for thatdemontoperform an attack number ofspacesamarinecanbefrom the Range: activation. movement pointsthedemongainsduringits Speed: ⇄ ). Duringthe“Reveal Defense” stepofan Thisvalue indicatesthemaximum Thisvalue indicateshow many Possessed Soldier Thisvalue indicatestheamountof Action Cards, Activation Phase, Attack, Demon Cards, Figure, Invader targeting him. of sight,perform anattack an attack,ifheisinyour line within 5spacesperforms 󲇇󲇇 Overwatch:Afteramarine 1 die. attacking, you may reroll While Memory: Muscle Thisvalue indicatestheamountof ⇃ ) followed by ⇅ ) oradodge

=

2 󲇅󲇅 HEALTH RANGE SPEED 5 5 4 3 Difficult terrain isrepresented by adottedblueline. DIFFICULT TERRAIN Movement Damage, Event Fragged, Cards, Exhausted,Figure, Map, Related Topics: • • • • • • • • • • invader exhausts thatdemontype’scard. To activate ademontypeduringgameround, the event cards from hishand. demon cards by discarding anequalnumberof up tothree Argent Power tokens onhisfaceup During eachStatusPhase, theinvader canplace immediately discarded. Argent Power tokens onthatdemoncard are that demon’scard isflippedfacedown andany When thelastfigure ofademontypeisfragged, invader’s play area. on themap,thatdemon’scard is play area. Ifthere are nofigures ofademontype map, thatdemon’scard is While atleastonefigure ofademontypeisonthe the invader tospendArgent Power tousethem. Abilities withtheArgent Power icon( when they canbeusedandhow they are resolved. Many demoncards have abilities. Abilitiesdescribe because oftheenemy figure. terrain andoneadditional movement point additional movement pointbecause ofthedifficult movement pointstoenter thatspace—one figure, afigure mustspendtwo additional If aspaceofdifficultterrain containsanenemy does provide cover. Difficult terrain doesnotblocklineofsightbut point toenteraspaceofdifficultterrain. A figure mustspendoneadditionalmovement any ofthefollowing criteria: A spacefunctionsasdifficultterrain ifitmeets cards duringthe StatusPhase. The invader readies allofhisexhausted demon ------activated untilthedemoncard isreadied. corresponding demontypecannotbe If ademoncard isexhausted, the new spaceofdifficultterrain). difficult terrain (unless itisalsoenteringa movement pointwhenitexits aspaceof A figure doesnotspendanadditional blue linesandwalls. by dottedbluelinesoracombinationof adjacent spacesthatare completelysurrounded The spaceispartofaseriescontiguous, and walls. blue lineoracombinationofdottedlines The spaceiscompletelyoutlinedby adotted Abilities, Attack, Argent Power,Abilities, Attack, faceup intheinvader’s facedown ⇇ ) require inthe

PAGE 7 PAGE 8 ������� Rules Reference Related Topics: setup. Doors are uprighttokens placedonthemapduring DOORS Related Topics: all damage duringanattack. cards by thedodge icon( Dodge isrepresented onmarinecards anddemon DODGE Event Cards Related Topics: Cards andtokens are discarded afterthey are used. DISCARD Points Related Topics: • • • • • • • • • • Each token hasitsown supplypilewhere itis that deckare placedwhenthey are discarded. Each deckhasitsown discard pilewhere cards of additional movement point. spaces ofdifficultterrain withoutspendingan Demons withthe“Flying”abilitycanmove into Large figures ignore difficultterrain whenmoving. sight andfigures cannotmove through it. A closeddoorfunctionslike awall: itblocks lineof After adoorisopened,itcannotbeclosedagain. removed from themap. When adoorisopened,thetoken is movement point. door, itcanopenthatdoorby spendingone If eitheramarineordemonisadjacentto canceled. step ofanattack,alldamage from thatattackis special defense iconduringthe“Reveal Defense” a dodge icon.Whensuchademonreveals a The specialdefense for somedemontypesgrants damage from thatattackiscanceled. if amarine’srevealed card hasadodge icon,all During the“Reveal Defense” stepofanattack, placed whenitisdiscarded. - - occupies thatspaceisadjacenttodoor. If aspace’sborder isadoor, afigure that Attack, Marine, SpecialDefense Action Cards, Argent Power, Damage, Flying, Line ofSight,Map, Map, Movement Points, Wall ⇄ ) andcanbeusedtocancel Movement

and hecanalsousethemtogenerate Argent Power. Event cards provide theinvader withuniqueabilities, EVENT CARDS Related Topics: opponent. An enemyfigure isanyfigure controlled by an ENEMY FIGURES Status Phase Related Topics: • • • • • • • • • • During theStatusPhase, theinvader draws event discarded. After resolving theeffect ofanevent card, itis when itcanbeusedandwhatitseffect is. Each event card containsanabilitythatdescribes enemy figure. A figure canonlyperform an anattackagainst to enteraspacethatcontainsanenemyfigure. A figure mustspendanadditionalmovement point demon isanenemyfigure toamarine. A marineisanenemyfigure toademon,and sets tothegamebox. shuffling themtogether. Hereturns the unchosen deck by choosing three setsofevent cards and During setup,theinvader creates hisevent the setnamedisplayed atthebottomofcard. six cards. Eachsetofevent cards isidentifiedby There are sixsetsofevent cards, eachcontaining card from thatdeck. to create anew deck.Then,he draws orreveals a immediately shufflestheevent deckdiscard pile event card, andtheevent deckisdepleted,he If theinvader needstodraw orreveal an Defense” step. the topcard oftheevent deckduringthe“Reveal When ademonisattacked, theinvader reveals token for eachevent card discarded. cards from hishandtogainone Argent Power Phase, theinvader candiscard uptothree event After drawing event cards duringtheStatus his hand. cards from hisevent deckuntilhehassixcards in - - - - resolve theicon. defending demon’scard todeterminehow to defense icon( If therevealed event card hasaspecial cancels onedamage. Each shieldontherevealed event card Figure, Movement Abilities, Argent Power, Attack,Invader, ⇃ ), theinvader consultsthe when moving. allows thosedemonstoignore theeffects ofterrain Some demonshave the“Flying”ability. Thisability FLYING Card Related Topics: a plasticfigure. Each marineanddemonisrepresented onthemapby FIGURE Class Cards, StatusPhase Related Topics: orientation. horizontal orientation.Areadied card hasavertical An exhausted card isturned90degrees soithasa EXHAUSTED • • • • • • • • of “Flying”figure movement. or impassableterrain are adjacent for thepurpose Spaces thatshare borders orcorners ofblocking closed door. “Flying” cannotbeusedtomove through awall or There are two sizesoffigures: smallandlarge. has acorresponding demoncard. several types. Eachdemonfigure ofthesametype The invader controls multipledemonfigures of Each marinehasacorresponding marinecard. Each marineplayer controls onemarinefigure. trigger thatabilityuntilthecard isreadied. the card isalready exhausted, themarinecannot exhaust thecard onwhichtheabilityappears. If Some abilitiesonclasscards require amarineto card. exhaust thatdemontype’scorresponding demon To activate ademontype, theinvader must they are readied. Exhausted cards cannotbeexhausted until again ------the map. Cyberdemon) occupymultiplespaceson Large figures (Mancubus, Baron ofHell,and Small figures occupyonespaceonthemap. the beginningofhisactivation. A marinereadies hisexhausted classcard at exhaust thecard canstillbe used. that card thatdonotrequire theplayer to If aclasscard isexhausted, anyabilitieson all ofhisexhausted demoncards. During eachStatusPhase, the invader readies Abilities, Large Figures, Map,Marine Demon Activation, DemonCards,

FRAG TOKEN Movement Demon Cards, DifficultTerrain, ImpassableTerrain, Related Topics: health value, itisimmediatelyfragged. When amarineordemonsuffers damage equaltoits FRAGGED Related Topics: invader’s missionobjectives. Frag tokens are usedaspartofthe • • • • • • • • • • • cover for thatdemon. of thatspace(orgroup ofspaces)donotprovide measure range tothatdemon’sspace. Theborders blocking terrain), marinescandraw lineofsightand part ofagroup ofspacescompletelysurrounded by completely surrounded by blockingterrain (oris If ademonwith“Flying”occupiesspacethatis in aspaceoccupiedby anenemyfigure. Demons with“Flying”cannotendtheirmovement additional movement points. occupied by enemyfigures withoutspending A demonwith“Flying”canmove intospaces spaces containingblockingorimpassableterrain. Demons with“Flying”canendtheirmovement in terrain withoutspendingadditionalmovement points. Demons with“Flying”canmove intospacesofdifficult until hereaches his handsize. pile intohisaction deckanddraws actioncards shuffles bothhis handofcards andhisdiscard returned tothesupply. Additionally, themarine damage on thatmarinecard isdiscarded and from themapandplaced onitsmarinecard; all When amarineisfragged, itsfigure isremoved facedown. invader flipsthecorresponding demoncard If alldemonsofthesametypeare fragged, the damage tokens assignedtothatfigure tothesupply. that demon’sfigure from themapandreturns any When ademonisfragged, theinvader removes described onthatmission’sobjective card. invader togainfrag tokens—these rulesare Some missionsprovide additionalways for the marine isfragged. The invader gainsonefrag token eachtimea mission’s objective card. tokens asdeterminedby the gains aspecificnumberoffrag The invader winsthegameifhe - - are discarded and returned tothesupply. Any Argent Power tokens onthatdemoncard Invader, Fragged, Marine, Mission Abilities, Adjacency, BlockingTerrain,

PAGE 9 PAGE 10 ������� Rules Reference Fragged, Movement, Recovering Damage, Telefragging Related Topics: recovers two damage (asinstructedby thecard). fragged. Then,themarinedraws oneGloryKillcard and containing astaggered demon.Thatdemonisinstantly To perform aGloryKill,marinemustmove intoaspace A GloryKillisauniqueway marinescanfrag demons. GLORY KILL Related Topics: demon isafriendly figure toanotherdemon. A marineisafriendly figure toanothermarine, anda FRIENDLY FIGURES Respawn, Telefragging Related Topics: • • • • • • • • • • • • • • from hisactiondeck. A fragged marinedoesnotloseanyweapon sets if hewas fragged andhasnotyet respawned. A marinecanresolve hisclasscard abilitieseven one frag token. Each timeamarineisfragged, theinvader gains beginning ofhisnext activation. A fragged marinerespawns onthemapat cards. Then,hedraws acard from thatdeck. the discard piletocreate anew deckofGloryKill the GloryKillcard deckisdepleted,heshuffles If amarineneedstodraw aGloryKillcard but as aGloryKill. Telefragging ademonthatisstaggered istreated is fragged. Glory Killcards are notdiscarded whena marine A marinecanhave anynumberofGloryKillcards. how they are resolved. abilities thatdescribewhenthey canbeusedand Glory Killcards provide marineswithunique after performing aGloryKill. A marinemay spendanyunusedmovement points play area untilhedecidestousethem. Glory Killcards are placedfacedown inamarine’s must spendoneadditionalmovement point. To enteraspaceoccupiedby ademon,marine valueprinted stagger isapplied. value;stagger onlythegreatest reduction tothe cumulative except for reductions totheprinted card effects. Allreductions value instagger are valueA demon’sstagger canbereduced by staggered. to orgreater value, thanitsstagger itbecomes demon hassuffered anumberofdamage equal Each demoncard value. hasastagger Whena Figure Damage, Figure, Fragged, HealthValue, Abilities, DemonCards, EnemyFigures, Token Related Topics: decoy. There are three typesofgrenades: frag, siphon,and GRENADES fragged. determines how muchdamage itcansuffer before itis Each marineanddemonhasahealthvalue that HEALTH VALUE See "Items." HEALTH PACK Phase Related Topics: six, andeachmarine’shandsizeisthree. Each player hasahandsize. Theinvader’s handsizeis HAND SIZE • • • • • • • • • the samegrenade. A marinecannothave multiplecopiesof considered aweapon token. directed by thecard. Thistoken isnot weapon token facedown onthemapas action card, heplacesthecorresponding play area. Whenamarineusesgrenade grenade’s weapon token faceup inhis set tohisactiondeck,heplacesthat When amarineaddsgrenade weapon a corresponding weapon token. Each grenade isasingle-card weapon setandhas corresponding demoncard. Each demon’shealthvalue ispresented onits presented onhismarinecard. Each marinehasahealthvalue of“10,” whichis There isnomaximum handsize. equals hishandsize. action cards untilthenumberofcards inhishand At theendofamarine’sactivation, hedraws his handsize. cards untilthe numberofcards inhishandequals During theStatusPhase, theinvader draws event of hisabilitiesthatread, “+1HandSize.” A marine Some abilitiescanincrease amarine’shandsize. - - token faceup tohisplay area. card), themarinereturns theweapon (following theinstructionson When agrenade token isreclaimed ’ s handsizeisincreased by onefor each Action Cards, Weapon Set,Weapon Action Cards, Event Cards, Status Facedown Faceup round. players witharandomized turnorder for thegame during theStatusPhase. Theinitiative deckprovides The invader prepares theinitiative deckeachround INITIATIVE DECK Movement Points Related Topics: Impassable terrain isrepresented by adottedred line. IMPASSABLE TERRAIN Marine Related Topics: each other, butthey may openlydiscusstheircards. marines cannotshow theiractionorGloryKillcards to invader's invasion card orfacedown demoncards. The During agame, themarinescannotlookat HIDDEN INFORMATION Marine Card, Toughness Related Topics: • • • • • • • • • • • • initiative card for eachmarineplaying andone The initiative deckmustcontain one marine can reach it. deck, andplacingitfacedown where allplayers cards from thedeckasnecessary, shufflingthe the initiative deckby addingcards toor removing During eachStatusPhase, theinvader prepares and endtheirmovement inimpassableterrain. Demons withthe“Flying”abilitycanmove through movement inspacesoutlinedby adottedred line. moving, andthey canbothenterandendtheir Large figures ignore impassableterrain when does notprovide cover. Impassable terrain doesnotblocklineofsightand moved through impassableterrain. If agameeffect displacesafigure, itcannotbe to bothdiagonal spaces. the otherspacessharingthatcornerisadjacent impassable terrain are notadjacentunlessoneof Two diagonal spaceswhoseshared corneris impassable terrain are notadjacent. Two spacesthatshare onlyaborder of Figures cannot move through impassableterrain. cards orunuseddemoncards. Marines cannotlookatanyoftheunusedinvasion health value, thatshieldisthedemon’stoughness. Some demonshave ashieldiconnext totheir to orgreater thanitshealthvalue, itisfragged. When amarineordemonhasdamage tokens equal Abilities, Flying, LineofSight,Map, Demon Cards, Invader, Invasion Cards, Damage, Demon Cards, Fragged, The invader canlookathisinvasion card atanytime. cannot seewhichdemonstheinvader cansummon. card isfacedown intheinvader’s play area somarines invader cansummonduringagame. Theinvasion Each invasion card containsalistof demonsthatthe INVASION CARDS Objective Token Related Topics: various missionobjectives andby marines. fragging a numberoffrag tokens, whichhecollectsthrough during thegame. Typically, theinvader winsby gaining The invader summonsandcontrols allthedemons INVADER Invader, MarineActivation, StatusPhase Related Topics: • • • • can seeit. card oftheinitiative deckisrevealed soallplayers At thebeginningofeachActivation Phase, thetop currently onthemap. invader initiative card for eachdemontype them amonghis demoncards from thatgroup. Power tokens equaltothat value and must distribute summons oneofthesegroups, hegainsArgent ( Many invasion groups have anArgent Power icon place Argent Power tokens onthe Status Phaseby discarding event cards, hecan When theinvader gainsArgent Power duringthe from eachportaltier. determine whichdemonstheinvader cansummon groups, two for eachportaltier. Invasion groups Each ⇇ ------) withacorresponding value. Whentheinvader beginning withtheStatusPhase. deck, thegameproceeds tothenext round, are nocards remaining intheinitiative If acard cannotberevealed becausethere time. corresponding tothatcard demon card andactivates eachdemon is revealed, theinvader exhausts one activates. Ifaninvader initiative card marine thatcorresponds tothatcard If amarineinitiative card isrevealed, the removed after thegamebegins. Marine initiative cards are notaddedor throughout thegame. initiative cards from theinitiative deck Players may needtoaddorremove invader Argent Power tokens onit. The invasion card invasion card Demon Activation, Frag Token, Activation Phase, DemonActivation, containssixinvasion canhave anynumberof ’ s type, oneata invasion card .

PAGE 11 PAGE 12 ������� Rules Reference Related Topics: There are two typesofitems, asfollows: movement pointstogainanitem. choose togainthatitem.Amarinedoesnotspend marine occupiesthesamespaceasanitem,hemay by atoken thatoccupiesonespaceonthemap.Ifa can gainduringmissions. Eachitemisrepresented Items refer toweapons andhealthpacks thatmarines ITEMS Summoning Demons Related Topics: that theinvader cansummonduringamission. An invasion group isalistofoneormore demontypes INVASION GROUP Group, SummoningDemons Related Topics: • • • • • • • Each invasion card containssixinvasion groups, card Argent Power tokens thatremain onthe corresponding totheinvasion group. Then,any tokens from theinvasion card todemoncards invader may move anynumberofA After aninvasion group issummoned,the his actiondeck. facedown, andplacesitonthetopof that have amatchingicon,shufflesit Then, hetakes asetofactioncards token from themaptohisplay area. a weapon, hemoves theweapon Weapons: recovers five damage. pack from themapandimmediately health pack,heremoves thathealth Health Pack: A marinecannotgainanitemduringattack. them amonghisdemoncards from thatgroup. Power tokens equaltothatvalue andmustdistribute summons oneofthesegroups, hegainsArgent ( Many invasion groups have anArgent Power icon demon typetheinvader cansummon. number thatrepresents how manyfigures ofthat demon types. Eachdemontypeispreceded by a An invasion group containsalistofoneormore two for eachportaltier. ⇇ ) withacorresponding value. Whentheinvader are discarded. Whenamarinegains Invader, Invasion Group, Portal Token, Argent Power, Event Cards, Invasion Action Cards, Damage, Map,Marine When amarinegains rgent invasion Power spaces onamap. Large figures have basesthatoccupytwo ormore FIGURES LARGE • • • • • • moving andbeingsummoned. Large figures ignore theeffects ofterrain when spaces itoccupiedpriortorotating. the figure’s basemustoccupyatleasthalfofthe spending onemovement point.Whenrotating, six spacescanrotate theirbase90degrees by Large figures thatoccupyeithertwo spacesor only move orthogonally. Large figures cannotmove diagonally; they can figures are large figures. The Mancubus, Baron ofHell,andCyberdemon Then, thosesmallfigures are displaced. or spacesoccupiedby oneormore smallfigures. A large figure canenditsmovement onaspace movement points. by enemyfigures withoutspendingadditional A large figure canmove intospacesoccupied ------Spaces thatshare borders orcorners of page 21). "Appendix 1:Movement Examples” on to thespaceitpreviously occupied(see base mustoccupyaspacethatisadjacent After alarge figure moves, eachportionofits choice. marine figures inthe order ofthemarines’ nearest unoccupiedspacesfirst, followed by figures, demon figures are placedinthe it occupiesmultiplespacescontaining small If alarge figure endsitsmovement suchthat to placethatfigure. small figure chooseswhichofthosespaces nearest space, theplayer whocontrols the If multiplespacesare tiedfor beingthe move tofollowing normal movement rules. counting onlyspacesthatthefigure could current spacetoanunoccupiedspace, the fewest numberofspacesfrom thefigure’s The nearest spaceismeasured by counting unoccupied spacerelative toitscurrent space. Each displacedfigure isplacedinthenearest being spent. terrain withoutadditionalmovement points Large figures canmove intospacesofdifficult impassable terrain. movement inspacescontainingblockingor Large figures canbothenterandendtheir for thepurposeoflarge figure movement. blocking orimpassableterrain are adjacent

Figure, Map Related Topics: determine ifthedefender’s figure hascover. defender’s figure. Additionally, theattacker must the attacker’s figure musthave lineofsight tothe figures onthe mapcansee. To perform anattack, Line ofsightisanabstract representation ofwhat LINE OFSIGHT Related Topics: • • • • • • • • • • another. they know whichfigures have lineofsighttoone Players candeterminelineofsightatanytimeso straight lineofblockingterrain, walls, ordoors. a cornerwhere two ormore borders form a Line ofsightisblocked whendrawn through or doors. corners orborders thatare blocking terrain, walls, Line ofsightis block lineofsight. Difficult terrain andimpassable terrain donot Figures donot blocklineofsight. the defender’s figure occupies. linetoanyonecornerofthespacethat imaginary that hisfigure occupiesanddraws astraight, chooses onecornerofthespaceonmap To determineafigure’s lineofsight,theattacker line ofsightandmeasure range tothatspace. surrounded by blockingterrain, figures candraw If aspacethatlarge figure occupiesiscompletely ignored. figure isthedefender, rulesregarding cover are Large figures cannothave cover. Whenalarge space occupiedby anotherlarge figure. A large figure cannotenditsmovement ona displacing figures. figure asclosetotheportalpossiblewithout figures. Instead,theinvader mustplacethelarge presence ofotherfigures, itdoesnotdisplaceany placed eitheronoradjacenttoaportalduethe When summoned,ifalarge figure cannotbe - - - - line ofsighttothedefending figure. blocked—the attackingfigure doesnothave wall, blockingterrain, ordoor, lineofsightis If thelinethatisdrawn crosses through a defending figure. the attackingfigure haslineofsighttothe through awall, blockingterrain, ordoor, If thelinethatisdrawn Demon Activation, Figure, Invader Attack, Attacker, Cover, Defender, not blocked whendrawn along does not cross card thatisusedasamainaction. marine alsohasa“Sprint”abilityshown onhismarine resolved through playing actioncards; however, each an attack,orboth.Mainactionsare primarily marine tospendmovement points, perform one mainaction.Aactionallows a During amarine’sactivation, hecanresolve MAIN ACTION Actions, Marine, Related Topics: • • • • • • • • When amarineplays amainactioncard, hemay value onthecard. a numberofmovement pointsequaltothespeed When amarineplays amainactioncard, hegains area. card from hishandandplacesitfaceup inhisplay To play amainactioncard, themarinetakes the the mainactionicon( Main actionsare distinguishedonactioncards by referencing amainaction. game effect references abonusaction,itisnot it isnotreferencing abonusaction;ifruleor a ruleorgameeffect references amainaction, Main actionsandbonusare distinct.If the instructionsonhismarinecard. can resolve the“Sprint”mainaction by following Instead ofplaying amainactioncard, amarine game effects. attacks orprovide themarinewithotherunique Many mainactioncards have abilitiesthatmodify specifically reads, “Keep thiscard inplay.” card inhisplay area isdiscarded, unlessacard At theendofamarine’sactivation, each faceup in thecard’s attackbox inthelower-left corner. perform anattackusingtheinformation presented ------time. to spendallmovement pointsatthesame time duringthisactivation; hedoesnotneed He canspendthesemovement pointsatany his handtoresolve the“Sprint”mainaction. A marinecandiscard anyactioncard from action cards by following theinstructions. Marines canresolve theabilitiesonmain pictured intheattackbox. attack by rolling thenumberandcolorofdice his played actioncard, hecanperform an attack iswithintherange value shown on If thedemonthatmarinechoosesto Movement Abilities, Action Cards, Attack,Bonus ⇀ ).

󲇀󲇀 4 4 PAGE 13 󲇒󲇒 1/3 PAGE 14 ������� Rules Reference Related Topics: marines: “Alpha,” “Bravo,” “Charlie,” and“Delta.” There isonemarinecard for eachof thegame’sfour MARINE CARD Marine Activation, Related Topics: his handsize. from hisdeckuntilhehasanumberinhandequalto finishes resolving hisactions, hedraws actioncards an attackandgain marine’s actioncards, typicallyallowing him toperform actions andbonusare resolved through a action andanynumberofbonusactions. Mostmain it isexhausted. Then When amarineactivates, hereadies hisclasscard if MARINE ACTIVATION Marine Card Related Topics: controls onemarinefigure. player whocontrols thatfigure. Eachmarineplayer A marineisbothafigure onthemapand MARINE Related Topics: borders. variety ofterrain, whichare indicatedby colored and demonscanoccupy. Maptilesalsocontaina setup. Eachmapcontainssquare spacesthatmarines The mapisconstructedofmultipletilesduring MAP • • • • • • • • he placesdamage tokens onhismarinecard. When amarinesuffers damage during thegame, a classcard isplacedduringsetup. Each marinecard alsocontainsaclassslotwhere cards. a “Sprint”abilitywhichisidenticalacross allfour Each marinecard containsahealthvalue (10)and respawns onthemapatstartofhisactivation. If amarinewas fragged andisnotonthemap,he activation are lost. movement pointsnotspentby theendofhis gained atanytimeduringhisactivation, but any A marinecanspendmovement points hehas actions inanyorder hechooses. A marinecanresolve hismainactionandbonus Marines are smallfigures. Each marinehasacorresponding marinecard. Figure, Invader, MarineActivation, Action Cards, Activation Phase, Attack, Abilities, LineofSight Class Cards, Damage Movement Points movement points. Afterthemarine , hemay resolve uptoonemain , Respawn to move around themap. Figures spendmovement pointsduringtheiractivation MOVEMENT Related Topics: found intheOperation Guide. DOOM: TheBoard Game MISSION Figures, Marine, Movement Points, Teleporters Terrain, Figure, Impassable Terrain, Invader, Large Related Topics: • • • • • • • • • • point tomove intoaspaceofdifficultterrain. A figure must spend oneadditionalmovement to anadjacentspace. A figure canspend onemovement pointtomove event decks duringsetup. card aswell asconstructtheirown actionand but experienced players canchooseaninvasion New players shouldusetheserecommendations, for theinvader andarecommended invasion card. invader withrecommended setsofevent cards Each missionintheOperation Guideprovides the and athreat card. Each missionconsistsofamap,anobjective card, (see “Teleporters” onpage 18). Teleporters have uniquemovement rules (see “Large Figures” onpage 12). Large figures have uniquemovement rules that marineperforms aGloryKill. enemy figure andthatenemyfigure isstaggered, If amarinemoves intoaspaceoccupiedby an figure. A figure canmove intoaspace containinganother orthogonal pathtothatspace). and thediagonal space(i.e., there isatwo-space corner isadjacenttoboththefigure's space unless oneoftheotherspacesalsosharingthat sharing onlyasinglecorner(adiagonal space) A figure cannot move from itsspacetoa impassable terrain, blockingterrain, awall, oradoor. A figure cannot move across aborder thatis ------another figure's space. move sothatitdoesnotenditsmovement in a spaceoccupiedby anotherfigure. Itmust A smallfigure cannotenditsmovement in enemy figure. point tomove intoaspaceoccupiedby an A figure must spend anadditionalmovement new spaceofdifficultterrain). difficult terrain (unlessitisalsoenteringa movement pointwhenitexits aspaceof A figure does not spendanadditional Event Cards, Operations, Threat Cards Adjacency, BlockingTerrain, Difficult contains twelve missions,

Related Topics: objective card tousefor thatmission. objective-specific rules. Eachmissionspecifiesthe both themarinesandinvader aswell asany Each objective card provides victoryconditionsfor OBJECTIVE CARDS Marine Activation, Movement Related Topics: points itgainsduringthatactivation. During afigure’s activation, itcanspendmovement MOVEMENT POINTS • • • • • • • precedence. effect onanyothercard, theobjective card takes If aruleonanobjective card conflictswithan that itdidnotspendare lost. immediately spendthosepoints. Then,anypoints is notcurrently resolving itsactivation, itmay If afigure gainsmovement points, butthatfigure an adjacentdoor. A figure canspend onemovement pointtoopen lost attheendofactivation. All ofafigure’s remaining movement pointsare single poolfrom whichthey canbespent. All themovement pointsafigures gainsform a unless acard effect explicitly statesotherwise. during itsactivation, except duringanattack, A figure canspendmovement pointsatanytime ways duringitsactivation. A figure cangainmovement pointsinmultiple ------bonus actioncards. movement pointsduringtheactivation from a mainactioncard, hecanstillgainmore If amarinegainsmovement points from class cards. gain movement pointsthrough abilitiesand the speedvalue onactioncards, butcanalso Marines typicallygainmovement pointsfrom through abilitiesandevent cards. a demoncanalsogainsmovement points from thespeedvalue onitsdemoncard, but A demontypicallygainsmovement points Invader, Marine, Mission,Operations Demon Activation, Doors, Figure, The Operation Guidecontainstwo operations. OPERATIONS Related Topics: during somemissions. Objective tokens are generic tokens used OBJECTIVE TOKEN Cards, Event Cards, MarineCard, Weapon Token Related Topics: deck orevent deck,hismarinecard ordemoncards, etc. components thatare notonthemap,suchashisaction play area. Thisiswhere heplacesallofhisgame The physical spaceinfront ofeachplayer ishis PLAY AREA Related Topics: • • • • • • • • the operation insequence. Attheendofeach The players play Mission1through Mission6of together form auniquenarrative. Each operation consistsofsixmissionswhich in thenearest legalspace. or impassableterrain, themarinesinsteadplaceit If anobjective tokens would beplacedinblocking figure's space. is fragged, thattoken itplacedinthe If afigure thathasanobjective token and canbeexamined by anyplayer atanytime. of hisdiscarded actioncards, are openinformation All faceup cards inaplayer’s play area, includingall winner oftheoperation. four missions, thewinneroffinalmissionis neither theinvader northeteamofmarineswins operation by being the first towinfour missions. If The invader ortheteamofmarineswinsan they gainedduringthemissiontogamebox. all GloryKillcards andreturn anyweapon sets Regardless of a mission'soutcome, marines discard twice. next mission.Thesamemissioncannotbechosen mission, theloserofthatmissionchooses missions tobethefirst mission,andaftereach except thattheinvader choosesanyofthetwelve A customoperation plays like anormaloperation Advanced players may play acustomoperation. based onwhowon themission. mission, theplayers read theappropriate outcome - - token inanyspacethatthefigure occupied. If itwas alarge figure, themarinesplace Invader, Fragged, Mission,Operations Action Cards, ClassCards, Demon Glory Kill,Mission

PAGE 15 PAGE 16 ������� Rules Reference Map Attack Box, DemonCards, ImpassableTerrain, Figure, Related Topics: be withinrange oftheattacker. be performed. To perform anattack,thedefender must Range isthemaximumdistanceatwhichanattackcan RANGE See “Threat andProgress Tokens.” PROGRESS TOKEN Summoning Demons, Threat Cards Related Topics: summon demons. Portal tokens are usedby theinvader to PORTAL TOKEN • • • • • • faceup. facedown portaltokens are flipped Each threat card describeshow only from afaceup portaltoken. The invader cansummondemons unique glyphandcolor. tokens, eachdistinguishedby a There are three tiers ofportal occupies. spaces inapath,endingthespacedefender and proceeds by countingadditionaladjacent with aspaceadjacenttotheoneheoccupies When measuringrange, theattacker begins spaces between theattacker anddefender. Range ismeasured by countingthenumberof that attack. figure canbefrom theattacker’s figure toperform maximum numberofspacesthatthedefender’s box includesarange value thatindicatesthe Each demoncard andactioncard withanattack ------impassable terrain spaces sharingborders orcorners of For thepurposesofthismeasurement, performed. range value oftheattack, thatattackcanbe If therange isequaltoorlessthanthe attacker anddefender istherange. The fewest numberofspaces between the Adjacency, Invasion Group, Action Cards, Adjacency, Attack, are adjacent. Facedown Faceup Some gameeffects allow afigure torecover damage. RECOVERING DAMAGE See “Exhausted.” READIED Related Topics: outside ofhisactivation. marine tointerruptthegameandplay cards Reactions are atypeofactionthatallow a REACTION the map. the mapbecausehewas fragged, heisrespawned on At thebeginningofamarine’sactivation, ifheisnoton RESPAWN Related Topics: returns themto thesupply. from hismarinecard orfigure, asappropriate, and with acombinedvalue equaltotheamountrecovered When thishappens, aplayer removes damage tokens • • • • • • • • places itinhisdiscard pile. play area. Afterthemarineresolves thecard, he card from hishandandplacesitfaceup inhis To play areaction card, themarinetakes the played andhow itisresolved. Each reaction card describeswhenitcanbe icon ( Reaction cards are distinguishedby thereaction teleporter. the nearest unoccupiedspacerelative tothe a marine, therespawning marineismoved to If amarinerespawns onaspaceoccupiedby even ifitisalarge figure. demon figure, thatdemonisimmediatelyfragged If amarinerespawns onaspaceoccupiedby a choice. on thesamespaceasanyactive teleporterofhis When amarinerespawns, heplaceshisfigure recovers five damage. Each timeamarinegainshealthpack,he Kill card). recovers two damage (asinstructedby theGlory Each timeamarineperforms aGloryKill,he - - - - teleporter toan unoccupiedspace, counting the fewest numberofspacesfrom the The nearest spaceismeasured by counting occupied. adjacent tothespacefigure originally The nearest unoccupiedspaceistypically ⇂ ). Action Cards Damage, GloryKill,HealthValue, Items 󲇂󲇂 󲇈󲇈 1/4 Related Topics: either ashieldvalue ( Each demonhasaspecialdefense icon( SPECIAL DEFENSE Impassable Terrain, Figure, Map,Movement Related Topics: and tokens occupyspaces. defined by itsfour borders andfour corners. Figures Map tilescomprisemanysquare spaces. Aspaceis SPACES See “Figure.” SMALL FIGURES Toughness Related Topics: These shieldsare usedfor defense duringanattack. shield iconsonintheupper-right cornerofthecard. Action cards andevent cards may containoneormore SHIELD See “MissionSetup”onpage 3oftheOperation Guide. SETUP Telefragging, Teleporters Related Topics: • • • • its demoncard andappliesitseffects. the demonreferences thespecialdefense iconon the revealed card containsaspecialdefense icon, During the“Reveal Defense” stepofanattack,if even ifitdidnotreveal adefense card. shield icon( A demonwithtoughnessalways receives one “Reveal Defense” step. when aspecialdefense iconisrevealed duringthe ( Some demoncards have aspecialdefense icon cancels onedamage from thatattack. shield iconontherevealed card, thedefender deck (marine)orevent deck(invader). For each defender reveals acard from eitherhisaction During the“Reveal Defense” stepofanattack,the ⇃ - - - - ) thatprovides thatdemontypewithshields dodge icon( If thespecialdefense iconisfollowed by a that numberofshieldstohis defense. value anda shieldicon( If thespecialdefense iconisfollowed by a following normalmovement rules. only spacesthatthefigure couldmove to ⇅ Blocking Terrain, DifficultTerrain, Attack, Damage, SpecialDefense, Adjacency, Fragged, Marine, Attack, Demon Cards, Shield ) duringthe“Reveal Defense” step, ⇄ ⇅ ), alldamage iscanceled. ) oradodge icon( ⇅ ), thedemonadds ⇃ ⇄ ) followed by ). compensate for having areduced squadsize: marines receive squadcards duringsetupto When playing withfewer thanfour marines, the SQUAD CARDS See “Movement Points.” SPEED VALUE Deck Related Topics: cards. Argent Power tokens equalto numberdiscarded event three event cards from hishandtogainanumberof Gain Argent Power: has sixevent cards inhishand. Draw Event Cards: exhausted demoncards. Ready Demons: places itfacedown intheplay area. cards from theinitiative deck,shufflestheand Prepare Initiative Deck: The StatusPhasecontainsthefollowing four steps: STATUS PHASE See “GloryKill.” STAGGER Deck, MainAction, Marine Related Topics: • • • Operative” squadcard. One Marine: Veteran” squadcard. Two Marines: to receive the“Taking Point” squadcard. Three Marines: ------such, themarinewillactivate twiceduring marine activates following normalrules. As card isrevealed from theinitiative deck,the card canbeused. Whenthatmarineinitiative initiative deck—anyunusedmarineinitiative there beanextra marineinitiative card inthe The “SoloOperative” squadcard requires that marine’s secondinitiative card. other marineinitiative card toactasthat includes thatmarine’sinitiative card plusone If playing withonlyonemarine, thedeck type thathasatleastonefigure onthemap. and oneinvader initiative card for eachdemon initiative card for eachmarineinthegame, The initiative deckincludesonemarine each Activation Phase. Theinvader readies eachofhis Argent Power, Event Cards, Initiative Activation Phase, HandSize, Initiative Themarinereceives the“Solo Bothmarinesreceives a“Combat Theinvader draws cards untilhe Theinvader may discard upto Themarineschooseonemarine Theinvader addsorremoves

PAGE 17 PAGE 18 ������� Rules Reference map. To summon,theinvader follows thesesteps: Summoning ishow theinvader placesdemonsonthe SUMMONING DEMONS Defender, Demon,Marine Related Topics: or demonsmore vulnerable toattacks. Stunned isaconditionthatmakes marines STUNNED • • • • • 5. 2. 3. 4. 1. otherwise. map, hediscards the portalunlessinstructed each figure inhischosen invasion group onthe Discard Portal Token: Power icon( Power equaltothenumberin front oftheArgent Gain Argent Power: those demonsonoradjacenttothechosenportal. number listedfor thatdemontype. Hemustplace places anumberofdemonfigures equaltothe demon typeintheinvasion group, the invader Place Demons: yellow, orred). card thatcorresponds totheportalhechose(blue, one ofthetwo invasion groups from hisinvasion Choose Invasion Group: portal onthemap. Choose aPortal: A stunnedfigure isaffected asfollows: placed next tothatdemon’sfigure onthemap. If ademonbecomesstunned,stunnedtoken is marine card. a “Stunned”card andplacesitby his If amarinebecomesstunned,hetakes stunned again. While afigure isstunned,itcannotbecome it isattacked. longer stunnedafteritperforms anattackorafter As describedonthe“Stunned”card, afigure isno ------correspond tothedemonslistedingroup. He mustplacethemondemon cards that faceup ifitwas notfaceup already. flips thatdemon When ademonissummoned,theinvader The invader summonsfigures oneatatime. facedown portalsare flippedfaceup. Each mission’sthreat card describeshow choose andremove onedie. Before rolling dicefor anattack,itmust attack anditcannothave cover. It cannotreveal acard todefend an against Activation Phase, Attack,Cover, ⇇ ) intheinvasion group. Indescendingorder, for each Theinvader choosesafaceup ’ The invader gainsArgent s corresponding demoncard Aftertheinvader places Theinvader chooses TELEFRAGGING Figures, Portal Token Related Topics: to respawn onthemapafterbeingfragged. between two areas onthemapquicklyand tokens. Marinesuseteleporters tomove Teleporters are represented by teleporter TELEPORTERS Teleporters Related Topics: occupied by ademon. demon by usinganactive teleporter inaspace Telefragging isauniqueway amarinecanfrag a • • • • • • • • • • • ignore terrain whenbeingsummoned. Large figures anddemonswiththe"Flying"ability movement rules. that thefigure couldmove tofollowing normal of spacesfrom theportal,countingonlyspaces this ismeasured by countingthefewest number the nearest unoccupiedspacefrom theportal; occupied, theinvader mustplacethefigure in adjacent toaportalbecauseallthespacesare If afigure cannotbeplacedeitheronor that remain onthe the invasion group. Then,anyArgent Power tokens the invasion card todemoncards corresponding to may move anynumberofA After summoninganinvasion group, theinvader and isflippedto itsactive side. teleporter immediately becomesactive containing aninactive teleporter, that When amarineenters a space are adjacenttoeachother. all spacescontainingactive teleporters For thepurposes ofmarinemovement, inactive. Teleporters are eitheractive or as aGloryKill. Telefragging ademonthatisstaggered istreated Large figures canbetelefragged. by ademon,thatdemonisimmediatelyfragged. If amarinerespawns onateleporterthatisoccupied point tomove intothespacedemonoccupies. The marinedoesnotspendanadditionalmovement demon, thatdemonisimmediatelyfragged. another active teleporterthatisoccupiedby a If amarinemoves from oneactive teleporterto - - the portalaspossiblewithoutdisplacingfigures. If thefigure islarge, itmustbeplacedascloseto Argent Power, Demon,Invader, Large Glory Kill,Fragged, Large Figures, invasion card rgent are discarded. Power tokens from Inactive Active Demons Related Topics: so theinvader cansummondemons. mission, whichdescribeshow portalsbecomeactive Each missionspecifiesonethreat card tousefor that THREAT CARDS Related Topics: the threat andobjective cards for eachmission. for avariety ofpurposes, allofwhichare described on Threat andprogress tokens are generic tokens used THREAT ANDPROGRESSTOKENS Impassable Terrain, LineofSight,Movement Related Topics: on amapthataffect movement andlineofsight. Terrain represents thephysical features andobstacles TERRAIN Movement, Respawn Related Topics: • • • those spacesare treated asthatcolor. share theterrain type. The borders ofeach or acombinationofcolored borders andwalls completely surrounded by eitheracolored border A group ofcontiguous, adjacentspacesthatare distinguished by colored lines. There are three terrain types thatare unoccupied spacerelative totheteleporter. the respawning marineisplacedonthenearest teleporter thatisoccupiedby anothermarine, When amarinerespawns onanactive ------Threat TokenThreat Blocking terrain isindicatedby asolidred line. red line. Impassable terrain isindicatedby adotted Difficult terrain isindicatedby adottedblueline. movement rules. the figure couldmove tofollowing normal unoccupied space, countingonlyspacesthat space thefigure originallyoccupiedtoan the fewest numberofspacesfrom the The nearest spaceismeasured by counting occupied. adjacent tothespacefigure originally The nearest unoccupiedspaceistypically Objective Cards, Threat Cards Blocking Terrain, DifficultTerrain, Adjacency, Fragged, Marine, Mission, Portal Token, Summoning Progress TokenProgress them withoneshieldasthedefender. Some demonshave toughness, whichalways provides TOUGHNESS Related Topics: which they are resolved. the player resolving hisactivation choosestheorder in If multiplegameeffects are resolved atthesametime, TIMING Movement Impassable Terrain, Flying, LineofSight,Map, Related Topics: and walls blocklineofsight. a thick,blackline. Figures cannotmove through walls, A wall isaborder ofaspaceonthemapindicatedby WALL Related Topics: inherent game effect. that card’s nameandisthatcard’s trait. Atrait hasno The weapon typeofeachactioncard isshown below TRAITS Related Topics: • • • • • • • attached toitshealthvalue. Ademonwiththis A demonwithtoughnesshasashieldicon are resolved. time, hechoosestheorder inwhichthoseeffects If aplayer isusingmultipleeffects atthesame effects. resolves hiseffects first followed by anymarine time between player activations, theinvader If multiplegameeffects are resolved atthesame through walls. Demons withthe“Flying”ability cannotmove adjacent tobothdiagonal spaces. one oftheotherspacessharingthatcorneris the junctionoftwo walls are not adjacentunless Two diagonal spaceswhoseshared corneris The edges ofeachmaptileare walls. “Plasma Rifle, Assault Rifle,” etc. any cards withatrait thatincludesword— refers toageneric trait, suchas“Rifle”itrefers to A gameeffect may refer toatrait. Ifaneffect did notreveal adefense card. icon ( icon onitsdemoncard always addsoneshield - - the sameevent card atthesametime. The invader cannotresolve multiplecopiesof ⇅ ) duringthe“Reveal Defense” step,even ifit Abilities, Event Cards, Invader, Marine Blocking Terrain, DifficultTerrain, Action Cards Attack, HealthValue, Shield

PAGE 19 󲇀󲇀 RANGE SPEED 3 PAGE 20 ������� Rules Reference7 unmanageable recoil. firing multiplerounds withoutcreating sniping weapon thatiscapableof sight turnstheHARintoanexcellent A parallax compensatingtelescopic This attackignores cover. Heavy AssaultRifle Scoped burst Related Topics: represent aparticularweapon. A weapon setisacollectionofactioncards that WEAPON SET 󲇀󲇀 RANGE • • • • • 5 color, acard number, andasetnumber. a setidentifierthatcontainsweapon iconand The lower-right cornerofeachactioncard has which weapons amarinehasinhisactiondeck. area. Thesetokens allow otherplayers tosee he hasacorresponding weapon token inhisplay For eachweapon setinamarine’sactiondeck, his actiondeck. weapon setandplacesthemfacedown ontopof he shufflesthecards from thecorresponding the map.Whenamarinegainsweapon token, the gameby gainingweapon tokens found on A marinecanaddcards tohisactiondeckduring copies ofthesameweapon set. A marine’sactiondeckcannotcontainmultiple facedown ontopofhisactiondeck. set. Then,heshufflesthosecards andplacesthem card from thesupplyfor eachcard numberinthat or choosesaweapon duringsetup,hetakes one When aplayer gainsaweapon duringthegame - - - - 1 additionaltime. You may perform thisattack abundant supplyofammunition. its dependability, accuracy, andan Rifle isstillinwidespread usedueto the PlasmaRifle, theHeavy Assault Although recently superseded by Heavy AssaultRifle the samecard (by name)willbeinthatset. card number;thismeansthatmultiplecopiesof the samenameandeffect but have adifferent many cards are inthatset.Some cards share number (totherightofslash)indicateshow is uniquetoeachcard inaset,andtheset The card number(totheleftofslash) color. each actioncard inasetshares thaticonand The weapon iconandcoloridentifiestheset; 󲇀󲇀 RANGE 5 Unload 1 additionaltime. You may perform thisattack abundant supplyofammunition. its dependability, accuracy, andan Rifle isstillinwidespread usedueto the PlasmaRifle, theHeavy Assault Although recently superseded by Heavy AssaultRifle Action Cards, Marine, Weapon Token 󲇏󲇏 1/3 Unload 󲇏󲇏 2/3 󲇏󲇏 3/3 the Learn toPlay booklet. Reference” sectiononthebackcover of weapon token ispresented inthe“Quick action deck.Adetailedlistofeach and weapons thatamarinehasinhis both weapons thatexist onthemap Weapon tokens are usedtorepresent WEAPON TOKEN Weapon Set Related Topics: • • • placing itinhisplay area. taking theweapon token from themapand token, hemay choosetogainthatweapon by If amarineoccupiesthesamespaceasweapon area. he hasacorresponding weapon token inhisplay For eachweapon setinamarine’sactiondeck, marine canaddtohisactiondeckduringsetup. a gray striperepresent startingweapons thata and addtohisactiondeck.Weapon tokens without weapons thatamarinecanfindduringmission Weapon tokens withthegray stripesrepresent ------no token for theUAC ( tokens for hisstartingweapon sets. There is During setup,eachmarinegainstheweapon deck. which weapons amarinehasinhisaction These tokens allow otherplayers tosee facedown onthetopofhisactiondeck. without lookingatthem,andplacesthem color andicon,shufflesthatsetofcards set ofactioncards withthecorresponding When amarinegainsweapon, hetakes a Action Cards, Items, Marine, ⇈ ) set.

• • APPENDIX 1:MOVEMENTEXAMPLES move diagonally. it doesnotcostadditionalmovement pointsto diagonally tothewalls, terrain, or anotherfigure, If there isdifficultterrain orafigure (2)positioned or impassableterrain). path doesnotcross awall, door, blockingterrain, the diagonal space(i.e., theshortestorthogonal corner isadjacenttoboththefigure's spaceand unless oneoftheotherspaces(1)alsosharingthat sharing onlyasinglecorner(adiagonal space) A figure cannot move from itsspacetoa 1 2

LARGE FIGUREMOVEMENT LARGE • • 4 4 ignore terrain, butnotwalls ordoors. move diagonally (4).Notethatalllarge figures one space)canmove orthagonally (3)butcannot A large figure (afigure thatoccupiesmore than before rotation (7). occupy fewer thanhalfofthespacesitoccupied cannot rotate intoapositionwhere itwould 90 degrees for onemovement point.Afigure that occupysixspaces(6)canrotate theirbase Figures thatoccupy two spaces(5)andfigures 3 6 7 3 3 3 5 4 4

PAGE 21 PAGE 22 ������� Rules Reference • • • through thewall. does notentertheblocked spaceorcross blocking terrain (8)or a wall (9)aslong theline Line ofsightcanbetraced alongthecorner of cover (7). shares acorner withtheattacker, itdoesnothave Range value of2ormore (6).Ifthedefender cannot attackeachotherunlessthehasa adjacent (5).AlphaandthePossessed Soldier have lineofsighttoeachother, but Figures onopposite sidesoftheendawall Line ofsightcanbetraced through thetarget (4). Alpha hascover from thePossessed Soldier(3). Soldier doesnothave cover from Alpha(2),while However, cover isnotmutual.ThePossessed defender haslineofsightto theattacker (1). If anattacker haslineofsighttothedefender, the 3 8 4 APPENDIX 2:LINEOFSIGHT 5 7 AND COVEREXAMPLES 1 1 6 are not 9 2

• • • • wall, orblockingterrain. figure andanycombinationofanotherfigure (10), Line ofsightcanbetraced alongthecornerofa That figure doesnot have cover. space completely surrounded by blocking terrain. "Flying" (15)ora large figure whoisoccupying a A marinecantrace lineofsighttoademonwith terrain (12),blockingterrain (13),orafigure (14). Soldier, atleastonelineisblocked by difficult corner ofthedefender's space. For eachPossessed from thecornerhechosefor lineofsighttoevery because Alphacannotdraw anuninterruptedline Soldiers. However, eachofthemwould have cover Alpha haslineofsighttoallthree Possessed terrain (11). diagonal intersection ofanywalls orblocking Line ofsightcannotbetraced through the 12 13 15 11 10

14 cover corners component limitation class cards card number card canceling damage C borders bonus actions blocking terrain B attacker attack box attack Argent Power adjacency active teleporters Activation Phase action cards abilities A see see threat card squad card reaction card objective card marine card main actioncard invasion card initiative card Glory Killcard event card demon card defense card class card bonus actioncard action card see see see see INDEX see see see see ...... spaces weapon set shield dodge spaces teleporters ...... reaction main action attack bonus actions ...... 20 10 15 13 18 16 19 14 17 17 17 17 5 5 5 5 5 5 5 11 11 3 3 3 3 8 8 2 6 6 4 4 4 7 defender damage D initiative inactive teleporters impassable terrain I hidden information health value health pack hand size H grenades Glory Kill G friendly figures frag token fragged four-player game flying figure F exhausted event cards enemy figures E doors dodge displacement discard difficult terrain dice demon card demon activation demon defense card registered trademarksor trademarks ofZeniMaxMediaInc.and/oritsaffiliates intheU.S.and/orothercountries. see see see see see see see see © 2016BethesdaSoftworks LLC,aZeniMaxMediacompany. DOOM,id,Bethesdaandrelatedlogosare ...... initiative deck teleporters items squad cards large figures attack box attack attack ...... 10 10 10 10 10 18 12 12 17 5 11 11 11 8 8 8 8 8 6 6 9 9 9 9 9 4 4 7 7 7 7 O movement points movement mission marine card marine activation marine map main action M line ofsight large figures L items invasion group invasion cards invader initiative deck initiative cards respawn recovering damage readied reaction range R progress token valueprinted stagger portal token player number play area P operations one-marine game objective token objective cards see see see see see see see tokens ...... Activation Phase Status Phase exhausted threat andprogress Glory Kill squad cards squad cards ...... 10 15 15 15 15 13 13 12 12 12 16 16 16 16 16 19 14 14 14 14 14 14 17 17 17 11 11 11 11 3 9 telefragging T summoning demons suffering damage stunned Status Phase stagger squad cards speed value special defense spaces shield setup set number set identifier S weapon token weapon set wall W two-player game traits toughness timing three-player game threat token threat cards terrain teleporters see see see see see see see ...... damage Glory Kill movement points weapon set weapon set squad cards squad cards ...... 20 20 20 20 10 15 18 18 18 18 19 19 19 19 19 19 19 17 17 17 17 17 17 17 17 6

PAGE 23 PAGE 24 ������� Rules Reference equal toitsspeedvalue andmay perform oneattack. During ademon’sactivation, itgainsmovement points each demonmatchingthatcard’s type, one atatime. The invader exhausts ademoncard andactivates DEMON ACTIVATION his handsize(standard handsizeisthree). After resolving actions, hedraws actioncards upto describe whenthey canbeplayed. of bonusactions. Action cards withthereaction icon he may resolve uptoonemainactionandanynumber The marinereadies hisclasscard ifexhausted. Then, MARINE ACTIVATION Each gameround consistsofthefollowing two phases: ROUND OVERVIEW many ofthegame’scommonconcepts. This page containsaneasy-to-reference overview of REFERENCE QUICK 2. Rocket Launcher 1. Main Action Combat Shotgun Status Phase: the initiative deckisempty: Activation Phase: 󲇀󲇀 4 4 ii. i. iv. iii. ii. i. Draw Initiative Card Gain Argent Power Draw Event Cards Demons Ready Activate (MarineoranyDemonType) Prepare Initiative Deck Resolve thefollowing steps: Chaingun Bonus Action Resolve thefollowing stepsuntil Super Shotgun 4 󲇁󲇁 Chainsaw

Reaction Heavy AssaultRifle WEAPON TOKENS 󲇂󲇂 󲇒󲇒 Gauss Cannon 1/3 point toenter. cover, andcostsanadditionalmovement terrain doesnotblocklineofsight,provides blue border surrounding aspace. Difficult Difficult: cannot bemoved through. blocks lineofsight,provides cover, and red linebetween spaces. Blockingterrain Blocking: provide cover, andcannotbemoved through. terrain doesnotblocklineofsight, dotted red linebetween spaces. Impassable Impassable: cannot moved through. Walls blocklineofsight,provide cover, and line, typicallyontheborder ofamaptile. Walls: and provide cover asfollows: Terrain andwalls affect movement, blocklineofsight, TERRAIN ANDWALLS Figures perform attacks following thesesteps: ATTACK OVERVIEW 5. 2. 3. 6. 4. 1. BFG 9000

󲇈󲇈 Plasma Rifle and suffers damage equaltotheresult. number of Assess Damage: abilities oncards thatread, “whileattacking.” can modifytheresult oftheattackby using Apply “WhileAttacking”Effects: on cards that read, “whiledefending.” can modifytheresult oftheattackby usingabilities Apply “WhileDefending” Effects: card. Reveal Defense: attack box. Roll Dice: range andlineofsighttheattacker. Declare Defender: 3/4 Theseare indicatedby athickblack Thisterrain isindicatedby asolid This terrain isindicatedby adotted Thisterrain isindicatedby a Theattacker rolls diceindicatedinhis ⇅ Frag Grenade iconsfrom thenumberof Thedefender reveals adefense Thedefender subtracts the 󲇈󲇈 Thedefender mustbewithin 1/4 Burst Rifle Siphon Grenade Theattacker Thedefender ⇆ Static Rifle Decoy Grenade icons Impassable Blocking Difficult Wall