Doom: The Boardgame Expansion Set
Doom: The Boardgame Expansion Set Rulebook
Table of Contents
Table of Contents
- How to Use This Book
- Components
- New Map Pieces and Tokens
- Changes and Clarifications to the Original Rules
- New Rules
- Deathmatch Rules
- Capture the Flag Rules
- Mods
- Deathmatch and Capture the Flag Maps
- Campaign Scenarios
- Scenario VI: Phantom Chance
- Scenario VII: Tangled Webs
- Scenario VIII: Not Breathing
- Scenario IX: In the Dark Mirror
- Scenario X: Closing the Book
- New Special Abilities and Equivalent Invader Limits
How to Use This Book
New Marines and Marine Equipment Cards
This book contains new rules for the Doom board game. These rules consist of changes and clarifications to the original game's rules, entirely new rules for the expansion, rules for playing the deathmatch and capture the flag modes, and a set of optional rules known as "mods." In addition, the end of the book describes five scenarios of a new campaign, along with new cards for the deathmatch and capture the flag modes.
The new marine figures may also be used in a normal game, provided that all players have marines of different colors. All scenarios still have a limit of 3 marines. However, in the deathmatch and capture the flag modes, up to 6 players may take part.
New Invaders
The new figures represent new invaders that can be introduced into the game. Each new invader, except Vagari, is equivalent to one of the base game invaders. Before the game begins, the invader player must choose how many of the new invaders to use, and then replace the old invader figures with the new ones. See Equivalent Invaders below.
Components
- 1 Rules and Scenarios book (this book)
- 4 Reference cards
- 36 plastic miniatures:
- 3 chainsaw marine figures
- 3 Vagari figures
- 3 Cacodemon figures
- 6 Revenant figures
- 6 Cherub figures
- 3 Maggot figures
- 12 Zombie Commando figures
- 84 cards:
- 66 invader cards
- 10 marine cards
- 5 difficulty cards
- 3 replacement Misfire cards
- 3 marine equipment tracking cards
- 17 map pieces:
- 5 airless corridors
- 1 airless turn
- 2 airless crossings
- 2 airless dead ends
- 1 room
- 1 crossing
- 1 turn
- 4 barriers
- 4 airlock tokens
- 4 airlock stands
- 8 scenery tokens:
New Map Pieces and Tokens
New Map Pieces
Besides the map pieces used in the new scenarios, the set includes several airless space map pieces. These are places affected by the deadly Martian atmosphere, and they require oxygen tanks to pass through safely.
Airlocks
The set includes four airlocks. Unlike ordinary doors, they have two special features. First, they automatically close at the end of any turn in which they were opened. Second, they cannot be destroyed, not even by the invader card Ram.
New Scenery
Along with the additional teleporters, the set contains two flag pedestals for the capture the flag mode and several flame jets for use in any mode. Flag pedestal tokens mark the starting positions of the flags in capture the flag. Flame jets are periodic bursts of fire that hurt anyone passing through them. They are harmless when turned over.
Reference Cards
At the start of the game, each player receives a reference card that lists the properties and abilities of the new invaders and of the weapons added in the expansion.
New Marine Cards
Marine cards from the expansion must be shuffled into the base game's marine card deck before the first game.
New Invader Cards
The expansion includes a second invader deck. It contains the same set of spawn cards as the original, but also many new and exciting event cards. Before the game, the invader player chooses which deck (new or original) to play. The invader player may not change this decision during the game. The two decks should not be mixed together. To avoid this, the cards of the new deck have a different card back.
Replacement Misfire Cards
These cards replace the Misfire cards in the original invader deck and contain changes that correct the game balance. Discard the old cards or set them aside, and shuffle the new cards into the original invader deck.
Difficulty Cards
These cards are used with the Choose Difficulty mod (see Mods). They can change the difficulty of the game, making the marines' victory easier or harder. This lets players adjust the game to their preferences and skill.
Player Turn Tokens
These tokens are used with the Organized Marines mod (see Mods) and in the capture the flag mode. They mark whether a marine has taken its turn in the current round. Marines that have not yet taken their turn have the green side of the token face up. Marines that have already moved have the red side face up.
New Weapon Tokens
The additional weapon tokens are for use in the deathmatch and capture the flag modes. Together with the weapon tokens from the base game, they make up 4 complete sets of weapon tokens.
The set also adds a new, powerful weapon: the Soul Cube. It is never used in the deathmatch and capture the flag modes. Marines can use the Soul Cube only after killing five invaders with other weapons, so the game includes five soul tokens to mark the number of souls placed into the Cube.
Oxygen Tank Tokens
Marines use oxygen tanks to pass safely through airless spaces in the scenarios that include them.
Other New Equipment Tokens
The new berserk tokens are meant to replace the berserk tokens from the base game, because those had an incorrect picture on one side.
The set also adds two new types of equipment: invisibility and megasphere. Invisibility makes a marine temporarily invulnerable to attacks, and the megasphere gives very powerful healing abilities. These new tokens are used only in the deathmatch and capture the flag modes.
Additional Armor, Wound and Order Tokens
These tokens are added so that there are enough armor, wound and order tokens for six players in the deathmatch and capture the flag modes.
Guard Bot Tokens
In the new scenarios, the marines gain new allies: guard bots. These small robots are armed with powerful weapons and are programmed to protect the marines when activated.
Frag Tokens
Players use these tokens to keep score in the deathmatch and capture the flag modes. Frag tokens marked "3" count as three ordinary tokens and are included so that the game never runs short of tokens.
Respawn Point Tokens
These tokens mark the eligible respawn points for marines in the deathmatch mode. The numbers on them are used to randomly choose where a marine appears.
Changes and Clarifications to the Original Rules
Please take the following changes and clarifications into account.
Invader Card Draw
The invader player must draw two cards each turn, regardless of the number of marines in the game.
Attacking in an Occupied Space
Figures cannot attack if they share a space with another figure. For example, this applies when a marine with the Scout card moves "through" enemy figures. This helps avoid some tangled situations.
Armor Changes During a Campaign
Marines may increase their base armor level between scenarios only once per campaign.
Replacement Misfire Cards
The new Misfire cards are meant to replace the matching cards in the original deck. Simply discard the old cards and shuffle the new cards into the deck. The new Misfire cards are weaker: they allow marines to use any weapon at least once after it is found.
Notes on Marine Cards
Marines keep their marine cards for the whole game and may use them as often as their properties allow. They are never discarded after use.
Notes on Leaving the Board
When the marines' goal is, for example, to "escape through the red security door," they must all pass through that door together to win. Once a marine leaves the board this way, it cannot return to help its comrades who remain on the board.
Notes on Scatter Attacks
When a scatter attack is made against an empty space, no die is rolled, so no ammo is spent. However, a single scatter attack may spend more than one ammo token, because each roll of the attack dice can cost ammo.
Line of sight is determined immediately before the dice are rolled. That means you can kill one invader and redirect the attack into a space that was previously blocked by the dead invader.
Finally, when attacking a large invader with a scatter weapon, you may name it as the target several times in the same attack action. The only restriction is that the attack may not be directed at the same space more than once.
Answers to Other Questions
Answers to other questions about the Doom board game can be found at www.fantasyflightgames.com.
New Rules
This section contains the rules for the new game elements included in the expansion.
Setup Changes
To use the new game elements correctly, take the following changes into account during setup.
Choosing the Invader Deck: The invader player must choose whether to use the new invader deck or the deck from the base game. The new deck contains the same set of spawn cards as the original deck, but also many new and exciting event cards. Return the unused invader deck to the box before the game begins.
New Marine Cards: Before the first game with the expansion, do not forget to shuffle the new marine cards into the common deck with the marine cards from the base game.
Choosing Invaders: Although the invader player now has a wider choice of invader types, their number remains largely the same. Before the game begins, the invader player must decide which set of invaders to use. To do this, follow these steps:
- Take all the figures from the base Doom board game and add to them the three Vagari figures from the expansion.
- Then, if fewer than three marines take part in the game, return all surplus figures to the box. For example, if only the red and green marines play, all the blue figures are removed.
- Finally, you may replace any base game figures with the same number of equivalent figures of the same color from the expansion. Return all unused figures to the box. The full list of equivalent invaders is given below.
Example: The invader player may replace two red Zombies with two red Zombie Commandos, one Imp of each color with a Revenant, and two Mancubus figures of each color with Cacodemons.
Equivalent Invaders
The new invaders included in the expansion integrate seamlessly into the original game without changing the spawn cards or the existing scenarios. Each of the new invaders (except Vagari) is "equivalent" to one of the base game invaders. At the start of the game, the invader player may replace some of the old invader figures with these new ones (see Changes to Game Setup above).
The full list of equivalent invaders:
- Zombie Commandos are equivalent to Zombies.
- Cherubs are equivalent to Trites.
- Revenants are equivalent to Imps.
- Maggots are equivalent to Demons.
- Cacodemons are equivalent to Mancubus.
During the game, the new invaders may spawn and appear on the board in the same situations in which their equivalents could do so.
Example 1: A scenario places a red Demon on the board. Maggots are equivalent to Demons, so the invader player may place a red Maggot instead of the Demon.
Example 2: The invader player plays a spawn card with an Imp and a Zombie. They decide to place the Zombie on the board, and choose a Revenant instead of the Imp.
In campaign play, a Zombie Commando, a Cherub and a Revenant are worth one point each when killed, Maggots and Cacodemons are worth two each, and a Vagari is worth four points.
Airless Space
The expansion introduces airless spaces: places on the board affected by the deadly Martian atmosphere. Marines need oxygen tank tokens to pass safely through these places. Airless space has no effect on invaders. Each time a marine ends its turn in an airless space, it must either discard one oxygen tank token or take two wounds, regardless of armor.
Airlocks
Airlocks are automatic doors that separate airless space from other parts of the board, to prevent the loss of air. Airlocks are identical to ordinary doors, except for the following features:
- An open airlock automatically closes at the end of the turn in which it was opened (to prevent the loss of air). A marine with the Engineer card cannot prevent this. Any large invader blocking an airlock from closing is automatically killed and removed from the board when the airlock closes (the invader is crushed by the heavy airlock doors).
- Airlocks cannot be destroyed. Not even the invader card Ram can remove an airlock from the board.
The Soul Cube
The Soul Cube is a unique and very powerful alien weapon that marines can find while playing the scenarios in this book. It has several special rules:
- A marine who owns the Soul Cube receives one soul token for each invader it kills with a weapon other than the Soul Cube. A marine cannot have more than five soul tokens at once. All collected soul tokens are discarded if the Soul Cube is passed to another marine or dropped.
- A marine who owns the Soul Cube may attack with it only by discarding five collected soul tokens.
- The Soul Cube has the ability "Soul Drain." It allows the Cube to target any space that is in the marine's line of sight and within eight spaces of it. The marine then rolls a red die. Any result other than a miss kills the figure in the targeted space, regardless of wounds and armor. Each time an attack with the Cube is made and at least one enemy figure is killed, the marine may heal three of its wounds.
Guard Bots
Guard bots are small robots armed with powerful weapons. They are programmed to protect any UAC employee who activates them. Their abilities are listed on the reference cards.
Activation: At first, the guard bots present on the board are deactivated. They are inactive and cannot take damage. While deactivated, if an invader moves or attacks through the space occupied by the bot, the bot is treated as an enemy figure. (Translator's note: the printed sentence is garbled at this point, with a stray phrase reading "by the red player" inserted into the subject. The rendering above follows the sense of the surrounding text.) A marine may activate a bot by moving next to it and spending two movement points. When a marine activates a bot, replace the bot's token with an activated bot token of the color of the marine who activated it. That marine now controls the movement and attacks of the guard bot. Activated guard bots are treated as ordinary figures friendly to the marines. A marine may control only two bots at the same time. Once activated, a bot remains on the board until it is destroyed.
Movement and attack: An activated guard bot gets a turn every time after the turn of the marine who controls it. If a marine controls two guard bots, it chooses the order in which they act. A guard bot moves up to four spaces and may make one attack per turn, like a marine making an Advance.
Bots block line of sight, and otherwise they are treated as marines, except that invaders may spawn within their line of sight. Bots may also receive damage and attack range bonuses from the Officer.
Receiving wounds: If a guard bot is wounded, place a wound token next to it, as is done with invader figures. When the number of wounds on the bot reaches its wound limit, it is destroyed and removed from the board. Guard bots cannot be healed by any means, unless the scenario specifically states otherwise.
Movement restrictions: Bots cannot perform any special actions except moving through teleporters. Therefore, they cannot pick up equipment, activate other bots, open or close doors, and so on. Marine order tokens also cannot be placed on bots.
Flame Jets
Flame jets are obstacles that deal damage... but not always. A flame jet token has two sides: an active side and an inactive side. During setup, place the flame jets as the scenario directs (active side up or not). At the end of each round, turn all flame jet tokens over to their other side. A figure receives one wound (regardless of armor) if it:
- Enters a space with an active flame jet,
- Leaves a space with an active flame jet,
- Ends its turn in a space with an active flame jet, or
- Is in a space with an inactive flame jet at the moment it is activated.
Example 1: A marine enters and leaves a space with an active flame jet in the same turn. It receives one wound when entering the space and another wound when leaving it.
Example 2: A marine ends its turn in a space with an inactive flame jet. At the end of the round the flame jet activates, and the marine receives one wound. On its next turn, it leaves the space and receives another wound.
Deathmatch Rules
Deathmatch is a special variant of the game without an invader player. Instead, the marines attack one another, scoring "frags" for each kill. The winner is the marine who reaches a set number of frags, or who has the most frags at the end of the game. Up to 6 players may take part in a deathmatch. Follow the steps below to prepare for a deathmatch game:
1. Choose the Deathmatch Map and Winning Frag Total
Players choose one of the three deathmatch maps (see Deathmatch and Capture the Flag Maps below). Then they agree on the number of frags needed to win. For reference: a game to three frags is short, to five is medium, and to seven is long, though any other frag limit may be chosen.
2. Build the Board and the Item Pool
First, the players form the item pool. Look at the map to determine which items are available on it. If there are two to four players, take three tokens of each equipment type available on the map and place them in a pile beside it. If there are five or six players, take four tokens of each type. The pile formed in this way is the item pool.
Exception: Health tokens are not part of the item pool, because they are not picked up during the game. Simply place the health tokens as the map directs.
Then the players assemble the game board from one of the three deathmatch maps (see Deathmatch and Capture the Flag Maps below). Unlike ordinary scenarios, the map with all of its tokens is fully revealed from the start. Equipment tokens placed on the board are taken from the item pool. So, when playing with six, if two chainsaws are on the board, two more must remain in the item pool after the board is assembled.
3. Set Up Marine Equipment
Each marine receives a marine equipment card and the matching figure. (Remember that marine equipment cards with a chainsaw icon correspond to the marine figures with chainsaws.) Each marine also receives five wound tokens and two armor tokens, placed on its equipment card. Invader figures are not used and are returned to the box.
Exception: If two or three players take part, each of them controls two marines.
4. Deal Starting Marine Cards
Remove the following cards from the marine deck: Saboteur, Tracker, Killer, Sneak, Seer, Recon, Scout and Engineer. Shuffle the deck and deal two cards to each marine. Each marine looks at its cards, chooses one, and discards the other. When every marine has chosen a card, the players reveal their marine cards simultaneously.
5. Place the Marines and the Timer
A player is chosen at random to place their marine first. They place it on one of the respawn point tokens of their choice. The player to the right then places their marine figure on any unoccupied respawn point. This continues until all players have placed their marines on the board.
Then take any one of the invader decks (it does not matter which) and place it face down next to the map. It will be used as the timer and, as before, for scatter checks.
The game begins, and the first player to move is the player who placed their marine last. Play then passes to the player on the left and so on. Thus, the player who placed their marine first moves last.
Round Play
A round proceeds as in an ordinary game, except that there is no invader player, there may be up to six marine players, and the round continues until each of them has moved.
Exception: When playing with two or three players, each round consists of two laps, in each of which every player moves one of their marines (in any order, but each marine moves only once per round). If you wish, you may use player turn tokens to track marines that have already moved.
At the end of each round, discard the top two cards of the invader deck being used as the timer. If the last card has been discarded from the deck, the game ends immediately (see End of Game below).
Marine Turns
A marine's turn is the same as usual. It may be a Sprint, an Unload, an Advance or a Ready.
Movement and Attacks
Movement and attacks are resolved as usual, except that the other marines are now enemies. Also, ammo is not used in the deathmatch. Instead, if a bullet icon is rolled on the dice, discard a weapon token (see Equipment below), unless that weapon has infinite ammo.
Marine Orders
The Aim, Dodge and Heal orders are unchanged. Guard orders can now trigger during the turns of other marines. They interrupt marines' turns as normal. If two Guard orders trigger at the same time, the one that was given first is played first.
Equipment
When picking up equipment, marines do not remove the token from the board. Instead, they take the matching token from the item pool, if one is available. No marine may ever have more than one equipment token of each type.
Exception: As noted in step 2 of the setup instructions, there are no health tokens in the item pool. Therefore, when a marine enters a space with a health token, the token is not picked up. Instead, it fully restores the marine's health.
Ammo tokens are not used in the deathmatch. So, when ammo is spent, discard the weapon token, unless the weapon has infinite ammo, such as the chainsaw.
End of Game
The deathmatch ends when one of the players reaches the frag limit, or when the last card of the invader deck used as the timer has been discarded. When the timer deck is empty, the player with the most frags wins (if several players are tied, they share the victory).
Frags
When a marine becomes a frag after an attack, or as the result of a telefrag, the player who scored the frag receives one frag token. If this brings that player to the frag limit, that player is immediately declared the winner.
If a player controls more than one marine, that player receives frag tokens for all of the frags its marines score. In such a case, you may wish to raise the winning frag limit.
If a player makes its own marine a frag by any action (blowing itself up with a scatter attack, or moving through dangerous obstacles), it loses one frag token. If the number of frags becomes negative, make a note of it.
A marine that has been made a frag is removed from the board and returns to its starting state, losing all weapons, armor and other equipment it has picked up. If a marine is made a frag during its own turn, the turn ends immediately.
Respawn
At the start of its next turn, a marine that is a frag respawns. First, make sure it has discarded its equipment down to its starting state. Then it rolls a green die. It may place its marine on an unoccupied respawn point with the same number as the die result. If all the suitable respawn points are occupied by marines, it may telefrag one of them. Unlike an ordinary telefrag, in this case the marine does not gain a frag point.
After the marine's figure has returned to the board on one of the suitable respawn points, the player continues its turn as normal.
Capture the Flag Rules
Capture the flag is a team variant of deathmatch, in which two teams of marines try to steal each other's flags and bring them back to their own bases. This mode is similar to deathmatch, except for several differences:
-
Special maps are used (see Deathmatch and Capture the Flag Maps below). Each map has two bases, blue and red, and each base contains a flag pedestal. At the start of the game, the corresponding flag token is placed on each pedestal. Pedestals and flags block neither movement nor line of sight.
-
Regardless of the number of players, all six marines are always used. Three marines with shotguns form one team, and three marines with chainsaws form the other. The players must decide which of them will control which marine, but one player may not control marines from different teams. At the start of the game, a team is chosen at random to go first. The team places one of its marines inside its own base. Then the teams take turns placing their remaining marines.
-
The game is started by the team that placed its marine first. That team chooses which marine moves first. After its turn, a marine of the other team moves, and so on until all six marines have moved. Use player turn tokens to tell which marines have already moved (red means the marine has already moved, green means it has not yet).
Vaults and Keys
Some areas on each deathmatch map, called vaults, are protected by locked security doors. They cannot be opened in the normal way. However, a marine holding a matching key may pass through the door as if it were not there. The key is returned to its original place at the end of the marine's turn. If the marine is still inside a vault at that time, it becomes a frag and loses one frag point. This rule prevents marines from hiding in vaults.
- Frags do not count. Instead, a team that places both flags on its own pedestal at the same time immediately scores one point (see Carrying the Flag below) and takes one frag token to mark it. The first team to reach an agreed number of points wins. If the timer runs out, the team with the lead in points wins; in case of a tie, play continues until one team scores a winning point.
If a marine holding a key becomes a frag, the key is immediately returned to its original place.
- A marine that is a frag loses its next turn (it is removed from the board and its equipment returns to its starting level, as in deathmatch). When respawning, marines may be placed on any unoccupied space inside their own base (the blue or red areas on the map). Apart from losing a turn, there are no additional penalties for a frag, either for the player or for its team.
Carrying the Flag
A marine standing on the pedestal of the enemy flag may take the enemy flag token, just like an ordinary equipment token. Then the marine must try to carry the flag to the pedestal in its own base. If both flags end up on the pedestal of one team at the same time, that team scores a point, and the flags are returned to their places. A marine carrying a flag may not pass it to another marine.
If a marine carrying an enemy flag becomes a frag, it drops the flag in the space where it was killed. Then, if the flag is picked up by a teammate, that teammate can continue trying to bring the flag to its team's base. However, if the flag is picked up by one of its owners, the flag is immediately returned to its pedestal.
Mods
Mods are optional rules that players may agree on before the game begins. Next to the name of each mod, icons show the modes for which it is suitable. The icons mean the following:
- Suitable for standard scenario play
- Suitable for deathmatch
- Suitable for capture the flag
- Designers' choice
Mods for Scenario Play
These mods help you get more enjoyment out of the Doom board game, and the designers strongly recommend them.
Choose Difficulty (scenario play, designers' choice)
Some players may find the base rules too difficult for marines or for invaders. This mod lets players set the difficulty of the game to their taste. After step 2 of game setup, choose one of the five difficulty cards and place it face up next to the game board. The rules on this card have an effect for the whole game.
If the players want to make the game easier for the marines, they should choose "I'm Too Young to Die!" or "Hey, Not Too Rough!" If they want to make the game harder, they should choose "Ultra-Violence" or "Nightmare!"
Trained (scenario play, designers' choice)
At the start of the game, marines receive one additional marine card, but then each must discard one marine card of its choice.
Full Clip (scenario play, designers' choice)
When placing a weapon token on a card, also place one ammo token of the type used by that weapon in the same area. Weapons with infinite ammo are placed without an ammo token. Use this modification in scenarios with an ammo shortage.
Organized Marines (scenario play, designers' choice)
Instead of taking their turns in a fixed order each round, marines may choose their turn order each time. At the start of the game, each marine receives a player turn token and places it next to its marine equipment card with the green side up. During the marines' turns, the players choose one of the marines with a green turn token. That marine takes its turn and turns its player turn token over to the red side. After all the marines have moved and all their turn tokens show red, the invader player's turn begins. After it, all marine players turn their player turn tokens back to the green side, and a new round begins.
Standard Setup (scenario play, designers' choice)
Regardless of the number of marine players actually taking part in the game, equipment is dealt as if there were two marines. That is, each marine receives three marine cards, three shells/bullets tokens, nine wound tokens and two armor tokens.
Super Shotgun (scenario play, deathmatch, capture the flag, designers' choice)
All shotguns gain the Knockback ability instead of Scatter.
Infinite Pistols (scenario play, deathmatch, capture the flag, designers' choice)
Pistols have infinite ammo and do not spend shells/bullets.
Mods for Multiplayer Modes
These mods are designed specifically for the deathmatch and capture the flag modes.
Texas Hold'em (deathmatch, capture the flag, designers' choice)
Marines do not receive marine cards at the start of the game. Instead, one marine card is revealed and placed in the middle of the table, and all marines gain the abilities listed on that card. For example, if the Special Forces card is revealed, all marines gain the Special Forces ability.
Shell Game (capture the flag, designers' choice)
Marines do not receive marine cards at the start of the game. Place one Imp figure of each color next to the board, and then place one marine card face up beside each of them. Each marine gains the ability from the card lying next to the Imp of its own color. That is, if the Special Forces card is dealt to the red Imp, the two red marines gain the Special Forces ability.
Fast Timer (deathmatch, capture the flag)
The timer deck shrinks faster than in standard deathmatch or capture the flag. Discard three cards from the invader deck at the end of each round. When the last card has been discarded, the game ends.
Slow Timer (deathmatch, capture the flag)
The timer deck shrinks more slowly than in standard deathmatch or capture the flag. Discard one card from the invader deck at the end of each round. When the last card has been discarded, the game ends.
No Timer (deathmatch, capture the flag)
In this variant of deathmatch or capture the flag, the timer deck does not shrink. At the end of each round, no cards are discarded from the invader deck. If the last card is discarded during a scatter check, shuffle the discarded cards and form a new deck.
Special Setup (scenario play, deathmatch, capture the flag)
Instead of dealing marine cards at random, each marine receives a deck of cards and chooses cards for itself. Starting with the first player and continuing counterclockwise, each marine player chooses one card from the marine deck. This continues until all players have the required number of marine cards.
Tactical Setup (scenario play, deathmatch, capture the flag)
Before the game begins, marines may trade marine cards with one another. They may make any trades with any other marines, as long as in the end every marine has the required number of marine cards.
Other Mods
Some players may find these mods too crazy, but others will appreciate them.
Chainsaw Warrior (scenario play, deathmatch, capture the flag, designers' choice)
All marines begin the game with chainsaws. In campaign play, chainsaws can never break. In addition, in the deathmatch and capture the flag modes, chainsaws can never be lost when ammo is spent.
Hail to the King, Baby! (scenario play, deathmatch, capture the flag, designers' choice)
All marines begin the game with chainsaws and shotguns. In campaign play, chainsaws can never break. In addition, in the deathmatch and capture the flag modes, chainsaws can never be lost when ammo is spent. If you want a bloody massacre, it is strongly recommended to combine this mod with the Super Shotgun mod (see above).
Deathmatch and Capture the Flag Maps
The map diagrams are not reproduced here. The map names and the event text printed beside each map are given below.
Deathmatch 1: Cloverleaf
(No event text is printed on this map.)
Deathmatch 2: Reactor Core
When a marine enters an Event Space, the reactor's protective field shuts down, and all marines located in the red zone in the center of the map immediately become frags. The marine that activated the Event token receives a frag token.
Deathmatch 3: Hallucinations
If a marine enters an Event Space, the two teleporters marked with red crosses swap places with each other.
Capture the Flag 1: Green Square
Map zones: blue zone, red zone.
If a marine enters an Event Space, a door located behind the Event token opens. The door stays open while a marine stands on one of the tokens, but it closes at the end of any turn in which no marine ends on one of the tokens.
Capture the Flag 2: Carousel
Map zones: red zone, blue zone. The map includes an airless space and airlocks, shown in the map key.
(No event text is printed on this map.)
Campaign Scenarios
This section contains five scenarios that continue the campaign of the base Doom board game.
WARNING! Marine players are denied access to this information! Reading these scenarios may spoil the surprises and plot twists if you are playing a marine. You have been warned!
Each scenario uses the compartments printed on its map. Read a compartment's description aloud when the marines open that compartment. Where a compartment has an event, it is resolved when a marine ends its movement in the event space.
Scenario VI: Phantom Chance
This scenario continues the campaign of the original Doom board game and is the simplest one in this book. Before continuing, read the new rules carefully. Now you are ready to begin.
Briefing
You slowly come to your senses. Little by little, your memory starts to return. You remember the attack on the Martian base, how you tried to reach the shuttle bay, and then... what then?
The shuttles are destroyed. The route from Mars is cut off, and right in front of you a Hell Portal has opened. Gripping your weapon, you bravely step into it, hoping to test your strength against the demons.
So, this must be Hell.
Honestly, you thought it would be hotter...
And it does not look much like the Martian base.
Perhaps, once you look around, you will understand what is happening.
Perhaps you will even manage to get out of here.
Objectives
The Martian base and the nightmare realm of the Invaders seem to be closely intertwined, as if they share a single circulatory system. You can leave the sector through the red security door. You must do this before I score six frags. In addition, every time the last card of my deck is drawn, I score one additional frag.
You are in a room that seems half metal and half pulsing flesh. Someone has dropped a weapon nearby.
Compartment Descriptions
Compartment 1
The room pulses with thick red veins running along the walls, and poisonous fluid drips onto the floor, forming hissing puddles. In the far corner of the room you see a dead marine, almost completely stripped of its skin.
IF A MARINE ENDS ITS MOVEMENT IN THE EVENT SPACE:
You search the corpse and find something. Roll one green die and choose the action from the list below according to the range rolled.
- Range 1: Yellow Key. While searching the corpse, you find a code key. Give the marine a yellow key token.
- Range 2: Ammo. In the dead man's pockets you find a clip of bullets. Give the marine one shells/bullets token.
- Range 3: Grenades. You find grenades attached to the corpse's armor. Give the marine one rockets/grenades token.
Compartment 2
You keep watching the strange interweaving of metal and organic matter. Some large organ, possibly a heart, pumps black fluid through the veins running along the walls.
Compartment 3
This compartment looks less "organic" than the others. In the far corner of the corridor a teleporter hums, leading who knows where. Several invaders fixed their gaze on you and began moving toward you as soon as you opened the door.
Compartment 4
A loud, rhythmic hum sounds out, like the beating of a huge heart. This rhythm is accompanied by bright flashes of light, as if jets of fire were shooting straight out of the wall. In fear, you imagine that you are inside some enormous demon.
Compartment 5
This small corridor is almost empty, except for a few useful items, among which is a key.
Compartment 6
Some measure of "normality" returns to this sector. The walls become fully metallic again, and the room does not feel "alive" as the corridors did a few rooms earlier. Nearby, next to the key, you can see a deactivated guard bot that seems to be in working order. If you can reach it, you will gain strong support for further movement.
IF THE MARINES SUCCESSFULLY LEAVE THIS SECTOR:
As soon as you pass through the airlock leading to the other sector, the floor under your feet begins to pulse, sinking you through the ground into something like a giant web. A malicious laugh strikes your ears, and a creaking voice says: "It is not so simple, human."
Scenario VII: Tangled Webs
This scenario calls for active use of Trites and the first appearance of the spider princess, Vagari. Marines who want to survive must be especially wary of the air ducts on this map.
Briefing
After the end of the previous mission, you found yourself tangled in something resembling a huge web. Struggling desperately, you managed to cut the web and free yourself. Falling down, you ended up in a corridor filled with white webbing. Small, elusive shadows run around somewhere at the edge of your vision and vanish as soon as you turn to look at them.
Objectives
You must get through this sector. You need to leave through the red security door before I score six frags. In addition, every time the last card of my deck is drawn, I score one additional frag.
Nearby, you can find a weapon caught in the web, still in working order.
Web
Vagari has an almost endless supply of Trites in this sector. In each round in which the invader player did not play a spawn card, it may place one Trite of any color in use on the board. Note that it must be a Trite; the invader player may not place a Cherub instead.
Compartment Descriptions
Compartment 1
The walls are covered with white webbing, inside which human silhouettes seem to stir. Suddenly, a swarm of small black, quickly crawling creatures rushes across the entire room straight at you.
Compartment 2
Inside this small cabinet are a rocket launcher, armor, and several crates of rockets. There is hope that with this equipment you can corner these spider-like creatures.
Compartment 3
IF A MARINE ENDS ITS MOVEMENT IN THE EVENT SPACE:
You carefully try to make out what figure is tangled in the web.
Roll one green die and choose the action from the list below according to the range rolled.
- Range 1: Guard Bot. Looking closely, you manage to make out, in the web, the vague outline of a deactivated guard bot. Replace the event token with a deactivated guard bot token.
- Range 2: Corpse. Tearing a few strands to see the figure better, you flinch in fright when a human corpse falls out of the web. Once you calm down, you decide to search the corpse, but you find nothing of interest.
- Range 3: Trite. Tearing a few strands to see the figure better, you flinch in fright when a screeching spider-like creature leaps straight at you. Replace the event token with a Trite figure (taken from any other place on the board if necessary) and activate it immediately.
Compartment 4
This small storeroom holds some armor, a plasma gun and several batteries for it.
Compartment 5
The web becomes a little thinner, and you can see signs that many large creatures have passed through here repeatedly. For a moment, the thought flashes through your head that perhaps they have all left, but a low growl interrupts your reflections and the faint hope you had.
Compartment 6
This long, narrow corridor is blocked in several places by various debris and huge tangles of web. You realize with horror that each tangle of web is full of human bones: all of them are the remains of a terrible and inhuman feast.
Compartment 7
Green liquid forms smoking puddles in the low points of this rocky terrain, while thick web covers all the remaining space with a sticky film. Your feet stick to the web, slowing your movement. As soon as you manage to pull your feet free, a soft rustle is heard, and a terrible spider-like creature drops from the ceiling into the middle of the room.
All marines starting their turn in this compartment have two fewer movement points, as if the card "The Floor Gives Way" had been played.
IF THE MARINES SUCCESSFULLY LEAVE THIS SECTOR:
Tearing the web from your face, you make your way to the exit and suddenly find yourself in pitch darkness. The air becomes cold and thin, and within a couple of moments you start gasping for breath. Your eyes swim, and you think you see a gleaming metal cube floating before you. A chorus of dozens of voices rings in your head, wailing in unison: "Save us!"
Then the vision of the cube disappears, and you are left with a terrible burning in your chest, and you realize that you cannot breathe...
Scenario VIII: Not Breathing
This scenario uses airless spaces to create a complex map in a small area. Because the airless zone in the center of the map is hard to keep free of enemies, marines must pay close attention to the invaders' spawns.
Briefing
Having escaped the huge web, you find yourself somewhere cold, dark, and without air. As your lungs begin to burn, your eyes adjust to the light, and you notice several UAC airlock doors protruding from the walls nearby. Perhaps you can find a way out of this place too... if you do not suffocate first.
Objectives
To get through this sector, you need to find three keys of different colors. You must do this before I score six frags, otherwise the victory will be mine. Every time the last card of my deck is drawn, I score one additional frag.
Your first priority, of course, is to find air. If you do not do this, your mission will end before it has begun.
Compartment Descriptions
Compartment 1
This dimly lit room is filled with large, swaying figures that give off a stench of hatred and blood. You also hear the distant hum of a teleporter. Again you notice that the influence of the invaders' realm is becoming less and less noticeable in these areas. If the trend continues, you will apparently soon return to the human world, and if you are really lucky, you may even find a way to go home. A deactivated guard bot nearby catches your attention with a quiet signal.
Compartment 2
In the center of the room, a giant metal lump has smashed through the ceiling, like the fist of God sweeping away everything in its path. From its depths come faint whimpering sounds, as if made by someone in pain. Since you have no way to move such a huge mass of metal, it will be reasonable to ignore these sounds for now. The invaders begin to gather around you, when suddenly you notice a bleeding human in one of the corners.
IF A MARINE ENDS ITS MOVEMENT IN THE EVENT SPACE:
You carefully examine the bleeding man, trying to understand whether he still has a chance or not...
Roll one green die and choose the action from the list below according to the range rolled.
- Range 1: Nearly Dead. The man is very weak, but he manages to put a crucifix in your hand and whisper "Good luck" before he dies. Give the marine a frag token. It may discard this token after any die roll by any player to re-roll that die.
- Range 2: Corpse. Unfortunately, he is already dead. He seems to have nothing useful for you.
- Range 3: Seems Dead. Suddenly, he jumps up, and his teeth snap toward your throat. With a shout of horror, you try to push him away. Replace the event token with a Zombie figure (taken from any other place on the board if necessary) and activate it immediately.
Compartment 3
Medical supplies and chemicals are scattered across the floor of this room, which was apparently once a medical laboratory. A heavy smell of rot and death hangs in the air, and the sounds of soft, stealthy footsteps tell you that you are not alone here.
Compartment 4
Flames burst from broken pipes nearby, filling the room with chaotic flashes of heat and light. In the center of the room, a man is desperately trying to fight off the creatures that have attacked him. On the east wall is an airlock, which needs three keys of different colors to open. You cannot even guess what could be so important as to be hidden behind such serious protection. However, judging by what is happening around you, you have somehow found the right way back to the Martian base, and have escaped from the dark realm in which you found yourself earlier.
IF A MARINE ENDS ITS MOVEMENT IN THE EVENT SPACE:
It seems the man fighting here has some kind of device in his hands. Noticing that you have approached, he weakly waves his hand: "Get away, it's about to explode!"
At the end of the round, the explosive detonates, killing the man and dealing one wound to each figure within two or fewer spaces of him, regardless of armor.
IF THE MARINES SUCCESSFULLY LEAVE THIS SECTOR:
You pass through a triple-locked airlock, and in amazement you look at what lies before you. Ancient, half-ruined stone structures, clearly not made by humans, stand in huge caves beneath the surface of Mars. Some of the constructions here remind you of the Cube that appeared to you earlier in the vision. Perhaps somewhere among these ruins are the answers to all your questions.
Scenario IX: In the Dark Mirror
In this scenario, marines must pass through a small map in which they will have to return several times to the central compartment. They will face certain opposition and must try to keep the central compartment free of enemies, so as not to become stuck in a crowd of invaders.
Briefing
You find yourself among the ruins of an ancient civilization, buried beneath the surface of Mars. Rumors reached you that UAC specialists had discovered something big, but you did not guess what it was... At the moment, what matters more is that you feel some connection between this place and the metal Cube that appeared to you in the vision earlier. It seems the Cube somehow calls specifically to you, promising to show the way to the complete and irreversible destruction of all the invaders, if only you can find it.
Objectives
You feel that the Cube is near, but the invaders also seem to be becoming more aggressive the closer you get to it. You need to find the red key and leave this sector through the red security door. If I score six frags before you get out of the sector, the victory will be mine. Every time the last card of my deck is drawn, I score one additional frag.
It seems that a strong hum is coming from the large doors at the north end of the hall. You are convinced that the Cube is somewhere behind them.
Demonic Activity
The invaders watch closely for any sign of activity in this compartment. At the start of each of your turns, if any marine is in this compartment, you may place a Demon, Zombie or Trite (or the equivalent figure) in this compartment in addition to the spawn card played.
Compartment Descriptions
Compartment 1
You see ancient drawings engraved on walls of brown stone. Most of them have been destroyed beyond recognition by time, but one of them seems to depict a creature opening some kind of passage, or possibly... a portal? Now that you think about it, you realize that UAC improved its teleporters far too quickly, as if they had reproduced already existing technology rather than studied new technology.
Compartment 2
In this solemn hall stand four large stone tablets. The history recorded on them explains what happened to the race that once lived here. Apparently, they invented the most ancient teleportation technology, but its use attracted the attention of the invaders. They lost the war against the invaders, and to everyone's despair their souls were sealed inside a certain weapon, capable of permanently closing the gates that they had once opened. This weapon is the small metal cube that you recognized from your vision.
Compartment 3
In this stone room lies abandoned earth-moving equipment and other gear used in archaeological work. In a niche on the east side of the room you can find a key, but you must grab it and quickly leave, since several invaders are rushing straight at you.
Compartment 4
A strange carved, glowing pattern runs along the walls and floor of this tiny niche.
IF A MARINE ENDS ITS MOVEMENT IN THE EVENT SPACE:
You run your finger along the pattern in the wall, and the wall suddenly lights up. Somewhere in the distance you hear the sound of stone sliding over stone, as if something is opening.
Place a blue key token on the board, in the space in Compartment 1 marked with a red cross.
Compartment 5
This niche contains only a humming teleporter with the inscription "Access Restricted."
Compartment 6
This hall is crammed with the artworks of a long-forgotten Martian race. Pottery, sculptures and wall frescoes decorate this compartment. Still, you are only interested in the key located at the south end of the room, guarded by yet another loathsome spider-like creature, one of which you have already fought before.
IF THE MARINES SUCCESSFULLY LEAVE THIS SECTOR:
In the end, you pass through the red security door into the area beyond it. Instantly your mind is attacked, and a voice inside your head says: "Save us!" You shake your head to clear your mind, and see an indistinct vision: the Cube is floating in front of you again. You are sure that you have come very close to the answer.
Scenario X: Closing the Book
This scenario completes the campaign begun in the base Doom board game and continued in the four previous scenarios in this book. Players are not advised to play this scenario until they have completed all the previous ones. Otherwise, they will not understand some of the important plot elements that refer to events from the earlier scenarios.
Briefing
You feel once again that you have been drawn into the realm of the invaders. However, you know that the Cube is somewhere nearby. Its cries for help echo in your ears. You feel an inexplicable certainty that you can end the enemy invasion if you manage to get this Cube into your hands. Of course, what you must do with the Cube after you find it remains a mystery to you. But everything in its own time.
Objectives
Your goal in this scenario is to close the gates to Hell once and for all. If I score six frags before you do so, the victory will be mine. Every time the last card of my deck is drawn, I score one additional frag.
At this moment, you are in a corridor of stone and steel, passing near an airlock marked "Hermetic."
Compartment Descriptions
Compartment 1
At the south end of the corridor is the Cube, created by an alien race to defeat the invaders. You have gone for so long that it is hard to believe your goal is finally before you.
IF A MARINE PICKS UP THE SOUL CUBE TOKEN:
As soon as you touch the Cube, a chorus of many voices comes from it: "Feed us!"
Compartment 2
This bleak room is crowded with invaders who seem to have been waiting for your arrival. In complete silence they rush at you to keep you from going any further.
Compartment 3
A badly wounded, dying marine lies among some wreckage, weakly fighting off several invaders who are about to feast on him.
IF A MARINE ENDS ITS MOVEMENT IN THE EVENT SPACE AND ONE OF THE MARINES HAS THE SOUL CUBE:
The marine notices you when its strength is almost gone. Crying out, "Don't let them win!", it falls dead. However, as soon as this happens, a radiant light comes out of its body and is drawn into the Cube. Once again the Cube speaks to you through the same chorus of voices: "Use us." It seems that the Cube was charged and is now ready for use.
Give the player with the Soul Cube five soul tokens.
Compartment 4
This small locker contains armor and adrenaline ampoules.
Compartment 5
This shabby room is half-flooded with liquid, most likely poisonous, and filled with harmful fumes. You see a plasma gun lying right in the middle of a puddle. Several large invaders are there as well.
Compartment 6
IF A MARINE ENDS ITS MOVEMENT IN THE EVENT SPACE:
The crossing of the corridors glows with a poisonous green light, and in each of the passages there are open portals leading away from Hell. Somehow you must use the Cube to close these gates before the invaders crush you.
IF A MARINE WITH THE SOUL CUBE ENDS ITS MOVEMENT IN THE EVENT SPACE:
With a bright flash, the Cube sends a stream of energy into the open portal, sealing it.
Remove the event token from the board. Using the Soul Cube to close portals does not spend soul tokens, and the Cube does not have to be fully charged with five soul tokens to seal portals in this scenario. However, it must still be fully charged in order to use the "Soul Drain" ability described in The Soul Cube above.
IF ALL EVENT TOKENS HAVE BEEN REMOVED FROM THE BOARD:
All the invaders around you begin screaming and wailing in a piercing way, while the Soul Cube pours its energy into the last open gates. For a moment there is a feeling of disorientation, and then the portal roars and starts to collapse, finally fading into a tiny glimmer of light. At last, even this final glimmer disappears, leaving you in complete darkness.
You have done it. You have sealed the gates. Unfortunately, by doing so you have also closed your only way home, condemning yourself to remain in Hell. It seems that nothing remains but to grab your weapon, rush into battle and accept death, taking with you as many demons as you can.
But when the invaders come almost face to face with you, another flash of energy is born inside the Cube. It wraps you in a warm glow, and you feel yourself sinking somewhere, where the souls of dead races dance in pillars of light. As this beautiful view opens before you, a chorus of voices in your head says:
"Welcome."
THE END.
Additional scenarios and mods, or to publish your own scenario for Doom, visit: www.fantasyflightgames.com
New Special Abilities and Equivalent Invader Limits
The last page of the printed book lists the new special abilities and the per-marine limits on equivalent invaders.
New Special Abilities
Agility
Figures with Agility can always dodge an attack made against them, as if they were permanently under the Dodge order.
Double Attack
Figures with the Double Attack ability may attack twice in one activation. They move as normal.
Flight
Figures with the Flight ability may pass freely through enemy figures and blocking obstacles, but they must end their movement in an unoccupied space. They may also pass through damaging obstacles without taking damage, even if they end their movement on one.
Soul Drain
Soul Drain allows an attack on any space in line of sight within eight spaces. If the die does not show a miss, any enemy figure in the targeted space dies immediately, regardless of wounds and armor. If at least one enemy figure dies, the attacker heals three of its wounds.
Telekinesis
Telekinesis attacks are made against all spaces in line of sight that contain enemy figures. The attack die is rolled once, and the result applies at once to all targeted spaces. If a miss is rolled, the whole attack fails. Otherwise, all spaces at the rolled range are successfully attacked, and the enemy figures in them take damage.
Example of Telekinesis: The invader player attacks with a Vagari and rolls a range of "3." The attack hits the green marine but misses the red marine, because it is too far away. The blue marine is out of danger, since it is not in line of sight.
Equivalent Invader Limits
- Zombie Commando is equivalent to Zombie. The invader player may place no more than 4 such figures per marine.
- Cherub is equivalent to Trite. The invader player may place no more than 4 such figures per marine.
- Revenant is equivalent to Imp. The invader player may place no more than 4 such figures per marine.
- Maggot is equivalent to Demon. The invader player may place no more than 2 such figures per marine.
- Cacodemon is equivalent to Mancubus. The invader player may place no more than 2 such figures per marine.