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R
EFERENCE
S
HEETS
(
SEE DIAGRAM
)
Each player receives a reference sheet at the start
of the game. Each reference sheet lists the abili-
ties and strengths of the invaders and weapons in
the game.
M
ARINE
E
QUIPMENT
B
INS
Each marine player receives an equipment bin
(of his color) which is placed in front of the
player. The equipment bin is used to track the
marine’s ammo, wounds, and armor.
M
ARINE
C
ARDS
At the start of the game, each marine player
receives two or more of these cards. They grant a
marine permanent special skills that will help him
battle the invaders.
I
NVADER
C
ARDS
The invader deck contains two types of invad-
er cards: spawn cards and event cards.
Spawn cards each feature a picture of one or
more invaders. They are used by the invader
player to “spawn” additional invader figures on
the board (see also Step 2: Spawn, pg. 7).
Event cards represent special actions and
events that the invader player may use against
the marines (see also Playing Invader Event
Cards, pg. 6).
Each invader card (spawn and event cards
alike) also contains a scatter diagram that is
used to determine how far some attacks deviate
after missing their target. (see Scatter, pg. 11).
E
QUIPMENT
T
OKENS
These tokens are placed on the board as directed
by the specific scenario. They represent
weapons, ammo, health, extra armor, and other
items that can aid the marines in their battle
against the invaders.
A
MMO
T
OKENS
Marine players use these tokens to keep track of
their ammo supply. There are three types of
ammo: shells/bullets, rockets/grenades, and
energy cells, each used by different weapons.
A
RMOR
T
OKENS
Marine players will use these tokens to keep
track of their armor rating. A marine’s armor
rating indicates how difficult it is for attacks to
wound him.
W
OUND
T
OKENS
Marine and invader players both use these
tokens to keep track of injuries. When a marine
takes his final wound, he is “fragged” (killed)
and must respawn (see Frags & Kills, pg. 9).
When an invader takes a number of wounds
equal to its wound rating, it is killed and
removed from the board.
M
ARINE
O
RDER
T
OKENS
The marine players use these tokens to take spe-
cial actions, such as guarding, aiming, or dodg-
ing.
D
OOM
D
ICE
Players use these dice to make attacks in D
OOM:
THE BOARD GAME. The number on each die face
represents range, while the bullet holes represent
damage. If one or more bullet icons are rolled
during an attack, the attacking marine player
must remove an ammo token (of the type used)
from his equipment bin. Finally, the red and yel-
low dice both have a miss side: If a miss is rolled
during an attack, the attack fails completely,
regardless of the other dice rolled.
5
Shells/Bullets
Ammo
Rockets/Grenades
Ammo
Energy Cell
Ammo
Damage
Doom Dice Explanation
Range
Indicates
ammo usage
Miss Icon
Bullet Icon
PPrreeppaarriinngg tthhee GGaammee ffoorr tthhee ffiirrsstt ppllaayy
To prepare for your first game of DOOM, please follow these steps:
1
Carefully punch out the cardboard pieces included with
the game, being sure not to tear or damage them. Set
aside the 14 cardboard doors as you punch them out.
2
Insert the 14 cardboard doors into the plastic door stands
included with the game. It is easiest to insert the doors at an
angle into the side of the stands, as shown in the diagram
below. Once assembled, you should not need to take the
doors apart again.
3
Find the Cyberdemon pieces (there should be three pieces
in each of the three colors). Assemble the pieces so the fig-
ure appears as shown. If a figure does not stay together,
you may apply a small amount of epoxy glue. Once assem-
bled, you should not need to take the Cyberdemons apart
again.
Marine
Equipment Bin
Marine Cards
Invader Cards
Equipment
Tokens
Ammo Tokens
Armor Token
Wound Token
Marine Order
Tokens
Doom Dice
5


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