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T
ELEFRAGS
When a teleporting marine materializes inside another creature,
that creature explodes. In other words, if a marine teleports into
a space containing all or a part of an invader figure, the invader
is automatically killed. It is not possible for the invader player to
block off teleporters by standing on them.
O
VERSIZED
I
NVADERS
Some invaders take up 2 or even 4 spaces. The following special
rules are associated with oversized figures:
Oversized figures occupy all of the spaces they fill. Line of sight
can be traced to or from the center of any of those spaces.
Oversized figures can only be targeted once by a single attack,
even if a blast or sweep attack covers multiple spaces occupied by
the figure. Likewise, oversized figures only take 1 wound from
damaging obstacles per move, no matter how many spaces con-
taining damaging obstacles they enter.
Demons occupy 2 spaces. A demon must move in one of the fol-
lowing two ways 1) The demon moves one half of its body into a
non-diagonal adjacent space while the other half of its body moves
into the space that the first half just vacated, or 2) The demon moves
to a diagonally adjacent space by moving both halves of its body
in the same diagonal direction (also called “sidestepping”). Both
types of movement are illustrated in the accompanying diagram.
Other oversized figures (mancubus, hell knight, and cyberdemon)
each occupy 4 spaces. When moving, these figures move like reg-
ular figures, and must always occupy four existing spaces, as
shown in the diagram.
R
E
-
ROLLS
There are two main effects that cause dice re-rolls in D
OOM: THE
BOARD
GAME. These are dodges and aimed attacks. All re-rolls
work the same way. The player causing the re-roll chooses one or
more of the dice involved in the attack, and then the attacker rolls
those dice again, keeping the new result. Under no circumstances
may a single attack ever be re-rolled more than once. If an
attack is affected by both a dodge (whether via a marine order or
the invader dodge card) and an aimed attack (again, regardless of
how the attack came to be aimed), then the two effects cancel each
other out and the attack is not re-rolled at all.
S
CATTER
Some weapons have the blast ability (see the back cover of this
rules booklet). These weapons will scatter if they miss (whether
they missed because of insufficient range or by a miss result),
meaning that they will deviate from their intended target space.
If a blast attack misses, determine its new destination by drawing
the top card of the invader deck and consulting the scatter diagram
on the bottom of the card. Turn it so that the compass rose on the
card is facing the same direction as the compass rose token on the
board. Then find the space indicated by the number and direction
shown from the original target space. If moving to this new space
from the original target space does not pass through any walls,
blocking obstacles, or through a closed door, the attack will hit this
new space instead of its original target.
If the scatter movement causes the attack to move through a wall,
blocking obstacle, or move through a closed door, the attack
explodes harmlessly.
Some scatter diagrams show a “miss” icon. If such a card is drawn,
there is no scatter movement and the attack explodes harmlessly
and with no effect. See the diagram for a detailed example of scat-
ter movement.
The drawn invader card is discarded after use. If this was the last
card in the deck, the invader player scores an automatic frag point,
and then reshuffles the discard pile into a new invader deck.
T
IMING AND
S
TART OF
T
URN
Whenever there is a question of timing, such as to whether an
event card can go off before a marine can take an action, etc., the
event card always receives precedence as long as the invader
player declares his intent to play the event card in a timely fash-
ion. This is also true for the marine guard order.
Example: The “Dark Energies” card reads, “Play immediately
before a marine attacks an invader. Remove 1 wound from an
invader of your choice.” If a marine player doesn’t give the
invader player the opportunity to play a card before he attacks
and just starts rolling dice, the invader player can quickly inter-
rupt and play his card before the attack is resolved.
Many invader event cards contain the phrase “Play at the start of
your turn.” These cards must be played after the invader play-
er has discarded down to 8 cards for the turn, but before he
has activated his first invader for the turn.
Event cards that say “Play immediately before a marine takes his
turn” can be played until the marine player declares his
action. As always, the invader player should be given a reason-
able chance to play his cards first.
CCrreeddiittss
Game Design: Kevin Wilson
Additional Design & Development: Christian T. Petersen
Rules: Kevin Wilson, Greg Benage, & Christian T. Petersen
Editing: Darrell Hardy, Greg Benage, Christian T. Petersen
Graphics by: Scott Nicely, id Software
Sculpting by: Bob Naismith
Production: Darrell Hardy
Publisher: Christian T. Petersen
Playtesters: The FFG Staff, the Last Chance Playtesters, the
Blue Mancubus Group, Wil Hindmarch, Scott Reeves.
Special Thanks to: Team XYZZY, Marty Stratton, Todd
Hollenshead, and all the other wonderful people at id Software
for allowing us to make this game.
For additional scenarios, or to post
your own D
OOM scenarios, visit:
WWW.FANTASYFLIGHTGAMES.COM
DOOM The Boardgame © 2004 Id Software, Inc. All rights
reserved. DOOM and DOOM 3 characters and images © 2004 Id
Software, Inc. All rights reserved. DOOM and ID are registered
trademarks of Id Software, Inc. in the U.S. Patent and Trademark
Office and/or some other countries. All Id Software, Inc. property
is used under license. © 2004 Fantasy Flight Publishing, Inc.
TM
The Cyberdemon moves
right, then diagonally to
the upper right, then up.
First the Demon moves left,
then up (its back half fol-
lowing its front half), and
then sidesteps.
OOvveerrssiizzeedd ffiigguurree
mmoovveemmeenntt EExxaammppllee
The top card of the deck is turned face up and
shows that the missed grenade attack has scat-
tered 4 spaces back towards a marine. Ouch!
SSccaatttteerr EExxaammppllee
FANTASY FLIGHTGAMES
11


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