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GGaammee SSeettuupp
Follow the steps below to prepare for the KNEE
DEEP IN THE
DEAD scenario. Other scenarios may have special setup rules of
their own.
1. C
HOOSE AN
I
NVADER AND
M
ARINES
Select one player to play the invaders. It is recommended that the
most experienced player take the invaders, but you may choose at
random if you prefer. The other players are the marines, and each
of them should choose one of the three marine colors—red, green,
or blue—to represent themselves.
2. C
HOOSE A
S
CENARIO
The invader player looks through the Scenario Guide and selects
a scenario to play. For the purposes of these rules, we assume that
you’ll be playing the K
NEE
DEEP IN THE DEAD
scenario.
3. C
REATE THE
G
AME
B
OARD
The invader player now creates the part of the game board that
forms the starting area of the scenario (specially marked under
each scenario).
Important: Place the compass rose token near the board pointing
in the direction indicated in the Scenario Guide. The compass rose
is used when applying the scatter diagrams found on the invader
cards.
4. P
UT
S
TARTING
P
IECES ON THE
B
OARD
The rules for each scenario in the Scenario Guide explain how to set
up the board at the beginning of a new game. Place the marine and
invader figures in the starting area as shown, as well as any equip-
ment tokens located here (see diagram below).
5. S
ETUP
M
ARINE
E
QUIPMENT
Each marine player now receives the marine equipment bin in his
color. Marine players also receive ammo tokens, wound tokens, and
armor tokens based on the number of marine players (see below).
Place these tokens on the equipment bin in the indicated areas.
Marines Shells/Bullets Wounds Armor
1 4 10 2
2392
3282
Example: In a three player game, one player will take the role of
the invaders, and the two other players will take the role of the
marines. Since there are two marine players, each marine places
3 shells/bullets, 9 wounds, and 2 armor in his equipment bin.
6. Deal Out Starting Cards
Separate the marine cards and the invader cards, then shuffle
each deck individually.
Each marine player draws the number of marine cards indicated
below. Each player should place these cards face up in his play area.
Marines Cards
13
23
32
The invader player then draws 5 invader cards (regardless of the
number of marines). The invader player should look at his cards
but not reveal them to the marine players.
7. F
IRST
M
ARINE
P
LAYER
The marine player sitting to the left of the invader player is the
first marine player.
TThhee RRoouunndd SSeeqquueennccee
DOOM: THE BOARD GAME is played over a series of rounds.
During each round, every player receives one turn, starting with the
first marine player and continuing clockwise. After the invader
player has taken his turn, the round is over and the next round
begins with the first marine player taking his turn once again.
O
NE
R
OUND
C
ONSISTS OF
:
Turn 1: First Marine Player’s Turn
Turn 2: Second Marine Player’s Turn
Turn 3: Third Marine Player’s Turn
Turn 4: Invader Player’s Turn
If playing with less than three marine players, simply skip the
turn of the missing marines.
T
HE
M
ARINE
T
URN
As the first event of his turn, a marine player must choose an
action from the four listed below. A marine is not allowed to
do anything before he has declared which of the four actions
he is executing. After the marine has resolved his entire action,
his turn is over and play passes to the player on his left.
The four possible actions are:
AA.. SS
PPRRIINNTT
A marine that sprints may move up to 8 spaces during his turn,
but cannot attack (see Movement, pg. 7).
BB.. UU
NNLLOOAADD
A marine that unloads may make up to 2 attacks during the
turn, but cannot move (see Attacking, pg. 7). Each attack is
completely resolved before the marine makes the next attack.
Important: A marine may use a different weapon each time he
attacks, even when unloading.
CC.. AA
DDVVAANNCCEE
A marine that advances may move up to 4 spaces and may
make 1 attack during the turn. An advancing marine may make
his attack before, after, or at any point during his movement.
Example: An advancing marine could move 1 space around a
corner, attack an invader, and then move 3 additional spaces in
any direction (including back around the corner).
DD.. RR
EEAADDYY
A marine that readies can either move up to 4 spaces or make
1 attack during the turn. In addition, a marine that readies may
place 1 marine order next to his marine on the board. The order
may be placed at any time during his turn. These orders grant
the marines special actions/abilities later in the round, often dur-
ing the invader players turn (see Marine Orders, pg. 9).
I
NVADER
P
LAYER
S
T
URN
After all marines have taken their turn, it is time for the invader
player to act. The invader player’s turn is divided into 3 steps.
After the invader player has resolved all 3 steps, his turn is over
and the round ends.
Step 1: Draw and Discard
Step 2: Spawn
Step 3: Activate Invaders
SS
TTEEPP
11:: DD
RRAAWW AANNDD
DD
IISSCCAARRDD
To begin the invaders turn, the invader player must draw 1
card from the top of the invader deck for each marine player.
If this leaves the invader player with more than 8 cards in his
hand, he must immediately select and discard enough cards so
that his hand size is reduced to 8. When the invader player draws
the last card in the invader deck, he scores 1 frag point (see
Frags & Kills, pg. 9). He then creates a new invader deck by
shuffling the discard pile into a new deck.
As described before, the cards in the invader deck are either
event cards or spawn cards.
Playing Invader Event Cards
The invader player may play his event cards at any time as long
as the conditions on the card have been met. After playing an
event card, simply follow the printed instructions, resolve the
effects, and discard the card in a discard pile.
FFoouurr PPllaayyeerr SSeettuupp ffoorr SScceennaarriioo II
The first area of
the scenario is
set up like this
to begin the
game.
The invader player receives:
Each marine player receives:
63 plastic
invader
figures
5 invader cards (face down)
Reference sheet
Reference sheet
1 plastic
marine
figure
1 equipment bin
2 marine
cards
(face up)
The deck of invader
cards is placed near the
invader player.
Put the compass rose near the board like this.
2 armor
tokens
2 shells/bullets
tokens
10 wound tokens
6

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