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Classic Doom: the Board Game

“Open Beta” version 0.99


By Aaron Tubb

Campaign Rules:
New Invader type - Z-Sec: 2 armor, 1 health, 3 move, ranged attack: [Y][G] +deadly. 6 Z-Sec
figures for each color (uses both archviles and all 4 trites or zombie commandos)
New Invader type - Barron of Hell: Uses Hellknight figures. 4 armor, 4 health, 3 move, ranged
attack: [R][B][B][G] +knockback.

Marine special rules:


-4 armor is the maximum any marine can have (synonymous with 200% armor from the PC
game).
-Marines move 5 spaces when they advance and 10 spaces when they sprint
-No Grenades.

MegaShpere item - +6 health, can go over max (use adrenaline boost token if you don't have
expansion)
Invisibility item - cannot be attacked for 2 turns (use berserk token if you don't have expansion)

-Goo pits placed off the side of rooms represent goo areas below the room area. Instead of
placing Goo pits, the Invader player should indicate to the Marines that there is a goo area off
the side of the room area. Marines or invaders may move or be pushed into these goo areas as
normal.
-Each scenario has an exit switch, represented by a yellow teleporter. Marines win if they are all
in the exit room and one marine is on the exit space. The Invader wins by getting a set number
of frags.
- In many of the missions, not all of the rooms/halls connect correctly, so there are some
overlapping pieces (like the hall intersection before the exit on M2). The overlapping piece
doesn't stick up too much when the map is setup, fortunately.
-Any time you would spawn a trite, Archvile, Mancubus, or Hellknight, spawn a Z-Sec instead. Starting
with the third mission (Toxin Refinery), spawn a demon when you would normally spawn a Mancubus.
M1: Hangar
Campaign Intro: Read: “For the last four years the military, UAC's biggest supplier, has used the remote
facilities on Phobos and Deimos to conduct various secret projects, including research on inter-
dimensional space travel. So far they have been able to open gateways between Phobos and Deimos,
throwing a few gadgets into one and watching them come out the other. Recently however, the
gateways have grown dangerously unstable. Military "volunteers" entering them have either
disappeared or been stricken with a strange form of insanity--babbling vulgarities, bludgeoning anything
that breathes, and finally suffering an untimely death of full-body explosion. Matching heads with torsos
to send home to the folks became a full-time job. Latest military reports state that the research is
suffering a small setback, but everything is under control.
A few hours ago, Mars received a garbled message from Phobos. "We require immediate military
support. Something fraggin' evil is coming out of the gateways! Computer systems have gone berserk!"
The rest was incoherent. Soon afterwards, Deimos simply vanished from the sky. Since then, attempts to
establish contact with either moon have been unsuccessful.
You and your buddies, the only combat troop for fifty million miles were sent up pronto to Phobos. You
were ordered to secure the perimeter of the base while the rest of the team went inside. For several
hours, your radio picked up the sounds of combat: guns firing, men yelling orders, screams, bones
cracking, then finally silence. Seems your buddies are dead.
Things aren't looking too good. You'll never navigate off the planet on your own. Plus, all the heavy
weapons have been taken by the assault team leaving you only with a pistol. If only you could get your
hands around a plasma rifle or even a shotgun you could take a few down on your way out. Whatever
killed your buddies deserves a couple of pellets in the forehead. Securing your helmet, you exit the
landing pod. Hopefully you can find more substantial firepower somewhere within the station. As you
walk through the main entrance of the base, you hear animal-like growls echoing throughout the distant
corridors. They know you're here. There's no turning back now.”
Mission Rules: The Marines win if they are all in the exit room and one marine is on the exit space. The
Invader wins by scoring 4 frags.
Fuel Area: Read: “This room seems to have been, at one time, a fuel storage area housing large tanks of
spacecraft fuel. Now it houses a crowd of monsters from Hell and large pool of highly noxious spilled
fuel from a busted tank. “
Outside Area: Read: “You have just stepped out onto an outdoor landing pad. It looks like a personnel
transport ship exploded in the middle of it, and bits of scrap metal and some leaked fuel is scattered
around the landing area.”
Storage Room: Read: “This room is dark and crowded, with grates and fuel barrels scattered around the
place. A light is flickering on and off erratically. The door at the far end of the room appears to be the
elevator out of the hangar. You’re almost there, but several monsters block your path.” When a marine
enters this room, remove the end piece on the East side of the “Fuel Area” and connect the “Secret
Area”. Any pieces on the removed space are moved to the “Secret Area”. Read: “You hear a wall
opening somewhere behind you.”
If the Marines escape: Read: “You pound the ‘close door’ button as you scramble into the service
elevator and wait for your heart rate to return to normal. Feeling fortunate to have made it out of there
alive, you notice that you are heading in the direction of the Phobos base’s nuclear power station.”
M2: Nuclear Plant
Mission Intro: Read: “As the elevator comes to a stop, the lights flicker and the control panel
sparks violently. The power station must be overrun with those hellish creatures if the power is
starting to go out sporadically. You feel your stomach lurch as the elevator strains to stay where
it is, but falls about a foot after an ominous creak emanates from somewhere above you. Using
all your strength, you manage to pry the door open and step out onto the operations level of
Phobos’ nuclear plant.”
Mission Rules: The Marines win if they are all in the exit room and one marine is on the exit
space. The Invader wins by scoring 5 frags.
Start: Read: “The room is full of barely functioning equipment and computer mainframes. There
is an old maintenance access hatch in the East mainframe (shown by the grate). It also looks like
some armor and weapons have been strewn around, along with the corpses of marines and
engineers. Some of the corpses are still armed and are growling in your direction.”
If a Marine ends his turn on the grate in this room, he finds inside the hatch: bullet ammo,
rocket ammo, and a switch that grants the marines blue door access (blue key).
Hall 1: Read: “A number of imps and zombies are scattered throughout the hall, some of them
feasting on human corpses and some of them wandering towards you, gore dripping down their
blood-drenched skin. To the North, there is a small room containing a pillar with a switch on it
and some spilled toxic waste.”
If a Marine ends his turn on the ‘?’ marker, he pulls the switch and the Marines are given yellow
access (yellow key).
Computer Room 2: Read: “A number of computer terminals and mainframes fill this dark room,
like obstacles in a maze. Broken glass from all the smashed lighting litters the floor. The floor is
a sort of metal grating, and the sounds of evil creatures stumbling across the grating are barely
audible above the sounds from huge turbines spinning and groaning, far below you. Another
maintenance access hatch is in the East wall of this area.”
If a Marine ends his turn on the grate, he finds bullet and rocket ammo in the access hatch.
Spent Fuel Area: Read: “This room seems almost serene, after the carnage you left behind in
the hallway. A metal catwalk hangs over the glowing spent fuel pool, beneath it. Since water is
a rare commodity on Phobos, bubbling toxic green goo fills the pool instead.”
Elevator: This room is an elevator. These two doors cannot be smashed, and whenever one
door is opened the other closes automatically. If a demon is blocking the other door from
closing, the first door cannot be opened.
Hall 2: Read: “You run into a narrow corridor that leads down some stairs to a door marked
‘Exit’. Your heart takes a bit of courage by the fact that you are almost out of here.”
If the Marines Escape: Read: “You made it through the nuclear plant alive. Locking the exit door
behind you, you move out into some kind of conveyor-powered causeway. Out on the moon’s
surface, you can see large pipes carrying what you can only guess is toxic sludge heading
towards the same facility that the causeway is. It looks like you are heading straight for Phobos’
toxin refinery.”
M3: Toxin Refinery
Mission Rules: The Marines win if they are all in the exit room and one marine is on the exit
space. The Invader wins by scoring 5 frags.
There are a lot of toxic pits on this map. When a new room is revealed, goo pits from other
rooms may be drained (removed) by the invader player so new pits can be placed.
Toxic Pit 1: If the ‘?’ in “Secret Area” has been activated, read: “The goo pit appears to have
been drained and some kind of elevator is visible in the North wall of the pit.” Marines may use
the grate pieces as if they were teleports to and from the grate pieces in “Secret hall”.
Hall 1: If a Marine ends his turn on the ‘?’, he pulls a switch and the Marines are granted red
access (red key).
Cave: When a Marine enters this area, remove the X’d end piece in “Computer Room” and the
North dead end piece in “Hall 1” and attach “Secret Area” to those two spots. Transfer any
items/invaders/marines on the removed pieces to the same spot in “Secret Area”.
Storage Area 1: When a Marine picks up the blue key, replace the X’d end piece in this room
with “Ambush Area”. Transfer any pieces on the removed piece to “Ambush Area”.
Secret Area: If a Marine ends his turn on the ‘?’, replace the X’d goo pit in “Toxic Pit 1” with 2
grate pieces (secret elevator). Read: “You stop to turn a large valve protruding from the wall,
and then you hear the sound of flowing toxic goo within hidden pipes somewhere behind the
valve.”
M4: Command Control
Mission Rules: The Marines win if they are all in the exit room and one marine is on the exit
space. The Invader wins by scoring 6 frags.
Goo Canal Area: If a Marine ends his move in any of the goo pits, replace the X’d piece with
“Secret Area” and read: “You wince in pain as the noxious toxic goo burns your skin and starts
to suffocate you, but down in this canal you can see a hidden area where it looks like a soldier
with a rocket launcher had crawled into before dying of chemical burns.”
Condenser: When a Marine picks up the blue key, immediately spawn an imp, plus an imp for
each marine player, on any of the X’d spaces in this room. If you have an “Ambush” card, you
may play it now.
Computer Area 2: When a Marine enters this room, remove all obstacles from “Condenser”, if
you haven’t already.
If a Marine steps on any of the X’d spaces, immediately remove all the obstacles in the room.
Place a Medi-kit where the middle obstacle was and place 2 imps and 1 Z-Sec on any spaces
where the other 2 obstacles were.
Maze Area: If a marine ends his turn on the ‘?’, he pulls a switch that gives the marines red
access (red key).
Stairs Area: When a Marine enters this room, remove all obstacles from “Condenser”, if you
haven’t already.
M5: Phobos Lab
Mission Rules: The Marines win if they are all in the exit room and one marine is on the exit
space. The Invader wins by scoring 6 frags.
Goo Pit Balcony: If a marine ends his turn on the ‘?’, replace the X’d piece in “Goo Pit Room”
with “Goo Pit Catwalk”.
Goo Pit Room: If a marine ends his turn in the goo area off the side of the room, replace the
blue X in “Start Area” with “Secret Area” (if you haven’t already) and then teleport the marine
to the X in “Secret Area”.
Goo Pit Catwalk: If a marine ends his turn in the goo area off the side of the room, replace the
blue X in “Start Area” with “Secret Area” (if you haven’t already) and then teleport the marine
to the X in “Secret Area”.
Courtyard:
Elevator: This room is an elevator. These two doors cannot be smashed, and whenever one
door is opened the other closes automatically. If a demon is blocking the other door from
closing, the first door cannot be opened.
Goo Lab Area: When a marine steps on any of the red X’d spaces, replace the purple X’d pieces
in this room with “Ambush 1” and “Ambush 2”.
If a Marine ends his turn on the ‘?’, remove the East end piece in “Courtyard” (marked with an
X) and replace it with “Plain Hall”. Connect “Plain Hall” and “Plain Room”.
Computer Area: If a Marine ends his turn on the grate, he finds a Chaingun, Bullet Ammo, and
Rocket Ammo in the maintenance hatch.
If a Marine ends his turn on the ‘?’, flip the ‘?’ piece over so that it is a grate. Marines and
Invaders may teleport to and from this grate to the grate in “Hall 1” as if it were a regular
teleport. When a marine moves into “Hall 1”, replace the North end piece with an X on it in
“Courtyard” with “Hall 2” and connect “Hall 2” to “Hall 1”.
Teleport: When a marine uses the blue teleport in this room, he is teleported to the red X in
“Start Area” if the Marines do not have the blue key. If they do have the blue key, they may
chose to teleport to the red X in “Start Area” or the X in “Dark Lab”, even if they haven't
discovered “Dark Lab” yet.
M6: Central Processing
Mission Rules: The Marines win if they are all in the exit room and one marine is on the exit space. The
Invader wins by scoring 7 frags.
Start Area: If a marine ends his turn in the toxic goo off the Easternmost piece in this area, he can move
back onto the walkway on his next turn; there is no secret area here.
Storage: When a marine picks up the red key, remove the X'd obstacles and place as many of the
monsters labeled “Hiding in Storage” into the newly revealed 8 spaces as will fit.
Goo Pit 1: When a marine picks up the blue key, replace the X'd obstacles with a Demon and 2 Imps.
If a marine ends his turn in the goo pit off of the West edge of the area, he finds a secret tunnel and
teleports to the X in “Secret Area”. Connect “Secret Area” to “Start Area” where the shotgun and bullet
ammo are shown. Move anything on the removed end piece over to “Secret Area”.
Catwalk (before the yellow key is found): If the marines do not have the yellow key, they will not find
any secret area if they end their turn in the goo on either side of the catwalk.
Catwalk (after the yellow key is found): After the marines have found the yellow key, you may place 2
imps on the X'd spaces in this area when a marine first enters this area again (or you immediately place
them when the yellow key is picked up if a marine is already in this area).
After the marines have found the yellow key and there are no marines in any areas with “Tank” in its
name, remove all areas with “Tank” in their name from the board. The processing tanks have filled with
goo and the blue security door is now permanently locked.
If a marine ends his turn in the goo on the South side of the catwalk, he finds a hidden alcove with a
medi-kit, rocket launcher, bullet ammo, rocket ammo, and an invisibility power up.
If a marine ends his turn in the goo on the North side of the catwalk, he finds a long canal filled with
toxic goo. Roll the green die and lose health equal to the number of damage shown on the die and find 2
rocket ammo, 2 bullet ammo, a medi-kit, and a MegaSphere at the end of the canal. There is also a
secret elevator that teleports the marine to the X'd space in “Goo Pit 2”.
Tank 1, 2, 3, and 4: These rooms have 1x1 sized goo pits in the corners (marked with X's). Either place
beads/coins/something there to mark the goo, or just tell the marine players that there is toxic goo in
each corner.
Tank Switch: When a marine ends his turn on the ?, remove the obstacle with 2 X's on it in “Tank Hall”.
Tank Hall: When a marine picks up the yellow key, remove the X'd obstacles and place as many of the
monsters labeled “Hiding in Tank Hall” into the newly revealed 8 spaces as will fit.
Goo Pit 2: The door on the West side of this area does not exist when this room is first discovered.
Switch Room: When a marine ends his turn on the ?, place a normal door on the West side of “Goo Pit
2” where a door is shown on the map, and then connect “Fork Area” to “Goo Pit 2” at the door.
Computer Area 2: When a marine ends his turn on the ?, remove the X'd pieces of this room and
connect “Ambush 1” and “Ambush 2” where the end pieces were removed.
M7: Computer Station
Mission Rules: The Marines win if they are all in the “Exit” room and one of them is on the exit
space (the yellow teleporter). The Invader wins by scoring a certain number of frags. This
scenario uses two yellow security doors; you will have to either indicate this somehow, or
pretend that one normal door is a yellow security door. I recommend using airlocks for yellow
doors, if you have the expansion.
Computer Area 2: If a Marine ends his turn on the grate, he gains a rocket launcher, 2 bullet
ammo boxes, and one rocket ammo box. Read the following when a Marine does this: “As you
step near the wall of mainframes, you step onto a lift that takes you up to an area on top of
them. Up here, over the computers, you find a rocket launcher and some ammo boxes.”
Catwalk: If a Marine ends his turn in the goo on the South side of the long straight piece, he
gains a chaingun, 4 bullet ammo boxes, one rocket ammo, and a health kit. Also, remove the
obstacle in “Hall 1” with the green X. A marine ending his turn in this goo area starts his next
turn on the red X in “Hall 1” (or adjacent to the X if the X'd space is occupied).
If a Marine ends his turn in the goo on the North side of the long straight piece, he will start his
next turn on either of the X'd spaces in “Secret Area”.
Secret Area: The grate in this room can be used like a teleporter. It leads to the X'd space in
“Main Room”.
Computer Area 4: When a Marine picks up the red key, replace the X'd board piece in “Storage
Area” with “Ambush 1”, and replace the obstacle with a purple X in “Hall 1” and put a Z-Sec in
its place.
Goo Overlook: When a Marine picks up the blue key, remove the X'd board piece in “Computer
Area 2” and attach “Ambush 2” where the X'd piece was. Also, remove the X'd obstacle in
“Main Room” and put an imp and a zombie in its place.
Hall 3: If a Marine ends his turn on the ? Space, remove the obstacle in “Hall 4”.
M8: Phobos Anomaly
Mission Rules: The Marines win if they are all in the exit room and one marine is on the exit
space. The Invader wins by scoring 3 frags.
Ammo Cache Area: If all of the marines end their turn on grates, they are all moved to the X’d
spaces in “Star Area”. “Goo Pit Area” and “Ammo Cache Area” are now off limits to the
marines.
Star Area: If both Barons of Hell are killed, connect “Exit” to the Northernmost empty
connection in this area.
If the Marines Escape: Read: “Once you beat the big bads and clean out the moon base, you’re
supposed to win, aren’t you? Aren’t you? Where’s your fat reward and ticket home? What the
Hell is this? It’s not supposed to end this way!
It stinks like rotten meat, but looks like the lost Deimos base. Looks like you’re stuck on the
shores of Hell. The only way out is through.”
Secret Level - M9: Military Base
Mission Rules: The Marines win if they are all in the Exit Room and one marine is on the Exit
marker (represented by the yellow teleporter). The Invader wins by scoring a certain number of
frags. This scenario uses two yellow security doors; you will have to either indicate this
somehow, or pretend that one normal door is a yellow security door. I recommend using
airlocks for yellow doors, if you have the expansion.
Outside Area: Place obstacles and/or grates on the 4 squares in the center of this area. These
spaces represent a caged area. The imps on them can attack you from the “cage”, and they can
be attacked from outside the “cage”, but they cannot leave these 4 spaces. These spaces
cannot be entered by other models, but LOS can be traces through them.
Pentagram Room: Read “The floor is broken up in places here and a glowing pentagram made
of a spongy glowing blood-red substance occupies the center of the room. Upon it lays a rocket
launcher and a box of rockets, along with a couple medical kits.”
If a marine steps on any of the 4 spaces with items on them, the Invader can spawn a demon
and an imp for each marine player anywhere in the Pentagram Room during the next Invader
turn (e.g. 2 demons and 2 imps if there are two marine players). These monsters can spawn
within a marine's line of sight.
Switch Room: If a marine ends his turn on the '?' space, remove all obstacles in “Side Hallway”
and “South Room”. Immediately place the blue key 2 Demons where the obstacles were in
“South Room”.
East Room/South Room: If a marine ends his turn on a grate in either of these rooms, read the
following: “You quickly scramble down a narrow ladder leading into an access tunnel that runs
below this room. A dead marine, along with his gun and equipment, lay on the floor of the
cramped space. There is a ladder a bit further down the tunnel, leading up to another room.”
The first marine to end his turn on one of the grates in these rooms gains a chaingun, a health
kit, and 2 bullet ammo boxes. Also, any marine ending his turn on one of these grates can start
his next move on either grate.

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