DOOMED
INTRODUCTION
Card game based on the Doom Video Games.
DISCLAIMER
Doom is a licensed, copyrighted property.
This is merely a fan site.
OBJECTIVE
Be the first player to gain 50+ Doom Points and to have
Killed at least 1 Boss.
DEATH
Lose all your life points and you are out of the game.
If only one player remains, he wins.
Max life = 25
POINTS
Use counters to keep track of Doom Points.
Use different counters to keep track of Life Points.
Use Tokens to keep track of Ammo.
THE DECK
The deck has 6 card types:
1. Action Cards (Aid)
2. Weapon Cards (Aid)
3. Equipment Cards (Aid)
4. Location Cards
5. Zombie Cards (Foes)
6. Demon Cards (Foes)
FOES
All Foes (Zombie and Demon cards) have Damage and Strength ratings.
They may also have traits that will interact with other cards.
The term opponent refers to opposing players.
SETUP
Shuffle the deck.
Each player starts with 19 + 1D6 Life Points.
Each player starts with 2D6 Doom Points.
TURN SEQUENCE
1. Doom Phase
2. Leader Phase
3. Tactics Phase
4. Resolution Phase
5. Damage Phase
6. End Phase
DOOM PHASE
Lay out 3X cards where X is the number of players.
These are the Doom Cards.
LEADER PHASE
Determine the leader for this phase.
The player with the least life is the Leader.
If tied for least life, the player with the least Doom Points goes first.
TACTICS PHASE
Starting with the Leader, and going clockwise, each player picks 1 of the
Doom cards layed out in Doom phase.
If it is an Aid (action, weapon, equipment) card place it in front of yourself.
If it is a Foe (Demon or Zombie) card place it in front of an opponent.
If it is a Location card, place it in front of yourself or an opponent.
If a player gets a Location card, he must discard any other
Location card he may already have in play.
Continue going around until all Doom cards are assigned.
RESOLUTION PHASE
Start with the leader and go clockwise.
Each location has a Foe limit. The player discards foes in front of him in
Excess of the Foe Limit.
Discard 1 or more ammo tokens, equipment, and action cards to defeat a Foe with a strength
equal to Less than the force of the cards discarded. Note: not all Aid cards have a Force value.
Weapons with no Ammo Tokens are discarded.
Gain Doom points equal to the Damage Rating of Defeated foes. Discard defeated foes.
You can use a max of 2 Weapons per turn.
DAMAGE PHASE
Each Foe in front of you does damage to you equal to its damage rating.
(Damage received corresponds to an equal loss of Life Points)
END PHASE
At end of turn a player may have a max of 6 Aid cards in front of him. Discard excess.
If you did not take damage in Damage phase, heal 2 Life points.
SPECIAL ABILITIES
Some cards can be used (discarded) to produce a special effect.
These abilities can be used any time (and if appropriate).
ARMOR
Whenever you receive damage from a Foe, it is reduced by an amount
Equal to your armor level.
However, you will always take at least 1 point of damage from an attack.
Armor does not protect you from Toxic Damage.
SEARCH SPECIAL ABILITY
To search, divide the deck into 2 stacks. Look through one of the stacks, and take a card
of the appropriate type, and place it in front of you. Shuffle the 2 stacks back together.
SOULCUBE
A soulcube must be used to turn it is picked.
When used, or at the end of the turn, shuffle the soulcube card back into the deck.
A soulcube token is treated just like a card, but is removed from play if discarded.
CARD LIST NOTATION
A = Action Cards (Aid)
W = Weapon Cards (Aid)
E = Equipment Cards (Aid)
L = Location Cards
Z = Zombie Cards (Foes)
D = Demon Cards (Foes)
SR = Strength Rating
DR = Damage Rating
# = Copies of that card in the deck
IK = Instant Kill
FL = Foe Limit
ROF = Rate of Fire: Max number of times weapon can be used per turn
AT = Number of Ammo Tokens weapon comes with
Explode = Foe discarded after it does its damage
SA = Special Ability (Discard this card to use)
WP = When Played (SA use only once but do not discard)
Inv = Can only be defeated with a soulcube
DOOM DECK CARD LIST
Name: # Type Force AT ROF Notes:
BFG-9000 2 W 8 4 2 +2 vs Guardian
Chaingun 2 W 7 3 3 +2 vs Slow, -3 vs Stealth
Pistol 2 W 2 7 3 -1 vs Range
Shotgun 2 W 3 5 2 +2 vs Melee, -1 vs Range
Grenade 2 W 9 3 2 +2 vs Vagary
Machine Gun 2 W 4 8 4 +2 vs Range
Chainsaw 2 W 6 U 1 Cannot be modified by Actions
Plasma Gun 2 W 5 6 2 -2 vs Fast, +2 vs Revenant
Rocket Launcher 2 W 10 2 2 +2 vs Sabaoth
Soulcube 2 W IK 1 1 When used shuffle into deck
Name: # Type Notes:
Flashlight 2 E Negates Dark Location Modifier
Ammunition 4 E SA: Put 2 AT on target Weapon card
Armor Shard 2 E Armor level +1
Security Armor 2 E Armor level = 2
Backpack 1 E SA: Search for Equipment
PDA Log 1 E SA: Search for Action
Key Card 1 E SA: Search for Location
Large Med Kit 2 E SA: Regain 10 Life Points
Small Med Kit 4 E SA: Regain 5 Life Points
Name: # Type Notes:
Splash Damage 2 A SA: Grenade or Rocket does its damage to 2 Foes
Circle Strafe 2 A SA: Weapon does +2 Damage to Slow Foe
Sprint 2 A SA: Target Foe does no damage this turn
Head Shot 2 A SA: Weapon does +2 damage to non-Boss Foe
Exploding Barrel 2 A SA: Weapon does +4 damage to Range Foe
Complete Objective 2 A SA: You become the Leader this turn
Follow Sentry Bot 1 A SA: Discard target non-boss Foe
Broken 2 A SA: Discard target Equipment in front of opponent
Teleporter 1 A SA: Search for Location
Bravo Team 1 A SA: Gain 3 Life Points and 3 Ammo Tokens
Platform Jump 2 A SA: Gain 2 Doom Points
Quick Reload 1 A SA: Double ROF of target weapon
Name: # Type FL Notes:
Mars City Underground 1 L 4 Zombies get +2 SR
Administration 1 L 3 Zombies get +2 DR
Alpha Labs Sector 1 L 3 WP: Gain 4 Ammo Tokens
Energy Processing Plant 1 L 4 Foes get +1 DR
Communications Facility 1 L 3 Foes get +1 SR
Recycling Sector 1 L 3 Swarm gets +2 SR
Monorail Skybridge 1 L 3 Stealth get +2 SR
Service Tunnel 1 L 1 Fast get +2 DR
Hell 1 L 5 WP: Gain Soulcube Token
Delta Complex 1 L 4 Fast get +2 SR
CPU Complex 1 L 3 Stealth get +2 DR
Central Processing 1 L 4 Demons get +2 SR
Site 3 1 L 4 Demons get +2 DR
Caverns 1 L 5 Bosses get +2 SR
Primary Excavation 1 L 5 Bosses get +2 DR
Room on Fire 1 L 2 WP: Take 4 Toxic Damage
Toxic Gas 1 L 3 WP: Take 2 Toxic Damage
Health Station 1 L 2 WP: Gain 5 Life Points
Junction 1 L 4 Swarm gets +2 SR
Marine HQ 1 L 2 WP: Search for Weapon
Name: # Type SR DR Notes:
Walking Dead 2 Z 2 1 Melee
Lab Zombies 2 Z 3 1 Melee
Chainsaw Zombie 2 Z 8 5 Melee
Fat Zombie 2 Z 4 2 Melee, Slow
Flaming Zombie 2 Z 5 3 Fire, Melee, Fast
Z-Sec Machine Gun 2 Z 3 3 Range
Z-Sec Pistol 2 Z 2 1 Range
Z-Sec Shield 2 Z 6 1 Melee
Z-Sec Shotgun 2 Z 3 4 Range
Z-Commando Tentacle 1 Z 7 2 Melee, Stealth
Z-Commando Chaingun 1 Z 7 6 Range, Stealth
Name: # Type SR DR Notes:
Lost Soul Pack 1 D 1 2 Melee, Swarm, Fast, Stealth
Tick Swarm 2 D 2 4 Melee, Swarm, Explode
Trite Swarm 1 D 3 5 Melee, Swarm, Explode
Maggot 2 D 3 3 Melee, Fast
Cherub Group 1 D 2 2 Melee, Swarm
Imp Army 2 D 4 5 Fire, Melee, Swarm, Fast
Wraith 1 D 5 4 Melee, Stealth
Cacodemon 1 D 6 6 Fire, Melee, Slow
Pinky 1 D 7 5 Melee
Revenant 1 D 9 6 Range, Melee
Archvile 1 D 12 7 Fire, Melee
Hellknight 1 D 15 8 Fire, Melee, Slow
Mancubus 1 D 18 7 Range, Slow
Guardian 1 D 18 6 Melee, Boss, Swarm
Vagary 1 D 21 7 Range, Melee, Boss
Sabaoth 1 D 24 9 Range, Melee, Boss
Cyberdemon 1 D 50 10 Range, Melee, Boss, Inv
LINKS
Doom 3 Wikipedia