Additional Rules for DOOM The Board Game

By: Dennis B. B. Taylor

DOOM: The Board Game Additional Rules

Hey there! So, you’re interested in learning more about the additional rules for DOOM: The Board Game? Well, you’ve come to the right place. I’m here to break it down for you, so let’s jump right in!

Now, we all know DOOM is known for its fast-paced action and intense gameplay, and these additional rules are here to take things up a notch. They bring even more excitement and strategy to the table, ensuring every game is a thrilling experience.

One of the key aspects of these additional rules is the inclusion of new cards. These cards can provide you with powerful abilities and devastating attacks. But be careful! Your opponents also have access to these cards, so you’ll need to carefully plan your moves and anticipate their next move. It’s a game of cat and mouse, where every decision counts.

Another cool thing about these additional rules is the new scenario options. These scenarios offer unique challenges and objectives, adding a whole new layer of depth to the game. Each scenario has its own set of rules and victory conditions, so you’ll need to adapt your strategies accordingly. It keeps things fresh and ensures that no two games are the same.

Now, let’s talk about the new miniatures included in this expansion. These detailed miniatures bring the iconic DOOM demons to life on the board. From the ferocious Revenant to the terrifying Baron of Hell, you’ll have to face off against some truly formidable foes. But don’t worry, you’ll also have access to new weapons and power-ups to help you even the odds.

Lastly, the expansion introduces a new mechanic called “threat.” As the game progresses, the threat level increases, making the demons even more deadly. You’ll need to work together with your teammates to manage this threat and prevent it from overwhelming you. It adds an extra layer of tension and forces you to constantly adapt your strategies.

So there you have it, a rundown of the additional rules for DOOM: The Board Game. These rules inject even more excitement and strategic depth into an already thrilling game. Whether you’re a fan of DOOM or just love intense board game experiences, you won’t want to miss out on these additional rules. So gather your friends, grab your weapons, and get ready to face the hordes of Hell in DOOM: The Board Game!

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If you’re looking to understand the rules of a typical game, here are some guidelines to follow:

Ammo (Marines Only)

In order for a marine player to attack with a weapon, they need to have at least one ammo token of the corresponding type in their ammo bin. This rule doesn’t apply to invaders, as their attacks work differently.

The amount of ammo needed for each weapon is displayed on the reference sheets. Weapons that have an infinity symbol (oo) do not require or use any ammo.

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Once a marine has finished rolling the dice for an attack, it’s time to check if any ammo has been used. If any of the dice show a bullet icon, I have to get rid of 1 ammo token that matches the weapon used.

It’s important to note that only one ammo token is discarded, no matter how many bullet icons appear.

Remember: If I’m using a weapon with blow-through ability, I can’t “walk” the attack to another space unless I have at least 1 ammo token left for that weapon.


The UAC Mars base has these really thick metal doors that can stop heavy weapon fire. When the doors are closed, you’ll see a door token between four spaces: two in front and two behind.

When you open a door, slide it off the board to the side. If someone closes the door (whether it’s a marine or an invader), just slide the door back onto the board to close it again.

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When I’m inside a room, doors can be a real pain. They’re like these stubborn obstacles that prevent me from moving freely and launching my attacks. Even if I can’t see what’s on the other side, I still can’t get through.

It’s not just me, though. Both marines and invaders have the power to open or close doors, but only if they’re right next to them. I guess it’s a way for us to assert some control over our surroundings.

Opening or closing a door takes a lot of effort, though. Each time I do it, I have to expend two spaces of movement. Seems like a high price to pay, but sometimes it’s worth it to gain an advantage or protect myself.

Now, here’s the thing. Doors are sturdy, and they can’t be destroyed easily. Trust me, I’ve tried. Even my powerful attacks won’t make a scratch. The invader player, though, has a special “Smash” card that allows them to destroy doors. Sneaky, right?

But there’s one more thing to keep in mind. See those doors with a key token on them? They’re called security doors, and they’re locked tight. As a marine, I can only open them if I find the corresponding key token. It’s like a scavenger hunt, but with more danger involved.

When I find a key token as a marine, I place it next to the compass rose. This lets me know that the security doors of that color are now unlocked for all marines. It’s a game-changer!

Invaders, on the other hand, can’t do anything with security doors. They can’t open or close them. Well, they can destroy security doors with the “Smash” card if they want to cause some chaos.

Equipment Tokens

As I explore the game board, I come across different equipment tokens. These tokens represent new weapons, armor, health packs, ammo, and other special items. Here are the rules for equipment tokens:

  • Only marines can pick up equipment tokens.
  • When it’s my turn as a marine, I can automatically pick up an equipment token in my space. It doesn’t cost me any movement points.

When I’m playing as a marine, there’s an interesting tactic I can use during my turn. I can give weapon or ammo tokens to the marines next to me. But here’s the catch – it costs me 1 movement point for each token I give. These tokens can come in handy, so it’s worth considering if I have enough movement points to spare.

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Yo, check it out. So, these bad boys right here? They’re like the bullets for the marines’ guns. When a marine grabs one, they gotta put it in the right place on their gear bin.

Armor Tokens

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Hey there! Let’s talk about these cool high-tech armor tokens that give marines like me some awesome protection. When I find one of these armor tokens, I put it in my equipment bin in the armor area.

The more armor tokens I have in my equipment bin, the higher my armor rating is. I can’t give armor to other marines, though. Plus, if I already have my starting amount of armor and I find more, I have to get rid of the extra ones when I get fragged.

Oh, and there’s another cool thing called Health Tokens!

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Imagine you’re a marine, and you find yourself in the midst of a dangerous battle. Your body aches from wounds, and you’re desperate for relief. That’s where these special tokens come in – they’re like magic painkillers and medical supplies that can help heal your wounds.

When you stumble upon a health token, it’s a game-changer. You grab it, feeling a glimmer of hope. But don’t get too excited, because there’s a catch – you have to let go of it right away. The token disappears, but in return, you get to remove up to three wound markers from your equipment bin. It’s a small sacrifice for a big reward.

Of course, there’s only so much these health tokens can do. If you’re already in perfect shape, with no wound markers in your bin, you won’t be able to benefit from them. They’re specifically designed for those who need them most, to aid them in their battles.

Tokens that Unlock Possibilities

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Hey there! Let me tell you about these cool tokens I found. They’re like passcodes or key cards that help us open doors in this secret base. When we, the marines, pick up one of these key tokens, we put it next to this awesome compass rose thingy. And guess what? All security doors of that color become unlocked for all marines for the entire game! How cool is that?

Weapon Tokens

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So, here’s the deal. In the Mars base, we’ve got these special objects called tokens. Think of them as weapons that the marines can use against the invaders. When a marine finds one of these tokens, they just need to put it on their reference sheet to show that they’ve got that particular weapon in their arsenal.

But here’s the catch: a marine can only shoot a weapon if they’ve got at least one ammo token of the same type. So, that means they need some bullets to actually use the weapon.

Adrenaline Tokens

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Imagine this: you have a special kind of drug that can make a marine run faster. It’s called an adrenaline token. When a marine finds one, they put it with their equipment. Then, on a later turn, the marine can use the adrenaline token to move 4 extra spaces for that turn. Pretty cool, right?

Berserk Tokens

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Imagine this: there’s this special drug that can turn a marine into a wild, uncontrollable force. We call it the berserk token. When a marine gets their hands on one of these tokens, they place it near their equipment bin, with the fresh side facing up.

Now, here’s the catch: once a marine has the berserk token, they can only attack with their bare fists. But here’s the upside – any punch they land will instantly take out any invader, no matter how tough they may be.

But wait, there’s more. The effects of the berserk token don’t last forever. By the end of the marine’s next turn, the token starts to fade, and they flip it over to reveal the half-faded side.

Then, on the following turn, it’s time to bid farewell to the berserk token. The marine discards it. Oh, and if the marine gets fragged, meaning they bite the dust, they have to immediately get rid of the berserk token too.

Now, Let’s Explore

Hey there! Let me tell you something cool about this game. So, whenever I, as a marine, have line of sight to a part of the board that hasn’t been revealed yet, guess what happens? It gets instantly revealed by the invader player! They set up that new area of the board and put all sorts of cool things in it like monsters, equipment, and other tokens. It gets pretty exciting!

Once the new section of the board is all set up, the invader player reads a little bit of text from the Scenario Guide that tells us all about the new area. And then we just continue playing from where we left off. If you want more details on how this works, check out the cover of the Scenario Guide. It’s all explained there.

Oh, and let me tell you about frags and kills. They’re important!

When an invader gets wounded a certain number of times, equal to its wound rating, it gets killed. And when an invader is killed, we simply take it off the board along with its wound tokens. Pretty straightforward, right?

When an invader figure is defeated in battle, it goes back to the invader player’s reserves, and the wound tokens are returned to the pile near the board. If necessary, a defeated invader figure can come back to the board later on (for example, when a new area is revealed or when the invader player plays a spawn card).

When a marine successfully removes all the wound tokens from his equipment bin, he is “fragged.” This means that the marine figure is removed from the board, and his last occupied space is noted.

When a marine is fragged, the marine player places his starting wound and armor tokens back in his equipment bin. If the fragged marine had collected extra armor tokens, he must now discard them and go back to the number of armor tokens he started the game with.

Any berserk token on a fragged marine is also discarded. Being fragged does not affect a marine’s other equipment tokens (weapons, armor, etc.) or his marine cards.

Once I’ve sorted out my gear, I have to wait until my next turn to come back into the game after being taken out.

When it’s my turn again, I gotta follow these rules to put my figure back on the board:

  • The spot I respawn in needs to be an empty space that’s been uncovered.
  • I have to be at least 8 spaces away from where I got taken out.
  • I can’t be more than 16 spaces away from where I got taken out.

If I can’t meet all those rules, I’ll respawn as close as I can, following the rules as best I can. If there are multiple spots that work, I get to pick which one I want to come back at.

So, here’s how it goes. When one of the marines gets fragged, the invader player keeps a “frag point” as a wound token. In the KNEE DEEP IN THE DEAD scenario, as soon as the invader player gets 6 frag points, he wins the game. Simple as that.

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Marine Action Cards

What the Marines Can Do

Now, let’s talk about what us marines can do. When I decide to get ready at the start of my turn, I can choose one of three orders – aim, guard, or dodge – and put it next to my marine on the board. Cool, huh? Oh, and by the way, if I happen to have the Medic marine card at the beginning of the game, I can also use a special order called heal. Nice!

Marines can only have one order at a time. This means that if a marine already has an order, they cannot receive another one until they have either used or removed the first order.


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When a marine wants to make an accurate attack, they can use an aim order.

Here’s how it works: before rolling the dice for an attack, the marine can give up the aim order and announce that they are making an aimed attack. This allows them to re-roll any number of dice after the initial roll, even if they rolled a “miss.” The marine must keep the result of the second roll.

For example, let’s say a marine decides to make an aimed attack and discards their aim order. They attack an imp with their pistol and roll one yellow die and one green die.

The yellow die comes up as a miss, so the marine decides to re-roll it, hoping for a better outcome. Whatever the result of the second roll, the marine is stuck with it.

I want to talk about aim orders and how they work for marines. Aim orders are like instructions that marines follow until something happens that causes them to stop. There are three main things that can make a marine stop following an aim order. First, if they get wounded. Second, if they move to a different spot. And finally, if they choose to stop following the order and instead make an aimed attack. So essentially, aim orders are a way for marines to focus on a specific target and keep following that target until something happens to interrupt them. It’s an important concept to understand when playing the game. Now let’s move on and talk about guards.

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If you’re a marine who has been assigned a guard order, you have the ability to launch a surprise attack.

During the invader player’s turn, you have the option to discard your guard order and immediately interrupt their turn by launching one attack. Just like any other attack, you must follow the rules for line of sight and attacking.

When you choose to launch an interrupt attack, the invader player’s turn is immediately paused, even if they were just about to attack with one of their figures. This gives you the opportunity to resolve your attack. Once your interrupt attack is finished and any casualties have been dealt with, the invader player can then continue their turn.

Now, let me tell you about something important called interrupt attacks. So, when I’m the invader player, I have to be ready for an interrupt attack from you at any time. But don’t worry, if I move or attack too quickly for you to declare an interrupt attack, I’ll have to take it back and reverse what I did. However, if you, as the marine player, choose not to make an interrupt attack, you can’t change your mind later. You have to stick with your decision.

As for the Aguard order, it stays with you, the marine, until one of these things happen: either you take one or more wounds, or it’s the beginning of your next turn, or you decide to discard the order to make an interrupt attack.

Now let’s talk about dodging.

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When I, as a marine, place a dodge order, I have a special ability. If I get attacked by someone, like a zombie, I can make them roll the dice again for their attack. This is a great advantage because it gives me a second chance to avoid being hit.

But there’s a catch! I can only use this ability once for each attack, and I have to accept the second result, even if it’s worse. So I have to think carefully about when to use my dodge order.

For example, let’s say I’m a marine with a dodge order and I’m attacked by a zombie. The zombie rolls a red die and a blue die for their attack. I can choose to make the zombie roll either one or both of the dice again, but I can only use my dodge order once per attack. It’s a tough decision because I have to consider which dice are more likely to result in a better outcome for me.

The dodge order lasts until the start of my next turn, so I can use it to dodge multiple attacks if I need to. It’s a powerful ability that can really save me in a tough situation.

However, it’s important to note that if someone makes an aimed attack against me while I’m dodging, both abilities are ignored for that attack. So I have to be aware of the different rules and strategies involved.

Heal (Special Order)

Only a marine with the Medic card can place a heal order. This is a special ability that allows them to heal themselves or other marines. It’s a valuable skill to have on the team.

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If you’re a marine and you’ve placed a heal order, you have the option to cancel that order at any time. This allows you to heal yourself or another marine in a space next to you.

The marine you heal can remove 1 wound token from their equipment bin. Just remember, you can’t heal a marine who is already at full health. The great thing about this ability is that you can use it before an attack, but not after you’ve rolled the attack dice.

It’s important to note that you must resolve any damage from an attack before you can use a heal order. So, make sure to plan your actions accordingly!

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Example: I’m a marine with a Medic card, and I just used my last action to prepare a heal order. I’m standing next to another marine who’s pretty beat up, only having 3 wounds left. Uh oh, looks like an invader is about to attack the weaker marine! But you know what? I decide not to use my heal order right now.

Here comes the invader, rolling a strong attack and dealing 3 wounds to the marine. Boom, fragged! But guess what? It’s too late for me to heal the marine now. If only I had used the heal order before the attack, I could’ve prevented this frag-fest.

Just so you know, a heal order stays with a marine until something happens. Either it’s the beginning of the marine’s next turn, or the marine decides to heal themselves or another marine and discards the order.

Listen up, this is important: only a marine with a Medic card can put down or use a heal order.

Now, let’s talk about melee attacks.

In DOOM: THE BOARD GAME, melee attacks are a way for figures to engage in close combat. These attacks are primarily used by the invaders, although the marines may also find themselves resorting to melee in certain situations.

Only weapons or invaders with a red bottom bar on the reference sheet are allowed to make melee attacks. Performing a melee attack follows the same rules as a regular attack, with a few notable differences.

  • A melee attack can only target a space that is adjacent to the attacker.
  • A melee attack will only miss if a roll results in a “miss” outcome. Range results have no effect on melee attacks.

Movement Actions

In addition to moving, figures in the game have the option to use some or all of their movement allowance to perform other actions. The table below outlines the different actions and the corresponding number of spaces needed to carry them out:

Getting Around in the Maze

When I find myself in this maze, it’s not as simple as walking from one point to another. There are certain obstacles that I need to overcome to move around.

Spaces Used
0 Pick up a token in your space
1 Move from one teleporter to another
1 Move from one duct to another
1 Give 1 weapon or ammo token to an adjacent marine
2 Open or close a normal door
2 Open or close a security door

Overcoming Obstacles

As I navigate through this maze, I encounter various obstacles that can either hinder or assist me in my quest.

One type of obstacle I may come across is a token. These tokens can be picked up by simply occupying the same space as them. They can offer valuable resources like weapons or ammo, which can greatly enhance my chances of survival.

Another way to move around the maze is by utilizing teleporters. If I find myself close to a teleporter, I can use it to quickly move to another teleporter within the maze. This can help me bypass certain areas or reach my destination faster.

Ducts are another means of traversing the maze. Similar to teleporters, I can move from one duct entrance to another duct exit, allowing me to navigate through tight spaces or avoid heavily guarded areas.

Being part of a team has its advantages too. I can give a weapon or ammo token to a nearby teammate, ensuring that they are well-equipped to handle any obstacles they may encounter.

Opening and closing doors is another important aspect of moving around the maze. Normal doors require 2 spaces to open or close, while security doors require the same. These doors can act as barriers that prevent access or provide safety by sealing off certain areas.


Moving through this maze requires careful planning and consideration of the various obstacles present. By utilizing teleporters, ducts, and teamwork, I can navigate through the maze more efficiently. Additionally, the tokens and doors I encounter can greatly impact my journey. With these strategies in mind, I am better prepared to overcome any challenges in this maze.

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When there are obstacles in the way, it becomes difficult to see or move through those spaces. But sometimes, even if you can’t see an enemy, you can still attack them.

Harmful Obstacles

Some obstacles don’t get in the way of your vision or movement. However, if you step into a space with a harmful obstacle, you’ll automatically suffer one wound, no matter how well your armor protects you.

If a marine is taken out by one of these obstacles, the invader player earns a frag point (if it matters for the scenario).

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If you find yourself stuck on a harmful obstacle during your turn or activation, you’ll suffer an extra wound by the end of it.

Remember: If you get pushed into a harmful obstacle, you’ll take a wound right away. But, during your turn or activation, you won’t take an extra wound for being in that space unless you choose to stay there.

Beware of Exploding Barrels!

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Have you ever come across obstacles that act as barriers, hindering your line of sight and movement? These kinds of obstacles are called blocking obstacles, and they can be quite frustrating to deal with. Imagine this – there’s an exploding barrel in your way, and even the tiniest bit of damage will cause it to explode.

When it explodes, it’s not only the barrel itself that suffers; all the figures standing next to it also get caught in the blast. It doesn’t matter if you’re on the side of the invaders or the marines; you can still target spaces that have barrels in them.

But wait, there’s more!

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Hey there! Let’s talk about teleporters. They’re pretty cool because they let you instantly move from one part of the board to another. It’s like magic! When you’re a marine, you can use a teleporter to move to any other teleporter of the same color with just one space of movement.

Here’s something interesting: you can actually use a teleporter even if you don’t know where it leads! It’s a bit mysterious, but when you step into an unknown teleporter, the invader player will reveal the new area to you. So, no worries about getting lost!

Now, sometimes the new area on the other side of the teleporter may not be connected to the rest of the map. But don’t worry, it’s not a problem at all! Just keep the two parts of the map separate until you find an area that connects them. It’s like solving a puzzle!

Now, let’s talk about ducts.

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Ducts are like magic doors, but they have some rules:

– Only invaders can use ducts, and only if they have the scuttle ability.

– An invader can move from any duct to any other duct in just one move.

– Invaders can’t move to ducts that are hidden or blocked by a marine. Ducts can’t reveal areas or be used to squash creatures.

Now let’s talk about telefrags:

– When a marine teleports into a space with an invader, the invader explodes and dies.

– The invader can’t stop the teleporters by standing on them.

Lastly, let’s talk about big invaders.

Did you know that some invaders can take up as much as 2 or even 4 spaces? It’s true! Let me share with you the special rules that come with oversized figures:

  • Oversized figures fill up all the spaces they occupy. This means that line of sight can be traced to or from the center of any of those spaces.
  • When attacking an oversized figure, you can only target it once with a single attack. This means that even if an attack covers multiple spaces occupied by the figure, it only counts as one attack. Cool, right? Also, oversized figures only take 1 wound from obstacles, no matter how many spaces with obstacles they move through.
  • Now, let’s talk about demons. They are a special kind of oversized figure. Demons actually take up 2 spaces! When moving, a demon can do it in two ways. First, it can move one half of its body into a non-diagonal adjacent space, while the other half moves into the space that the first half just left. Or, it can move both halves one space diagonally.

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When I play Doom: the Board Game, I’ve noticed that some of the figures have unique movement rules. For example, the demon can move in a really interesting way. It moves to a diagonally adjacent space by moving both halves of its body in the same diagonal direction. It’s like the demon is sidestepping, which looks pretty cool.

There are other figures in the game like the mancubus, hell knight, and cyberdemon that are bigger than the regular figures. They actually take up 4 spaces on the board when they move. They move just like the regular figures, but they always have to take up 4 spaces. You can see how they move in the diagram.

Let’s Talk About Re-rolls

In Doom: the Board Game, there are two things that can make you re-roll your dice: dodges and aimed attacks. Both types of re-rolls work the same way.

Here’s how it works: when you need to re-roll, you get to choose one or more of the dice that were involved in your attack. Then, you roll those dice again and keep the new result. You can only re-roll a single attack once, so no re-rolling the re-rolls!

If I try to hit an opponent and they try to dodge, or if I aim my shot and they also try to dodge, it’s like we cancel each other out and nothing happens. There’s no re-rolling of the attack.

Missed Shots

There are some weapons that can cause a blast, which you can find on the back of the Ulis rules booklet. When these weapons miss, whether it’s because of the range or just a miss result, they don’t hit their intended target. Instead, they scatter and end up somewhere else.

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So, imagine you’re launching a blast attack, right? But sometimes, things don’t go as planned, and you miss your target. No worries, though! There’s a nifty little trick to determine where your attack will end up.

First, grab the top card from the invader deck and take a look at the scatter diagram on the bottom. Make sure the compass rose on the card is facing the same way as the compass rose token on the board.

Now, follow the number and direction shown on the card from your original target space. This will lead you to a new space, which will be your attack’s new destination. Cool, right?

Oh, but wait! Before you get too excited, there are some rules. If the path from your original target space to the new space doesn’t pass through any walls, blocking obstacles, or a closed door, then congrats! Your attack will hit the new space instead of its original target.

But, hey, sometimes luck isn’t on your side. If the scatter movement takes your attack through a wall, a blocking obstacle, or a closed door, then poof! Your attack just explodes harmlessly. Better luck next time, my friend!

When you look at some scatter diagrams, you may notice a “miss” icon. If you draw a card with this icon, there won’t be any scatter movement, and the attack will fizzle out harmlessly. For a more detailed example of scatter movement, take a look at the diagram.

After you use the drawn invader card, you discard it. If it’s the last card in the deck, you, as the invader player, earn an automatic frag point and then reshuffle the discarded cards to form a new invader deck.

The Importance of Timing and “Start of Turn”

Whenever there’s a question of timing, like whether an event card can be played before a marine takes an action, the event card always takes precedence. This is also true for the marine guard order. It’s crucial to declare your intent to play the event card in a timely manner.

For example: The “DarkEnergies” card says, “Use this card when a marine is about to attack an invader. Remove 1 �wound from an invader of your choice”.

So here’s what you need to know: if you’re a marine player, don’t be so hasty! Before you go rolling those dice, give the invader player a moment to respond. They might have a card up their sleeve, like “DarkEnergies”, that can turn the tide of battle.

Some invader event cards have specific timing rules. They say “Play at the start of your turn”. That means the invader player has to wait until they have discarded down to 8 cards, but before they’ve activated their first invader for the turn, to use those cards.

On the other hand, there are event cards that say “Play immediately before a marine takes his turn”. These can be played right up until the marine player declares their action. But remember to give the invader player a fair chance to play their cards before taking your turn.

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