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Doom: The Boardgame Expansion Set» Forums » Rules

Subject: Does anyone have a list of Expansion Invader Cards? rss

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Bryce K. Nielsen
United States
Elk Ridge
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I'm looking for a list of the different expansion cards and what they do. I found one for the base set in the Doom entry, but I don't have one for the Expansion set. Does anyone have such a list compiled anywhere?

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Joseph LaClair
United States
New York
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The expansion deck has the exact same spawn cards.

(3) WRAITH JUMP cards
.....Play when you activate an imp. The imp gains 2 "deadly", triples
.....its movement speed and is immune to the "watchful" ability for
.....this activation.

(3) DODGE cards
.....Read exactly like the base deck

(3) DUD cards
.....Play after a marine makes an attack that does not expend ammo. That
.....attack expends ammo as though the marine had rolled a bullet icon.
(changed from the base to be less deadly for the marines)

(3) SMASH cards
.....again the same as the base deck

(2) RAGE cards

.....Play at the start of your turn. Remove an invader of your
.....choice from the board and replace it with an equivalent
.....invader in the same space (or spaces). Any wounds on the
.....removed invader remain on the new invader.

.....Play immediately before a marine takes his turn. You decide
.....whether that marine will ADVANCE, SPRINT, UNLOAD, or READY
.....this turn.

(2) DARKNESS cards

(3) JAMMED cards

(3) TICK BLAST cards
.....Play when you activate a trite. Immediately kill the trite,
.....making the attack below centered on the space the trite is in.
.....If the attack misses, it has no effect and doesn't scatter.
The attack is 1 red, blue and green die with a 1 blast ability.

(3) EARTHQUAKE cards
.....Play at the start of your turn. Move each marine on the board
.....up to 2 spaces. This movement cannot be used to perform movement

(2) DARK SUMMONS cards
.....Play at the start of your turn. Invaders you spawn this turn may placed within the line of sight of marines, as long as they
.....are placed completely within 4 spaces of an archville invader
.....figure on the board.

.....Play immediately after declaring an attack but before rolling any
.....dice. If the attack hits, choose one marine targeted by the
.....attack. That marine loses 1 armor token instead of taking damage
.....from the attack. This cannot reduce a marine below his starting


(3) CHARGE cards

(2) SOUL FIRE cards
.....Play when you activate a hell knight. The hell knight has the
.....ranged attack below for this activation.
The attack is: 1 yellow, 2 green and 2 blue dice with 1 knockback.

Hope this is what you were looking for.
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