It all began in the darkness of the Void. We freed ourselves from the hell we had created on Earth,but freedom had a price.
The weak and the poor fell victim to the corporations, who rule the Solar System.
Driven by their greed, the corporations laid claim to the tenth planet and woke the sleeping beast, may its name be forever despised.
Thus did the Dark Legion descend on us, howling for our death and destruction.
Now is the time to conquer our fear and stand up against the tidal wave of the Dark Symmetry.
NOW IS THE TIME FOR HEROES.
Welcome to DOOMTROOPER! You are about to enter a distant future in which the hideous masses of the Dark Legion threaten to lay waste to the glory of humankind.
DOOMTROOPER is a card game perhaps unlike any card game you have ever played. Among the multitude of different cards available, you will find mighty heroes and horrible villains, deadly weapons and magical spells, desperate missions and wily schemes. The potential is endless because the possibilities are endless!
DOOMTROOPER is a game of ferocious combat in the Mutant Chronicles setting. The Mutant Chronicles tell the the story of humaninty’s struggle against the forces against the Dark Legions. Each player is a member ot THE VEIL, the high-powerd, secret organisation withen the Cartel, dedicated - in theory, at least - to maintaining the balance of power across the Solar -System. In Reality, hoever, this theory breaks down, as each player struggles to acquire ultimate power.
Take on one brutal mission after another in the face of the sinister Dark Legion. An action packed adventure game for 3-5 players ages 10 and up. From Pressmann.
Face the challenge of the Dark Legion with these stunning Products:
1) Mutant Chronicles RPG and sourcebooks
3) Metal Miniatures
Be part of the adventure with RoC’s thrilling novel series, featuring “In Lunacy”, “Frenzy” and “Dementia”
Watch out for the upcoming video games!
Welcome to DOOMTROOPER, the collectible card game set in the worlds of the MUTANT CHRONICLES. These beginner’s rules have been specially designed to get you playing right away. After trying the beginner’s game a couple of times move on to the STANDARD RULES where infinite possibilities await!
These rules are quite different from the standard game, but there are enough similarities that they make a perfect introduction to the main system. This version only scratches the surface of the standard rules but still gives you an exciting game!
These rules assume that two players are playing and you have purchased only this Starter Set and that you have no other additional cards. The rules are presented step-by-step to make sure that you have no problem along the way!
Be aware that there are well over 300 cards that comprise the DOOMTOOPER Game. This Starter Set only contains 60 of those cards. All of these cards are designed to interact in ifinite ways to provide endless hours of fun.Some of the wording on your cards may not make too much sense in the terms of the Beginner’s Rules, but don’t let that bother you. Just ignore the extra stuff for now. If you have further questions about a card, you can refer to the standard rules to satisfy your curiosity.
The object of DOOMTROOPER is to use your warriors to do battle against the forces of your opponent. Warriors earn Promotion Points for you by winning battles and completing missions and through other exciting combinations of card play. When a player reaches a score of 15 or more Promotion Points (a measure of the player’s leadership in controling his or her warriors), the game is over.The player with the higher score wins. In case of a tie, the game is a draw.
All you need to play beginner’s DOOMTROOPER is your Starter Set of 60 cards, these rules and a number of small objects, like coins ore beads, to use as marker to keep track of varius things of the game.
There are a number of different cards in DOOMTROOPER, each designated by the icon found on the top left corner of the card. Chances are you will not get all of the different types of card in your Starter Set. The different types of cards are (refere to the back cover for ‘card icons’):
1) WARRIOR: These soldiers are used to fight battles and earn Promotion Points.
2) EQUIPMENT: These items may be given to warriors to make them more powerfull.
3) FORTIFICATIONS: There are defensive intallations that help protect your warrios.
4) MISSIONS: Special instructions taht you may give to warrios or players, which earns special bonuses.
5) ART: Magic spells which may be cast by certain warrios.
6) DARK SYMMETRY: Magical abilities which may be given to certain warriors.
7) SPECIAL: All-purpose cards which are used numerous, interesting ways during a game.
Take your deck of 60 cards and remove all of the WARRIORS. They are the cards with WARRIOR ICON and four numbers under the Picture. Shuffle the warrior cards and divide them in to two equal piles. Now shuffle the remaining cards and divide them in to two equal piles. Then you and your opponent each do the following.
Take one of each pile and shuffle them together thoroughly. Put youre cards in a pile to youre right. This is youre draw pile. Place 5 markers next to youre draw pile. This is your DESTINY POOL. Finally, draw 7 cards to form your starting hand, and decide who will go first.
During your turn, you go through 3 major steps. When you’re done with those steps, your oppnonet takes his or her turn and perform the steps, and so on. Play continues back and forth until a player has earnes 15 or more PROMOTION POINTS. The player with highest score wins. The three steps are:
1. Draw card to fill your hand to seven cards
2. Perform up to three actions
3. Discard to seven cards or, if you wish, discard a single card.
The three steps are detailed as follows:
If you don’t have seven cards in your hand at the beginnign of your turn draw cards from your draw pile until you do. If either player’s draw plile runs out of cards, the game ends immediatly, and the player with the most PROMOTION POINTS wins!
During this step, you may perform up to three actions. There are a number of different actions you can do, and each one may be performed more than once per turn. The exception is the Attack action. You can only attack once per turn and only as your last action. The actions and there effects are:
ADD WARRIOR: You may put a warrior from your hand onto the table by playing the warrior and spending as many markers from your DESTINY POOL as the warrior’s Value (the number after the diamond icon on the warriors card).
For example, if a warrior has V of 4, you must spent 4 markers to put that warrior into play. If you do not have enough markers, you may not add the warrios. Place the card face up.
EQUIP WARRIOR: You may give one of your warrios an equipment card as one action. Put the equipment card slightly over warrior to show that the warrior is holding the equipment. A warrior may have any number of equipment cards.
BESTOW GIFT: If you have any Dark Legion warriors in play (they have the DARK LEGION ICON in their top right corner) you may give them a mystical Dark Symmetry ability as one action. In the beginner’s rules, any Dark Legion warrior may have any Dark Symmetry abilitiy.
ASSIGN MISSION: If, by chance, you have a mission card or two in your deck, you may assign the mission to a warrior or a player (depending what it says on the card) as one action. Once the mission is assigned, the player involved may than try to complete the mission’s instructions (allthough doing so may be difficult in the Beginner’s Game). If succsessful, the player gets the bounus listed on the mission card!
MEDITATE: You may spend an action meditating. When you meditate place one marker into your DESTINY POINT pool. In the beginner’s game take the meditate action often to use up as extra actions you may have.
ATTACK: If you and an opponent both have warrios in play, you may attack one of your opponent’s warrios with one of your own warriors. When you attack, use the following steps:
1) ANNOUNCE ATTACKER AND DEFENDER. Tell your opponent which of your warrios (the attacker) will attack which of your opponent’s warrios (the defender). In the Beginner’s Game any warrior may attack any other warrior.
2) ANNOUNCE BATTLE TACTIC (FGHT OR SHOOT). Take a look at your warrios card. It has four icons followed by numbers on it. One is F, which is the warrior’s fighting ability, and another S, which is shoting ability. The Attacker strikes at the Defender either with its fists (F) or its guns (S). Tell your opponent if the Attacker is fighting with or shooting at the Defender (you will usuakk want to use the higher numer).
3) DETERMINE COMBAT STANDING. Each warrior now strikes at its opponent at the same time. Compare the number of chosen attack method of your warrior with the Armor rating (the number after the A) of its opponent. If the attacking number is equal to or higher than the armor number, that warrior is hitting its opponent. Now check for the other warrior. Warriors may end up hitting each other. Don’t forget to consider the effect of equipment and other cards in play.
Some equipment cards say FIGHT WEAPON, SHOOT WEAPON or FIGHT/SHOOT WEAPON on them. These are weapon cards. Each warrior can only use one weapon during a combat, no matter how many weapons it has. Also, Fight weapons can only be used in Fight combats, and Shoot weapons can only be used in Shoot combats. Fight/Shoot weapons may be used in both types of combat.
Keep in mind that neither warrior has actually been wounded yet. You’re just checking to see how the combat is comming along.
4) MODIFY COMBAT RATINGS. Starting with the attacking player, players alternate playing Special cards which may influence the outcome aof the battle. Once both players path, go on to the next step.
5) RESOLVE COMBAT. Figure aout the combat standing again, but this time take in to consideration the Special cards that were played. Determine if either or both warriors are hit.
6) CHANGE WARRIOR STATUS. If a warrior is hit, it is wounded. Turn the warrior card sideways to indicate this. Wounded warriors are not effected by their wound, but if a wounded warrior is wounded again it is killed and discarded.
7) AWARD POINTS. If a warrior is killed, the player controlling the victorious warrior earns PROMOTION POINTS for the kill. Take as many markers as the Value of the slain warrior and pile them up on your left. These are your PROMOTION POINTS. It’s possible for both warrios in a combat to be killed. In this case, both earn PROMOTION POINTS.
Finaly, if you have more than seven cards in your hand, discard to seven cards. If you have seven or less cards in your hand, you may discard one card. Your turn is over, and it’s now opponent’s turn.
In the Beginner’s Game, every Brotherhood member (warrior cards with the BROTHERHOOD ICON in the top right corner) is able to cast the spells of the Art. Most Art spells say when they may be cast. Combat spells and personal combat spells may only be cast during combat, and the casting Brotherhood member does not even have to be involved in the combat!
Thats all there is to playing Beginner’s DOOMTROOPER. In fact, you have learned the most important elements of the Standard Game. After you’ve played this version a few times take a look at the Standard Rules. From there, tah game gets even more interesting!
The object of DOOMTROOPER is to use all your available warriors to do battle against the forces of your opponent. You place warrior cards on the table to form your Squad (of Doomtrooper warriors) and your Kohort (of Dark Legion warriors). Warriors earn Promotion Points for you by winning battles and completing missions and through other exciting combinations of card play. When either player reaches a predetermined number of Promotion Points, the game is over. The player with the higher score wins. In case of a tie, the game is a draw.
If you enjoy longer or shorter games, simply adjust the number of Promotion Points needed to win the game. The choice is yours. However, we recommend that you try 25 Promotion Points as the goal for your first few games.
Two or more people are needed to play DOOMTROOPER. As the number of players increases, so does the playing time. Each player must have his or her own Starter Set or at least 4 Booster Packs to play. For the sake of clarity, these rules are written with the assumptionthat there are two players: you and one opponent.
In addition to your playing cards, you also need a number of markers to keep track of Promotion Points and Destiny Points, among other things. Use coins, beads or gaming stones.
As you play DOOMTROOPER, you move cards from your hand to the table to the discard pile and draw new cards from your personal playing deck all the time. Your table space is occupied by your Squad of Doomtroopers, your Kohort, their equipment, the Promotion Points you have earned and your accumulated Destiny Points. The diagram below shows your side of the table.
Your pile of earned Promotion Points is on the far left, your Destiny Pool is next to the draw and discard piles on the far right, and your Squad and your Kohort are in the center. Notice that there are two warriors in cover (the ones faced down), two warriors that are wounded (the ones turned seideways), and two warriors that have equipment or other cards are played on them.
[Image]Card and Point Setup
In DOOMTROOPER, you take turns playing cards and doing battle with your opponent. During your turn, you may perform up to three actions. Actions represent the maneuvers made by you and your warriors within the game. There are a number of actions you can perform, including bringing your warriors into play, equipping them with weapons and special items and using them to attack your opponents' warriors. You can also use actions to activate some unusal cards. Some maneuvers require two or more actions to perform, such as bringing a warrior into play in cover (which takes three actions).
Once you have performed your actions, finishing your turn, than its your opponent turn. The game continous until a player earns 25 or more Promotion Points.
In all circumstances, if the rules on a card go against the rules in this manual, the rules on the card take precedence. Lets take a look at some of the different kinds of cards.
WARRIORS. Warrior cards make up the backbone of the DOOMTROOPER game. Most of the action takes place through the warriors in play. A warriors card is full of information about that warrior. On the next page, you’ll find the parts of a warrior card.
NAME: The name of the card and the type of warrior the card repesents.
FIGHT (often abbreviated “F”): The close combat ability of the warrior. The higher the number, the better the warrior is at fighting.
SHOOT (“S”): The firearm combat ability of the warrior. The higher the number, the better the warrior is at shooting.
ARMOR (“A”): The defensive ability and toughness of the warrior. The higher the number, the harder it is for an opponent to kill the warrior.
VALUE (“V”): The number of Destiny Points that must be spent to bring the warrior into play, and the number of points earned by an opponent that kills the warrior.
WARRIOR ICON: Indicates that the card is a warrior card.
[Image] Warrior Card ‘CLANSMAN’
AFFILIATION ICON: This Icon shows the warriors organisation. The affiliation icons are as follows:
[Image] THE BROTHERHOOD
[Image] THE DARK LEGION
Notes: Special rules or reference points are listed here.
The rest of the cards looks similar, but many different types of cards fit within this standard format:
NAME: The name of the card
CARD TYPE ICON: Indicates wich type of card it is:
[Image] DARK SYMMETRY
AFFILIATION ICON: This are the same icons that are found on the warrior cards above, with the addition of the General Icon wich indicates that the card has no particular afffiliation (see Spezial Cars below). Affiliation Icons for these non-warrior cards have little dirct effect on play, but they surf to define there card’s place in the MUTANT CHRONICLES setting.
NOTES: Special situations and rules in effect for this card
MISSIONS: Missions are special instructions from a warrior's superiors. Missions must be annouinced (and Mission Cards must be played) before themission can be carried out. Many missions are designed for particular warriors. A mission card always states whichwarriors may perform the mission and what their special instructionsare. Some missions may even be assigned to players! Upon completing amission, you earn special bonuses.
EQUIPMENT: Equipment cards are placed on warriors to increase theircombat abilities or give them special skills. Equipment cards remain with the warrior they are played on until they are discarded through card play or the warrior is killed. Some equipmentcards are played on weapon to increase the abilitys of those weapons In this case, the equipment becoms a part of the weapon and if the weapen is discarded the equipment is discarded, too.
WEAPONS: A weapon card is a special type of a equipment card that usually increases one or both of a warrior’s atack ratings. There are two types of weapons: shooting weapons and fighting weapons. Shooting weapons include pistols, machine guns and rocket launchers - anything that can be used to attacke someone from far away. Fighting weapons include many types of swords and knives - weapons used in hand-to-hand combat.
A weapon equipment card bears either a FIGHT WEAPON destinction (for fighting weapons), SHOOT WEAPON distinction (for shooting weapons) or a FIGHT/SHOOT WEAPON distinction (for weapons that can be used for both fighting and shotting). Weapon cards remain with the warrior they are played on until they are discarded through card play or the warrior is killed.
FORTIFICATIONS: Fortifications are placed in your Squad or Kohort, usually to increase your warriors'defensive capabilities. Fortificationsremain in play throughout the game, even if you have no warriors inplay. Two major types of fortifikations are citadels and citys. Citadels are massive structures dedicated to one of the five Darl Apostels. Citys usually confer benefits to warriors from one of the mega corps. Any number of players may put the same citadels and citys into play. The structures are big enough that everyone can benefit from them.
ART. Art spells may be cast by Doomtroopers allowed to use the Art.This includes all Brotherhood warriors . These mystical spells may be played at various times during the game tocause special effects. Art spells are one-shoots. Once a speel ist cast, it is discarded.
The Art is divided into a number of aspects, and most warriors areonly allowed to cast spells from certain aspects. Art cards willnote on them which aspect the spell are from and when it may be played.
DARK SYMMETRY: Dark Symmetry cards are like Art cards, but they mayonly be used by the Dark Legion. They represent special abilities bestowed on a warrior by the Dark Apostles. Unlike the spells of the Art, DarkSymmetry abilities remain with a Legionnaire troughout the game, so the Dark Symetrie card stays with the warrior it was played on. A Dark Legion warrior can have any number of Dark Symmetry cards bestowed on it, although never more than one of the same card.
SPECIAL: Special cards include everything that doesn't fit into theabove categories. These include combat modifier crdss andinteresting events, among other things. A special cardstates in its notes box when it may be played. Most special cards use the general icon
[Image] General Icon
Make sure both players have plnety of space on the table int front of them. To start the game, both players do the following: thoroughly shuffle your playing deck and cut an opponent's deck. Then place your deck in your draw pile position on the table (to your right). Place a number of markers into a common marker pile. You can never run out of markers. Take five markers and put them into your Destiny Point pool (next to your draw pile). Then draw seven cards from the top of your draw pile to start your hand. Peacefully determine who goes first.
During your turn, you follow an order of play consisting of three steps. Some cards may only be played during certain steps (as noted directly on the card). When you're finished, it's your opponent's turn. The three steps are as follows:
1) DRAW CARDS from your draw pile until your hand contains seven cards.
2) PERFORM ACTIONS. You may perform three actions. The actions that may be performed are:
1) Add Warrior
2) Seek Cover
3) Exit Cover
4) Add Warrior in Cover (counts as 3 actions)
6) Equip Warrior
7) Bestow Gift
8) Assign Mission
9) Attack (must be last action performed)
3) If you have more than seven cards in your hand, DISCARD to seven cards. Otherwise you may discard a single card.
Draw enough cards from your Draw pile to fill your hand to seven cards. This step is mandatory. If you draw the last card from your draw pile, the game is not over, but the following things happen.
Continue playing normally. If you cannot draw a card, simply go straight to STEP TWO: ACTIONS. If your last warrior is then taken aout of play and you can’t bring onother into play for two full turns, you are out of the game. As long as you have warriors in play, you may continue playing.
If both players run out of cards from their Draw piles, the game immediately ends, and the player with the higher number of Promotion Points wins the game. In the case of a tie, continue playing until one player has more Promotion Points than the other.
You have three actions to perform during your turn. Actions may be taken in any order, and you may perform the same action more than once during your turn. There are two exceptions.
1) The first is the ATTACK action, which may only be performed once per turn and must be the last action you perform. As soon as you attack with one of your warriors, any unused actions are lost for that turn. You may not attack during your first turn.
2) The second is the ADD WARRIOR IN COVER action, which costs three actions. As you normally only have three actions, this usually completes your turn.
You do not have to perform all three actions if you do not wish to. You may even perform no actions at all. Any unused actions are lost. The actions you may perform are as follows:
To add a warrior, simply pay the value of the warrior in Destiny Points to the common marker pile, an then take the warrior from your hand and place it on the table, in either your Squad or Kohort. If you do not have enough Destiny Points, you may not add that warrior.
The warrior is placed on the table in the normal status (or unwounded) position. This means that the card is face up and the card’s name is at the edge of the card furthest from the player. (When a warrior is wounded, the card is tuned sideways to represent the change in status. See ‘STATUS in the IMPORTANT TERMS section in the end of thios booklet.)
Example: Mike has a Venusian Ranger (Value: 4) in his hand at the start of his turn and would like to put it into play. Mike announces that he is adding a warrior as his first action. He takes 4 Destiny Points from his pool and puts them in the common pile, then places the Ranger in his Squad prtionof his side of the table in the normal status position. adding the warrior uses up one of his three actions, so Mike still has two more actions.
Sometimes you may want a warrior to back away from the fighting at hand and seek the protective confines of defensive terrain. You may perform a SeekCover action on one of your warriors in play as one action. A warrior in cover is flipped over so that it is face down. Warriors in cover are governed by the following rules:
1) As long as you have one or more warriors in play, at least one of them must not be in cover. If one of your warriors is defeated in combat and discarded, and all your remaining warriors are in cover, you must perform an Exit Cover action on one of them as your next available action.
2) Warriors in cover may not attack, but they may be attacked. Warriors in cover receive a +5 bonus to their Armor ratings.
3) Wounded warriors may seek cover. They are flipped over like healthy warriors, but they remain sideways to indicate that they are wounded.
4) You may look at your warriors in cover at any time, but other players may not. They must remember who the warrior in cover is! However, if you have more than one warrior in cover, you are not allowed to mix those warriors up to confuse the other players.
You may have a warrior in cover join its fellows on the battlefield by performing an exit cover action on it. by performing an Exit Cover action on it. Flip the card over so it is face up. If the warrior is wounded, make sure it is still sideways. A warrior may not attack on the same turn it exits cover.
You may place a warrior into play already in cover. This uses up all three of your available actions. Unless you have a card that allows you to perform additional actions during your turn, Adding a warrior in cover will be your only action in a turn.
A warrior entering play in cover is placed on the table in the normal status position, but face down. Your opponent should not know who the warrior in cover is until you perform an Exit Cover action on the warrior or the warrior is attacked. Do not place an entering warrior in cover directly in your Squad or Kohort. Instead, place it between the two so your opponent cannot deduce the warrior's affiliation.
You do not have to pay the Destiny Point cost for adding a warrior in cover when you first put it in play, as this might give your opponent a hint, too. Once the identity of the warrior is revealed, however, you must pay its Destiny Point cost, as in the Add Warrior action above. If you do not have enough Destiny Points to pay for the warrior at that time, the warrior is discarded, you lose all of your Destiny Points and any remaining Destiny Points needed to pay for the warrior are taken out of your Promotion Points on a one-for-one basis. If you do not have enough Promotion Points, there is no further effect. You may wish to put a marker on the warrior in cover to signify that it was added in cover and has not yet been paid for.
You may spend an action meditating. For each meditate action you perform, you may place one marker into your Destiny Point pool. You may perform meditate actions even if you have no warriors in play.
You may spend an action to play an equipment card on one of your warriors in play, subject to the following restrictions: A warrior may be equipped with any number of equipment cards. Any warrior may use any piece of equipment,unless it is specified otherwise in the notes on the card. For instance, Dark Legion warriors are normally allowed to use DOOMTROOPER weapons. But if the weapon card states "GIVE TO ANY DOOMTROOPER", then only Doomtroopers, not Dark Legionnaires, may use the weapon. Once you place an equipment card on a warrior, that card stays with the warrior and may not be removed or moved to another warrior.
As one action, you may bestow a Dark Symmetry gift on one of your Dark Legion warriors in play. Ther are two main types of Dark Symmetry cards. A card labeled as a „Dark Symmetry gifts" Is a general power that any Dar Legion warrior may have. A card labeled a „Gift of ... .“, followed by a Dark Apostle’s name (for example „GIFT OF ALGEROTH“), is a gift wich may only be bestowed on a follower of that Dark Apostle.
For instance, DISTORT is a Gift of Algeroth. Only followers of Algeroth can use it. Dark Symmertrie cards remain with the warrior troughout the game. The effects of a Dark Symmetry card may be used immediately.Immunities to these cards are usally granted by type, to just Dark Symmetry Gifts or to all Dark Symmetry cards.
You may assign a mission to one of your warriors, yourself, another player or one of another player's warriors. The mission card indicates who may be given the assignment. Missions assigned to warriors are placed on the warrior. Missions assigned to players are placed on the table near the player. Missions must be assigned before any part of the mission may be completed. Once the mission is completed, the mission card is discarded.If you play a mission card on another player or another player’s warriors, be sure to mark the card so you can return it to your collection after the game.
Chances are you will attack often during a game. Of course, combat is optional, but it is one of your primary methods for gaining Promotion Points.
You may normally only perform one attack action per turn, and this action must be the last action you perform. Normaly , if you attack as your first or second action, you lose any actions you did not use. Also, you may not attack during your first turn of the game.
When you perform an attack action, one warriors may attack almost any other warrior in play, even warriors in your own squad or kohort. Combat is usually between one attacking warrior (the Attacker) and one defending warrior (the Defender). Various cards may allow additional warriors to join in the battle.
Combat is a pretty straightforward affair, and it is broken down into a number of simple steps. First, you (as the attacking player) choose an Attacker and a Defender. Then you decide if the combat will be a Fight combat or a Shoot combat (this is called ANNOUNCING THE BATTLE TACTIC). Next, compare the combatants' attack ratings with their Armor ratings to see how the attack is going. Both players may then play Special cards to modify the combat ratings of the warriors involved in the combat. Then the final, modified combat ratings are compared.
Any warrior that has been hit is turned sideways to indicate that it is wounded. If a wounded warrior is hit, it is killed and discarded. A dead warrior is worth a number of points equal to the slain warrior's Value. These points are awarded to the player whose warrior made the killing blow. They may be converted into Promotion Points or Destiny Points.
The steps for combat are as follows:
1) Announce Attacker and Defender
2) Announce Battle Tactics (Fight or Shoot)
3) Determine Combat Standing
4) Modify Combat Ratings
5) Resolve Combat
6) Change Warrior Status
7) Award Points
1) ANNOUNCE ATTACKER AND DEFENDER.
You (as the attacking player) choose one of your warriors in play as the Attacker and pick another warrior in play to attack (this is the Defender). No matter the outcome of the battle, the two warriors are referred to as the Attacker and the Defender throughout the combat. There are a couple of rules to keep in mind when choosing the Attacker and Defender:
1) No Doomtrooper may attack another Doomtrooper from the same corporation. If a warrior shares any type of corporate membership with another, it may not be attacked.
2) A Doomtrooper may never attack a member of the Brotherhood.
3) Brotherhood members may only attack Dark Legion warriors.
4) Dark Legion warriors may attack any other warrior in play, even otherDark Legion warriors.
5) You may use a member of your own squad to attack a meber of your own kohort. Conversely, you can use a member of your own kohort to attack a meber of your own squad. If either or botah are killed, you earn twice the value of the killed warriors. These Points must be placed in your pool as Destiny Points. They cannot become Promotion Points. Also, you may not complete missions in this way unless the mission indicates otherwise. Remeber that you cannot have combats between two warriors within your squad or two warriors within your own kohort.If your opponent does not have any warriors in play, you may send out a warrior to attack your OPPONENT. In this case, the PLAYER becomes the defender. Cards that would normaly involve a WARRIOR cannot be played by the player, but special cards which affect the combat IN GENERAL (such as cards which cancel the combat or redirect the atrtack to a different defender) can. If the attacker gets through, the attack is automaticaly successfull. The attacking player gains a number of points equeal to half the ATTACKER’S Value, rounded up. As you can see, its important to get warriors out on the table.
2) ANNOUNCE BATTLE TACTICS.
You must now announce which type of Battle Tactic the Attacker will use. This determines which attack rating and which weapons, equipment and modifiers the Attacker and Defender may use during the combat.
Each warrior has two attack ratings, Fight and Shoot. The Attacker may charge the Defender with fist and sword, which is a close combat (in which case both warriors use their Fight ratings), or it may attack with guns blazing, which is a firearm combat (in which case both warriors use their Shoot ratings).
3) DETERMINE COMBAT STANDING.
Look at the rating of your warrior's chosen attack method and compare it to the Armor rating of the opponent. If the
attack rating of a warrior is equal to or greater than the Armor rating of
its opponent, the opponent will be wounded.
The Defender simultaneously makes an attack of its own. Check to see how that attack is going, too.
Example: Nick is performing an attack action. He announces that Sean Gallagher (an Imperial Doomtrooper) will Fight Mike's Nepharite of Ilian (a Dark Legion warrior). Sean has a Fight rating of 10, a Shoot rating of 3, and an Armor rating of 8. The Nepharite has a Fight rating of 8, a Shoot rating of 5, and an Armor rating of 4. Since this is a close combat, only the Fight and Armor ratings are used. Because Sean and the Nepharite are striking at each other at the same time, both warriors compare both ratings. Sean attacks with a Fight rating of 10 against the Nepharite's Armor rating of 4. Because 10 is much higher than 4, the Nepharite is well on its way to being wounded. The Nepharite strikes at Gallagher with a Fight rating of 8 against Sean's Armor rating of 8. Since 8 is equal to 8, the Nepharite will also wound Sean.
Be sure to include the effects of equipment cards that each warrior has, but only if they have an effect in the chosen method of combat. A WARRIO MAY ONLY USE ONE WEAPON DURIBG COMBAT, but may use any number of other equipment cards that apply. Only FIGHT WEAPONS may be used in Fight combats, just as SHOOT WEAPONS may only be used in Shoot combats. FIGHT/ SHOOT WEAPONS may be used in either. For instance, a Violator Sword (a FIGHT WEAPON) has no effect in a shooting combat.
A wounded warrior battles as normal. If the Defender is in cover (its card is face down), it adds +5 to its Armor rating. A Defender in cover stays in cover after the combat, assuming it survives. Turn it face up for the combat, then turn it face down again afterwards.
Keep in mind that neither warrior has actually been wounded yet. You're just checking to see how the combat is coming along.
4) MODIFY COMBAT RATINGS.
Starting with you (the attacking player), players take turns playing cards which have an effect on combat. Such cards have "Play During Combat," or a variation thereof, printed on them. Play as many cards as you like, and then indicate that you're finished. Your opponent then plays as many modifying cards as he or she wishes, and then indicates that he or she is finished. You may then play additional cards, and so on, until both player wishe to play no more cards.
Each player van only play one of any type of modifier card on each warrior during this step, unless the card says otherwise.For instance, you could not play more than one TAKE AIM card on a warrior during the combat, as the warrior could only aim once.
Some cards allow players to change the Attacker or Defender involved in a combat. When this occurs, the player(s) in control of the new Attacker or Defender may play cards to modify the new warriors' ratings normally.
Sometimes various special cards or other effects may cause combat ratings to drop to zero or lower. Negative numbers still count. For example, a warrior with a modified Fight rating of -4 will still wound an opponent with a modified Armor of -4 or less.
5) RESOLVE COMBAT.
Once all modifiers are taken into account, compare the warriors' combat values one last time and determine if either or both warriors are wounded. If the modified attack rating against a warrior is equal to or higher than the warrior's modified Armor rating, that warrior is wounded. If the modified attack rating is not high enough the warrior’ Armor resists all of the potential damage. A warrior is either wounded by an attack or not damaged at all. There is no middle ground.
6) CHANGE WARRIOR STATUS.
Warriors wounded in the battle are turned sideways to indicate that they are wounded. A wounded warrior’s combat ratings are not affected, nor are any of its abilities or equipment. The wounded warrior attacks and defends as normal. If a wounded warrior is wounded again, the wounded warrior is killed.
7) AWARD POINTS.
If a warrior's opponent is killed, the warrior's controlling player is awarded a number of points equal to the Value of the slain opponent (even if the player's warrior was slain, too).If both warriors are killed, both players earn points. The points may be taken as Promotion Points or placed in your pool as Destiny Points, or they may be split between the two types as you like. If you attacked and killed one of your own warriors, you earn twice the value of the defeated warrior, but all points must be placed in the Destiny Pool.
Announce that your turn is finished. If you have more than 7 cards in your hand, discard cards until you have only seven.This is mandatory. Otherwise, if you have seven or fewer cards in your hand at the end of your turn, you may discard a single card.
Some warriors are designated as PERSONALITY. Only one of each personality may be in play at any one time. For example, if Sean Gallagher is anywhere in play, no other Sean Gallagher cards may be put into play.
Many personalitys have an effect on other warrior cards. For instance, Sean Gallagher gives a bonus to all CLANSMAN cards. Unless otherwise stated. This effect applies to ALL of that sort of card IN PLAY!
If a personality is killed or discarded, it may be brought back into play later in the game as normal (being great heroes, personalities have a knack for staying alive). In fact, the same warrior may be killed a number of times during a game and still come back for more. Each time a personality is killed, it is worth the same number of points (equal to its value) to the player that killes it.
In DOOMTROOPER Every member of the Brotherhood is able to manipulate the magical forces surrounding all of creation.This use of magical prowess is known as the Art. The Art is divided into a number of aspects, each requiring a different method of study and magical manipulation. The various aspects are Art of Changeling, Art of Elements, Art of Exorcism, Art of Kinetics, Art of Manipulation, Art of Mentalism, and Art of Premonition. Every Brotherhood warrior can cast spells from at least one aspect of the Art. Some are able to cast any spell available, while others are limited to particular aspects of the Art. Each Brotherhood warrior card indicates which sorts of spells the warrior may cast. Remember that a caster must be in your Squad to use a spell, and he may not cast spells if there is no legla caster in your Squad.
Many Art spells have a casting cost in Destiny Points. The more Destiny Points you spend, the more powerful the spell's effects. Unless a limit is indicated on the card, you may spend as many Destiny Points as you have.
Some spells may only be cast on the caster. Others may be cast on any warrior in play.
The effect of an art spell usually only last for a short while. Art cards are labeled COMBAT SPELL and PERSONAL COMBAT SPELL only last until the combat is finished. Unless noted on the card, a spell never has long-term, continual effect. Once cast, the effect is used up and the art card is discarded.
Art cards designated as a COMBAT SPELL or PERSONAL COMBAT SPELL may only be cast during combat. A COMBAT SPELL may be cast on any combatant, and the caster does not have to be involved in combat. PERSONAL COMBAT SPELLS may only be cast if the caster is actually involved in the combat, either as an Attacker, a Defender or a reinforcement.
Art cards may never be played to the benefit of the Dark Legion. You may not, for instance, cast Art spells to assist your Dark Legion warrior in combat. Remember, the sworn duty of the Brotherhood is to eradicate the Dark Legion, not help them in their nefarious goals!
When more than two people are playing DOOMTROOPER, there are two things to keep in mind. First, play always proceeds clockwise around the table. Second, the players have to determine the style of play. Try out the following options and use any of hem as you like. Also, feel free to invent your own. If you come up with an interesting multiplayer option, we’d love to haer about it!
Option 1: FREE FOR ALL. No restrictions. All players may freely attack all other players. Not highly recommended, since a player with the a run of bad luck tends to become the target of the other plaers.
Option 2: PRIMARY TARGETS. Each player has one opponent as a Primary Target, and the other opponents are Secondary Targets. Your Primary Target is the player to your left. You may attack your Primary Target's warriors normally. You may attack the warriors of a Secondary Target, too, but you must first pay 2 Destiny Points each time you do.
Option 3: TEAMS. If the number of players works out evenly, divide into teams. Each team starts the game with 10 Destiny Points in a common team pool, no matter how many players are on a team. Team members may only add to and draw from the points in their common team pool. The team that first acquires a pre-determined number of Promotion Points (say 50) wins the game.
Option 4: THE CARTEL VS. THE DARK LEGION. In a seven-player game, each player can play one of the major MUTANT CHRONICLES organizations: The five megacoorporations, the Brotherhood and the Dark Legion. You may only put warriors in play from your organization. The six cartel players must defeat the Dark Legion player. The cartel players play normaly, including starting with five Destiny Points each.
If you are the Drak Legion player, you have a number of advantages to help offset the cartels’ numerical superiority. You may drwa ten cards to start your hand, and you never have to discard. You beginn the game with 20 Destiny Points, may draw to 15 total cards for your hand and have five actions per turn. Also, you may attack multiple times during a turn (i.e. making an attack is not automaticly your last action).
Wichever side collects a total of 50 Promotion Points first is the winner. For a truly epic game, try playing to 100 Points!
Players may, if they wish, agree to play a game of DOOMTROOPER for stakes. When playing for stakes, you risk loosing a valuable card or winning valuable cards from your opponents! At the beginning of the game, before drawing for their hands´, each player must sacrifice one card to the wager stak. These cards are out of play and may not be touched for any reason. The winner of the game gets to keep all of the card in the wager stak!
There are two methods of choosing each player’s wager card.The first is easiest, but my result in one player putting a really rare card in the stake, while another player only riscs a card that is quite common. The second method involves a extra shuffle, but it insures that the wager stake is loaded with great cards!
METHOD ONE. After you have shuffled your cards and let the player to your left cut your deck, draw the top card from your deck an place it on the wager stake. Then begin the game.
METHOD TWO. After you have shuffled your cards and let the player to your left cut your deck, draw the top three cards from your deck and them on the table for all to see. Players then vote for wich card each player will put into the wager stake. You cannot take part in the vote for your cards. In the case of a tie, flip a coin to determine the wager card. Once all wagercards have been choosen, reshuffle your remaining two cards back into your deck and let the player to your left cut it again. Then begin the game.
This Starter Set is only a stepping stone to a much more diverse game. In fact, the basic DOOMTROOPER set is comprised of well over 300 different cards!
You can acquire more of these cards in two ways. One is by buying more Starter Sets because each one contains a random assortment of the available cards. Or you can buy Booster Packs, packs of 15 DOOMTROOPER cards packaged in the same format as other, more traditional trading cards, like sports cards. You can find Booster Packs where you purchased this Starter Set.
You may be asking yourself, „Why so many cards? And why sell them like trading cards?“ The reason is taht DOOMTROOPER cards are trading cards as well as geme cards, and just like trading cards, the best cards in the game are the hardest to collect!
Each DOOMTROOPER card has a rarity factor. Some cards are COMMON and very easy to collect. Other are UNCOMMON, which are pretty scares and more difficult to find. The rest are RARE, which means that there are few of these cards available and it’s quite difficult to acquire them all. The more rare a card is, the more powerfull ist is in the game!
As you collect DOOMTROOPER cards your set will probably become large enough that you could not possibly use all of the cards in a single game. Thats fine. Just play with the cards you want. One of the best features of DOOMTROOPER is that you can plan your playing strategy around the cards you put in your playing deck.
For instance, you could have a deck taht is full of Doomtroopers that have great shooting abilitys, with heaps of super-powerfull shoting weapons to give to them. Add some special cards that help with shooting, and you’ve got one killer playing deck!
This is called deck building, and it’s fun to experiment with different card mixes wehn you aren’t playing the game. Try out those new decks on your opponents and see how they work! If they don’t give you the advantage you were hoping for, simply change the card mix and try again.
Of course, if youre stategy worked really well and you decimated your opponent, you’d better believe that he or she will be ready for you next time with a new deck that won’t be as easy to beat. For instance, your shooters won’t stand a chance against some close combat specialists with a bunch of OUT OF AMMO cards.
You can have as many cards in your playing deck as you want, bat there are two rules to deck building:
1) You must have ad least 60 cards in your playing deck at the start of the game.
2) You may not have more than five of the exact same card in your deck at the beginnig of the game. For instance, when the game beginns, you can’t have more than five NARROW ECAPE cards in your deck.
Once you’ve played DOOMTROOPER a few times and increase the size of your collection you’ll find deck building challenging an rewarding. These ensures that your games will alwas be unique and interesting.
Of course, you can also have a great deal of fun by shuffling your entire collection and playing with whatever cards happen to come up. If you like, you can try doing this and playing a ‘robber match’.This means that you play a number of games in a row (say seven) and keep track of ahow many games each person wins. As long as everyone is having fun, it doesn’t matter how you play!
The MUTANT CHRONICLES setting is rich and divers, as is the DOOMTROOPER game. There are a number of terms that may seem new to you if your not familiar with the other MUTANT CHRONICLES games that are available (look for them wherever you purchased this game). The following is a list of these major terms.
The terms are each plyaced into three subsections, depending on what they are primariliy associated with. MUTANT CHRONICLES TERMS are specific to the entire MUTANT CHRONICLES line. They certainly have an effect in DOOMTROOPER, but they mostly involve the story behind the game. DOOMTROOPER TEMS are used throughout DOOMTROOPER itself. CARD TERMS are found on some individual DOOMTROOPER cards. Most are discussed in the rules above, but this subsection may help clarify their interpretation.
THE ART: The Art is the mysterious magical ability possessed by some Doomtroopers, including members of the Brotherhood.
ASPECT: The Art is made up of seven aspects. The various Aspects are ART OF CHANGELING, ART OF ELEMENTS, ART OF EXORCISM, ART OF KINETICS, ART OF MANIPULATION, ART OF MENTALISM and ART OF PREMONITION. Warriors are only allowed to cast a spell from an Aspect wich their card says they can use.
BROTHERHOOD: The holy order of the MUTANT CHRONICLES universe. Brotherhood members are powerful warriors. Warriors dedicated to the total destruction of the Dark Legion. The Brotherhood is also the lynchpin wich unites most of humanity against the creatures of the Dark Soul. Brotherhood warriors have the mystical ability to control the magical forces of the art. Brotherhood warriors are considered Doomtroopers (and Cartel members) in all respects, and all cards that happen to referr to Doomtroopers referr to Brotherhood warriors, too - unless a card spcefically mentions otherwise.
CARTEL: The pan-megacorporate organization dedicated to defending humanity from Dark Legion. The warriors that the Cartell commissions to fight to good fight are known as Doomtroopers. Cartel warriors hail from the five megacorporations and the Brotherhood.
CORPORATION: See MEGACORPORATION
DARK APOSTLE: There are five Dark Apostles who command the forces of the Dark Legion. They are ILIAN (Msitress of the Void), SEMAI (Lord of Spite),ALGEROTH (Lord of Dark Technology), MUAWIJHE (Lord of Visions= and DEMNOGONIS (The Befouler).Each has horrible powers and is able to bestow various gifts of the dreaded Dark Symmetrie on their followers.
DARK LEGION: The evil forces that seek the destruction of humanity trough both overt and covert means.
DARK SYMMETRIE: The Dark Symmetrie is the evil magical force that some Dark Legion warriors manipulate. Each Dark Symmetrie power is a gift from one of the Dark Apostle bestowed unto a Dark Legion warrior.
DOOMTROOPER: A warrior of humanity who seeks to destroy the evil taint of the Dark Legion. Although ostensibly under the command of the Cartel, most Doomtroopers are also directed by the mandates of their particular organization. (Either a megacorp or the Brotherhood). Brotherhood members are always considered Doomtroopers, unless indicated otherwise.
HERETIC: Humans who have fallen the seduction of the Dark Apostles. Heretics are the foot soldiers of the Dark Legion and are used in both undercover work and as front-line warriors. They are ultimatly expandeble.
MEGACORPORATION: One of the five enormous business organizations that ruel most of the solar system and those who live within its bounds. They are IMPERIAL, CAPITOL, BUHAUS, MISHIMA, and CYBERTRONIC. Each has its owen agenda in the MUTANT CHRONICLES universe.
ACTION: During your turn, you may perform a numer of actions. Actions usually involve putting warriors in play, equipping them and attacking others with them. Performing actions if the heart of DOOMTROOPER.
ARMOR (A): One of a warrior’s four Combat ratings. This indicates the warrior’s resistance to being killed in a combat. The number on a warrior’s card after the Shield icon is that warrior’s Armor rating (see the back cover of this booklet).
ATTACK RATING: A general term referring to the Fight and Shoot ratings. When warriors clash in combat, they battle using their Fight ratings (in the case of hand-to-hand or close range combat) or their Shoot ratings (in the case of a firearm combat). The ATTACK RATING refers to the one being used in the current combat.
BATTLE TACTIC: When warrios engage in combat, they battle it out either close at hand with sword and fist, or at a distance with guns blazing. When a player chooses how the warriors will battle, and subsequently which Attack rating they will use, it is called choosing the Battle Tactic. A close combat battle uses the Fight ratings, and a firearm battle uses the Shoot ratings.
COMBAT RATINGS: Each warrior has four Combat ratings: Fight, Shoot, Armor, Value. Often a card refers to a warrior’s Combat ratings beeing increased or decreased. Unless otherwise specified, this means that all four Combat ratings are affected, even Value. The Combat ratings are designated on warrior card with the letters ‘F’, ‘S’, ‘A’ and ‘V’, respectively (the corrosponding icons are found on the backcover of these booklet). Each icon on a warrior’s card is followed by a number which is the warrior’s rating for that rating.
DESTINY POINTS: Earned Points that have been placed in the Destiny Pool become Destiny Points, reddy to be used in a number of special ways troughout the game. Destiny Points are used to bring warriors into play, augment certain cards use special abilitys and enhance other game features. Destiny Points are designated on cards with the letter ‘D’ and are each represented by a marker. Destiny Points should be kept to the right of a player, next to his or her draw pile.
EARNED POINTS: Points that have been awarded through card play or combat. Eraned Points can become Promotion Points and count toward victory or they can be placed in a player’s Destiny Pool to become Destiny Points.
EQUIPMENT CARD: Equipment cards may be played on warrior cards to increase Combat Values or give special abilities to the warrior.
FIGHT (F): One of the warrior’s four Combat Ratings. This indicates the warrior’s ability to attack and denfend in close combat. The number on an warrior’s card after the Fist icon is that warrior’s Fight rating (see the backcover of this booklet).
FORTIFICATION: Fortifications are objects, buildings, cities or complexes. Usually a Fortification will give bonuses to the Arrmor ratings of certain warriors affiliated with that Fortification.
KOHORT: A group of Dark Legion warriors placed on the table that earn Promotion Points and work toward the completion of the game objective.
MARKER: An item used during the game to keep track of Promotion Points, Destiny Points and other special features. Pennies or gaming stones make excellent Markers.
MISSION CARD: Mission cards represent instructions and mandats given to warriors by their superiors. They are played to earn additional Promotion Points or Destiny Points when the Mission instructions are carried out.
POOL (or DESTINY POOL): A number of points (called Destiny Points) that have been put aside in apile to be used in various ways troughuot the game.
PROMOTION POINTS: The experience that warriors earn trough combat and other means. Ech Promotion Point is represented a Marker. Thje player who collects 25 Promotion Points first is the winner. Promotion Points are kept to the left of the player.
SHOOT (S): One of a warrior’s four Combat ratings. This indicates the warrior’s ability to attack and defend in firearm combat. The number on a warrior’s card after the Bullet icon is that warrior’s Shoot rating (see the back cover of this booklet).
SQUAD: A group of Doomtroopers placed on the table that earn Promotion Points and work toward the completion of the game objective.
STATUS: A Warrior has four Status levels depending on how the card is aranged on the table: Normal, wounded, in cover and wounded in cover. The status of a warrior may change troughout the game. A warrior with normal Status is face up on the table, the title of the card at the edge furthest from the player. A wounded warrior is also represented by a face-up card, but the card is turned sideways. The card of a warrior in cover is flipped over, face down. Finally, the card of a wounded warrior in cover is face-down and sideways.
[Image]Normal Warrior in cover
[Image]Wounded Warrior in cover
VALUE: One of a warrior’s four Combat ratings. This number represents the overall worth of the warrior. A player must spent the warrior’s Value in Destiny Points to bring the warrior into play. Also, a warrior who kills antother earns the Value of the killed warrior in points wich may be converted into Promotion Points or Destiny Points. The number on a warrior’s card after the Diomond icon is that warrior’s Value rating (see the back cover of this booklet).
WARRIOR: A Doomtrooper or Dark Legion Card wich has Fight, Shoot, Armor and Value abilities listed on it.
WEAPON: A Weapon is a special type of Equipment card that may be placed on a warrior card to increase its comabat values. Thre are three types of weapons: FIGHT WEAPON, SHOOT WEAPON and FIGHT/SHOOT WEAPON.
CASTER: This term appears on many Art cards. It prefers to the warrior that is casting the card’s spell.
COLLECTION: ALL of your cards not just the ones you’re using in this game. Certain cards permit drawing from your collection.
COMBAT SPELL: Some Art spells are labled COMABAT SPELLS. hey may only be cast during any combat, whether the caster is not involved in the combat or not and even if the combat is between two other players’ warriors.
DISCARD: Sometimes a card forces another card to be discarded. This is usually self-explanatory, but in the case of warriors, it requires an important clarification. When a warrior card is forced to be discarded, it is NOT considered wounded or killed. No points are awarded to a player for forcing the discard.
ICONS: There are a number of Icons used in DOOMTROOPER but, they fall into tree major catagories. First, there is the CARD TYPE ICON, which is found on the top left corner of every card. This Icon designates what the card represents, either a warrior, equipment, mission, Art spell or so on. Next is the AFFILIATION ICON which indicates which organization is most directly responsible for the card. The affiliation of a warrior is important, but with non-warrior cards the affiliation is only a visual aid. Non-warrior cards may be used by all warriors unless restricted by these rules or special rules on the card. For instance, any warrior may use the TICKER equipment card, although it has the CYBERTRONIC Icon on it because CYBERTRONIC manufactures TICKER. Finaly, there are the GAME PLAY ICON which are found in a card’s notes and a warrior’s ratings. There are four GAME PLAY ICONS, representing FIGHT (F), SHOOT (S), ARMOR (A) and VALUE (V) ratings.
IN PLAY: Any card that is on the table is in play. Cards in a player’s hand, draw pile or discard pile are considered out of play. When you put a card in play, you place it on the table so you can use its abilities. Many cards have an effect on cards that are in play. This means that they only affect the cards in play AT THAT MOMENT, not cards that enter play later in the game.
PERSONAL COMBAT SPELL: Some Art spells are designated as PERSONAL COMBAT SPELLS. This means that they may only be cast during combat and only if the caster is actually involved in the combat.
PERSONALITY: Some warriors are labeled PERSONALITIES. This means that the card represents a specific person, as opposed to a general member of a certain organization or division. Only one of each unique PERSONALTY may be in play at any one time.
YOU AND YOUR: Many card use words such as ‘YOU’ and ‘YOUR’ in their description. This is simply an easy way to signify the player that either played the card or is in control of the card. Typically this is the person who ownes the card as well.
GAME DESIGN: Bryan Winter
GAME CONCEPT: Nils Gulliksson, Bryan Winter, Fredrik Malmberg
EDITING: Matt Forbeck, Henrik Strandberg
GRAPHIC DESIGN: Stefan Thulin, Nils Gulliksson
ORIGINALS: Stefan Thulin, Tom Olsson and Magnus Nedfors-Korkeken, Mario Fuchs, René Hedemyr, Henrik Strandberg, Marcus Thorell
ILLUSTRATIONS: Paul Bonner, Studio Parente, Tony Bagge, Jens Jonsson, Les Edwards, Peter Andrew Johns, Nils Gulliksson, Danne Kochanski, Peter Bergting
ADDITIONAL CONTRIBUTIONS: Bob Watts, Massimo Torriani, Michael Stenmark, Jerker Sojdelius, Mario Truant, Diana Casey Winter, Oscar Diaz, Bill King
LINE EDITOR: Henrik Strandberg
MUTANT CHRONICLES DESIGN: Nils Gulliksson, Henrik Strandberg, Bill King, Matt Forbeck, Michael Stenmark, Magnus Setter
COPYRIGHT © 1994 Target Games AB. All Rights Reserved. DOOMTROOPER, MUTANT CHRONICLES and all Character names and the distinctive likeness(es) thereof are Trademarks of Target Games AB. Heartbreaker Authorized User.
Printed in Germany. Miniatures available from Heartbreaker™.
Americ Online Address: DOOMTROOP
Internet Address: DOOMTROOP@AOL.COM
STEP 1: Draw cards to fill your hand to seven cards.
STEP 2: Perform up to three Actions.
STEP 3: Discard to seven cards or, if you have less, discard a single card.
Add warrior in cover (counts as 3 Actions)
Attack (must be last Action performed)
1) Announce Attacker and Defender
2) Announce Battle Tactics (Fight or Shoot)
3) Determine Combat Standing
4) Modify Combat Ratings
5) Resolve Combat
6) Change Warrior Status
7) Award Points