[Image]Cover
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.
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NOVELS
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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] BAUHAUS
[Image] CAPITOL
[Image] CYBERTRONIC
[Image] IMPERIAL
[Image] MISHIMA
[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] MISSION
[Image] EQUIPMENT
[Image]
FORTIFIKATION
[Image]
ART
[Image]
DARK SYMMETRY
[Image]
SPEZIAL
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)
5)
Meditate
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
[Image]Wounded
Warrior
[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.
CREDITS:
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
Seek cover
Exit Cover
Add warrior in cover (counts
as 3 Actions)
Meditate
Equip warrior
Bestow gift
Assign Mission
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
Bauhaus
Brotherhood
Capitol
Cybertronic
Dark Legion
General
Imperial
Mishima
Mission
Equipment
Fortifikation
Dark Symmetry
Warriors
Spezial
Art
Changeling
Manipulation
Kinetics
Mentalism
Premonition
Exorcism
Elements
Fight (F)
Shoot (S)
Armor (A)
Value (V)