Doom: The Board Game - Solo Variant - AI Invader: Setup
Doom: The Board Game - Solo Variant - AI Invader: Setup
Doom: The Board Game - Solo Variant - AI Invader: Setup
Setup
Demonic Strength
A D6 will be rolled at each of the above stages to decide whether a card is played by the invader for
that stage. If any of the cards in red are played then play another event card from that pool (the
cards in red are included only for drawing for defence).
Remove the Glory Kill cards from the game – Glory Kills are not allowed.
No argent tokens are used in this game as all demons use their argent attacks (if applicable) every
time they attack.
Demon Activation Phase
1. Roll a D6 to see whether an event card is played from Pool 1 (“Activation Phase Events”) –
on a 4-6 play a card. If the card is shown in red in the above table then play another
2. Draw Initiative card
3. Demon Activation:
a. Roll a D6 to see whether an event card is played from Pool 2 (“Demon Activation
Events”) – on a 4-6 play a card. If the card is shown in red in the above table then
play another
b. Move demon and attack (see flow chart)
c. If able to attack a marine then roll a D6 to see whether an event card is played from
Pool 3 (“Demon Attack Events”) – on a 4-6 play a card
1. Drawing a card for defence - roll a D4 to decide which event card pool the demon draws
from, and reduce the damage if applicable. Only the defence symbols count on this card as
per the normal rules
2. If the demon is in cover:
a. If the demon would die at this stage then draw a second card
b. If the demon has had no damage removed at this stage then draw second card
c. Otherwise do not draw a second card
3. If the demon would still receive damage at this stage then then roll a D6 to see whether an
event card is played from Pool 4 (“Demon Defence Events”) – on a 4-6 play a card. If the card
is shown in red in the above table then play another. Ignore the defence symbols but resolve
the effect (as the card is being played as an event card not as a defence card)
Spawning demons
1. If either group for the current portal on the invader card includes argent, then choose
the other group
2. Otherwise roll a D6 to choose a demon group from the invader card
3. Roll a D8 to choose spawn locations beginning with the square northwest of the portal
token and counting clockwise
Activating demons
1. Roll a die to choose the demon type that activates first if multiple demon types are in
play
2. Activate those demons beginning with the demon nearest to a marine, and working
away
Specific Demon Rules