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Doom The Board Game

by Fantasy Flight Games
4.0 out of 5 stars  See all reviews (1 customer review)

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  • 2-4 players
  • Age 12 years and up
  • 60-180 minutes
  • Based on the Doom computer game
  • Contains more than 60 finely detailed miniatures
  • One player controls the invaders, the other controls the marines
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Product Information

Technical Details
Item Weight2.7 Kg
Product Dimensions30.5 x 10.2 x 30.5 cm
Manufacturer recommended age:12 years and up
Item model number4098529
Assembly RequiredNo
Batteries Required?No
Additional Information
Best Sellers Rank 358,227 in Toys & Games (See top 100)
Shipping Weight2.9 Kg
Delivery Destinations:Visit the Delivery Destinations Help page to see where this item can be delivered.
Date First Available1 Jan 2002

Product Description

Manufacturer's Description

In Doom: The Boardgame, demonic invaders have broken through from another dimension into the Union Aerospace Corporation’s Mars base. Marines have been deployed to the base to protect UAC personnel and destroy the invaders. Up to three players will take the roles of heavily armed and highly trained marines, while one player will control the legion of demonic invaders. In the game, the marine players explore the claustrophobic rooms and corridors of the Mars base, attacking monsters, picking up new weapons and equipment, and working together to complete specific mission objectives.

The heart of Doom: The Boardgame is the scenario. Before every game, a scenario must be chosen. Each individual scenario will tell you how to set up the game, explain any special rules, and describe the specific objectives you must achieve in order to win the game. You will find several ready-to-play scenarios in the Doom Scenario Guide. Doom: The Boardgame is a game for 2 to 4 players, playable in 1 to 2 hours, based on the groundbreaking DOOM computer game by id Software.

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Most Helpful Customer Reviews
2 of 2 people found the following review helpful
4.0 out of 5 stars Doom the boardgame 20 Oct 2009
Durability: 3.0 out of 5 stars    Educational: 3.0 out of 5 stars    Fun: 4.0 out of 5 stars   
Doom the boardgame is set in the Doom 3 universe and shares the same type of enemies and art style . It plays in a very similar way to the Dungeons and Dragons Boardgame . Basically if you like D & D the boardgame and like doom you will like this , the only difference is the game mechanic relies more heavily on weapon combat and modifiers than spells and levelling up . The expansion pack for this game is highly recommended as it clarifies some rules and introduces deathmatch style game play found in the computer game . A great way to spend evenings and Sunday afternoons .
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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com: 4.9 out of 5 stars  7 reviews
24 of 26 people found the following review helpful
5.0 out of 5 stars Doom: The Boardgame 15 Mar 2005
By Cactusman - Published on Amazon.com
Durability: 4.0 out of 5 stars    Educational: 1.0 out of 5 stars    Fun: 5.0 out of 5 stars   
I recently purchased this game and played it with a bunch of friends. I can safely say that, as long as you enjoy a dungeon crawling type game, you should enjoy this. The rules are not convoluted or terribly confusing (But for a few things the rules are not explicitly clear on). The marines have many strategies open to them (and the more marines there are, the more strategies that can be used). It would require an incredibly lengthy review to go into the mechanics of the game in detail, so I'll just give the basics.

One person plays the Invaders. They control the demons and use action cards to try and mess up the marines (like Dud, that makes one of their ammo disappear, or Jammed, which jams a weapon for a turn). Everyone else (up to three) play Marines. The more marines there are, the harder the game gets. More enemies are spawned. The marines start with less health, etc. Yet, using teamwork, it gets just as hard for the Invader player if they are good at working together.

The goals: The invader has to kill the marines a number of times, dictated by the scenerio. The Marines (usually) have to navigate the map, find the red key, and escape the red door, before that number of kills is reached. Pretty basic.

The map itself is most of the fun. It is constantly being built, since the marines cannot see what is behind a door. They take a risk opening a door, revealing a new area and new monsters for the invader to take control of.

Anyway, if that sounds like your kind of game, this is one of the best in the genre. I know we all thought it was worth the money. (Though, I'd suggest splitting on it with your friends.)
10 of 10 people found the following review helpful
5.0 out of 5 stars Never thought a video game would be fun in Boardgame format? Think Again. 29 Jan 2008
By Gradient Vector Field - Published on Amazon.com
Verified Purchase
Durability: 4.0 out of 5 stars    Educational: 1.0 out of 5 stars    Fun: 5.0 out of 5 stars   
I had originally purchased this product for the sheer absurdity of it. I've been a fairly long time Doom fan and pretty good products are usually the result... except the movie, which I hated. However, this board game was a huge surprise to me. I was expecting something more humorous than intensly fun, and after having played through the game I am so glad I was initially wrong.

Since someone has already gone over the basic mechanics of the game, I will simply add my two cents to the product. The "board game" design is probably one of the most creative things I've come across. Your board is more like puzzle pieces and simulates just like you're playing on an unrevealed map in the video game. I was surprised to see a full blown story-line taking place in this game that had multiple chapters. One aspect I was slightly disappointed in, is that it's derived from Doom 3 specifically. I think it would have been a little more interesting to start at the very beginning of Doom, just to give it a bit of that nostalgic feel. Either way, in the end, my friends and I still had a lot of fun playing this game. Anyway, the Game Master reveals more of an area as you open the doors, so you never quite know what's waiting for you on the other side, which is what adds to the intensity factor.

There are some general flaws to the game. Such as, the marines can essentially level up as they go along. If you're going to treat this like a campaign in that sense, similar to a D&D philosophy, then I recommend the Game Master also level up the monsters over time. Towards the end of the story line we found that the marines were so powerful that they could split up and clear out everything on the map and the Game Master wouldn't get that many kills. It really took away from the overall challenge aspect of the game, so when we play again, we're going to level up the Game Master's side as well. Once we sit down and figure out a good method of leveling, I may return to this review and add it in.

Alright, I'll shut up now. If you are a fan of table top gaming or board games, but also love video games, you absolutely have to try this game out. It's excellent and it has a story-line that brings you in (not the most profound, but it is Doom after all). If you are creative you can also make up your own scenarios and build off what's already there, having a customizable gameboard allows you all sorts of great possibilities.
2 of 2 people found the following review helpful
5.0 out of 5 stars Torment Your Friends! 29 Mar 2009
By Steven Byrd - Published on Amazon.com
Verified Purchase
Durability: 5.0 out of 5 stars    Educational: 1.0 out of 5 stars    Fun: 5.0 out of 5 stars   
Short - Overall, it is a very fun and well designed game. Trying to kill every single monster that comes your way, be it before or behind you will inevitably wear your health down. The marines' goal is to blast their way to the end of the map to win. The invader's goal is to get a total of 6 kills, thus winning the game.

Long -Doom is slightly complex and it will take 1-3 tries before fully grasping the rules. Once you're past the learning curve it is a blast.

The marines start out with basic equipment and gain armor bonuses, health, etc when they collect the chip. Each player is given a set of "traits" that enhances their character. Ideally, use the traits to your advantage. There is theoretically unlimited ammunition - in practicality, if you roll poorly, you may a lose an ammo chip. The chainsaw is by far one of the most effective weapons in the game; it can do a full 360 degree sweep if you are surrounded, requires no ammo, and cannot break. The only downside is, if you do not have a sizable amount of health to melee your foes, you may get knocked around pretty hard.

The game does favor the invader (bad guy) with a bit too many instantly available abilities. One example is darkness that drastically reduces line of site and allows for the Invader to spawn an enemy even closer. The invader can only place enemies in revealed areas; additionally, according to the modules, there are pre-set monsters that spawn once an area is uncovered. Once an area is uncovered the invader can then spawn additional monsters as long as it is out of line of sight from any given marine. This makes for incredibly challenging late game fights.
4.0 out of 5 stars Doom 26 Dec 2010
By A. Smith - Published on Amazon.com
Durability: 4.0 out of 5 stars    Educational: 2.0 out of 5 stars    Fun: 4.0 out of 5 stars   
Doom loads heavily on the GM's side for opportunity, gameplay, and downright power. As a player (Marine), you will have a number of lives. You will have weapons with excruciatingly limited ammo, and a power-up or two to get you through these deadly dungeons. In the turn sequence, you and your fellow marines all move through the dungeon, often fleeing monsters and trying to escape death (in order to save your lives for later). You have few choices as a marine, all of them requiring basic tactics like movement, attack, defense, and, well, trying to escape death. Your "turn" as a marine will be over shortly, and you will be left wishing you had more to do, and feeling impotent to escape impending, uh, doom.

As the GM, you'll have a ton of cards (options) at your disposal. Each room of the dungeon you introduce to your players will invariable spawn out a number of monsters for you to control, and you'll be encouraged to use cards and use them often. Some of the cards spawn monsters and some hinder the marines. Some of the cards are so sadistic, and leave marines with even less power and options in the game. So in a typical GM turn you'll make multiple tactical decisions (controlling monsters by moving and attacking and playing instant cards) and strategic decisions (planning cards for further down the line, saving cards and attempting to influence marine movement using tactics, etc.). Your turn doesn't end there, however, because as the GM you also will have instant cards that you can play during marines turns to render them totally powerless, and if each piece of the gameboard that is exposed isn't filled with enough traps, your cards will have trap-like effects as well.

On the positive side, there is a Call of Cthulhu RPG element to this. The probability of victory is stacked heavily on the side of the Elder Gods, not the players (investigators), but as a GM you can still urge and help your investigators along, even rooting for them to emerge victorious (or at least alive) from their insanity-provoking adventures. If you are a sadistic GM who gets his jones by quickly (and sometimes humorously) dispatching with your investigators in CoC, you probably haven't planned a lengthy, involved, character-oriented campaign anyway, and are more interested in having a laugh and seeing just how powerful and dangerous the world of Lovecraft's really is.

Similarly, in Doom, you certainly have the ability to give your players a rough and tumble ride but to root for them. You can prep out some major accident cards, some instant cards that demoralize them but you can also give them the leeway to feel like they've got a chance, and if you're really good and really care about providing a fun game, you'll actually help them get far enough and feel competent enough to enjoy the game, even if you want to "win" by taking all of their lives. But if you're the sadistic type of GM, the kind who loves to kill his players off one by one with no mercy, you're going to have a little too much fun, and also make the game completely un-fun for the marines. Whereas in Cthulhu the environment is rich, the good humor enlivening, and the unspoken understanding of cosmological insignificance part of the fun, in Doom, the marines already have little to no choice--they are not only cosmologically insignificant, but they are essentially imbeciles. They can't hide, they can't think. They are pawns and their lives are of little value. All they can do is run, run, run, and maybe kill a monster or two, which is already not too fun. The sadistic GM, then, can ruin a game by only adding far too heavily to the challenge. They can make the marines lose the game by killing them one after the other, which is fine. What is not fine is that they can suck the small amount of fun out of the game by torturing players with over-powered instant cards and swarms of monsters. They can make players feel completely powerless and without choice--two of the worst things about bad board games.

Now, this can be incredibly fun for the GM. There is no doubt that a full-on power trip can be a blast, and that knocking off players' lives one after the other can be a lot of fun. It can even be helpful if you announce in the beginning of the game, "I will take no prisoners. Good luck," or something to that terrifying effect, and then dump monsters into a room. But there are usually going to be one or two more players on the side of good, so you have a game which has an uneven power dynamic in which the party in the minority has a ton of power, and everyone else playing is powerless. I know I'm beating a dead horse, but I want to make it clear: this unbalance is not just unbalanced. It is broken, and a nasty GM can break it more.

Another final, ghastly thing that ruins Doom. You have lives. I mentioned above that each marines were powerless buffoons. Well, also, marine players lose lives like in Mario Brothers. While this adds to the video-gamey, hack/slash/and mostly run-mechanics of the game, it reduces even more the feeling of atmosphere. This makes your already powerless marines feel so disposable that it is very difficult to get that roleplay element that enriches similar odds-are-against us games like Call of Cthulhu and Arkham Horror.
5.0 out of 5 stars Fun Fun Fun 21 May 2010
By Alfred Netz - Published on Amazon.com
Verified Purchase
Durability: 3.0 out of 5 stars    Educational: 1.0 out of 5 stars    Fun: 5.0 out of 5 stars   
It feels alot like playing the game:) The only thing that I noticed was that it is quite hard for the marines to win unless there is some teamwork. Random running around will get you killed really fast.
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