APOCALYPSE SPOILER

THE PLAY CARDS (80)

A NASTY SURPRISE
SPECIAL / GENERAL
ANNIHILATE
PLAY AT ANY TIME. You must spend 10 D when you play this card. You may place any one non-Special, non-Personality card from your collection into your hand. You must show the card to your opponents. No other card may counter or effect this card (i.e. OH YEAH? and MISCOMMUNICATION).

A SECOND CHANCE
SPECIAL / GENERAL
ANNIHILATE
Play at any time. You may return one of your annihilated cards to your Draw pile, which must be shuffled.

ADAMANTIUM WILL
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. This warrior may not be automatically killed, but is normally wounded instead. Also, this warrior is not affected by Special card effects that wound or kill warriors.

ADMINISTRATIVE CRACKDOWN
SPECIAL / GENERAL
ATTACH
ATTACH TO ANY PLAYER AS ONE ACTION. Anytime the player earns Promotion Points, he or she must pay 1 D for each Point earned. Just-earned D may be used to pay for just-earned Promotion Points. Points not paid for are lost. Discard this card if player ever has 0 D. Multiple attachments of this card are cumulative.

ADRENALINE IMPLANTS
EQUIPMENT / CYBERTRONIC
ATTACH
GIVE TO ANY NON-BROTHERHOOD DOOMTROOPER AS THREE ACTIONS. This warrior automatically heals itself when wounded (unless killed automatically), but each time it loses -1 to its base A. If the base A reaches 0, the warrior is discarded (no points are earned).

ANDREW DROUGAN
WARRIOR / IMPERIAL
5/9/8/9
PERSONALITY. CONSIDERED A BLOOD BERET. While in play, all your BLOOD BERETS (except Drougan himself) gain +3 to F, S and A and automatically kill any warrior they wound.

ANTI-PERSONNEL GRENADE
EQUIPMENT / GENERAL
ATTACH
GIVE TO ANY WARRIOR. As one action, this warrior may annihilate this card and automatically wound any warrior in play, regardless of affiliation. The target must be able to be in combat. If the warrior is killed, points are earned. This is considered an attack action.

AURA OF MYSTICAL RESISTANCE
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. This warrior and all of its attachments are immune to all effects of Art spells and Dark Symmetry effects. It may spend 6 D immediately after any Art spell is cast or Dark Symmetry effect is used to negate the spell or effect.

BATTLEFIELD CHAOS
SPECIAL / GENERAL
ATTACH
ATTACH TO THE GAME AT ANY TIME. Players do not have to wait until their last action (or actions) to attack. Non-attack actions may be taken after attack actions. A player is still normally limited to one attack action per turn.

BOARD ROOM
FORTIFICATION / GENERAL
ADD TO YOUR SQUAD AS ONE ACTION. Annihilate the Board Room as three actions to bring one CORPORATE LEADER from your collection into play. The CORPORATE LEADER is immediately added to your Squad for free.

BOOT CAMP
FORTIFICATION / GENERAL
ADD TO YOUR SQUAD OR KOHORT AS ONE ACTION. Place 5 markers on this card. You may remove a marker at any time and add any warrior with a base V of 4 or less to your Squad/Kohort (not in cover). You do not have to use actions or pay D. Discard when markers are gone.

BRAINWAVE BOMB
EQUIPMENT / CYBERTRONIC
ATTACH
GIVE TO ANY WARRIOR. If this warrior is killed in combat, you MUST set off the Bomb after combat is resolved. Its opponent is killed as well, and points are earned. This card and the warrior it is attached to are then annihilated.

BROTHER CLAUDIUS
WARRIOR / BROTHERHOOD
7/7/6/8
PERSONALITY. CONSIDERED A MORTIFICATOR. May cast any Art spell. During combat, every 1 D Claudius spends toward ART OF KINETICS spells counts as 3 D.

BROTHER STERN
WARRIOR / BROTHERHOOD
8/6/8/8
PERSONALITY. CONSIDERED A SACRED WARRIOR. May cast any Art spell. Stern automatically kills any warrior he wounds. While in play, all your SACRED WARRIORS (but not Stern himself) gain +5 to F, S and A and automatically kill any warrior they wound.

COLONEL MAXWELL
WARRIOR / IMPERIAL
9/7/8/9
PERSONALITY. CONSIDERED A COMMANDER AND A TRENCHER. While in play, your TRENCHERS (but not Maxwell himself) gain +6 to F, S and A.

CRYOTECH CHAMBER
FORTIFICATION / DARK LEGION
ADD TO YOUR KOHORT AS ONE ACTION. If your Dark Legion warrior is forced to be killed, discarded or annihilated at any time, you may return it to your hand instead (attachments are discarded). Personalities must still go to the GRAVEYARD if it is in play.

DARK MYSTIC
WARRIOR / DARK LEGION
4/5/5/7
HERETIC. This warrior may receive Ki Powers as if it was a Mishima warrior. It may receive DARK SYMMETRY GIFTS as normal (but not GIFTS OF APOSTLES). The Dark Mystic is not affected by cards that affect MYSTICS.

DEMON HUNTER
WARRIOR / MISHIMA
5/5/7/7
CONSIDERED A SHADOW WALKER. This warriors always strikes first in combat. May never be converted into a Heretic. The Demon Hunter must attack a Dark Legion warrior or a warrior considered a Heretic before any others.

DIRE PORTENTS
SPECIAL / GENERAL
ATTACH
ATTACH TO THE GAME AT ANY TIME. ALL players perform one less of their standard three actions each turn, even you. Multiple copies of this card in play are cumulative. Players are always allowed to perform one standard action per turn. Additional actions from card effects are permitted.

DISCREET MEETING ROOM
FORTIFICATION / GENERAL
ADD TO YOUR SQUAD AS ONE ACTION. While in play, all of your FREELANCERS may earn Promotion Points as normal.

ELEMENTAL MASTER
WARRIOR / BROTHERHOOD
8/8/9/10
CONSIDERED A MYSTIC. The Elemental Master may cast any Art spell. When casting spells from the ART OF ELEMENTS, every 1 D spent toward the spell effect counts as 5 D.

EPIDERMAL PLATES
EQUIPMENT / CYBERTRONIC
ATTACH
GIVE TO ANY NON-BROTHERHOOD DOOMTROOPER. ARMOR. The warrior's base A rating is doubled. Modifiers to A are applied after this doubling. A warrior may only have one piece of ARMOR.

ESCAPE HATCH
EQUIPMENT / GENERAL
ATTACH
ATTACH TO ANY VEHICLE. Warriors using this Vehicle may enter and exit it without spending actions, but only once between each of your Draw steps (per warrior). A Vehicle may have multiple Hatches attached to it.

EYE OF ALGEROTH
RELIC / DARK LEGION
ATTACH
GIVE TO ANY HERETIC. While in play, this Heretic may have any number of copies of legal Dark Symmetry cards attached to it. Their effects are cumulative (when applicable). If the Eye is discarded, ALL Dark Symmetry cards on the Heretic are discarded as well.

FACTORY RETROFIT
FORTIFICATION / GENERAL
ADD TO YOUR SQUAD OR KOHORT AS ONE ACTION. For each Retrofit you have in play, all your FACTORIES in the same Squad/Kohort earn an additional 3 D. This card is affected by STRATEGIC BOMBING.

FORTIFIED ENTRENCHMENT
FORTIFICATION / GENERAL
ADD TO ANY SQUAD OR KOHORT AS ONE ACTION. Warriors in the same Squad/Kohort gain +2 to A when attacked. You may attach Equipment cards to this card at any time and with no action cost. Each provides an additional +2 to A and may not be discarded unless this card is discarded as well. They have no other effect on play.

FREEDOM BRIGADEER
WARRIOR / CAPITOL
3/7/6/7
CONSIDERED INFANTRY. The Black Hole Suns may attack any warrior, regardless of affiliation.

FREELANCER PATRIARCH
WARRIOR / GENERAL
3/3/6/5
PERSONALITY. CONSIDERED A FREELANCER. Points earned by the patriarch must be converted into D. While in play, all FREELANCERS (but not the patriarch himself) gain +5 to F, S, and A and automatically kill anyone they wound.

GOOD LUCK CHARM
EQUIPMENT / GENERAL
ATTACH
GIVE TO ANY WARRIOR. While attached, this warrior may never be the target of cards that cause its F, S, A or V to be lowered. Any such cards already on the warrior are discarded, and no others may be added.

GRAVEYARD
FORTIFICATION / GENERAL
ADD TO THE GAME AS ONE ACTION. A Personality killed or annihilated in combat is placed under the Graveyard. It has no effect, but is still "in play." No copies of the Personality may enter play while underneath. If discarded, all cards go to their owners' discard/annihilated piles. Only one Graveyard may be in play at a time.

GREY MYSTIC
WARRIOR / MISHIMA
5/5/4/8
Grey Mystics may be given Ki Powers at any time and with no action cost. The Grey Mystic is not affected by cards that affect MYSTICS.

GUARD STATION
FORTIFICATION / GENERAL
ADD TO YOUR SQUAD OR KOHORT AS ONE ACTION. If a warrior attacks YOU directly, you may play a warrior from your hand (you must pay its V in D) to the same Squad/Kohort and have that warrior defend in your place. It must be a legal combatant, but affiliation is disregarded.

HANDS OF STONE
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. During Fight combats, this warrior may choose to parry its opponent's blow at any time. Combat ends and neither warrior is affected. This may be used to counter a combat-modifying card. Warrior may not have this card and THE MONGOOSE'S ARTFUL DODGE.

HARDENED FIST
EQUIPMENT / CYBERTRONIC
ATTACH
GIVE TO ANY CYBERTRONIC WARRIOR. As two actions, this warrior may make a Fight combat at double its base F rating. Warriors wounded by the Fist are automatically killed.

INNER SHAME
SPECIAL / GENERAL
DISCARD
PLAY AT ANY TIME. You may immediately discard any one Ki Power card in play.

INNOCENT BAUBLE
EQUIPMENT / GENERAL
ATTACH
GIVE TO ANY OPPONENT'S WARRIOR AS ONE ACTION. All attached cards currently in play on the warrior are discarded, except this one. No new cards of any type may be attached to the warrior as long as this card is in play. Card effects that affect the warrior but are not attached to it are still valid.

KADAVER
WARRIOR / DARK LEGION
2/2/2/2
FOLLOWER OF ALGEROTH. May never have Equipment, Relic or Dark Symmetry cards. For each additional Kadaver in your Kohort, this Kadaver gains +3 to F, S, and A, but only +1 to V. GRIM REAPER may not be played on a Kadaver.

KANJI'S LUCKY SENSE
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. This warrior strikes first in combat, and its opponent loses any "strike first" ability. Also, this warrior may negate any Special card played DIRECTLY on it (or its attachment) if it spends 6 D immediately after the card is played. Global Special-effects are not affected.

KEITOKU ASANO
WARRIOR / MISHIMA
11/7/10/10
PERSONALITY. CONSIDERED A COMMANDER, A SAMURAI AND A SHOGUN. While in play all your SHOGUN (except Asano himself) gain +4 to F, S and A. If he is equipped with the DAI-SHO OF THE ANCIENT EMPERORS, all your Mishima warriors may be given Ki Powers at any time and with no action cost.

KI SELF HEALING
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. If wounded, this warrior may perform a Seek Cover action to automatically heal itself. If for some reason Seeking Cover is not allowed, the warrior may not use this Ki Power.

KI TELEPORTATION
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. May only be given to a SHADOW WALKER. If attacked, this warrior may defend from any Warzone in play, even one found in a Kohort, and even those controlled by other players.

KRITANA
WARRIOR / DARK LEGION
9/8/10/11
PERSONALITY. FOLLOWER AND NEPHARITE OF ILIAN. While in play, all your FOLLOWERS OF ILIAN (but not Kritana herself) gain +4 to F, S and A. She may bestow any FOLLOWER OF ILIAN with any Dark Symmetry card, except those restricted to specific warrior types.

MALEDRACH
WARRIOR / DARK LEGION
6/5/8/10
PERSONALITY. NEPHARITE AND FOLLOWER OF ALGEROTH. Maledrach may receive any Dark Symmetry Gifts AND those Gifts that are restricted to HERETICS. Maledrach is not considered a Heretic.

MISHIMESE CEREMONIAL BLADE
EQUIPMENT / MISHIMA
ATTACH
GIVE TO ANY MISHIMA WARRIOR. FIGHT WEAPON. Provides +4 to F. Warriors wounded by the Blade are automatically killed. Warriors equipped with the Blade may never lose their Mishima affiliation or be converted into Heretics.

MUSEUM
FORTIFICATION / GENERAL
ADD TO THE GAME AS ONE ACTION. A discarded or annihilated Relic is instead placed under the Museum. It has no effect, but is still "in play." No copies of the Relic may enter play while underneath. If discarded, all cards go to their owners' discard/annihilated piles. Only one Museum may be in play at a time.

NICOLA BRANNAGHAN
WARRIOR / IMPERIAL
7/9/10/12
PERSONALITY. Considered a CLANSMAN. While in play, all Imperial warriors (except Brannaghan herself) gain +4 to F, S and A.

NOMURA'S QUICKENED STEP
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. For every 5 D (max 15 D) you spend during your turn, this warrior may take an additional action, including attacking. Attacks must still occur after other actions.

PALADINE'S FAVOR
SPECIAL / GENERAL
ATTACH
ATTACH TO ANY PLAYER AT ANY TIME. Affected player's hand size increases by one card (max five) for each Imperial warrior in his Squad. Immediately discard down to new hand size if number of warriors is reduced or this card is discarded. Multiple attachments of this card are not cumulative.

PASS THE BUCK
SPECIAL / GENERAL
ANNIHILATE
PLAY IMMEDIATELY AFTER ANY SPECIAL CARD THAT DOES NOT REMAIN IN PLAY IS PLAYED. The original target is still affected by the Special, but you may take the Special and immediately play it on any player (pay any D cost). Cards played "during your turn" may be Passed, but those requiring actions may not.

PERIMETER ALARM
EQUIPMENT / GENERAL
ATTACH
ATTACH TO ANY SQUAD OR KOHORT. When warriors in the same Squad/Kohort are attacked, NO warriors may "strike first" AT ALL. Ignore ALL "strike first" abilities of ALL combatants. This takes precedence over all other "strike first" abilities (even those utilizing the words "always" or "never").

PROMOTED
SPECIAL / GENERAL
ATTACH
ATTACH TO ANY NON-FREELANCER DOOMTROOPER AT ANY TIME. The affected warrior is now considered a COMMANDER.

PROTECTIVE WALL
FORTIFICATION / GENERAL
ADD TO YOUR SQUAD OR KOHORT AS ONE ACTION. Warriors in the same Squad/Kohort may hide behind the Wall as one action each. It will protect up to 3 warriors, who may leave at any time. Warriors behind it may not attack, be attacked, or prevent a PLAYER from being attacked. If discarded all behind it are wounded (no points are earned).

RED GUARD LEGIONNAIRE
WARRIOR / DARK LEGION
6/5/6/7
FOLLOWER OF ALGEROTH. While in play, all your UNDEAD LEGIONNAIRES gain +5 to F, S, A and V and automatically kill anyone they wound. For each Red Guard Legionnaire in your Kohort, SALADIN gains +1 to F and S, no matter where he is in play.

SAMURAI ARMOR
EQUIPMENT / MISHIMA
ATTACH
ATTACH TO ANY NON-PERSONALITY DOOMTROOPER. ARMOR. Provides +3 to A. While attached, the warrior is considered a Mishima warrior and a SAMURAI.

SANCTUARY
FORTIFICATION / GENERAL
ADD TO YOUR SQUAD AS ONE ACTION. While in play, your Doomtroopers may never be annihilated (removed from the game). If a card effect causes a warrior to be annihilated, it is discarded instead.

SHADOW MASTER
WARRIOR / MISHIMA
6/5/5/8
CONSIDERED A SHADOW WALKER. May attack and be attacked by any opposing warrior, regardless of affiliation. As three actions, you may annihilate the Master and automatically kill any warrior in play that is able to be in combat. This is considered an Attack action and points are earned by both players.

SHADOW WALK
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. The warrior is now considered a SHADOW WALKER. It may attack any other warrior, and strikes first in combat. If the opponent survives, it may retaliate.

SHOGUN
WARRIOR / MISHIMA
5/4/6/6
CONSIDERED A SAMURAI. When the Shogun uses a SCALPER, it provides an additional +6 to F, and its opponent's F is penalized by an additional -6.

SOUL WELL
RELIC / DARK LEGION
ATTACH
GIVE TO ANY FOLLOWER OF ILIAN. While in play, any Doomtrooper killed by any FOLLOWER OF ILIAN in play is annihilated. This warrior also gains +1 to F, S and A for every Doomtrooper killed by any FOLLOWER OF ILIAN in play.

SUMMON WARZONE
ART / BROTHERHOOD
ANNIHILATE
ART OF SUMMONING. CAST AS ONE ACTION. For 4 D, you may retrieve any Warzone from your Discard pile and immediately put it into play. Or for 8 D, you may take the Warzone from your Draw pile instead. You may only summon one card.

SUPREME CONCENTRATION
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. During combat, this warrior gains +X to its S, where X is the base S of its opponent.

SURVEILLANCE BUG
EQUIPMENT / GENERAL
ATTACH ATTACH TO ANY WARRIOR AS ONE ACTION. Each time that warrior wishes to attack, its controller must reveal his or her hand for all to see, until the combat is over. You control this card.

SYMMETRY STONE
RELIC / DARK LEGION
ATTACH
GIVE TO ANY DARK LEGION WARRIOR. All Dark Symmetry cards in the same Kohort as the Stone may not be discarded or annihilated unless this card is discarded first (or placed in the MUSEUM).

TARGETING INSTALLATION
FORTIFICATION / GENERAL
ADD TO YOUR SQUAD AS ONE ACTION. You may TARGET any number of warriors as one action each (mark them). If a target is wounded by any of your Doomtroopers it is automatically killed. Target may not use cards that counter or heal the wound, or that prevent it from being automatically killed.

THE CHAMELEON'S SKIN
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. May only be given to a SHADOW WALKER. On a case by case basis, this warrior may choose whether it may participate in combat at all. If not, it may not stop a PLAYER attack. If this occurs during combat in which the warrior is attacked, the attacker may immediately perform another attack action.

THE COBRA'S VENOMOUS STRIKE
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. This warrior may spend two actions to perform a Fight attack at double its base F rating.

THE CROW'S PIERCING GLANCE
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. For every 1 D this warrior spends during combat, its opponent loses -1 to A until combat ends. Points may continue to be spent throughout the combat.

THE MONGOOSE'S ARTFUL DODGE
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. During Shoot combats, this warrior may choose to dodge its opponent's shot at any time. Combat ends and neither warrior is affected. This may be used to counter a combat-modifying card. Warrior may not have this card and HANDS OF STONE.

THE MONKEY'S FOOT
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. During combat, this warrior gains +X to its A, where X is the base A of its opponent.

TORONAGA'S RAGING MIGHT
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. During combat, this warrior gains +X to its F, where X is the base F of its opponent.

TOTAL WAR!
SPECIAL / GENERAL
ATTACH
ATTACH TO THE GAME AS TWO ACTIONS. All warriors may freely attack all other warriors. Affiliation has no effect on combat. A player may still not attack his or her own warriors. Only one copy of this card may be in play at a time.

TRIANGULATING SCOPE
EQUIPMENT / GENERAL
ATTACH
ATTACH TO ANY SQUAD OR KOHORT. All warriors in the same Squad/Kohort as Scope gain +3 to S and opponents do not gain any bonuses from cover or Fortifications. Your warriors only gain these effects when they attack (not when they are attacked). Multiple Scopes in the same Squad/Kohort are cumulative.

VISIONARY CRYSTAL
RELIC / GENERAL
ATTACH
GIVE TO ANY WARRIOR AS ONE ACTIONS. Once in play, and as three actions, you may annihilate this card, search through any Draw pile, and annihilate any one card in that pile. Finally, the warrior using the Crystal is wounded. If it is killed, no points are earned.

WEAPON LINK
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. Attach to a Mishima warrior with at least one WEAPON, and choose which weapon is Linked. The bonus provided by the chosen weapon is doubled.

WEAPONS EXPERT
SPECIAL / GENERAL
ATTACH
ATTACH TO ANY DOOMTROOPER AT ANY TIME. This warrior may use two WEAPONS during combat. As two actions it may either attack a single opponent with both weapons (effects are cumulative) or make two separate attacks (even a Fight and a Shoot), each with a different weapon. Weapons are restricted to their proper Battle Tactics as normal.

WHITE MYSTIC
WARRIOR / MISHIMA
5/5/6/6
May cast all aspects of the Art, and every 1 D spent on a spell effect counts as 2 D toward that effect. The White Mystic is not affected by cards that affect MYSTICS.

WOLFBANE HONOR GUARD
WARRIOR / IMPERIAL
6/5/7/7
CONSIDERED A CLANSMAN. When the Wolfbane Honor Guard uses a CLANSMAN CLAYMORE, it gains an additional +8 to F.

WORKING ON THE SLY
MISSION / GENERAL
ASSIGN TO ANY OPPONENT'S WARRIOR. You must pay the warrior's current modified V in D. If the warrior's controller wishes the warrior to attack, you must choose the Defender (it must be a legal target). This mission is fulfilled once the warrior kills another, and you get the Promotion Points (even if it killed your warrior).

YOMURA'S AMULET
EQUIPMENT / MISHIMA
ATTACH
GIVE TO ANY WARRIOR. This warrior's combat opponents may not use Ki Powers. This warrior may use its Ki Powers as normal (unless opponent also has an Amulet). This warrior may be attacked with an action obtained from NOMURA'S QUICKENED STEP.

YORAMA'S DEFLECTING HANDS
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. During combat this warrior may discard any one WEAPON from its opponent before the Battle Tactic is announced. If the opponent "strikes first" the weapon is discarded after the initial strike.


THE INFO CARDS (10)

NEW CARD FORMAT - THE POST-PLAY ICON
On each card is a small icon to the LEFT of the picture. That icon tells you what to do with the card after it leaves your hand. There are three icons:
(+) ATTACH - The card is attached to the thing it is played on or affects. That attachment is permanent and the target is continuously affected by the attachment. Cards that state "attach to the game" are attached to the tabletop. While this makes them seem like base cards, they are still considered attachments.
(-) DISCARD - The card is placed in the discard pile immediately after its effects have concluded (usually this is instantaneous). The only time this card can be countered or affected is immediately after it is played.
(X) ANNIHILATE - The card is removed from the game and may not to return by any normal means. Note that if you play a card with the annihilate symbol on it, and that card's effect is somehow "countered" it is STILL removed from the game, even though the effect did not occur!

KI POWERS RULES CARD
Over the long centuries, the Mishimen have developed powers strange to the other corporations and the Brotherhood, called Ki Powers. Most who use Ki Powers show no trace of the Darkness and some are more resilient to it than ordinary people.
Ki Power cards may be attached to any Mishima-affiliated warrior as one action each. The warrior gains the effects listed on the Ki Power card while it is attached. A warrior may only have one copy of each Ki Power card attached to it (no duplicates). Ki Powers may be given to warriors who gain the Mishima affiliation through card play. If a warrior loses his Mishima affiliation he may keep his Ki Powers, but no more may be attached until he regains his Mishima affiliation.

NEW VEHICLE RULES
While the use of these rules is optional, they must be used during tournament games.
A warrior with a Vehicle must be either INSIDE or OUTSIDE of its Vehicle. When a warrior is first equipped with a Vehicle, choose if the warrior is inside or outside. To signify that a warrior is outside a Vehicle (thereby unable to use it or gain its effects), place it face-down next to the warrior. To signify that a warrior is inside a Vehicle (thereby able to use it and gain its effects), place the Vehicle face-up next to the warrior. A warrior may Enter and Exit its Vehicle as many times as it wants during a turn, but each time it must use ONE ACTION. When you Enter/Exit a Vehicle, simply flip the Vehicle card over. When a warrior is outside a Vehicle, it may use Equipment and items that the Vehicle restricts.

VARIOUS NEW RULES

DOOMTROOPER ETIQUETTE
Every time a player "does something", either performs an action or plays a card, the player's opponents ALWAYS have a chance to alter or counter what is going on. Throwing a second card down "before anyone has a chance to respond to the first card" is impossible in DOOMTROOPER.
It is important to TAKE TURNS when playing Special cards. The current player always has the opportunity to act first. This is especially true when playing cards during Combat Modification. The attacking player always has the opportunity to modify the combat first, then the defender, then the other players. Likewise, the attacking player always has the first chance to "activate" equipment and other cards. The exception is if the defender is able to "strike first." In this case, the warrior that strikes first is allowed to modify the combat and use equipment first.

CARDS THAT ARE CONSIDERED OTHER CARDS OR CARD TYPES
Some cards will state CONSIDERED A [THING] on them. This indicates that the card is also assumed to be the thing it mentions, in addition to what it truly is. The purpose of these additional "considerations" will become apparent through card play.
Whenever a warrior is considered a different kind of warrior, it is in NAME ONLY. Special abilities and such do not transfer over. For example, the WOLFBANE HONOR GUARD states that it is "CONSIDERED A CLANSMAN." This means that the Honor Guard is affected by cards that affect CLANSMEN, but it does NOT mean that the Honor Guard gains any special abilities listed on the CLANSMAN card. Those abilities do not magically "transfer" to the other card! In other words, a card ONLY has the abilities written on its card, plus any abilities SPECIFICALLY provided by other cards.

ATTACKING ANOTHER PLAYER DIRECTLY
A player may be directly attacked if he has no warriors in play THAT ARE ABLE TO BE IN COMBAT. This means that APOSTLES, CORPORATE LEADERS and warriors on SHORE LEAVE may NOT prevent a player from being directly attacked if they are the only warriors in play for that player. An important distinction here is that this only means warriors who may not be in combat AT ALL. It does NOT mean that the warriors in play simply cannot attack one another. For example, if the only warrior I have in play is a Brotherhood warrior, and you just have Imperial warriors, you cannot directly attack me because the Brotherhood warrior is in the way. He may not be attacked by the Imperial warriors, but he is allowed to BE IN combat, whereas APOSTLES and the rest are not allowed to be in combat at all.

DOOMTROOPER CENTRAL IS ONLINE
DOOMTROOPER CENTRAL is the official World Wide Web site devoted to DOOMTROOPER. It features in-depth new rules, Frequently Asked Questions, card lists, tournament rules, restricted/banned lists, the Mother of All Combat Breakdowns, and plenty of other links to hot DOOMTROOPER-related sites. This page is maintained by the DOOMTROOPER creator himself. To visit DOOMTROOPER CENTRAL, just point your favorite browser at <http://members.aol.com/doomtroop/doomtrooper.html>>. Also, be sure to visit the official Target Games AB web site at <http://www.target.se>. It's packed with info about all of Target's terrific products, including MUTANT CHRONICLES and KULT!

TIMING
The concept of "timing" is not new to many players of collectable card games, and for some games it is a major issue full of confusion and name-calling. Not so in DOOMTROOPER! In DOOMTROOPER, everything happens immediately and cannot be "interrupted" UNLESS that interruption DIRECTLY AFFECTS the thing going on. Things happen AS THEY ARE PLAYED, and the only way to stop them is to DIRECTLY affect them. The phrase "Wait! Before that happens I do this..." is never heard in a game of DOOMTROOPER! The one exception to this is that all of combat pretty-much takes place instantaneously. This means that effects that take place during the Combat Modification segment of combat may be countered later in the same segment, and do not have to be "immediately" affected. USUALLY the last cards played take precedence over the first cards played. Just be sure to take turns when playing modifiers (starting with the attacker) and you should have no problems.


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