Experience the Fiery Chaos of the Doom Arena Board Game: A Preview
The original Doom hit the scene two years before I was born, but that hasn’t stopped me from diving into the chaos. I’ve been tearing through demons for as long as I can remember, which means I met Doom Guy at a pretty young age. So, I was eager to bring that adrenaline-fueled experience to the tabletop.
The Doom Arena Board Game captures the essence of the classic game, from its retro graphics to its weapon management systems. Developed by a team known for creating some of the best board games inspired by video games, this Kickstarter project has a solid foundation, but it faces a significant challenge ahead.
Doom thrives on speed and action; standing still is a death sentence. Translating that frenetic energy into a turn-based combat game presents its own set of thematic challenges.
Does the prototype I’ve been testing for the past couple of months miss some elements from the original? Sure. Is it still a blast? Absolutely.
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Price |
Pledges from £55 |
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Ages |
14+ |
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Game type |
PVP combat |
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Players |
2 at preview, 2-4 at launch |
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Lasts |
30 – 45 mins |
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Complexity |
Moderate |
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Designers |
Chris Birch |
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Publisher |
Modiphius Entertainment |
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Play if you enjoy |
Doom: The Board Game, Fallout |
At launch, the Doom Arena Board Game will accommodate two to four players. Currently, the prototype is set up for two.
One player takes on the role of Doom Guy, while the other commands a demon army featuring intricately designed miniatures (and a not-so-miniature Cyberdemon). The objective is to rip and tear through each other on a map, executing attacks and movements based on character and weapon stats over six turns. After everyone has unleashed their fury, the winner of each round is determined by the number of ‘blood tokens’ collected from their opponent’s health, earning keycards. The first to win two out of three keycards claims victory.
Between rounds, Doom Guy can purchase new weapons like the Plasma Rifle or trusty Chainsaw, upgrade stats, or add new skills. Meanwhile, the demon player is plotting their own strategies.
The demon commander can acquire new classes for their army, swapping out their loadout for different movement and attack styles.
But there’s more to earning blood tokens. The first time damage is dealt, players receive a Tempo token, which unlocks additional abilities. For Doom Guy, this means choosing between adding stun to an attack, dealing retaliation damage, or unleashing a BFG shot. Each demon also has unique abilities that can be activated by building up their Tempo pool.
The prototype includes one map, but the final version will feature two double-sided large maps and one double-sided small map. All maps utilize hex movement mechanics, with various terrain layers introducing different hazards. For instance, yellow hexes represent tricky terrain that costs extra movement points, while red tiles are dangerous and can inflict damage. Falling into a black pitfall results in immediate defeat.
The map I have is a standard nukage arena that encourages combat in the center while providing escape routes along the edges. It’s symmetrical, so while the demon player can choose starting positions, it doesn’t significantly impact gameplay.
Even with this prototype map, the terrain influences strategy. Deciding whether to escape through hazardous green goo or stand firm and blast an enemy with a shotgun is a classic Doom dilemma (and we all know how that usually ends).
Inside the box, you’ll find character cards for both versions of Doom Guy and the demons. Each card displays health, speed (movement points), Tempo abilities, engagement rules, and weapon slots.
The prototype features four fodder demons and two heavy demons, plus the formidable Cyberdemon. The lineup includes Lost Soul, Imp, Shotgun Dude, Zombieman, Pinky, and Cacodemon, providing a solid mix. While there’s room for expansion, the core set offers enough variety to keep gameplay fresh.
These characters align well with their video game counterparts. For example, a Lost Soul charges straight at Doom Guy without strategy, while the Cacodemon can fly over difficult terrain and unleash a lightning ball attack in a straight line.
The characterizations and abilities feel true to Doom, rewarding players who understand the unique strategies and roles of each unit.
My only complaint is the absence of the Spiderdemon; nearly every other classic enemy is represented.
Overall, the Doom Arena Board Game successfully transitions from fast-paced action to strategic tabletop combat, infused with the spirit of the original through its art, weapons, tokens, and core mechanics.
However, one aspect of Doom is noticeably absent, and addressing it could enhance the gameplay experience. Right now, everything feels a bit one-dimensional. While changing weapons and demons and activating Tempo abilities adds some depth, the overall strategy remains somewhat flat.
Secrets, hidden areas, and navigating enemies across different terrain levels are integral to the Doom experience, yet they seem to be missing here. Other board games based on their source material incorporate hidden cards, evolving maps, and puzzle mechanics, adding layers of strategy and prioritization that feel lacking in this game.
Of course, this is the Doom Arena Board Game, not a full campaign. This means the focus is on time-sensitive kill-fests rather than the complete experience. Incorporating terrain heights, varied movement methods, and perhaps some puzzle elements could enrich the overall experience and provide more variety in replayability.
The Doom Arena Board Game effectively captures the original’s combat strategy while managing the challenge of a slower pace. It feels like Doom combat—just at a more measured tempo. It’s easy to explain, quick to pick up, and offers replayability with different demon factions and weapon cards, making it a tasty slice of the franchise.
While the strategy could benefit from added depth, and I’m still waiting for my Daisy figure, the thematic elements in both combat mechanics and art are spot on.