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HOW TO PLAY SETUP (CONTINUED) GAMEPLAY LOOP PLAYER ACTIONS PLAYER ACTIONS (CONTINUED)

Hate Reading? Watch the How to Play Video: 5) Draw the top 3 cards from the machine PHASE I: DICE ROLL / RESOLUTION - On each 1) ACTIVATE ANY AVAILABLE UTILITIES
https://nathanmeunier.com/doom deck and place them face up, in a line, to the turn, you will roll your available dice, and Once all utility dice are resolved (i.e. re-rolled
immediate right of the deck. These are the allocate them in various ways to modify your You may place any number of unallocated or modified +/-1), remove them from your
OBJECTIVE starting machine parts you will face. rolls, defend against incoming damage, and dice on available utility slots. Each utility slot card and allocate them to either shields or
deal damage to parts of the Doom Machine. can only be used once per turn, and all dice damage, if possible.
Uncover and destroy The Doom Core before 6) Take one yellow die for each revealed you intend to place into utility slots must be
you succumb to total extinction. machine part card and place it on the yellow PHASE II: THE MACHINE PHASE - Once you placed there and immediately resolved (re- Unallocated dice that cannot be played are
dice slot on the cycle track on each card, have allocated and resolved all of your dice, rolled or modified) before any of them can be considered spent at the end of your turn.
SETUP setting the die face to match the indicated the machine will cycle its remaining parts, re-allocated to either shields or part damage.
value. This represents each machine part’s resolve their effects, then grow by 1 2) PLAY DICE TO YOUR SHIELDS
1) Set the Doom Machine tracking card to your HP (health points). additional card. This loop continues until
left. Place corresponding tracking cubes on
7) Set the remaining unused yellow dice aside
either you have revealed and destroyed the +/- DICE MODIFIER +/- SLOT You may place unallocated dice (including
the zero spaces of the Sentience (yellow) and Doom Core or you are destroyed by the dice that have been modified via utility slots)
Power (black) tracks. for now, then place your 5 black starting dice machine. to the available shield slots, gaining shield
in front of you. Setup is complete! When placing a die on a dice modifier slot,
immediately rotate and modify its face value strength equal to the total face value of all
2) Find the “Doom Core” machine part card, PHASE I: DICE ROLL / RESOLUTION dice placed there.
and place it face down to the right of the SETUP LAYOUT by +/- 1 pip. Leave it on its utility slot until all
Doom Machine tracking card. At the start of your turn, roll all of your other utility dice have been resolved. Note:
Sixes may NOT be changed to ones and ones In a normal game, no more than 4 dice can be
available dice (you start with 5 black dice and placed this way per turn. In Hard Mode, no
3) Shuffle the remaining machine part cards may gain up to 5 additional yellow dice from may NOT be changed to sixes.
and remove 6 at random (set them back in the A B E E E
destroyed machine part cards). Allocate them
more than 3 dice can be placed this way per
tin, as they won’t be used for this run). Place D in any of the following available ways, based +/- DICE RE-ROLL SLOT
turn.
the 9 remaining cards face down on top of the on your rolls:
Doom Core to create the machine deck. A) Doom Machine Tracker + Cubes
B) Machine Deck When placing a die on a re-roll slot,
+
+/- SHIELD DICE SLOT
C) Player HP Tracker + Cube 1) ACTIVATE ANY AVAILABLE UTILITIES
4) Place the Player HP (health points) tracking
F
C D) Starting Machine Part Cards
E) Machine Part Die
immediately re-roll it and place it back on the
slot until all other utility dice are resolved. Additionally, dice used for shields do not
card below the machine deck. Set the white 2) PLAY DICE TO YOUR SHIELDS persist from round to round. They're re-rolled
tracking cube on the 10 space of the Player F) Extra Machine Dice Pool Once a die is re-rolled, it cannot be placed on at the start of your next turn.
G) Starting Player Dice 3) DEAL DAMAGE TO MACHINE PARTS a +/- slot to be further modified.
HP track. G

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PLAYER ACTIONS (CONTINUED) DESTROYING A MACHINE PART PHASE II: THE MACHINE PHASE PHASE II (CONTINUED) TAKING DAMAGE
3) DEAL DAMAGE TO MACHINE PARTS If you successfully destroy a machine part by At the start of the machine phase, go from left 2) Proceed to the next machine part card in Any time a machine part card deals you
reducing its HP die to zero, remove the card to right down the row of machine parts in the line (moving right) and repeat the card damage, it will always damage your shields
You may deal 1 damage to a given machine from play and add that part’s die to your play, cycling each card's dice track and cycling process until all part cards have first (if you have any remaining). As damage
part by successfully fulfilling the roll permanent pool (set it aside with your other resolving its abilities as follows: increased their cycle track by 1 and resolved is taken, reduce the value of shield dice first
conditions (on the middle right side of the spent dice until the start of the next turn). any abilities/effects that are triggered. until they are completely expended (and
card) and allocating the required dice to the 1) Move a machine part card’s yellow dice 1 removed to your spent dice pile). Any
part. (Only 1 point of damage is dealt each Note: you can never have more than 10 dice (5 space down its cycle track. If that dice lands 3) Now, carefully slide the entire machine part remaining damage that hasn’t been absorbed
time a roll condition is met and the required black and 5 yellow) in your permanent pool. on an icon, immediately trigger that icon’s card row one space to the right. Draw a new by your shield dice will carry over and deal
dice are allocated). corresponding ability: machine part card and slot it into the direct damage to your HP.
Then, shift any remaining machine part cards available space.
in play to close the gap. EXAMPLE:
+ ?+?= ? The HP die for Soul 4) Add a yellow HP die to the first cycle WINNING THE GAME
Some parts can be damaged by a single dice, DESTROYED CARD EFFECTS Harvester will cycle tracking space on the new card, setting the
one space down the die face to the correct starting HP value for You win the game when the Doom Core has
others require a specific combo of 2-3 dice. track, triggering its that card. been destroyed. You normally don't have to
When a part is successfully damaged, rotate Some machine part ability, which will clear all of the machine part cards to win.
the part's yellow HP die face to reduce it by 1 cards have a yellow X deal 5 damage to Note: there can never be more than 10 However, if your HP is reduced to zero, the
pip, then place the dice you used to damage icon and effect on the player, if they machine parts in play at any given time. If 10 machine destroys you first, and you lose.
that part below the card. These dice are spent them. These effects don't have enough cards are active on the line, then skip drawing
and cannot be re-used until your next turn. are triggered and shields to prevent a new card and proceed with play. HARD MODE
resolved immediately some or all of that
A machine part can be damaged more than when that part is MACHINE CYCLE COMPLETE: For a tougher challenge and longer game, try
once per turn, but you must have enough dice damage. Unblocked playing HARD MODE using the follow rule
destroyed. damage carries over
to completely fulfill the damage condition When all machine part cards have cycled and variations:
each time. and reduces HP
deal 1 dmg to all directly. a new card is added to the line, gather all of 1) Setup the game as you normally would, but
parts in play your spent dice (including any new dice you
When all of your dice have been allocated and Note: If moving the die places it on a dead space may have obtained by defeating machine instead of removing 6 cards at random, use
resolved, and/or you have no more playable (darkened square), then move that die back to the parts) and return to Phase I. all 16.
dice to play, proceed to the Machine Phase. starting position on the track.
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HARD MODE (CONTINUED) CARD EFFECT ICONS DICE ROLL SYMBOLOGY CREDITS
2) Flip the player HP tracking card to the B Damage - Hits player's shields first, if EXAMPLES: DOOM MACHINE is copyright 2021. All Rights
side: you now have one less shield slot, re-roll blocked, then HP if any carries over. Reserved. Design and art by Nathan Meunier.
slot, and roll modifier slot. ?+?= ? www.nathanmeunier.com
Power / Sentience - Move the
Good luck, you'll need it! corresponding token up or The Cardenio Modern font was made by: Nils
3 dice required. 1st die + 2nd die must =
down the Doom Machine track. the value of the third die. (i.e. 2+4=6) Cordes. The re-roll slot icon was created by
Delapouite under Creative Commons BY 3.0.
CARD ANATOMY Power + Sentience - Increase or
decrease both Power and Sentience. + +
1
Broken Shield - When activated, only 3 dice required. They must all be sixes.
1 Card name 1 shield dice can be placed next turn.
2 2 dice required.
2
Roll conditions Destroy Effect - Immediately triggers
?=? They must be doubles.
3 needed to damage when a part card is destroyed.
machine part
1 die required. It can be
3 Repair - Restores part card's HP (only either a 2 or a 3 value.
4 up to its maximum starting health).
Machine part
cycle track
Gear - Instantly triggers an additional 2 dice required. One must be
4 track cycle for any cards immediately ?> a 3, another greater than 3.
Cycle icon effects adjacent to it.
Lock - Choose one of your die and set
2 dice required. They
it aside. It does not get rolled or
placed on your next turn.
+ must be a 4 and a 5.
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