Doom Cat: Review
Information:
Mechanics: Roll and Write, Variable Setup
Player Age: 14+
Player Count: 1 - 99 (need more copies based on amount of players wanted) PlayersGame Designer: Dylan CoyleGame Artist: Dylan Coyle, Lailamon
BGG Weight: 1.50Publisher: Charming Games CollectiveTime to Play: 10 - 60 Minutes
Year Published: 2025
Player Age: 14+
Player Count: 1 - 99 (need more copies based on amount of players wanted) Players
BGG Weight: 1.50
Year Published: 2025
Introduction:
Doom Cat is a fast and very variable roll and write game that focuses on a simple concept of drawing lines between two candle values. Each turn the number not used will result in that candle being knocked over, unable to use for the rest of the game.
The smart element of the game is each card is double sided containing a sigil (the board) on one side and either a goal or a familiar on the other side. Each game will contain three goals so there is plenty of variability in the game. The game will also come in three different boxes containing easier concepts in the first box and much harder concepts in the last box. Once familiar these can be mixed and matched as the players see fit.
Game Anatomy:
Sigil Cards:
There is a sigil on the back of every card. This will be lettered between A and D. Each letter has a different configuration of how the numbers and stars are scattered. Each sigil has each number appearing twice. Each represents a candle.
Goal Cards:
Each goal card presents a different scoring opportunity to focus on. They will also have a number of circles on the top left determining the complexity from one to three. One being the least complex and easiest to begin with. These goals can vary from enclosures formed, intersections, the candles the stars and even how certain quadrants of the sigils cards.
Familiar Cards:
Familiar cards are an advanced rule, which can be played with everyone having the same familiar or unique for each player. These cards present a one-off ability or a variance for setup. Each familiar will also result in a loss of points. Shown on the top right of the card.
Setup:
- Give each player two sigil cards, making sure they are the same sigil for each player.
- Every player gains a whiteboard market and three dice will be placed at the centre of the table.
How To Play:
The game will last 14 turns each sigil card will have seven turns on that sigil. On a turn the three dice are rolled, each player will select two numbers to draw a path from one number to the other. These paths will be as short and straight as possible but they cannot go over other candles. Candles can be used numerous times until they are knocked over. The other number will be placed at the top of the card. One of the two appearances of this number will be crossed off the sigil and can no longer be used again (this can be an unused or previously used candle).
When this happens a second time, this number will become a wild for this sigil card for the rest of the game. This wild is crucial for optimising as the game continues.
Final Thoughts:
- Easy concept for players to understand, this is helped with the gradual introduction as well if players choose to.
- Different complexity of goals.
Doom Cat is a really fun roll and write. Its easy rules create no barrier to entry, since on a turn players use two dice to create a path between candles and the other die is used to slowly create wild values as well as limit the board state by knocking over candles. The gameplay hides a lot of complexities though as each game contains three random goals. These goals will determine why the players are building these paths, in these goals the depth of gameplay is created. This is perfect as players can easily swap out the complexities of goals based on the players at the table. If you enjoy roll and writes or are building your collection for the next Halloween, then I can easily recommend Doom Cats, this is a roll and write I know will get plenty of plays and has earned a Golden Seal of Approval.

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