Doom Cat
Doom Cat Rulebook
Table of Contents
Table of Contents
How to Win
Each game has some Goal Cards selected at the start of the game. At the end of the game, count scores based on those Goals. The player with the most VP wins.
Solo needs 70 VP per Sigil to win.
Components
Dry Erase Pen per player, 3 Dice.
Print & Cut 9 Goal Cards, 2 LAMINATED Sigil Cards per player.
Setup
For an easy game, use 2 Goal Cards (such as #01 and #02).
Otherwise use 3 Goal Cards (suggested Goals sets on the back page).
Put selected Goal Cards in the middle of the table.
Players take matching pairs of Sigil Cards (same two or same combo).
Players each take a pen of any color. A random player takes the 3 dice.
Line Shape
Small curve ok. Big curve not ok.
Lines must be as short as possible without going over intersections or candles. They can curve a little to make your sigil organized and pretty, but not too much to score extra points.
Gameplay
There are no individual turns in this game.
Each turn, someone rolls all 3 dice. The numbers on the dice are used simultaneously and independently by each player for these three steps:
- Your cat steals one die! Write one of the dice numbers on the leftmost empty box on top of one of your Sigil Cards. Wild? If you write a number twice on one card, circle it. That number is now wild on this card. (The printed sheet reads "a twice"; it is read here as "twice". This matches the Wild Numbers section below.)
- Draw a line on the same Sigil Card going directly between two candles matching the two remaining dice numbers.
- Your cat knocks over a candle! At the end of your turn, on the same Sigil Card cross out a candle with the same number you wrote on top this turn. You can't use a candle after it is crossed out.
After everyone finishes the above steps, pass the dice.
Game End
Play until all 7 boxes on top of both Sigil Cards are full (14 turns).
Scoring
Count the points for each Goal Card and write them on the bottom boxes of each Sigil Card. Add them together for your final score. The player with the most VP wins.
Ties: Roll 2 dice and tied players draw 1 more line to break ties.
Solo Win
Solo Score: If you meet or exceed 70 VP per Sigil Card, you win!
After the Game
Charge the Sigils: After the game, take a picture of the Sigils and Goal Cards you used and post on social media (#doomcat) and on our discord. Then erase the Sigils to "charge" them and complete the protection spell.
YOU ARE READY TO PLAY NOW! Go play!
See the back page if you have any questions.
Wild Numbers
Wild Numbers: The second time you write a number on top of a Sigil Card draw a circle around it. That number is now wild there!
What: Dice with wild numbers act as any number for drawing lines or writing on top.
When: Starting from the turn you circle the number and for the rest of the game.
Where: The die is wild only on the Sigil Card where you circled that number.
Limitation: You can't write a number at the top more than twice!
Making dice wilds will help you gain control over the chaotic dice rolls.
Rolling Triples
If three matching numbers are rolled, they are considered wild for all players.
Unstuck
If you cannot draw a line between any pair of numbers on the dice, all the dice are considered wild for you this turn.
Sigil Cards
Top Boxes: Write a die number here once per turn.
Candles: Each card has 12 candles with numbers on them.
Score Boxes: At the end of the game, write your scores for each Goal in the bottom 3 boxes and the sum in the last box.
DO NOT WRITE DICE NUMBERS IN THE BOTTOM BOXES!!!
Divider: Dotted marks split the Sigil Cards into four quadrants. Dividers are never considered "lines" for scoring. If the dividers are not used for a Goal or Familiar card, you may ignore them.
Half: The area on one side of a divider.
Quadrant: The areas between two dividers.
Stars: Used for several Goal and Familiar Cards. If they are not used in scoring conditions, you may ignore them.
Goal Cards
Each Goal Card shows: Complexity, Name, Cost (Familiars only), Picture, Card Number, and Scoring Condition (with Allowed and Not Allowed examples).
Complexity:
- Simple enough for first time players.
- Adds complexity and new concepts.
- Requires careful planning. For advanced players.
The scoring condition wording for each Goal Card is printed on the physical card and is not included in this document.
Goal Glossary
Choice: You can wait until the end of the game to make choices.
Used candle: A candle with at least 1 line drawn from it.
Unused candle: A candle with no lines drawn from it. ("Used/Unused" doesn't refer to being crossed out or not.)
Crossed out candle: Once per turn, you must cross out a candle matching the number you write on a top box. You may cross out used candles, but you may not use crossed out candles.
Intersection: The place where two lines you draw meet. Doesn't include at candles.
Enclosure: An area completely enclosed by lines that intersect or meet at candles. The edge of the Sigil Card and the dividers do not contribute to enclosures. (The printed example shows a card with 4 enclosures and 3 intersections.)
Line Rules
Tips: Start your lines at the outline of a candle or its number. To keep candles clear and reusable, don't start or end your lines over the candles or numbers.
Middles: Never draw lines through other numbers, candles, or line intersections. Lines may be slightly curved to avoid these elements, but the lines must otherwise be as short as possible between the two candles. No big curves or wavy lines allowed.
Fair: Curving is only for aesthetics and readability. You may not curve lines to gain extra VP, such as by weaving lines or drawing them longer than necessary.
No recrossing: Two lines may never intersect each other more than once.
One per candle pair: You may only draw one line between any pair of candles.
Basically, don't try to break the game and everyone will have fun.
Candle Rules
Usable: You cannot use a candle after it is crossed out.
Shareable: You can use a (not crossed out) candle multiple times.
Once: Candles can only be crossed out once each.
Direct: Lines using the same candle cannot intersect.
Corners: Lines using the same candle are considered to meet at a corner.
Two of each: You cannot write the same number on top more than twice.
Goal Card Choices
What 3 Goals go well together? Try these!
- Circle of Protection: 1, 2, 3
- Star Shepherd: 1, 4, 7
- Elemental Boon: 4, 5, 6
- Constellations: 2, 5, 8
- Building Bridges: 3, 6, 9
- Crossroads: 7, 8, 9
- Long Path: 10, 11, 12
- Pentacles: 13, 14, 15
- Brush Work: 16, 17, 18
- Web Weaving: 12, 15, 18
- Watchful Eye: 10, 13, 16
- Bones Caster: 11, 14, 17
- Seal of Life: 19, 20, 21
- Bounded Horizon: 19, 22, 25
- Cellular Synthesis: 22, 23, 24
- Astral Gate: 20, 23, 26
- Amber Gauntlet: 21, 24, 27
- Embrace Eternity: 25, 26, 27
Familiar Cards
Every witch has a familiar, and every familiar has a special power!
Familiar cards (#F01–#F09) add rules to the game after you are more experienced. There are several ways to use the familiars.
The power text of each Familiar card is printed on the card and is not included in this document.
One for All: Choose one Familiar card (randomly or not) before the game starts. Every player uses that same special power.
Asymmetric Player Powers: Each player has their own power. Players roll three dice and the player who rolled the highest sum chooses one Familiar, and other players choose in clockwise order. At the end of the game, players subtract their Familiar's "Score Cost" from each of their Sigil Card scores.
Solo: Randomly choose one Familiar card. Subtract the Familiar's cost from each Sigil Card's score. Try to win a game with each Familiar!
Campaign
Multiplayer Campaign: Choose 9 Goal Cards (or shuffle and use 9 random cards). Set up the 9 cards in a 3x3 grid. Play 6 games, using a different row or column of 3 cards each game. Keep score after each game. The player with the highest sum after 6 games wins the campaign.
Solo Campaign: Each game, write your scores. If your total score is higher than 840 after 6 games, you win!
(Optional) Campaign with Familiars: Subtract the Familiar's cost from the score of each Sigil from each player after each game. Between games, in lowest to highest score order, players may choose to keep their Familiar or take a different Familiar, which must be either unused or from a player with a higher total score.
Solo Campaign with Familiars: Subtract the Familiar's cost from each Sigil Card's score after each game. Try to win a campaign with each Familiar.
Transcription notes: the printed sheet reads "after each game game" in the solo familiar campaign, and "shufÒe" in the multiplayer campaign; both are read here as "after each game" and "shuffle". The sheet's Goal Card number list and the Familiar section are otherwise transcribed as printed.