Maquina Apocaliptica

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+ + +

+1 power and deal dmg = hp of left


+1 sentience adjacent part deal 3 dmg

deal 1 dmg to all deal 2 dmg to left


parts in play adjacent part +1 power

+
deal 3 dmg deal dmg = power deal 4 dmg

only 1 shield die can repair 2 to any


be played next turn +1 power adjacent parts

+ ?> +
deal 3 dmg lock 1 die deal 4 dmg
if sentience is > 6
-2 sentience remove that die
and -2 power from play repair 2
DOOM DOOM DOOM
MACHINE MACHINE MACHINE
BY NATHAN MEUNIER BY NATHAN MEUNIER BY NATHAN MEUNIER

DOOM DOOM DOOM


MACHINE MACHINE MACHINE
BY NATHAN MEUNIER BY NATHAN MEUNIER BY NATHAN MEUNIER

DOOM DOOM DOOM


MACHINE MACHINE MACHINE
BY NATHAN MEUNIER BY NATHAN MEUNIER BY NATHAN MEUNIER
+ ?+?= ? + +
deal dmg =
deal dmg = sentience deal 5 dmg sentience + power

+1 sentience
+1 sentience lock 1 die and +1 power

?=? ?=? ?>


deal 3 dmg +1 sentience deal 4 dmg
if sentience is > 5
deal 3 more dmg +1 cycle for any
+2 power adjacent parts

the
shield
doom
machine
sentience power player hp
+ +
10 9 10 9 10 9
+ +
7 8 7 8 7 8
1x round
utility
?=? 6 5 6 5
6 5

deal 1 dmg for every


+/- +/-
3 4
part card in play 3 4 3 4

-1 power 2 1 +/-
2 1 2 1
0
0 0
A SIDE
DOOM DOOM DOOM
MACHINE MACHINE MACHINE
BY NATHAN MEUNIER BY NATHAN MEUNIER BY NATHAN MEUNIER

DOOM DOOM DOOM


MACHINE MACHINE MACHINE
BY NATHAN MEUNIER BY NATHAN MEUNIER BY NATHAN MEUNIER

the
shield
doom
machine

player hp
+ + sentience power
10 9
+ 10 9 10 9

7 8
1x round
7 8 7 8
DOOM
utility
MACHINE
6 5
6 5 6 5

3 4 +/- +/- 3 4 3 4
BY NATHAN MEUNIER
2 1
2 1 2 1
0
0 0
B SIDE
HOW TO PLAY GAMEPLAY LOOP PLAYER ACTIONS (CONTINUED)
Hate Reading? Watch the How to Play Video: PHASE I: DICE ROLL / RESOLUTION - On each
https://nathanmeunier.com/doom turn, you will roll your available dice, and Once all utility dice are resolved (i.e. re-rolled
allocate them in various ways to modify your or modified +/-1), remove them from your
OBJECTIVE rolls, defend against incoming damage, and card and allocate them to either shields or
deal damage to parts of the Doom Machine. damage, if possible.
Uncover and destroy The Doom Core before
you succumb to total extinction. PHASE II: THE MACHINE PHASE - Once you Unallocated dice that cannot be played are
have allocated and resolved all of your dice, considered spent at the end of your turn.
SETUP the machine will cycle its remaining parts,
resolve their effects, then grow by 1 2) PLAY DICE TO YOUR SHIELDS
1) Set the Doom Machine tracking card to your additional card. This loop continues until
left. Place corresponding tracking cubes on either you have revealed and destroyed the 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. machine. to the available shield slots, gaining shield
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
Doom Machine tracking card. At the start of your turn, roll all of your 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 more than 3 dice can be placed this way per
and remove 6 at random (set them back in the destroyed machine part cards). Allocate them turn.
tin, as they won’t be used for this run). Place in any of the following available ways, based
the 9 remaining cards face down on top of the on your rolls:
Doom Core to create the machine deck. +
+/- SHIELD DICE SLOT

4) Place the Player HP (health points) tracking 1) ACTIVATE ANY AVAILABLE UTILITIES
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 at the start of your next turn.
HP track. 3) DEAL DAMAGE TO MACHINE PARTS
-1- -3- -5-

DESTROYING A MACHINE PART PHASE II (CONTINUED) HARD MODE (CONTINUED)


If you successfully destroy a machine part by 2) Proceed to the next machine part card in 2) Flip the player HP tracking card to the B
reducing its HP die to zero, remove the card the line (moving right) and repeat the card side: you now have one less shield slot, re-roll
from play and add that part’s die to your cycling process until all part cards have slot, and roll modifier slot.
permanent pool (set it aside with your other increased their cycle track by 1 and resolved
spent dice until the start of the next turn). any abilities/effects that are triggered. Good luck, you'll need it!
Note: you can never have more than 10 dice (5 3) Now, carefully slide the entire machine part
black and 5 yellow) in your permanent pool. card row one space to the right. Draw a new CARD ANATOMY
machine part card and slot it into the
Then, shift any remaining machine part cards available space.
in play to close the gap. 1
4) Add a yellow HP die to the first cycle
tracking space on the new card, setting the 1 Card name
DESTROYED CARD EFFECTS die face to the correct starting HP value for 2 2
that card.
Some machine part Roll conditions
cards have a yellow X Note: there can never be more than 10 3 needed to damage
icon and effect on machine parts in play at any given time. If 10 machine part
them. These effects cards are active on the line, then skip drawing 3
are triggered and a new card and proceed with play. 4
resolved immediately Machine part
when that part is MACHINE CYCLE COMPLETE: cycle track
destroyed. 4
When all machine part cards have cycled and
deal 1 dmg to all a new card is added to the line, gather all of Cycle icon effects
parts in play your spent dice (including any new dice you
may have obtained by defeating machine
parts) and return to Phase I.
-7- -9- -11-

DICE ROLL SYMBOLOGY


EXAMPLES:

?+?= ?
3 dice required. 1st die + 2nd die must =
the value of the third die. (i.e. 2+4=6)

+ +
3 dice required. They must all be sixes.
2 dice required.
?=? They must be doubles.

1 die required. It can be


either a 2 or a 3 value.

2 dice required. One must be


?> a 3, another greater than 3.

2 dice required. They


+ must be a 4 and a 5.
-13-
PLAYER ACTIONS (CONTINUED) PLAYER ACTIONS SETUP (CONTINUED)
3) DEAL DAMAGE TO MACHINE PARTS 1) ACTIVATE ANY AVAILABLE UTILITIES 5) Draw the top 3 cards from the machine
deck and place them face up, in a line, to the
immediate right of the deck. These are the
You may deal 1 damage to a given machine You may place any number of unallocated starting machine parts you will face.
part by successfully fulfilling the roll dice on available utility slots. Each utility slot
conditions (on the middle right side of the can only be used once per turn, and all dice 6) Take one yellow die for each revealed
card) and allocating the required dice to the you intend to place into utility slots must be machine part card and place it on the yellow
part. (Only 1 point of damage is dealt each placed there and immediately resolved (re- dice slot on the cycle track on each card,
time a roll condition is met and the required rolled or modified) before any of them can be setting the die face to match the indicated
dice are allocated). re-allocated to either shields or part damage. value. This represents each machine part’s
HP (health points).
+ ?+?= ? +/- DICE MODIFIER +/- SLOT
7) Set the remaining unused yellow dice aside
Some parts can be damaged by a single dice, for now, then place your 5 black starting dice
others require a specific combo of 2-3 dice. When placing a die on a dice modifier slot, in front of you. Setup is complete!
When a part is successfully damaged, rotate immediately rotate and modify its face value
the part's yellow HP die face to reduce it by 1 by +/- 1 pip. Leave it on its utility slot until all SETUP LAYOUT
pip, then place the dice you used to damage other utility dice have been resolved. Note:
that part below the card. These dice are spent Sixes may NOT be changed to ones and ones
and cannot be re-used until your next turn. may NOT be changed to sixes.
A B E E E

A machine part can be damaged more than +/- DICE RE-ROLL SLOT D
once per turn, but you must have enough dice A) Doom Machine Tracker + Cubes
to completely fulfill the damage condition B) Machine Deck
each time. When placing a die on a re-roll slot, C) Player HP Tracker + Cube
immediately re-roll it and place it back on the
slot until all other utility dice are resolved.
F
C D) Starting Machine Part Cards
E) Machine Part Die
When all of your dice have been allocated and F) Extra Machine Dice Pool
resolved, and/or you have no more playable Once a die is re-rolled, it cannot be placed on
a +/- slot to be further modified. G G) Starting Player Dice
dice to play, proceed to the Machine Phase.
-6- -4- -2-

CARD EFFECT ICONS TAKING DAMAGE PHASE II: THE MACHINE PHASE
Damage - Hits player's shields first, if Any time a machine part card deals you At the start of the machine phase, go from left
blocked, then HP if any carries over. damage, it will always damage your shields to right down the row of machine parts in
first (if you have any remaining). As damage play, cycling each card's dice track and
Power / Sentience - Move the is taken, reduce the value of shield dice first resolving its abilities as follows:
corresponding token up or until they are completely expended (and
down the Doom Machine track. removed to your spent dice pile). Any 1) Move a machine part card’s yellow dice 1
remaining damage that hasn’t been absorbed space down its cycle track. If that dice lands
Power + Sentience - Increase or by your shield dice will carry over and deal on an icon, immediately trigger that icon’s
decrease both Power and Sentience. direct damage to your HP. corresponding ability:
EXAMPLE:
WINNING THE GAME
Broken Shield - When activated, only The HP die for Soul
1 shield dice can be placed next turn. You win the game when the Doom Core has Harvester will cycle
been destroyed. You normally don't have to one space down the
clear all of the machine part cards to win. track, triggering its
Destroy Effect - Immediately triggers ability, which will
when a part card is destroyed. However, if your HP is reduced to zero, the
machine destroys you first, and you lose. deal 5 damage to
the player, if they
Repair - Restores part card's HP (only HARD MODE don't have enough
up to its maximum starting health). shields to prevent
For a tougher challenge and longer game, try some or all of that
Gear - Instantly triggers an additional playing HARD MODE using the follow rule damage. Unblocked
track cycle for any cards immediately variations: damage carries over
adjacent to it. and reduces HP
1) Setup the game as you normally would, but directly.
Lock - Choose one of your die and set instead of removing 6 cards at random, use Note: If moving the die places it on a dead space
it aside. It does not get rolled or all 16. (darkened square), then move that die back to the
placed on your next turn. starting position on the track.
-12- -10- -8-

CREDITS
DOOM MACHINE is copyright 2021. All Rights
Reserved. Design and art by Nathan Meunier.
www.nathanmeunier.com
The Cardenio Modern font was made by: Nils
Cordes. The re-roll slot icon was created by
Delapouite under Creative Commons BY 3.0.

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