+         +                                          +
+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.