You're a young witch learning the ropes of magic. Unfortunately, your mischievous cat found your spell book and summoned demons!
In Doom Cat, you must learn how to draw sigils. You start with a magic circle page filled with numbered candles. Roll 3 dice and draw a line between 2 of the candles matching two of the dice. The cat steals the other die and knocks a matching candle over, making it unusable in future rounds. There are special bonuses, like enclosing an unused candle triggers a combo, giving you a free line from it.
Doom Cat comes with campaign cards that increases the scoring opportunities and immerses you deeper into the world of sigil magic. Shuffle and play with a few random ones, or play them in order, progressively increasing the difficulty. Each scoring criteria incentivizes emergent beauty, giving each player a unique sigil each time!
The game ends after 14 rounds. Highest score wins. Solo players must beat a sum of score goals for each scoring condition.
—description from the publisher
- Hilarious name and cover art.
- binding demons with a cat
Mechanics (from transcript analysis)
- Dice Rolling — Players roll dice to bind demons.
- Signal Drawing — Players draw signals as part of the gameplay.
Video topics + discussion points
Quotes (from this video)
- I think it's going to be very cool, very immersive.
- It sounds like it has all the, you know, all the ingredients to be pretty pretty darn cool.
- These card games are like the perfect weight for tons of different situations. They are thinky and they're fun and they're fast and I'm excited for this one.
- I want to see the booth. I want to see the booth.
- I love bizarre history themes.
- Um and while it's unsolvable in the real world, here in this game, you get to solve it. You get to feel clever. You get to be the one that pulls it off.
- But I think this game is fantastic. It is already in the running for my top game of 2025.
- It is such a clever, smooth, cool card game that plays um you know up to eight players each.
- I think this is the kind of game that can kind of transcend the hobby a little bit.
- Sign me up. I am ready for this game. I take my money. Yeah, just take it. Just take my money.
- So, the fact that I can get all those same feelings in half the time, oh my gosh, this is an absolute home run for me.
References (from this video)
- Great replayability
- Each turn is a puzzle
- Can mix and match goal cards
- Ability to craft unique spell circles
- Scales from 1-6 players with multiple boxes
Mechanics (from transcript analysis)
- Roll and Write — The game is explicitly called a 'roll and write game' and discusses rolling dice and assigning them to cards.
- Set Collection — The game involves collecting sets of cards, with some cards having scoring costs related to familiars.
- Solo Campaign — The game comes with a solo campaign log, indicating a solo play option.
Video topics + discussion points
Quotes (from this video)
- I'm doing an unboxing of Doom Cat.
References (from this video)
- Interesting dice game
- Variety of goal cards
- Potential for strategic depth
- Did not meet solo win condition
- Some goal cards are challenging to score
Mechanics (from transcript analysis)
- area enclosure — Creating enclosed spaces on the sigil cards is a key scoring mechanism.
- Dice Assignment — Dice are assigned to perform actions on sigil cards.
- Dice Rolling — Players roll three dice on their turn.
- Pattern Building — Players draw lines on sigil cards to connect numbers and potentially create enclosures.
- Set Collection — Goal cards award points based on specific conditions, such as the number of enclosures or unique numbers used.
- wilds — Certain conditions can make dice rolls or numbers on cards act as wild, allowing them to represent any value.
Video topics + discussion points
Quotes (from this video)
- I'm doing a solo playthrough of Doom Cat.
- So, unfortunately, I think all my candles were used. So, that's zero points.
- So I have 1 2 3 4 five different numbers. So that's going to be 20.
- Uh, a very interesting dice game.
References (from this video)
- Portable and quick to set up
- Strategic depth emerges from scoring cards
- High replayability due to variable scoring
- Compact components suitable for travel
- Theme may not appeal to all players
- Low complexity may disappoint some strategy fans
- witches casting spells with a mischievous cat interfering
- spooky season, witchcraft motif
- light-hearted, whimsical, strategically thin but with meaningful decisions
Mechanics (from transcript analysis)
- Flip/Roll and Write — On a turn, players roll three dice, choose one number to write on a sigil card, draw a line between the other two numbers, and cross out the number they marked at the top; dice pass around as play continues until sigil cards are filled.
- Roll and Write — On a turn, players roll three dice, choose one number to write on a sigil card, draw a line between the other two numbers, and cross out the number they marked at the top; dice pass around as play continues until sigil cards are filled.
- sigil completion and line-drawing — Players connect numbers and mark sigil cards in a way that influences end-of-game scoring; decisions persist and impact later turns.
- variable scoring cards — At the start of the game, players draw a deck of scoring cards that determine specific scoring conditions for the sigil cards, creating variability between plays.
Video topics + discussion points
Quotes (from this video)
- Doomcat is extremely portable.
- It's simple enough for a quick game on the go, but still satisfying for strategy fans.
- The depth is all about maximizing those points rather than exploring complex mechanics.
- Overall, Doomcat is a fantastic addition to a spooky season collection. It's portable, quick, and strategic in all the right ways.
- I can see this being a travel staple as well as a seasonal favorite for spooky nights at the table.
- Would you let Doomcat sabotage your spells or keep your magic safe from feline interference?