Doomsayers is a three-dimensional area control game where you play as a deity trying to convert followers without bringing about the end of the world. Throughout the game, waves of fireballs and asteroids fall through the four-tiered board, dealing destruction wherever they land. Move your prophets on the ground to convert followers by warning cities of their impending doom and convincing them that only you can save them. Move your seraphs three-dimensionally to deflect the fireballs and asteroids… protect your followers or destroy your opponent’s. But if players allow too many asteroids to crash into the ground, the world will be demolished and all players lose. If you survive the storm, whichever team has the most followers wins.
KEY FEATURES:
Intuitive Three-Dimensional Gameplay: Get immersed in the world and strategize in ways you never have before with fully three-dimensional movement on a four-tiered board.
Alternate Game Modes: Play solo, 1v1, 1v2, or 2v2 with each mode providing a unique experience while using the same intuitive ruleset.
Variable Setup: City locations, deities, and storm cards are randomized at the beginning of each game, ensuring maximum replayability.
—description from the designer
- Gorgeous public-domain art with a relic vibe
- Strong interactive spine
- Tarot knowledge may help or hinder new players
- Tarot-based resource engine-building
- Tarot-inspired world
- Mythic, art-forward
- Ark Nova
- Dune: Imperium
Mechanics (from transcript analysis)
- Major arcana upgrades — Acquire major arcana cards that grant unique powers
- Tarot-suit actions — Lead one suit to activate actions; others can follow with a weaker version
Video topics + discussion points
Quotes (from this video)
- Brass Pittsburgh is going to be so good.
- Hubworld is the first game I played that felt like Netrunner energy in a board game form.
- The mascot's name is Barry.
- This is a city-building game with interlocking gears that makes the world feel alive.
- Time Span is my top pick with conveyor belts that push and slide cards.
- Tarot art being public domain is a relic energy that’s really cool.
References (from this video)
- tarot flavor adds thematic weight and novelty
- tension from tug-of-war over fate tokens creates meaningful interaction
- risk of runaway leader in some player counts, especially at lower player counts
- two-player games can be less dynamic due to tug-of-war dynamics
- fortune, fate, and manipulation of fate tokens
- Tarot-themed lead-and-follow with engine-building
- tarot-dominated action slots with fate-driven scoring
- Vinhos
- Sushi Go
Mechanics (from transcript analysis)
- Card Drafting — cards provide actions and fate-related abilities; players compete for the eight fate tokens
- decking/drafting cards — cards provide actions and fate-related abilities; players compete for the eight fate tokens
- Engine Building — building a personal engine to generate points through actions and fate tokens
- engine-building — building a personal engine to generate points through actions and fate tokens
- Lead and Follow — players lead or follow with actions that escalate in power (ascend) via payment and token mechanics
Video topics + discussion points
Quotes (from this video)
- It's gateway level game and the rules are simple, but the decisions can be surprisingly tense.
- The engine build is strong and the routes are rewarding in Canals of Windrest.
- Eight fate tokens zip around the table, and whoever holds the strongest fate can pull ahead in Soothsayers.
- Post-apocalyptic wasteland rebuild and a fairly conventional worker placement core in Phoenix New Horizon.
- Tile drafting city-building type of game with a push-your-luck feel in Solar Garden.
- Mob and police come into each district and you have to fight them in Speak Easy.
References (from this video)
- Engaging action economy with a strong lead/follow rhythm
- Tarot-based variability adds strategic depth
- Clear, escalating progression via ascend and capture
- Hidden tempo shifts through fate stealing keeps players engaged
- High setup complexity and multiple decks to manage
- Rule-heavy interactions can be intimidating for new players
- Tracking fate across columns can be intricate and may slow play
- Fortune-telling and power struggle through tarot.
- A mystic tarot-fueled race where clairvoyants strive to assemble fate and ascend their powers.
- competitive, data-driven escalation with moments of fate-stealing and lead-follow dynamics
Mechanics (from transcript analysis)
- Action Following — The leader selects a core action and followers may either match the action for free or pay a cost to follow, creating a tension of resource management and timing.
- Ascend — Players strengthen their action cards by upgrading them through ascending their suits, paying coins to skip levels if allowed.
- Capture — Capture tarot cards by paying costs using cards and coins, adding cards to columns and potentially earning fate.
- Draft and common market — Players draft common cards to their hands from the market or top of the deck, expanding options for future turns.
- Lead and Follow — The leader selects a core action and followers may either match the action for free or pay a cost to follow, creating a tension of resource management and timing.
- Tarot-powered actions — Tarot cards provide special triggers (lead, follow, pass, and on-capture) that can alter standard actions and gain fate beyond simple numbers.
Video topics + discussion points
Quotes (from this video)
- Tarot cards are not just about slapping down biggest number to gain fate.
- Continue playing in this way until one player has the required number of fate for victory.
- Tarot powers have different triggering rules across lead, follow, pass, and capture.