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- Doomlings is a fast-paced, chaotic card game that blends cute aesthetics with clever mechanics.
- While its rulebook and endgame scoring have a few hiccups, the core experience is super fun and travel-friendly.
- Perfect for fans of light strategy and unexpected twists—just maybe not for your youngest gamers.
Doomlings Card Game Review: Quick, Quirky, and Surprisingly Strategic
So, I got my hands on Doomlings—a delightfully weird card game where the world is ending, and your job is to evolve the cutest, strangest little species before the final curtain falls.
👉 Full disclosure: We received a review copy of Doomlings, and honestly, I’m glad we did—because this little mutant gem deserves a spotlight.
I wasn’t quite sure what to expect going in. I’ve played a fair share of offbeat card games with animal themes, funky mechanics, and more puns than rules. But this one? It had a vibe from the get-go.
Maybe it was the name. Maybe it was the vibrant mutant art. Maybe it was just the apocalyptic whimsy. Either way, Doomlings mutated its way right into my game night rotation.
The Doomlings Vibe: A Play in Three Acts (and an Apocalypse)
What makes Doomlings stand out is its surprisingly theatrical structure. Think of it as a three-act play, with your adorable species evolving scene by scene… until the world collapses.
The game opens with a short setup and then shifts into three distinct "Ages", where players take turns adding trait cards to their tableau. Each Age is introduced with a random event card that can throw bonuses, chaos, or catastrophic curveballs at the whole table. You never quite know what’s coming next, which keeps everyone alert (and slightly nervous).
Finally, there’s the Epilogue, marked by the reveal of a catastrophic event that signals the end of the game. This last twist can sabotage even the most carefully built species, which is both hilarious and frustrating—in the best way.
The whole experience is fast-paced, punchy, and full of “oh no!” moments that make every round feel different. It’s got just enough chaos to keep things exciting but not so much that strategy disappears.

What I Loved (and Where It Got a Little Mutated)
First off, Doomlings is incredibly easy to pick up. After one or two rounds, the mechanics felt natural and intuitive. Sure, our first playthrough had a few “hold up, let me check the rulebook” pauses—especially around trait interactions—but nothing that totally derailed the flow.
And that artwork? Absolutely adorable. Each trait card features these wide-eyed little creatures with all sorts of quirky abilities. One moment you're evolving into a melodramatic, lactose-intolerant scavenger, and the next you're a venomous, sleepy genius. It’s hilarious, weird, and way more charming than it has any right to be.
Also, the game is super compact. It fits in a small box you can toss in your backpack, making it perfect for travel, cafes, or packing along on a weekend trip. Setup is quick, cleanup is minimal, and rounds are short enough that you can squeeze in a few back-to-back games without burning out.
Now, the flipside: the rulebook needs some polish. It’s colorful and cute, but some key rules and card clarifications were easy to miss or not clearly explained. A few more straightforward examples would go a long way in making the learning curve smoother for first-timers.
Scoring, too, can get a little clunky—especially with traits that modify other traits or offer conditional bonuses. It’s not broken, but it’s also not the most elegant endgame experience, particularly when everyone’s scrambling to figure out final point totals.

Expansions and Replayability
The base game offers plenty of replayability, thanks to the randomized Age and Trait decks, but if you really want to spice things up, Doomlings does sell expansion card packs. These aren’t required to enjoy the game, but they add new trait types, chaos events, and themes for players who want more depth.
Personally, I’m more into full expansions than collectible-style packs, so I’d love to see the game lean more into box-set-style additions. But hey—options are good, and it’s great that they’re there for players who fall in love with the world.
Just a quick note: despite the cute art, Doomlings isn’t exactly kid-tier. I’d say 10 and up is a fair age range. Younger kids might enjoy the art but struggle with some of the mechanics and scoring interactions.
Who Is Doomlings Actually For?
Doomlings is a great fit if:
✔️ You enjoy light-to-midweight games with a splash of chaos
✔️ You love games with evolving strategy and a playful theme
✔️ You need something portable and quick to set up/play
It might not hit if:
❌ You prefer deep, deterministic strategy games
❌ You’re not a fan of random events shaking up your plans
❌ You’re looking for a simple family game for very young players
đź’Ą Doomlings Finds a Fun, Apocalyptic Sweet Spot
At the end of the world, I’m glad Doomlings made it onto my shelf. It doesn’t reinvent the card game genre, but it adds just enough style, strategy, and silliness to carve out its own niche. It’s colorful, chaotic, and compact—three things I love in a game that doesn’t take itself too seriously.
Sure, it’s got a couple of rough edges. The rulebook could be clearer, and endgame scoring might slow down new players. But after your first game or two? Everything starts to click into place, and suddenly you’re gleefully watching your mutant species rise and fall with the next Age card.
Will I buy every expansion pack? Probably not. But will Doomlings stay in my regular rotation for quick, quirky game nights? Absolutely.
Stay mutated, adorable, and slightly chaotic with more game reviews from your end-of-the-world experts at Land of Geek Magazine!
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