1 Player
Designer: Dennis Kurdiukov
Artist: Dennis Kurdiukov
Publisher: Nuka Zombee Games
So, you would think that a giant meteor coming straight for us would be a big deal, but no… It’s your job to manage the crisis, get funds, bri.. convince politicians and feed the media, without going overboard of course, to have a chance of survival. But is this crisis manageable or should we just let the meteor do its thing?
How To Play

To setup, you just need three sheet and a whole bunch of dice. Each turn is comprised of whopping 8 phases, but all but media phases are optional. On research you roll a pair of dice for each worker, one being the material and the other how many will be added in a spiral shape. Once a shape cannot grow anymore, you start from the next numbered origin. Once all numbers are used and the meteor cannot grow anymore, it’s fully mapped. Doubles will tell the direction of the meteor, that will help spread media attention.
On operations, you roll a die for each worker and add that to one of the weapon matrixes. Each matrix need to be complete and all equations correct for the weapon to be active. During the media phase, you again roll a die for each worker. Ones mean loss of future money, while fives and sixes make will allow you to bump one of the media channels of your current influence level. These can give you money or cause crisis. Once all of one color are filled, the next influence level is unlocked.
Staff phase will allow you to spend money to upgrade one of the previous three departments or get more workers for that department, unlocking more dice. Politics allow you to, well, direct money to one of the politicians so that they can see your point of view more clearly. Each one will have immediate or triggered ability that will activate once they are marked. Once all boxes of one person are marked, it will increase your influence over a certain ideology as well as triggering one political favor.
Fundraiser will allow you to invest money to get a return on the next year. Finally, attack will allow you, once the meteor is mapped, weapons are unlocked and the correct bills are passed, to spend money to use the weapons against the meteor. Different weapons will target in different manners, but the goal is to have all of the meteor destroyed. Some weapons target big areas, while others will break it into smaller chunks, as any area 7 hexes or smaller can be destroyed automatically.
The only way to win is to destroy completely the meteor, and you lose if time is up and the big rock does its thing.
Rules and Components

As I usually stress, this a preview from a prototype so things are bound to change. But this is quite complete at this point I believe.
Usually print and play games are one or two pages long, and I appreciate Dennis spreading to a third. Though there is a lot happening, every section is well displayed and nothing feels cramped. Wording for a few abilities and effects could be clearer, but even at the first few plays, everything feels in place and make sense.
Different from previous games, this time rules are laid out in a more standard manner and I appreciate for a game on this complexity. Every section is well explained, but some wording can be vague or left to interpretation at this point. I did reach out to the designer, and most of my interpretations were correct, and I do hope the final version is even clearer than it is now.
Gameplay

Starting to play Doomsday Manager can be a bit daunting, but its a game that when you start playing is quite more intuitive than it first look. Each section is its own mini-game almost self contained and easy to manage. This is half of the game. The other half is managing funds and investment on each section, and having the proper support on all of them according to needs.
One aspect that I noticed is that the dice mitigation is mostly done through additional rolls, but not through dice manipulation. In a game where specific rolls are needed and, often, crucial, this can make you feel like you’re at the mercy of the dice. Brutal, but on the other hand, thematic.
Theme and Art

Theme is odd and unique, for sure. Honestly, the way it develops is quite like a cheesy classic disaster movie, and I love that the game leans on it and uses that to its advantage. It’s at the same time cinematic and, in a way, administrative, and somehow both work really well together.
Art again falls into the same feel. It uses the Nuka Zombee Classic Comic Book Flow (patent pending) to evoke dramatic moments to highlight each section as a scene, and elevate that from just another system.
Conclusion

Doomsday Manager is epic, out of control and, honestly a bit frustrating at times. It’s absolutely a game that takes its unique premise and runs with it the whole way. Each individual section is simple and almost mundane. That really forces you to look at the game from a higher perspective, seeing the big picture, almost like setting up a situation and just running the results. The biggest decisions and where the heart of the game lies is the runaround of funding and resources, timing and long term plans.
It’s also a game that breaks expectations in a big manner. It gives you impression of being a big lengthy and grind-y experience, specially knowing one of their previous games, like Recycled. However, it’s not that at all. Turns fly by, and often with little change between them. It’s not a game of epic turns, but a game of slow flow and long term plans materializing over time. It requires a whole type of approach and smart plays, and, honestly, I see so many branching paths to both victory and defeat that I can’t wait to explore it more.






































