Cube 13 Gaming

DoomsDay

A 3v3 Heroes vs Villains capture-the-flag board game. Hunt the flag. Unmask the decoy. Don't let them do it first.

Two Cities. One Secret Worth Everything.

The board is split down the middle — a gleaming Hero city on one side, a crumbling Villain half on the other. Heroes must infiltrate and steal the Doomsday Device before the Villains can steal the Heroes' Weaknesses, then carry it home to reveal it. Every building hides three flags face-down: one real, two decoys. You won't know if you're holding the truth or a worthless fake until you make it back.

Turns are sequential and every move counts — line-of-sight combat, teleport doors, and cover terrain make every retrieval a gamble. Three difficulty modes share the exact same board and flag rules, so a five-year-old and a veteran strategist can sit at the same table and both have a real game.

🚩

Hidden Flags, Real Stakes

Each side hides one true flag among two decoys. A flag isn't revealed until its carrier makes it home — so every retrieval is a gamble, not a guarantee.

🎚️

Three Difficulty Modes

Beginner strips out power types for pure movement and flag-hunting. Intermediate adds archetype stats. Expert unlocks the power die and Epic Powers. Same board, same rules, different depth.

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Six Dual-Sided Archetypes

Speedster, Marksman, Spy, Magician, Flier, and Strongman — every piece carries two archetypes on a flip card, so no two games play alike.

🎯

Line-of-Sight Combat

A two-round attack/defense exchange with tiered dice — Single, Double, and Epic. Miss the angle and you can't even throw a punch.

👥

2–6 Players, Always 3v3

Whether it's a heads-up duel or a full six-player team battle, the board always plays 3-on-3 — teammates share pieces and plan together in the open.

🎲

Custom Dice & Board Tech

Teleport doors, cover terrain, and a purpose-built dice set — attack, defense, movement, and a two-color power die — drive every decision.

Six Archetypes, Twelve Ways to Play

Every color piece carries two archetypes on a dual-sided power card. Flip it on respawn and your whole playstyle changes — no two teams ever field the same lineup.

Speedster
+1 to movement and hard to pin down. One charge sends it dashing in a straight line clean across the map.
🎯 Marksman
No range limit — the Marksman can open fire from anywhere on the board with a clear line of sight.
🕵️ Spy
Tails flag carriers and can steal a flag outright for 2 charges — no combat, no counterplay.
🪄 Magician
Rides teleport doors for free and can swap positions with any piece on the board for 2 charges.
🦅 Flier
Soars over buildings untouched by most archetypes, and can flee any battle outright for 1 charge.
💪 Strongman
Dominant up close, with a 1-charge Epic Power that lands an automatic, unblockable hit.

One Box, Every Skill Level

All three modes share the same board, flags, and turn structure — only the power type rules change. Agree on a mode before setup and everyone plays the same game.

Beginner
Power types are ignored entirely — every piece moves and fights identically. Pure movement and flag-hunting. Perfect for first games and ages 5+.
Intermediate
Archetype stats come alive — movement modifiers, passive abilities, and combat matchups. Real character depth, no power die yet.
Expert
Every rule is live. The power die grants charges each turn, fueling Epic Powers that can end a fight — or the game — in an instant.

What's in the Box

6 color character tokens
6 dual-sided power cards
6 flag tokens (1 true, 2 decoys per side)
 movement dice (d6)
 initiative dice (d6)
 custom attack die
 custom defense die
 custom power die
1 24×24 grid game board

Prototype Available. Years of Playtesting.

DoomsDay has a working prototype and multiple playtested sessions behind it. Join the forum to follow progress, get Alpha access, and help shape the balance.

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