My friend introduced me to Doomlings after she backed the game on Kickstarter. When I visited her one weekend, we played several rounds of Doomlings and I loved it. I loved the art style, it feels similar to Unstable Unicorns or Exploding Kittens. The game is easy to learn and explain to someone else. Several weeks ago, I was contacted by someone from Doomlings asking if I would be willing to review the game. I was delighted! They were kind enough to send me a copy of the base game and their expansion, Doomlings: Imaginary Ends. I had already written my review of Doomlings three years ago, but because they were open to sending me the base game, I introduced my brother to the game. Doomlings: Imaginary Ends adds so much more to the base game.

If you’re new to Doomlings, I’d recommend checking out my original review of the base game here before continuing to read this review. In summary, Doomlings is a game where players collect trait cards before the world ends due to an apocalyptic event. The player with the highest number of points at the end of the game wins. Some trait cards have abilities while others are cute and add points. The base Doomlings game has a stack of trait cards and apocalypse cards that help keep the game interesting. This is where the Doomlings: Imaginary Ends expansion comes into play.

Doomlings: Imaginary Ends has five different expansions which add a twist to the game. The expansions are: Magical Merchants, Glitterlings, Moonlings, Deeplings, and Fuzelings. The Magical Merchants can sell players trinkets that may score extra points at the end of the world. Glitterlings are cards with abilities based on chance meaning playing them could benefit you or they could backfire. Moonlings allows players to give out unwanted cards and add rewards. Deeplings can give players a chance to suppress abilities. Finally, Fuzelings is a mix of the above expansions and can provide players with additional combos with other cards played. The amount of replay value in this expansion is wild! This expansion has five new additions for every game and that’s on top of all the cards from the base game.

Since I was introducing my brother to Doomlings, we played a few rounds of the base game before introducing the expansions. What worked well for us was that we played the expansions separately with the base game, so we could truly understand how they modified the game. I couldn’t choose a favorite expansion because they all added something to the game. With that said, the Glitterlings stood out the most to me. My brother was able to pull out some combos at the end of one of our games and I could not compete. The beauty of the expansion is that there’s still so much I haven’t played with yet. The expansion adds 127 new cards to the game and that takes time to see these cards pop up.
Doomlings: Imaginary Ends is $24.99 which is the same cost as the base game. In my reviews, I don’t usually bring up what something costs. Cost does matter though. If I’m going to invest in a board game, TTRPG, or a trading card game, I can’t always sink hundreds of dollars into that game. The fact that Doomlings costs $50 for both the base game and an expansion is a reasonable investment. I can see myself bringing out Doomlings at future board game nights along with Doomlings: Imaginary Ends.
In summary, Doomlings: Imaginary Ends was a fun and new addition to the base game. I was a Doomlings fan before playing the expansion and unsurprisingly, I’m still a fan of Doomlings. I am looking forward to seeing Doomlings dominating the board game market and if any expansions are released in the future.








