
Doomlings - Legends of Enderas
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FroGames — Moments you'll Remember
Someone builds impossible combos, someone else loses half their decks in one go. And in the end everyone wants to play again with different expansions.
WHAT IT'S ABOUT
Five expansions in one box, infinite combinations at the table
Legends of Enderas is the most ambitious 5-in-1 expansion for Doomlings, designed by Justus Meyer and Andrew Meyer. It adds 120 new cards to the base game: Treasures (26), Mythlings (27), Techlings (27), Dinolings (27), and Fuzelings (13), plus a collectible holographic card. Each module introduces unique mechanics — discarding spells, support abilities, mass extinctions — that combine to multiply strategies and chaos.
At the table, you play the three Ages of the base game, but enriched by new Traits that activate unpredictable effects: draw Treasures each round for special abilities, discard Mythlings to cast spells, use Techlings to power up other cards, or unleash Dinolings to eliminate entire piles of traits. Fuzelings merge the art and mechanics of the other expansions, amplifying bonuses and triggering stratospheric combos. Every game is different because you choose which modules to mix.
What they say abroad
An expansion that doesn't just add cards, but layers of decisions. Each module is a new game within the game.
— FroGames
The beauty of Legends of Enderas is that you can disassemble and reassemble it as you wish. Every evening becomes a tailor-made experience.
— FroGames
Doomlings: Legends of Enderas
The five modules of Enderas
What you'll find in the box
Treasures (26 cards)
Each round you draw a Treasure: special abilities that you activate whenever you want. They turn the tide of the game at the right moment.
Mythlings (27 cards)
Mischievous Doomlings that cast spells when you discard them. Powerful but unpredictable effects, to be managed with perfect timing.
Techlings (27 cards)
Innovators from the past with the Attachment ability: they attach to other cards and power them up. Build layered point engines.
Dinolings (27 cards)
Gentle giants that score huge points, but can wipe out entire stacks of traits. High risk, high reward.
Between rounds someone will ask: 'Next time we're adding the Fuzelings too, right?' And you'll say yes.
Video a scopo dimostrativo, per mostrare il gameplay.
A five-act game
What happens at the table
Not the rules. The experience.
Setup: everyone chooses their chaos
Before starting, decide which expansions to mix. Someone wants Treasures for special abilities, someone else wants Dinolings for extinctions. Each table builds its own version of Doomlings. The first alliances and threats begin here.
First Age: testing the waters
You draw your first traits, build sets, someone draws a Mythling and holds onto it, waiting for the right moment to discard it. Treasures circulate, special abilities start to trigger. Still calm, but it's clear who has a strategy and who's improvising.
Second Age: Techlings build engines
Those who focused on Techlings start attaching them to other cards, powering them up. Those with Dinolings threaten extinctions. Someone loses half their deck because an opponent played the wrong card at the wrong time. Tension rises, and so does laughter.
Third Age: legendary combos and epic disasters
One player discards three Mythlings in sequence, triggering a cascade of effects. Another plays a Fuzeling that triples a Techling's bonus. Someone else loses everything to a Dinoling extinction. The table explodes with shouts and laughter: no one has any idea who's winning anymore.
Endgame: point count and rematch request
Points are counted: set collection, Treasure bonuses, Techling effects, Fuzeling combos. Someone wins by one point, someone else discovers they forgot a crucial bonus. And as you put away the cards, someone already says: 'Next time we'll play with different modules'.
How to play
The flow of each round
Doomlings with Legends of Enderas follows the basic game structure, enriched by new modular mechanics.
At the start of the round, draw a Treasure card. You hold it in your hand and decide when to activate it during the game for special effects.
Draw traits from the central deck or common piles. Play them to build sets (colors, symbols) or discard them to activate effects — especially if they are Mythlings with discard spells.
Techlings attach to other cards to power them up. Dinolings can send traits into extinction. Fuzelings amplify bonuses from other expansions. Each module has its own rhythm.
When the central deck runs out, move to the next Age. In the Third Age, the game accelerates: effects stack, combos explode, someone collapses.
Why it's different from others
Five mechanics that make a difference
Treasures: on-demand special abilities
Each round you draw a Treasure that gives you a unique ability to activate whenever you want. It's not pure luck: it's timing. Playing the right Treasure at the right time turns the game around. It adds a tactical layer to the base game without overcomplicating it.
Mythlings: discard spells
Mythlings are normal traits until you discard them: that's when the spell triggers. Powerful but unpredictable effects. You have to decide whether to keep them for set collection or sacrifice them for the effect. A constant tension between sure points and aggressive plays.
Techlings: layered point engines
The Attachment ability is a classic revisited: you attach a Techling to another card to power it up. You build complex point engines, layer bonuses, create long-term combos. Those who focus on Techlings play a different game: slower, more calculated.
Dinolings: huge points, huge risks
Dinolings score stratospheric points, but they can send entire piles of traits into extinction. If someone was counting on that pile, they lose everything. High risk, high reward. Every Dinoling played is a threat to the entire table.
Fuzelings: cross-expansion combos
Fuzelings merge the mechanics of Mythlings, Techlings, and Dinolings. They amplify Drop of Life bonuses, trigger impossible combos, multiply effects. There are few of them (13), but each Fuzeling is a chaos multiplier. The icing on the cake.
Modularity: build your own evening
You can play just one module, all five together, or any combination. Each configuration changes the pace and strategy. Treasures for tactics, Mythlings for unpredictability, Techlings for engine-building, Dinolings for risk. You don't have to use everything: choose the level of complexity you want.
How it ends
How to win and how to lose
Legends of Enderas follows the basic Doomlings victory rules, but points come from many more sources.
Victory
- Set collection: build sets of traits by color or symbol, as in the base game.
- Treasure bonuses: some Treasure cards grant points at the end of the game if certain conditions are met.
- Techling combos: each correctly attached Techling multiplies the points of the powered-up card.
- Fuzeling effects: Fuzelings amplify existing bonuses, often doubling or tripling points.
Elimination or defeat
- Dinoling extinction: if you lose all cards of a set due to an extinction, those points disappear.
- Forced discard: some Mythlings force you to discard traits, reducing your sets.
- Hand management: keeping too many unused Mythlings or Treasures means missing out on direct points.
Legends of Enderas is not an expansion to play just once. It's a modular system that transforms Doomlings into a different game every night. If you enjoyed the base game, this box multiplies it by five.
Frequently asked questions
FAQ about Doomlings: Legends of Enderas
Can I play Legends of Enderas without the base game?
No, Legends of Enderas is an expansion. It requires the Doomlings base game to be played. It adds 120 new cards but does not include the Age cards, tokens, and fundamental rules of the original game.
Do I have to use all five expansions together?
Absolutely not. Each module is independent: you can play only Treasures, only Mythlings, or any combination you want. The manual suggests balanced configurations, but you are free to experiment. More expansions = more complexity and chaos.
Do Dinolings make the game too mean?
It depends on the table. Extinctions are powerful, but they are also predictable: you see the threat coming and you can diversify your sets. If you play with people who hate direct Take That, use fewer Dinolings or exclude them entirely. Modularity is precisely for this.
How much does it add to the game duration?
It depends on how many modules you use. With just one module, you add 5-10 minutes; with all five, you can reach a full 45 minutes. Treasures and Mythlings are fast, Techlings slow down a bit due to Attachments, Dinolings depend on how many extinctions they trigger.
Is it available in Italian?
The edition sold on FroGames is in English. The cards have English text, but the game has medium language dependence: once the main abilities are learned, you can play without constantly consulting the cards. The rulebook is also downloadable in other languages from the official website.
Doomlings: Legends of Enderas is the 5-in-1 modular expansion designed by Justus Meyer and Andrew Meyer for 2-6 players, ages 10+, lasting 20-45 minutes. It adds 120 cards divided into five independent modules: Treasures (special abilities), Mythlings (discard spells), Techlings (layered engines with Attachment), Dinolings (high points and extinctions), Fuzelings (cross-expansion combos). Each module introduces unique mechanics — advanced set collection, tactical hand management, direct interaction — that combine to multiply strategies and replayability. Published by Doomlings LLC, Legends of Enderas transforms the base game into a modular system that changes pace and complexity with every game. Available on FroGames.it.

Doomlings - Legends of Enderas
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