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Some collect rare shells, some steal the best fish, some secretly hoard corals. And in the end, no one got the math right the first time.
WHAT IT IS
The beaches of Castle Glass revolutionize Doomlings
The Castle Glass Bolster Expansion is designed by Justus Meyer and Andrew Meyer, the creators of the Doomlings world. This expansion introduces a brand new class system that changes the way you build your deck: Shells, Fish, and Corals are no longer just creatures, but strategic categories that multiply end-game points. The illustrations are still by Justus Meyer, who paints the beaches of Castle Glass in his iconic style of funny creatures and saturated colors.
At the table, you collect trait cards from the central deck, trying to build homogeneous collections. Each card belongs to a class (Shells, Fish, Corals) and a rarity level (Regular, Curious, Exotic). Two or more cards of the same class activate bonuses: each Regular is worth +1, each Curious +2, each Exotic +3. The base game remains unchanged, but now every card choice involves an extra calculation: is it better to focus on a single class or diversify?
What they say abroad
Castle Glass transforms Doomlings into a game of mathematical combos hidden behind adorable creatures.
— FroGames
The class system adds depth without being overwhelming. It works immediately, even with first-time players.
— FroGames
Doomlings: Castle Glass Bolster Expansion
The three classes of Castle Glass
Shells, Fish, Corals: each class has its weight
Regular Shells
Common shells are worth +1 point each if you have at least two. Easy to find, perfect for building a solid foundation without taking too many risks.
Curious Fish
Rare fish worth +2 points each. They appear less often in the deck, but two or three Curious Fish can overturn the final score without needing huge combos.
Exotic Corals
Exotic corals are the jackpot: +3 points each if you have at least two. Very rare, difficult to collect, devastating if you succeed. A pair of Exotics is worth as much as six Regulars.
Mixed strategy
You can collect multiple classes simultaneously: each group of two or more activates its independent bonuses. Secure Shells + rare Fish + a lucky Coral = unexpected victory.
In a few hours, you'll understand if you're the type for safe Shells or kamikaze Corals. And you'll already want to play another round.
Come si gioca
Video dimostrativo di gameplay.
A game in five acts
What happens at the table
Not the rules. The experience.
The first cards revealed
The central deck reveals the first options. Everyone studies the available cards, trying to understand which classes are coming out. No one declares their strategy yet, but glances betray intentions: some stare at the rare Fish, others count the Shells already out.
The first collection takes shape
Someone already has two Shells and begins building the class. Someone else has drawn an Exotic Coral and decides to risk everything to find a second one. Strategies diverge, but the common deck doesn't always cooperate: those who wanted Fish only see Corals come out.
The calculation becomes intense
Halfway through the game, bonus points start to matter. Those with three Regular Shells get +3, those with two Curious Fish get +4. Someone discovers they've bet on the wrong class and tries to pivot, but the deck has already dealt half the cards: changing course now is risky.
The decisive card
The last Exotic Coral comes out. Whoever already has one in hand blocks everything and takes it, activating +6 final points. The others understand they must compensate: some accumulate Shells repeatedly, others attempt a final blitz on Fish. Expressions at the table change: some smile, some curse, some double-check their calculations.
Final scoring
All traits are revealed, and class bonuses are added up class by class. Someone who seemed to be behind discovers they've collected six Regular Shells (+6) without realizing it. Someone with two Exotic Corals (+6) wins by one point. No one had predicted the exact result, and talk of the next game has already begun.
How to play
The flow of each round
Castle Glass integrates with the basic Doomlings engine without changing the turn phases: add the 40 new cards to the deck, then play normally.
You draw cards from the central deck as in the base game. Each trait card now also shows its class (Shell, Fish, Coral) and level (Regular, Curious, Exotic) through clear icons.
Add the trait cards to your personal trait pile. You don't have to declare which class you are collecting: you can change strategy mid-game or collect multiple classes simultaneously.
Event cards and the Take That mechanics of the base game continue to function normally. You can steal traits from opponents, discard cards from the common deck, block others' choices.
At the end of the game, count how many cards you have for each class. If you have at least two of the same class, you activate bonuses: each Regular +1, each Curious +2, each Exotic +3. Add everything to the base score, and the player with the most total points wins.
Why it's different from the others
Six game-changing elements
Layered class system
It's not just set collection: classes have three rarity levels (Regular, Curious, Exotic) with different values. You can win with many common cards or few rare cards, and the choice changes each game based on what comes out of the deck. No other Doomlings expansion had introduced such articulated multi-level mechanics.
Independent and combinable bonuses
Each class activates its bonuses separately: if you have 3 Shells and 2 Fish, you add both bonuses. This opens up mixed strategies that are hard to read. Someone who seems to be focusing on Corals might have a secret collection of Shells that only emerges at the end of the game. Tactical flexibility increases without complicating the rules.
Full compatibility with the base game
The 40 new cards mix with the existing Doomlings deck without needing special setup. Players who already know the game add Castle Glass and play immediately; new players learn everything together. There are no optional modules, additional phases, separate boards: just cards that enrich the pool without fragmenting the experience.
Fast but not trivial calculation
The bonuses are simple (1, 2, 3), but the interaction between classes and rarities creates non-obvious combos. Two Exotic Corals are worth as much as six Regular Shells, but Corals are rarer: is it better to risk or build on certainty? Games are decided by 2-3 points, and every card choice truly matters.
Perfect scalability 2-6 players
The system works identically for 2 to 6 players: more players mean more competition for rare cards, but the deck is wide enough not to empty. With 2 players, it becomes almost a duel of reads; with 6, a controlled chaos where classes disappear from the deck without warning.
Multiplied replayability
Each game distributes classes differently. Sometimes five Exotic Corals come out immediately, sometimes none. The meta-strategy changes on the fly, and you have to adapt: if Fish don't come out, you focus on Shells. If someone monopolizes Corals, you build a parallel collection. The base game offered variety; Castle Glass multiplies it.
How it ends
How to win
The game ends when the deck runs out or the base game's End Condition is met. At that point, the base trait points plus class bonuses are counted.
Victory
- You have the highest total score by adding base trait points and class bonuses
- You've built efficient collections: even a few rare cards (Exotic) can outweigh huge collections of Regular cards
- You adapted your strategy on the fly by reading which classes were coming out of the deck and which ones opponents were monopolizing
Defeat
- You collected only one card per class: bonuses are not activated, and you wasted opportunities
- You focused on a class that never came out of the deck, leaving you with incomplete collections
- You ignored class bonuses thinking base trait points were enough: those who optimized classes surpassed you in the final count
Castle Glass transforms Doomlings into a mathematical puzzle disguised as a party game. Three classes, three levels, infinite possible combos. And in the end, no one remembers who won, but everyone remembers the Coral stolen at the right moment.
Frequently Asked Questions
FAQ about Doomlings: Castle Glass Bolster Expansion
Do I need the base game to play Castle Glass?
Yes, Castle Glass is an expansion that adds 40 cards to the base Doomlings deck. It is not standalone: you need the base game to play. The cards mix with the existing pool, and the class system automatically activates during normal gameplay.
Does the class system make the game too complicated for new players?
No. The classes add a simple rule: two or more cards of the same class activate bonuses. New players understand the concept in a 2-minute explanation. Players already familiar with Doomlings will grasp Castle Glass immediately. The complexity increases slightly, but it remains an accessible family game.
Can I collect multiple classes in the same game?
Absolutely yes, and it is often the winning strategy. Each class calculates its bonuses independently: if you have 3 Shells and 2 Fish, you activate both groups. Tactical flexibility is one of the strengths of the expansion: you can adapt on the fly based on what comes out of the deck.
How much does the duration change compared to the base game?
Practically none. You add 5 minutes at most for the final class scoring, but the gameplay flow remains identical. A game still lasts 20-45 minutes depending on the number of players. Castle Glass adds strategic depth, not length.
Is the expansion available in Italian?
No, this edition is in English. The cards contain text (creature names, trait abilities, event descriptions), so knowledge of English is necessary to play. There are currently no localized editions of Castle Glass.
Doomlings: Castle Glass Bolster Expansion introduces 40 new cards and a layered class system that transforms the base game into an engine of mathematical combos. Designed by Justus Meyer and Andrew Meyer, this expansion adds three classes (Shells, Fish, Corals) with three rarity levels each (Regular, Curious, Exotic). Each class activates independent point bonuses if you collect at least two: Regular +1, Curious +2, Exotic +3. Compatible with the base game for 2-6 players, ages 10+, duration 20-45 minutes. The core mechanics (Set Collection, Hand Management, Take That) remain unchanged, but strategic depth increases without weighing down the rules. Published by Doomlings LLC in 2025, Castle Glass is the expansion that evolves Doomlings towards more complex decisions while maintaining accessibility. Available on FroGames.it.

Doomlings - Castle Glass Bolster Expansion
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