
About this product
Seven realms. One Company. Every loss follows you.
Cooperative campaign expansion • 1–4 players • Ages 14+ • Multi-session adventure • Full Set a Watch series required
Turn the Set a Watch series into an epic replayable campaign across seven Realms, where Side Quests unlock new heroes and Mythic Items, and fallen Adventurers can be lost for the rest of the Run.
Product Description
Set a Watch: Doomed Run is not a standalone game. To play the complete campaign, you must own Set a Watch, Set a Watch: Outriders, Set a Watch: Swords of the Coin and Set a Watch: Forsaken Isles.
The Queen is gathering her greatest Company of heroes for one final campaign against the Unhallowed.
Set a Watch: Doomed Run brings the Set a Watch series together in a large, replayable campaign spanning seven distinct Realms. Build your Company, choose a four-Adventurer Party for each expedition and pursue the mysterious cult behind the Unhallowed as the danger grows from one Realm to the next.
Each Realm is divided into multiple expeditions, with new Locations, Creature combinations and escalating threats drawn from across the Set a Watch series. Before each expedition, your group chooses a Side Quest ,an additional challenge that makes the journey harder but can unlock powerful Mythic Items and add new Adventurers to your Company.
Success comes at a cost.
If an Adventurer ends an expedition with all of their Abilities exhausted, that hero dies and is permanently removed from your Company for the rest of that Run. Surviving one battle is therefore only part of the challenge, you must protect enough heroes to continue the campaign.
Complete a Realm and another difficult decision awaits. One surviving Adventurer becomes its Warden, leaving your active Company behind to protect the Realm while granting your party a useful Boon in the next stage of the journey.
Your campaign state carries forward between expeditions, including Doom, Coins, equipped Items, exhausted Abilities and the growing Horde. A dedicated save and storage system lets you pack everything away between sessions and return later without losing your progress.
Make it through all seven Realms and the final confrontation will reveal whether your Company truly has what it takes to end the Unhallowed threat.
Build your Company. Survive the losses. Finish the Run.
The campaign begins in Realm 1 and progresses through all seven Realms. Each Realm contains two shorter expeditions followed by a longer final expedition, while the Party is chosen from the Adventurers currently available in your Company.
Rulebook: View the Set a Watch: Doomed Run Rules (PDF)
Why You’ll Love It
- Turns the entire series into a campaign: Bring together content from Set a Watch, Outriders, Swords of the Coin and Forsaken Isles.
- Journey through seven Realms: Each stage features its own curated Creature, Unhallowed and Location combinations.
- Take on Side Quests: Accept extra challenges to unlock Adventurers, Mythic Items and other rewards.
- Permanent consequences: Adventurers who fall can be lost for the remainder of the Run, making every expedition matter.
- Unlock powerful Mythic Items: Character-specific equipment gives individual Adventurers special new tools without using their normal two-Item limit.
- Choose your Wardens carefully: Leave heroes behind to protect completed Realms and gain useful Boons for what comes next.
- Campaign progress carries forward: Doom, Items, Coins, Abilities, the Horde and other elements persist between expeditions.
- Save between sessions: A dedicated save system and organised storage make the long campaign practical to play over time.
- Adjustable difficulty: Begin a Run on Easy, Normal, Hard or Insane difficulty.
- Built for replayability: After completing the campaign, New Run+, Random Run and Curated Run variants offer different ways to tackle it again.
- Big-box storage: The Doomed Run box is designed to organise content from across the Set a Watch series.
Mythic Items are unlocked through Side Quests, belong to specific Adventurers and do not count towards their normal two-Item limit.
Quick Details
- Players: 1–4
- Recommended Age: 14+
- Game Type: Cooperative campaign expansion
- Campaign Length: Approximately 7–20 game sessions
- Individual Sessions: Approximately 45–120 minutes
- Campaign Structure: 7 Realms
- Play Style: Fully cooperative
- Key Features: Campaign progression, Side Quests, permanent character loss, Mythic Items, Wardens and persistent resources
- Difficulty Options: Easy, Normal, Hard and Insane
- Replay Modes: New Run+, Random Run and Curated Run
- Solo Play: Yes
- Designers: Todd Walsh and Mike Gnade
- Publisher: Rock Manor Games
- Standalone Game: No
Rock Manor Games describes the campaign as designed for approximately 7–20 sessions and confirms 1–4 players and ages 14+.
Required Games
You need all of the following to play Doomed Run as designed:
- Set a Watch
- Set a Watch: Outriders
- Set a Watch: Swords of the Coin
- Set a Watch: Forsaken Isles
Good to Know
- Doomed Run is not a standalone game.
- All four required Set a Watch titles must be supplied separately.
- A Run begins with a Company of available Adventurers, from which four are selected to form the active Party.
- Your first campaign begins with the six Adventurers from the original Set a Watch before additional characters are unlocked.
- Each Realm consists of two shorter four-round expeditions followed by a final expedition lasting four or more rounds.
- Important resources and game states are not automatically reset between expeditions.
- Adventurers who finish an expedition with every Ability exhausted die and are removed from the Company for the remainder of that Run.
- Losing an expedition does not automatically end the entire Run, but it can cause permanent losses and the expedition must be attempted again.
- Progress can be saved after a Game Break or at the end of a Realm.
- Completing a Realm requires the group to select a surviving Adventurer as its Warden.
- Wardens leave the active Company but provide a Boon during the following Realm.
- Seven sealed Realm envelopes contain content designed to be revealed as you progress through your first campaign.
- After completing Doomed Run, additional Run variants provide new ways to replay the campaign.
- The box also serves as a storage solution for content from across the Set a Watch series.
The rules explicitly carry resources such as Doom, Coins, equipped Items, Abilities and the Horde across expedition breaks. Adventurers can also be permanently removed from the Company when all their Abilities become exhausted.
Build the series for the ultimate Run: Set a Watch: Swords of the Coin and Set a Watch: Forsaken Isles are both required parts of the Doomed Run campaign and can also be enjoyed as standalone cooperative adventures.
The Seven-Realm Campaign
Each campaign is called a Run.
You begin in Realm 1 and work your way through all seven Realms. Side Quests, unlocked characters, Mythic Items, fallen heroes and selected Wardens gradually reshape the Company you have available.
Once you successfully complete the seventh Realm, the Run is scored based on factors including surviving Adventurers, unexhausted Abilities and Mythic Items unlocked along the way.
Saving Your Campaign
Doomed Run is specifically designed so you do not need to finish the campaign in one marathon sitting.
Progress can be recorded after a Game Break or at the end of a Realm. The included dividers and save sheets help organise your decks, Adventurers, Items and campaign state so you can continue later.
Components
- 7 Realm Envelopes
- 7 Adventurer Boards
- 35 Ability Cards: 5 for each Adventurer
- 1 Falcon Card
- 1 Double-Sided Camp Board
- 44 Location Cards: 35 Regular Locations, 3 Final Locations and 6 Respite Locations
- 52 Creature Cards
- 8 Summon Cards
- 2 Game Break Cards
- 12 Unhallowed Cards
- 50 Side Quest Cards
- 25 Mythic Item Cards
- 20 Card Dividers
- 30 Square Dividers: 25 Warden Dividers and 5 Generic Dividers
- 6 d4 Dice
- 3 d6 Dice
- 3 d8 Dice
Some of these components are stored inside the seven Realm envelopes and are intended to be opened during campaign progression.