The world of Gloom is a sad and benighted place. The sky is gray, the tea is cold, and a new tragedy lies around every corner. Debt, disease, heartache, and packs of rabid flesh-eating mice—just when it seems like things can't get any worse, they do. But some say that one's reward in the afterlife is based on the misery endured in life. If so, there may yet be hope—if not in this world, then in the peace that lies beyond.
In the Gloom card game, you assume control of the fate of an eccentric family of misfits and misanthropes. The goal of the game is sad, but simple: you want your characters to suffer the greatest tragedies possible before passing on to the well-deserved respite of death. You'll play horrible mishaps like Pursued by Poodles or Mocked by Midgets on your own characters to lower their Self-Worth scores, while trying to cheer your opponents' characters with marriages and other happy occasions that pile on positive points. The player with the lowest total Family Value wins.
Printed on transparent plastic cards, Gloom features an innovative design by noted RPG author Keith Baker. Multiple modifier cards can be played on top of the same character card; since the cards are transparent, elements from previously played modifier cards either show through or are obscured by those played above them. You'll immediately and easily know the worth of every character, no matter how many modifiers they have. You've got to see (through) this game to believe it!
Images
- very cute
- works really well with kids
- funny little things
Mechanics (from transcript analysis)
- dexterity — Grab the gloobs.
Video topics + discussion points
Quotes (from this video)
- Hey everybody, I'm Tom Vassal.
- This is look back, a series where I go through uh games that I reviewed last year during this time frame and 5 years ago, 10 years ago, and 20 years ago.
- And I tell you what I think about the games now, if I think about them at all.
- Twinkle Twinkle from All Play Games.
- Men Nefer. This is from Firman Million who did Petoku and the very modern Covenant.
- Infiltrators. This is a deduction style game, and you are working together trying to figure out these infiltrators at the playing the cards at the right time.
- And those are the games that I reviewed 1, 5, 10, and 20 years ago.
- Thanks so much for watching.
- Hey. Thanks for watching another video here on the Dice Tower.
- If you really like what we're doing here at the Dice Tower, then there are different ways to support the Dice Tower.
- Until next time though, I'm Tom Vasel, and I hope you enjoyed this video.
References (from this video)
- Neat game
- Bright and vibrant dice
- Thematic flower theme
- Stressful and neat to see what others are going for
- Race to the colors is exciting
- Can be stressful
- Requires attention to others' actions
- Racing for yourself doesn't always win the game
- Flowers
Mechanics (from transcript analysis)
- Color tracking — Players need to circle all of the colors of one color kind.
- Dice circling — Players circle the color of the dice, the pips, and the color of the flowers.
- Race to fill flower beds — Players race to fill their flower beds before others and circle all colors of one type.
- Simultaneous Play — It's a simultaneous play game.
Video topics + discussion points
Quotes (from this video)
- This is probably one of the most unique roll and writes I think I've ever played.
- It's got a lot of challenging things in it and it's not a simple roll and write.
- You're taking tiles out of this central area, you're drafting tiles, and then you're placing those tiles into your grid on your paper.
- And then the scoring is based on sets of symbols.
- It uses very minimal components, just a pencil and paper.
- We're doing a giveaway.
- We'll be talking about the two games that we're being we'll be giving away actually today so if you're looking to win a copy of silver and gold or sonara then make sure you comment down below and check out our other videos to get even more.
References (from this video)
- clever
- fun
- playable with kids and adults
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- played the game once on camera and then gave his review of the tutorial and it at least he's being honest about it
- all he kept doing was comparing it to another game the entire time
- the cooldown system what they call it yeah so basically if you use it if you use this action you gotta way to turn you put it on your Tableau and then at the end of you turn it slides over and once it slides off then you can take it into your hand and use it again right
- I don't like this it's the best way to do it because everyone forgets when they can take it back like you put it and you slide it and you get slides off it comes back to your hand it's it's really simple it makes it very easy to know when something when you get something back too and he's like I don't need that
- he literally watches the guy play the game wrong make mistakes and then complain about the things he did wrong
- publishing zombies
- there was like a line I couldn't believe like they haven't roped off in the back it's changed a lot since the last time I've been there and they had it roped off and people were like around the block and [__] waiting to take the picture it was weird
- it's just like a popup Rocky store they s like Rocky M bilion [__] those people that come take a picture with the Statue yeah
- you can say hi to two of us what a deal two alab Boomers two the Boomers two Boomers the original Boomers Boomer OG y
References (from this video)
- Thematic depth with gloomies creatures
- Strong alignment between visual styling and game art/colors
- Promotes cinematic, atmospheric presentation in promotional material
- Family-friendly premise with approachable mechanics
- Product cost concerns (noted as expensive in context)
- Production/shoot setup complexity to achieve desired visuals
- Family bonding through play; imaginative creatures called gloomies that harvest and plant
- Fantasy-cue board game world implied within a cafe/retail setting where family interactions and game elements are showcased
- Promotional/behind-the-scenes narrative with emphasis on mood, lighting, and practical effects
- Slay the Spire
Mechanics (from transcript analysis)
- Bonus revelation / flip — After playing and ending a row, you flip a bonus to reveal rewards on the back side.
- Card Drafting — Players hold a hand of cards and on their turn select a row to play a card, influencing potential bonuses.
- card drafting / hand management — Players hold a hand of cards and on their turn select a row to play a card, influencing potential bonuses.
- Dice Placement — The top of the chosen row determines the bonuses you receive when you end the row.
- Row-based placement and bonuses — The top of the chosen row determines the bonuses you receive when you end the row.
Video topics + discussion points
Quotes (from this video)
- In this game, you're having these gloomies, which are these little alienike creatures help you harvest and plant plants.
- So, on your turn, all you're going to do is you're going to have a hand of cards, and you can play you're going to pick a row. The top of this row and wherever you end it, you get that little bonus.
- I'm honestly like really happy with the setup as it is.
References (from this video)
- Beautiful components and cute helpers
- Two clear phases with elegant flow
- gardening/flowers
- Calico
- Wingspan
Mechanics (from transcript analysis)
- set collection and orders — Cards create flower patterns and fulfill orders for points.
- two-phase turn structure — Phase 1 card play to plant flowers; Phase 2 harvest and scoring.
Video topics + discussion points
Quotes (from this video)
- This is also Ilia's number eight. Galactic Cruise. All right.
- The theme is amazing. The variability is fantastic. I love the different strategies that I've been able to discover through this.
References (from this video)
- Stunning visual design and atmospheric miniatures
- The vampire-hunter theme is evocative
- Interrupt system breaks immersion and slows pace
- Complex iconography that slows down understanding
- Downtime and chaotic randomness escalate with player count
- Gothic vampire-hunting, Castlevania-inspired vibes
- vampire hunter castle crawl with a day/night cycle
- deck-building with a night phase and interruption-driven turns
- Grim Coven
- Dante Inferno
Mechanics (from transcript analysis)
- Action Interruption — Boss deck interruptions that disrupt player plans and require quick adaptation
- bite tests — Tests to infect or weaken opponents with vampiric effects
- card row threat system — Generating threat with cards, potentially triggering disastrous events
- day/night cycle — Gameplay phases that shift power and opportunities between day and night
- interruption-based play — Boss deck interruptions that disrupt player plans and require quick adaptation
Video topics + discussion points
Quotes (from this video)
- Grim Coven respects your time so much more.
- We weren't reacting to random chaos. We were solving a puzzle.
- The interrupt system is a deal breaker.
- Dante is division and rounding. It slows the pacing to a crawl.
- Grim Coven captures that hunter fantasy perfectly. You prepare, you hunt, you adapt.
References (from this video)
- Easy to teach (roughly 5 minutes)
- Solo mode exists and is enjoyable
- Beautiful, colorful components and strong table presence
- Fast play (roughly 15-20 minutes) and good filler game
- Clear, tactile tiles that stay together in play
- May be too light for players seeking heavier games
- AP risk on early board setup due to multiple strategic options
- pattern creation; weaving; tapestry-like visual
- a thematic weaving/craft world with woven fabrics forming the board
- puzzle/queue-driven with colorful components
- Wingspan
- River of Gold
Mechanics (from transcript analysis)
- color/pattern scoring — Create color chains or loops to gain points; multiple strategies exist for maximizing points.
- multi-tile placement with limited scoring — Players may place multiple tiles in a turn, but only score once at the end of the turn.
- Tile Placement — Take and place thick cardboard tiles to form looms, chains, or weaves; final layout resembles a woven tapestry.
Video topics + discussion points
Quotes (from this video)
- It's a rolling right. And kind of the fun production stick about this.
- Loom is this tile placing game where you take four tiles to begin with and on the flip side of it, it's all these colorful woven piece uh woven pieces of fabric together and your job is to create either looms, chains, or weaves in the game.
- It's not a deck builder like you normally think of a deck builder, but a little bit of deck building.
- This is insanely clever. It has a lot going on. It is such a cool design.
- It's simple and yet I loved it the most the very first time I played it.
- The deck building is unique: you could buy a card and bring it to your hand right away.
- There are three actions and three secondary actions, and you can do these in any order you want in your turn.
- Aquaria for everybody is the new game by Tomas Holl. I'm so sorry, Mr. Holl. I just know it's not Thomas Hollik.
- It is insanely clever. It has a lot going on. It is such a cool design.
References (from this video)
- Innovative dice and card system
- Customizable monster hunters with unique cards
- Cool minis
- Carnival/Victorian aesthetic
- Potential for build variety
- Publisher's games feel disjointed and not cohesive
- Uncertainty about the 'innovative' card system's depth
- Concern about redundancy if the card system is too simple for extended play
- Facing the horrors of Vlad's Castle
- Vlad's Castle
- Grim Coven
- Black Rose Wars
Mechanics (from transcript analysis)
- Boss Battler — Explicitly called a boss battler game.
- Customizable cards — Players control monster hunters with customizable card sets.
- Dice and card system — Uses an innovative dice and card system.
- Monster Hunting — Players control unusual monster hunters.
- One-shot potential — The host hopes for the game to be playable as a one-shot.
- Raid encounters — Each raid involves facing one of Vlad's champions with unique strategies based on location.
Video topics + discussion points
Quotes (from this video)
- So, these are ranked in an order of how excited I am of for them to come out, but that is that obviously all remains to be seen.
- You have to primarily be fighting the boss, not a boss that shows up.
- So, this one just looks very quaint. I like the small footprint it has.
- It just feels like it's going to be a very small form kind of boss battler, which for all these other games I've been talking about have been big grandiose games.
- But the JRPG boss battler system is something I'm very excited for and it being a oneshot.
- So, this is the number two because it's into the unknown and my favorite game of all time is uh I was say Attack on Titan is Aon Trespass Odyssey.
- Is what's this one going to end up being like? Is it going to be more epic like atto or is it going to fall flat a little bit like Kingdoms 4 or is it going to land a little bit in the middle?
- So, like I literally just said, Aon Trespass Odyssey is my favorite board game. So when they announced 12 cents of Heracles, it is I just it's more of that
- The boss battler genre is popping off right now. I absolutely love it.
- So, if you know of any boss battlers that were not on this list, let me know in the comments below because I definitely want to check them out because I this is like I mentioned, if it says narrative driven campaign or boss battler, I'm I'm all in.
References (from this video)
- clever party game
- players rewrite phrases following restrictions
Mechanics (from transcript analysis)
- Party Game — A clever party game where players rewrite phrases under restrictions.
Video topics + discussion points
Quotes (from this video)
- What board games have you played that don't seem to fit neatly into any category or type?
- They are their own thing.
- Here's a few games that I love, but I struggle to describe.
- Sign up for my newsletter at grantsgamerecs.com.
References (from this video)
- It's a game of two distinct halves where those two halves are very connected.
- Really enjoyed my first play of it.
- Gardening, planting flowers
- Garden
Mechanics (from transcript analysis)
- Card Drafting — Gaining cards and plucking flowers in the first half.
- Deck Building — Shuffle all the cards that you've gained and a little bit feeling like deck building in the second half.
- Set Collection — Planting flowers back on the board based on the cards that you play.
Video topics + discussion points
Quotes (from this video)
- Not necessarily exactly 50/50, but games where you're doing one thing for most of the game or part of the game, all players are doing the same thing and then something changes.
- This is something that came to mind a long time ago when I played a game called Forale, which I'll talk about a little bit later, but in Forale, you are uh acquiring properties in the first half of the game and then you are auctioning off those properties in the second half of the game.
- This game is a delight as you get to build a shared narrative and often spectacular failure is even more fun than winning.
- The first half is simultaneous chaos as you assemble your absurdly shaped ship that in the second half of the game goes on a voyage through a series of adventure cards that test the ship you build in the first half of the game.
- The game can often feel hopeless, and you can sometimes find a way to overcome it.
- I think it also shines in that you normally lose if a player is defeated, but that loss condition is waved after the ritual is disrupted and you've become begun the phase to simply defeat the monster.
- This is the two halves of the game that that Dylan is talking about.
- I enjoyed both phases of the game and I really like that one thing is leading to another.
- The first game half of the game where you are bidding to gain certain properties and oftentimes bidding to not gain weaker properties.
- two distinct halves, both very connected, very, very closely connected to one another.
- The first game is a little bit like a teaching game.
- So, those are the two halves of the game, giving clues versus working together to solve the clues.
- One where you're working privately to be clever, the other half where you're trying to be clever together with other players cooperatively.
- The first half is a drafting game where you are planning a trip to Japan.
- And in the second half of the game, day by day, players show what they have chosen to do for that day.
- So, there are important decisions that you're making in the second half of Let's Go to Japan as you actually go on the trip.
- I love the planning, but I also love the executing and the storytelling that emerges as you are going through these days one by one.
- players don't fully understand the consequences of their decisions in the first half of the game if they're playing for the first time.
- And so I think if in in a longer version of these games or longer games like this uh you have to give players a little bit of a taste of what is to come so they understand what they are building towards.
References (from this video)
- Decent game.
- Solid game.
- Daughter enjoyed it.
- Good, but not great.
- Flowers
Mechanics (from transcript analysis)
- Planting and Harvesting — Mechanics related to growing and collecting resources.
- Puzzle — A game that presents a problem or challenge that players must solve.
Video topics + discussion points
Quotes (from this video)
- This has become like a sleeper hit for me.
- It is such a good two-player deduction game is trying to figure out the sequence of asking the right questions faster than your opponent asks the right question.
- Tranquility to the Scent is still an excellent version of it.
- It's basically an auto battler, but such a clever auto battler.
- I do not think it's a forever game.
- for right now, it has managed to persevere and we'll see how long it lasts.
- both have a uh I don't want to say permanent because nothing's permanent, but permanent spot in my collection.
- another easy win.
- Jungo was definitely a hit for me.
- that was a solid one that I definitely am happy I picked up.
- Santorini Pantheon Edition and Arnuk Adventure Chest are easy wins over there
- Again, another iteration of a system I already have.
- I like it, but Lana is not my favorite game system.
- It is good to have, but if I got rid of it, it would not be the end of the world.
- If I didn't get it, I'd be fine.
- my kids like it, but my cats like it more.
- I'm uncertain of the longevity.
- Waddle is great. I don't think it's a mustave.
References (from this video)
- Sitting at number one on their list
- Storyteller-moderated game
- Dead players continue participating fully
- Incredibly rich information economy
- Deep social deduction once roles are understood
- Sheer variety of roles
- Storyteller can shape/withhold information
- Layers of bluffing, misdirection, and deduction
- Coordinated evil team can be truly nasty
- Unravels hours of discussion with a well-placed lie
- Dead players add paranoia and information warfare
- Endgame is chaotic high stakes discussion
- Meta game becomes incredibly deep once familiar with roles
- Requires a good storyteller
- Meanest, most satisfying social deduction experience
- Works best with 7 to 12 players
- Expansions and almanac add more roles and scenarios
- Meanness feels more narrative and collaborative
- Requires a good storyteller
- Good vs. Evil, demons, misinformation, storytelling
- Town with a demon problem
- Storyteller-moderated social deduction
Mechanics (from transcript analysis)
- Hidden role — Players are either townspeople trying to find the demon or minions/outsiders working to cause chaos.
- Player Elimination (partial) — Dead players continue participating, creating a unique information dynamic.
- Social Deduction — Players use information, bluffing, and misdirection to identify or deceive.
- Storyteller Moderation — A storyteller shapes information, withholds it, and moderates the game.
Video topics + discussion points
Quotes (from this video)
- We're going through the list from the more accessible and chaotic ones up to the heaviest hitters, and we're going to be pretty direct about which ones are worth your money and which ones you can safely skip.
- The deduction here blends careful clue interpretation with social deception rather than pure voting.
- What we loved is how mean the discussion can become without anyone raising their voice.
- It rewards subtle, clever lying and reading people more than loud accusations.
- The traitor can be incredibly patient.
- The social deduction is deep because of the shared board state and multiple crisis phases.
- The Resistance: Avalon is still the one we recommend most often when people ask for a classic that's actually available and holds up.
- Every quest vote is a minefield of lies, half-truths, and careful observation.
- The Thing: The Board Game is the one that feels the most like actual horror.
- Every test and every shared resource carries real tension because you really don't know who's still human.
- Feed the Kraken is one of the best modern takes on the three-faction hidden role style.
- Blood currently sitting at number one for us.
- Dead players continue participating fully, which creates this incredibly rich information economy that most other social deduction games simply don't have.
- It requires a good storyteller, but when it clicks, it's the meanest, most satisfying social deduction experience we have right now.
- Roma XLI is the newest game on the list and it fits right into the facade game style we've come to enjoy.
- Being able to politically remove someone from the game through clever maneuvering is deeply satisfying in a way that feels very Roman.
References (from this video)
- Great idea
- Fun theme (making people sad and miserable)
- First game with clear card layering
- Uninteresting how they did it
- Not great
- Disappointment
- Making people sad and miserable
Mechanics (from transcript analysis)
- card layering — Uses clear cards that are placed on top of each other to create effects.
Video topics + discussion points
Quotes (from this video)
- The game mostly speaks for itself. We've all experienced it. We all want to forget about it. Sorry I brought it up here.
- I think I think we live in a more innocent time and I miss that.
- This was a huge, huge disappointment for me because I wanted to like it so much.
- Seal is one of the biggest hype to reality moments that I've ever had. Just that that gut check of like, yeah, you still live in a in a messed up earth. You lost faith in humanity.
- There's so many mistakes and so many disappointments and we still tried to play through so much.
- my number one is what my clear number one because it was the worst execution possible of any game.
- And so on top of the fact that it didn't work, which is a huge problem, but if you didn't enjoy assembling them and if you assemble them just like a teeny bit off, not only would the marble like roll down and get stuck, but it would roll off the side of the first piece and just fall on the floor.
References (from this video)
- The game fits inside the box, which is awesome.
- The flower cards are really cool with special abilities on the edges.
- The two-phase structure where the first half sets up the second half is very cool and seamless.
- Helper tiles act as wild tokens and are beneficial.
- The production is liked.
- The game happened in the box.
- Cute little stuffy figures.
- Liked the color palette.
- Nice simple sweet game that was also a little challenging.
- Super solid game.
- Quick and easy rules, not overstating its welcome.
- Nice and snappy with a good brain burn.
- Great package.
- Adorable figures.
- The figures give nightmares (jokingly).
- The figures are somewhat translucent, which might be why they are perceived as ghosts.
- If you cannot finish an order card, it's worth nothing.
- Flying space ghosts that like colorful flowers
- space
Mechanics (from transcript analysis)
- Card Drafting — Players draft flower cards based on how they will be played, with abilities on the edges of the cards. In the second half, the created deck of flower cards is used.
- Push Your Luck — There is a push-your-luck element when fulfilling orders: if an order card requiring a certain number of flowers is not completed, it's worth nothing.
- Set Collection — Players collect flowers to fulfill orders and decorate the glooies.
- Worker Placement — Players place flower tokens on a grid, which are then used in the second half to fulfill orders.
Video topics + discussion points
Quotes (from this video)
- And a gloomy is clearly a weird flying space ghost.
- They're basically two phases to the game and they are kind of mirror opposites to each other.
- So, it's kind of two halves of of the game or mirror opposites of each other.
- It's got a light push your luck element to it.
- So, if you get a card that requires, let's say, six flowers and you're only able to place five of them, nothing. Natada, no points.
- I also think it's really cool how the game it has like a first half and second half and how the game for the second half sets itself up during the first half.
- And I I just thought that was really cool how seamless and straightforward that was.
- There's just little helper tiles, these little helper figures, uh, which are are beneficial to you because they're kind of like a wild something.
- I really enjoyed this game. I like the production of it.
- But I just thought this was a nice simple sweet game that was also a little challenging.
- This game is super solid. I really enjoyed it.
- That first round is just it's just all about preparation and then the f second round is all about execution.
- It was it was nice and snappy but you had a good little brain burn going on as well.
- I really dug loomies other than the nightmares these guys give me.
References (from this video)
- Compact small box game
Mechanics (from transcript analysis)
- card laying — It looks like a card laying game.
- Hand Management — Players manage a hand of tiles, aiming to play as many as possible each round.
- Pattern Building — Players create loops and weaves with colored tiles.
- Set Collection — Scoring is based on collecting sets of colors within loops and weaves.
- tile laying — The game involves placing tiles to create a mosaic base and scoring based on colors in loops and weaves.
Video topics + discussion points
Quotes (from this video)
- Hi everyone, Danielle here.
- Um, then we'll just kind of see what comes in the box.
- All right. So, that's the stack of remaining tiles.
- Stay tuned for the playthrough.
- Definitely check it out on my channel.
- If you're not already subscribed, please consider subscribing.
- A like or a comment is also always appreciated.
- And I hope you're all doing well. Bye.
References (from this video)
Mechanics (from transcript analysis)
- bonus tokens and bonuses — Earn purple bonus tokens by achieving certain placements; flip tokens to turquoise side and move them; bonuses include stardust, little helpers, or taking an order.
- End Game Bonuses — Earn purple bonus tokens by achieving certain placements; flip tokens to turquoise side and move them; bonuses include stardust, little helpers, or taking an order.
- end game condition — Game ends at end of the turn that triggers the end condition when the harvesting area is filled.
- flower placement and planting — Player plants flowers into holes on the board by playing up to three cards matching flower types.
- Harvesting and scoring — In stage two, harvest flowers with cards that match; assign to orders or player aids; if requirement not met, score nothing.
- little helpers — Use little helpers to either plant additional flowers or draw more cards; can exchange one for a regular flower or two for joker dual flower.
- order cards — Take order cards as bonuses; place them to your area; each order requires a specific set of flowers to score.
- stage-based play — Two-phase game: stage one (planting) and stage two (harvesting).
- stardust scoring — Score points for stardust at end of rounds based on player board chart.
- use of cards to grow flowers — Play cards from hand to grow flowers in a chosen row; some cards depict two types of flowers; jokers can be assigned to one flower.
Video topics + discussion points
Quotes (from this video)
- In Glooies, you'll play in two stages.
- And that's Glooies.
References (from this video)
- strong atmosphere and writing
- novel game mechanism blending book and mad-lib style prompts
- flexible print-and-play orientation with printable sheets
- two play modes and journaling option
- accessible yet deep due to resource tracking and endings
- requires printing and assembling materials (print-on-demand PDFs)
- not a fast-paced game; slower pace may not suit all players
- dice and card mechanics require management and may be fiddly for some
- pilgrim-craven journey across a haunted landscape, ritual and fate shaping the realm
- Veil, monasteries, and Nocturne lore within a shadowy, atmospheric fantasy world
- text-and-prompt driven, Mad Lib–style word generation with branching encounters
- Zork
- FromSoftware games
- Sierra adventure games
Mechanics (from transcript analysis)
- Campsite mini-game — camping between days uses a dice-based mini-game affecting modifiers, HP, etc.
- Character and resource management — track health, armor, Craven points, plague/poison modifiers, and artifacts; endgame depends on Craven and endings
- Deck of cards as generator — cards (aces, jokers) trigger scenes or outcomes; used to drive prompts and encounters
- Dice-based resolution — D6 dice rolled to determine movement, encounters, and outcomes; map grid and pips track progress
- Mad Lib style word generation — generating encounter paragraphs by filling keywords from word input tables and card-driven prompts
- Mini-Games — camping between days uses a dice-based mini-game affecting modifiers, HP, etc.
- Prompt-based world evolution — random encounters generated through the book-driven prompts, shaping the world as you progress
- Resource Management — track health, armor, Craven points, plague/poison modifiers, and artifacts; endgame depends on Craven and endings
- two play modes — a game book narrative mode and a deck-based mode for generating scenarios
Video topics + discussion points
Quotes (from this video)
- Loom at its core is a random prompt generator
- a game book mixed with a kind of mad lib generation system
- it's a relaxing game
- I would highly highly recommend Loom
- I'm really glad that it exists I'm happy that I backed it
- yeah it's a cool game I do highly highly recommend Loom
References (from this video)
- puzzly and thinky
- tile-laying puzzle with clear scoring decisions
- great table presence and aesthetics
- solid solo mode that provides a challenging objective
- geometric pattern creation and scoring
- abstract tiling puzzle with a central looping layout and color-based scoring
- expository, tutorial-like discussion with emphasis on mechanics and solo play
Mechanics (from transcript analysis)
- chain scoring — score one point for each color of an item in the chain formed by the placed tile
- Compound Scoring — loops score two points per color; colors do not need to match to form a loop
- Drafting — each turn you either draw from the deck or draft from a three-tile area plus the stack
- drafting/draw — each turn you either draw from the deck or draft from a three-tile area plus the stack
- Hand Management — you start with four tiles, add one later each turn, and do not replenish beyond six tiles in solo mode
- scoring patterns — loops score two points per color; colors do not need to match to form a loop
- Tile Placement — place tiles to form loops, weaves, and chains on the board; placement is constrained by the previous tile's adjacency values
- timer mechanic in solo — gray tiles act as a timer in solo play, influencing pacing and decisions
- weave scoring — creating a square by placement scores two points per color in the weave
Video topics + discussion points
Quotes (from this video)
- This is Loom. This is a tile placement super puzzly game.
- I really really love it.
- It's puzzly. It's thinky. It's tiling.
- I am loving Loom.
References (from this video)
- adorable, tactile components and charming art
- two-phase structure delivers surprising depth without heavy complexity
- easy to teach to new players while still offering strategic nuance
- strong incremental scoring via stardust that rewards early planning
- good replayability due to varied card orders and bonus layouts
- mid-round scoring can create lead changes that feel swingy for some players
- limited built-in variability beyond card order and bonuses, which may reduce novelty after multiple plays
- in four-player games the color-diversity requirement can constrain card choices and tempo
- Lighthearted garden-assembly and decorative contract fulfillment in a science-fantasy setting; emphasis on charm and accessibility rather than heavy narrative.
- A whimsical space-fantasy world where adorable ghost-like fairies called Glooies reside and operate within a two-phase floral tableau, growing and decorating on a themed board to fulfill stylistic contracts.
- Whimsical, cute, and approachable with tactile components that encourage casual play while preserving strategic depth through planning across two phases.
- Mycelia
- Splendor
- Azul
Mechanics (from transcript analysis)
- bonus_tiles — Bonus tiles provide extra flowers or rewards when activated, creating crunchy decisions about which tiles to pursue and when to push prospects for endgame bonuses.
- card_placement — On a turn, players may play up to three cards to place flowers on matching spaces and then acquire bonuses based on the last flower placement. This drives early stage growth and planning.
- Contracts — Order cards are used to decorate Glooies and to fulfill contracts; collecting the right orders in phase one influences scoring in phase two.
- end_of_round_and_pacing — Rounds end when specific rows are emptied up to a designated line; this pacing mechanic creates tension and forces planning about when to accelerate or slow down card play.
- helpers_and_card_trade — Helper cards grant additional actions or draw opportunities, enabling players to refine their deck and adjust tempo, especially around the transition to phase two.
- order_cards_and_contracts — Order cards are used to decorate Glooies and to fulfill contracts; collecting the right orders in phase one influences scoring in phase two.
- Set Collection — Players collect cards and flowers to form color and type sets, which influence scoring and end-of-round bonuses, encouraging diversified collection rather than single-color quietism.
- set_collection_and_color_matching — Players collect cards and flowers to form color and type sets, which influence scoring and end-of-round bonuses, encouraging diversified collection rather than single-color quietism.
- stardust_scoring — Stardust tokens serve as an incremental scoring mechanism that accrues across both rounds, amplifying early decisions into meaningful late-game points.
- two_phase_gameplay — The game unfolds in two phases: phase one focuses on placing cards to gain flowers and build toward scoring opportunities; phase two focuses on removing those flowers and decorating order cards, with scoring shaped by those decisions.
- Variable Phase Order — The game unfolds in two phases: phase one focuses on placing cards to gain flowers and build toward scoring opportunities; phase two focuses on removing those flowers and decorating order cards, with scoring shaped by those decisions.
Video topics + discussion points
Quotes (from this video)
- The key thing really is that this game takes place over two phases. So, it is a light game, but all the decisions you're making in that first phase are going to impact you in the second phase.
- Always be getting flowers as much as you can
- If you like Mycelia, I think give this one a peek
- it's just really easy to learn with a little bit more surprising strategy than you might expect
- this is a lightweight game that looks adorable and I think just has a little bit more strategy than you expect because of it being played across the two phases
- the glooies choose their favorite player
References (from this video)
- Easy to learn and pick up quickly
- Visually appealing components and presentation
- Calm, gentle vibes suitable for a relaxing solo game
- Engaging number-based placement puzzle with loops/weaves
- Solid solo puzzle experience with clear scoring
- Some placements can be tight and require careful planning to avoid dead-ends
- No explicit end-game bonus points observed in this run; scoring relies on loops/weaves plus deductions
- Primarily a solo experience; multiplayer dynamics not demonstrated here
- Array
- Abstract/fantasy weaving world
- Non-narrative, puzzle-driven
Mechanics (from transcript analysis)
- End Game Bonuses — End score equals total loops and weaves minus remaining tiles in the draw pile and hand.
- End-game Scoring with Remaining Tiles Deduction — End score equals total loops and weaves minus remaining tiles in the draw pile and hand.
- Hand Management — Draw tiles to form a six-tile hand and replenish up to six after each turn.
- Hand Management / Tile Draw — Draw tiles to form a six-tile hand and replenish up to six after each turn.
- Pattern Building — Score is based on completed loops and weaves formed by tile placement; these patterns drive end-game scoring.
- Pattern Scoring (Loops and Weaves) — Score is based on completed loops and weaves formed by tile placement; these patterns drive end-game scoring.
- round-based progression — Game progresses through a fixed number of rounds tracked on a round tracker.
- Tile Placement — Place a tile adjacent to an already placed tile, with the new tile's number differing by +/- 1 from the neighboring tile.
Video topics + discussion points
Quotes (from this video)
- "This is a very easy game to to learn to play."
- "what a nice looking game, right?"
- "I feel like this gives me a gentle rain vibes."
- "I do find this to be a very enjoyable solo game."
- "definitely click the BG link in the description below to learn more about it."
References (from this video)
- Accessible, social party-style game with storytelling elements
- Short play times fit well in social game nights
- Limited strategic depth for players seeking heavy strategy
- Array
- Macabre, gothic family tales
- Storytelling, light and fast-paced
- Twilight Imperium
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- oh this game this is great see you build a history when you play with the same people so the game modifies itself as you play with the same group over and over again
- another legacy game
- i'm there for the deep crunchy ones
- board gamer friends always say that as a defining element don't they
- which board gamer doesn't want a friend like that
- stay tuned for all that stuff later
- i thought this game would be over in like 30 minutes
References (from this video)
- simple, quirky, and fast-paced
- great gateway game that fits between heavier titles
- high-quality components
- artwork and flavor text enhance the macabre yet cute vibe
- expansions exist and extend play over time
- game heavily influences by luck
- chaotic feel at four players can be overwhelming
- some tension from card combos can be unpredictable
- misery, tragedy, macabre whimsy, and humorous misfortune
- Gloom's melancholy family saga in a dark, humorous, gothic world
- card-driven, storytelling through character cards and modifiers with flavor text
Mechanics (from transcript analysis)
- card play with modifiers — modifier cards adjust a character's negative or positive points and may have bottom-trigger effects
- event and red cards — event cards grant abilities, can interact with other players, including canceling actions
- Events — event cards grant abilities, can interact with other players, including canceling actions
- Hand Management — draw and discard to maintain a hand size and influence card play
- set collection / hidden scoring — each living or dead character contributes to a decreasing or increasing point total, with the goal of having the fewest points
- Take That — cards can affect opponents, potentially canceling cards or altering outcomes
- take-that / indirect interaction — cards can affect opponents, potentially canceling cards or altering outcomes
- untimely death cards — gray cards that remove a character from scoring and end up handing points to others
Video topics + discussion points
Quotes (from this video)
- Gloom is simple quirky fun and plays fast it's a perfect bring anywhere type game
- we truly enjoyed the artwork giving it that cute maob and gloomy feel
- we give Gloom eight stabby stabies out of 10
References (from this video)
- two-phase flow is smooth and satisfying
- cute art and approachable for families
- potentially repetitive for some players
- two mini-games in one with deck-building flavor
- cute creature helpers in a garden/forest setting
- lighthearted and flowy, playful vibe
Mechanics (from transcript analysis)
- Deck Building — cards from phase 1 are assembled into a deck for harvesting
- deck-building influence — cards from phase 1 are assembled into a deck for harvesting
- Set Collection — collect cards to fulfill goals and scorable sets
- two-phase gameplay — phase 1 card placement to plant; phase 2 draw and harvest to score
- Variable Phase Order — phase 1 card placement to plant; phase 2 draw and harvest to score
Video topics + discussion points
Quotes (from this video)
- There should be no honorable mentions.
- Moon Colony Blood Bath is my number one game of October.
- The trick is different games we can't keep playing the same ones.
- What game did you enjoy most in October?
References (from this video)
- Narrative and humorous
- Fantastic art
- May be too dark for some
- Tragic tales
- Gothic storytelling
- Mysterium
- Dixit
Mechanics (from transcript analysis)
- Hand Management — Manage your grim hand to maximize gloom
- Storytelling — Tell gloom-filled stories for cards
Video topics + discussion points
Quotes (from this video)
- I hate being mean to games I love pretty much all games
- goodbye Splendor for a second time
- this is the finished getting rid of collection
- wind outside is insane
References (from this video)
- Variable board configuration increases replayability
- Beautiful components (discs, board, tokens)
- Smooth, relatively fast turns with clear phase structure
- Card quality is flimsy
- Some luck in tile draws affects viability of combos
- Bonuses don't always align with planned cards
- flower growing, contract-based scoring, color collection
- Modular board-based floral cultivation and harvesting
- abstract strategy with changing board layout
Mechanics (from transcript analysis)
- Card Drafting — Draft up to three cards per turn and place them into color columns on the main board.
- card drafting and placement — Draft up to three cards per turn and place them into color columns on the main board.
- Drafting with cards vs. bonuses — Cards on display determine possible bonuses; flipping contracts reveals teal-side bonuses.
- End Game Bonuses — Use gloomies as a resource to modify turns or draw more cards and obtain bonuses.
- End-of-phase and end-of-game scoring — Phase-based scoring with multiple scoring tracks; phase end triggers and end-game scoring rules.
- Gloomies and bonuses — Use gloomies as a resource to modify turns or draw more cards and obtain bonuses.
- Modular Board — Flip or rotate the board to create different layouts and increase replayability.
- Modular board / variable setup — Flip or rotate the board to create different layouts and increase replayability.
- Resource tokens (glooies, stardust kidney beans) — Tokens used for bonuses and scoring progression.
- Set Collection — Collect cards to fulfill contracts and color requirements for scoring.
- set collection / color matching — Collect cards to fulfill contracts and color requirements for scoring.
- two-phase gameplay — Phase 1: draft and place cards to grow flowers; Phase 2: harvest flowers and score.
- Wild cards and top-deck restrictions — Wilds provide flexibility but have restrictions on taking new cards from the deck.
Video topics + discussion points
Quotes (from this video)
- this game has a lot of appeal
- the board you can change it around
- it's a lovely game and put together quite well
References (from this video)
- Cards are transparent and durable, resistant to moisture
- Deep two-player interaction with a humorous flavor
- Strong replayability with a concise rule set
- Humor may not land with all groups
- Can be punishing for players who dislike negative themes
- Miserable fates for family members with transparent cards
- Darkly humorous family misery
- Story-driven misery and humor
Mechanics (from transcript analysis)
- hand/double-layered components — Transparent plastic cards reveal and affect the tableau without concealment
- set collection/evt timing — Arrange and trigger events to maximize misery according to card effects
- Storytelling — Players influence events through card-driven storytelling and events
Video topics + discussion points
Quotes (from this video)
- you don't need to worry about the wind with this game because the box becomes your board
- it's one of the simplest yet coolest bluffing games
- lower their self-esteem with humiliating events and stories
- Railroad Ink is a roll and ride puzzle that feels a little bit like meditation
- listen to the sea and the birds and everything around you
- underwater put on your masks and let the bugs do what they gotta do
References (from this video)
- Transparent cards are cool
- Fun mechanic of playing cards on other players' families
- Thematic with dark humor
- Addams Family style dark comedy
- Spooky/Gothic
- Dark comedy
Mechanics (from transcript analysis)
- Card Play — Playing cards on family members to add misery or joy
- Set Collection — Collecting transparent cards to build sets
Video topics + discussion points
Quotes (from this video)
- Foster the Meeple - a channel all about board games
- we have our team jeff team jamie patreons who are going to be voting on what the loser has to do
- i love res arcana res arcana is quickly becoming one of my favorite games
- adult where's waldo
- knocked our socks off
- i love it
- so much fun
- winter is coming
- board game city up in here
References (from this video)
- strong storytelling focus with accessible, quick play
- clear emphasis on narrative atmosphere
- ease of introducing new players to storytelling play
- thematic humor may not appeal to everyone
- some may find the storytelling heavy-handed
- Storytelling through a humorous, tragic framework.
- Melodramatic, dark-humor storytelling via chain of misfortunes for gloomy families.
- storytelling-driven
- Above and Below
Mechanics (from transcript analysis)
- card_drawing_and_storytelling — Players manipulate cards and tell stories around misfortune to affect the mood and outcome.
- family_suffering_chain — Different family cards contribute to the overall narrative arc of gloom.
Video topics + discussion points
Quotes (from this video)
- there's an emergent story that comes from the characters
- the emergent storytelling that you can see in Z is amazing because it's so sandbox
- we make decisions based on what our character would do rather than what's the best choice
- it's fun to make up stories as you're spending lots of money
References (from this video)
- Totally unique experience
- First game with clear cards and layering mechanic
- Unique dark comedy theme
- Strong storytelling element
- Memorable and engaging
- Making your family as miserable as possible
- Gothic horror families
- Dark comedy with storytelling
- Mystic Veil (card layering concept)
Mechanics (from transcript analysis)
- Card Stacking with Iconography — Cards have icons that can be covered or revealed based on stacking choices
- Clear Card Layering — Transparent cards that stack on top of each other to track family misery levels
- storytelling element — Players narrate and build stories about their families' misery
- Take That — Making opponent families happy as a way to interfere
Video topics + discussion points
Quotes (from this video)
- He just made this game like in five minutes
- It's like a computer made of paper
- I have not played anything like this
- This completely broke my brain
- Two of my favorite mechanics combined into one
- I absolutely fell in love with it as soon as we played it
- It is like the only game of its kind
- I have so much fun every time I play it but I also have no idea what I'm doing
- You are trying to make your family as miserable as possible
- First time a board game made the hears stand on my arm
- It's just chaos
- If I could find this game I would definitely buy it instantly
References (from this video)
- Fun concept for groups that enjoy storytelling and dark humor
- Requires strong storytelling buy-in; may be hit-or-miss for some groups
- dark humor and storytelling
- happiness of a family despite misfortune
- gallows humor with role-playing elements
Mechanics (from transcript analysis)
- storytelling / role-play prompts — Players influence a tale by card-based prompts and aim to ruin each other’s storylines.
Video topics + discussion points
Quotes (from this video)
- it's a jousting game that's kind of vicious and it's based on colors and numbers
- Sushi Go Party is an adorable and really easy to learn and teach drafting
- Splendor is addictive but they just can't quit
- Diamonds because it's a trick-taking game so kids who have played hearts or spades tend to like it
- Castle Panic has been a huge hit in my classroom
- Escape the Dark Castle
- Azul is one of those evergreen games
References (from this video)
- Unique aesthetic using clear plastic cards that shape a gothic mood
- Encourages creative storytelling and dark humor
- Short, repeatable rounds with a clear objective
- Mechanics are relatively light; some players may want deeper interactivity
- Subject matter can feel morbid or macabre for some groups
- grim storytelling with irony and pathos
- Gothic, melancholy family misfortune; a universe of morbid fables
- narrative-driven with transparent plastic cards that reveal character fortunes
- Horrified
- Betrayal at House on the Hill
Mechanics (from transcript analysis)
- Card manipulation with transparent overlays — players stack transparent cards to alter a family member's attributes and points, driving negative scoring for humor and storytelling
- Storytelling — thematic narration encouraged to weave grim tales from the cards drawn
- Storytelling prompts — thematic narration encouraged to weave grim tales from the cards drawn
- Take That — players can place or move cards that negatively affect opponents' families
- Take-that / sabotage elements — players can place or move cards that negatively affect opponents' families
Video topics + discussion points
Quotes (from this video)
- it's the best time and boy do we have some creepy crawlers for you
- for most lists for nrb i try to feature mostly games we haven't covered before but for this one i'm going to be covering a few ones that we have
- it's a pulpy cinematic style game for movie fans and zombie heads alike
- it's a heady tense and brutal deduction game
- there's no horror experience like nemesis
References (from this video)
- Unique artwork
- Storytelling
- Dark humor
- Potentially offensive theme
- Killing family members
- Miserable family
- Dark comedy
Mechanics (from transcript analysis)
- Card stacking — Transparent cards with scoring symbols
Video topics + discussion points
Quotes (from this video)
- these are my top five morbidly dark themes in games that make me laugh
- do not play it boring just like you're trying to score points tell the story