Skip to main content
Glow box art

Glow

Game ID: GID0143410
Game Info
Year
2021
Collection
Rating
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

In Glow, you are an adventurer who builds their company by recruiting a new traveling companion each turn, trying to combine their powers as best as possible. You'll roll the dice to activate the advantages that your companions bring you...or their disadvantages. Gather many slivers of light to dispel the darkness, restore the colors, travel the land to reach landmarks, and (yes) score points.

In short, Glow is a card-drafting, dice-rolling, and combinations game. The box contains lots of colorful dice, two game boards for two different gaming experiences. You have to count on luck sometimes, but be attentive to your card combinations, too.

Description

In Glow, you are an adventurer who builds their company by recruiting a new traveling companion each turn, trying to combine their powers as best as possible. You'll roll the dice to activate the advantages that your companions bring you...or their disadvantages. Gather many slivers of light to dispel the darkness, restore the colors, travel the land to reach landmarks, and (yes) score points.

In short, Glow is a card-drafting, dice-rolling, and combinations game. The box contains lots of colorful dice, two game boards for two different gaming experiences. You have to count on luck sometimes, but be attentive to your card combinations, too.

Ask a Rules Question
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 6
This page: 6
Sentiment: pos 6 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–6 of 6
Video DpFApovqA10 Top 10 List at 2:28 sentiment: positive
video_pk 66106 · mention_pk 160659
Glow video thumbnail
Click to watch at 2:28 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Artwork by Andrew Bosley described as amazing
  • Described as a family-weight game
Cons
  • Delayed release (supposed to come out last year, later delayed)
Thematic elements
  • adventure, heroic quests, seas, sunken treasure, battling monsters
  • icy lands landscapes
Comparison games
  • Root
  • Arcs
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I am so so looking forward to seeing them
  • 13 games that I am so, so looking forward to this year
References (from this video)
No references stored for this video.
Video quea-ki1o1M kovray Discussion at 0:16 sentiment: positive
video_pk 63968 · mention_pk 157484
kovray - Glow video thumbnail
Click to watch at 0:16 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Inviting and warm theme with beautiful art
  • Modular, pseudo-campaign progression adds depth over time
  • Flow-based strategy with multiple paths to victory
Cons
  • Learning curve may make it feel less inviting at first glance
  • Prototype version subject to change
Thematic elements
  • adventure and exploration with warmth as a resource
  • icy landscapes, caves, water, and a village
  • pseudo-campaign, modular progression; adventure-like scenarios
Comparison games
none
Mechanics (from transcript analysis)
  • Cave battles — In caves you progress by collecting crystals and battling monsters; combat uses dice and may involve items, familiars, and potions.
  • cooperative actions — The village has five core spaces. Actions grant warmth based on villagers, move villagers, upgrade flow stones, and unlock options via shop, tavern, hotring, works, and academy upgrades.
  • end game bonuses — The game ends when a player reaches six victory points; after that, final scoring includes secret objectives.
  • End-game and scoring — The game ends when a player reaches six victory points; after that, final scoring includes secret objectives.
  • explore — Exploration tokens are drawn from the iceberg or an adjacent sea area; tokens can be resources, maps, keys, chests, encounters or potions; warmth is spent to obtain benefits.
  • Flow tokens and shrines — Flow tokens can be upgraded to shrines, which advance to their final stage and grant victory points.
  • Map actions — If you take a map turn you move your hero and perform five map actions; warmth costs apply; travel across shallow waters or via a ship; discovering regions and landmarks.
  • village actions — The village has five core spaces. Actions grant warmth based on villagers, move villagers, upgrade flow stones, and unlock options via shop, tavern, hotring, works, and academy upgrades.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Flow feels flowy
  • Flow invites those people in through the way that they've set the game up
References (from this video)
No references stored for this video.
Video LQgQm8KgtZg Getting Games Rules Teach at 0:02 sentiment: positive
video_pk 63291 · mention_pk 156645
Getting Games - Glow video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Thematic exploration and resource management on a frozen map
  • Familiar mechanics add depth and reconnaissance opportunities
  • Flow shrine and upgrade path provide meaningful strategic choices
Cons
none
Thematic elements
  • adventure and exploration in a frozen world with resource and decision tracking
  • ice-strewn landscape with icebergs, seas, caves, and a village
  • tutorial/explanatory narrative during play
Comparison games
none
Mechanics (from transcript analysis)
  • ally and secret goals — allies provide ongoing benefits and secret goals grant end-of-game scoring opportunities
  • combat in caves — cavern battles use combat dice; arrows, swords, stealth, and lanterns affect damage and outcomes; monsters have multiple stages
  • cooperative actions — villagers provide warmth and enable actions; buildings and houses can be built to increase future benefits
  • dive actions — diving yields tokens from the dive track; some tokens are bonuses, others are resources; dives can be chained with warmth costs
  • end game bonuses — the end is triggered once any player reaches six full victory points; the round is finished and final scoring occurs
  • End-game trigger — the end is triggered once any player reaches six full victory points; the round is finished and final scoring occurs
  • explore tokens — explore actions from icebergs/seas to gain resources or benefits by drawing exploration tokens
  • Familiar actions — familiars can be sent out to explore, requiring warmth and interacting with adjacent areas
  • flow shrine and upgrades — flow shrines unlock flow stones; upgrading hero abilities, dice, or familiars improves capabilities
  • hidden victory points — allies provide ongoing benefits and secret goals grant end-of-game scoring opportunities
  • lanterns and potions — lanterns grant access to cave exploration; potions provide powerful combat effects and warmth-related benefits
  • map action — move a hero across icebergs or sail between sea areas using ships; warmth decreases with movement
  • secret goals and scoring — secret goals provide points and conditions; end-game scoring occurs after a round when a player reaches six or more victory points
  • Simultaneous Actions — familiars can be sent out to explore, requiring warmth and interacting with adjacent areas
  • village actions — villagers provide warmth and enable actions; buildings and houses can be built to increase future benefits
  • warmth management — warmth is a tracked resource; going below zero sends the hero back to the village to warm up
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • welcome to the Jong games tutorial for Flow
  • warmth is important because if we ever go below zero we have to head back to the Village
  • familiars are adorable and they really help us accomplish our goals
  • there are five different hero actions available to us and the one we're going to do on this turn is explore an iceberg
  • the first option here says we can spend one Crystal to do an improvement
  • the end of the game is triggered once any player reaches six victory points
References (from this video)
No references stored for this video.
Video 7eevJeg40TI Allies or Enemies Discussion at 12:01 sentiment: positive
video_pk 61045 · mention_pk 153456
Allies or Enemies - Glow video thumbnail
Click to watch at 12:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • stunning art and Tim Burton-esque visual palette
  • gateway-friendly drafting with satisfying dice interaction
  • tactile dice and cards provide engaging decisions
Cons
  • dice luck can overwhelm decisions for some players
  • not everyone will enjoy heavy dice-chucking games
Thematic elements
  • dice-driven crafting race with light as the objective
  • fantasy world with exploration and fireflies
  • dice chucking with card-dice synergy and map exploration
Comparison games
  • Captain Flip
  • Western Legends
Mechanics (from transcript analysis)
  • Dice activation — rolled dice activate all cards in your row
  • Drafting cards and dice — pick a card and a die and place them in your row
  • map exploration — explore lands to gain points, companions, and fireflies
  • round-based endgame — end game after round eight with total point tally
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's still a two-player game but it's not really at its best at two players
  • we were totally unfair on it the first time but now that I know what it is I really did appreciate it
  • this is another Gateway game as well and we found we kind of went up and up and I think a lot of board gamers find this
References (from this video)
No references stored for this video.
Video lgRHVAYyVeM Board Stupid Discussion at 11:01 sentiment: positive
video_pk 33018 · mention_pk 97897
Board Stupid - Glow video thumbnail
Click to watch at 11:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Stunning production
  • Ambitious legacy-style expansion through map stickers
  • Blend of evergreen and evolving gameplay
Cons
  • Can be complex; may have a high learning curve
  • Final production details may vary by release
Thematic elements
  • adventure strategy with evolving content
  • icy, fantastical environment
  • legacy-like progression through map stickers
Comparison games
  • Endless Winter
Mechanics (from transcript analysis)
  • adventure strategy — campaign-style exploration with evolving goals.
  • legacy elements — stickers on the map expand play options over time.
  • Legacy game — stickers on the map expand play options over time.
  • Resource management — managing resources across multiple characters.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • production is fullon. It's absolutely stunning.
  • I can't wait. Like the more games come out, the better it is.
  • it's not it's not a dungeon crawler at all.
References (from this video)
No references stored for this video.
Video P1pCpG_-ZjE Adam in Wales - Board Game Design Top List at 14:24 sentiment: positive
video_pk 8756 · mention_pk 93447
Adam in Wales - Board Game Design - Glow video thumbnail
Click to watch at 14:24 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • fun party game with quick rounds
  • time pressure adds excitement
Cons
  • depends heavily on players' creativity
  • may not appeal to heavy gamers
Thematic elements
  • image-based deduction
  • image-guessing party game
  • social and playful
Comparison games
none
Mechanics (from transcript analysis)
  • Image Deciphering — players guess an image based on clues and hidden cues
  • image guessing — players guess an image based on clues and hidden cues
  • timed rounds — rounds are time-boxed to heighten pressure and excitement
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a really neat competitive game with a really fun theme
  • another run would be nice
  • the art style put me off but the game is good
  • I raved about this game on my videos when this channel was new
  • this is a co-op game similar to Pandemic
  • it's a gambling game where no money changes hands
  • feels like you're watching a horse race and you're betting on it
  • it's the time pressure
References (from this video)
No references stored for this video.
Transcript Navigation
Top
Showing 1–6 of 6
Game Deep Dive
View on BoardGameGeek