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GOSU box art

GOSU

Game ID: GID0145892
Game Info
Year
2010
Collection
Ratings
Creator Score
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Description

In a fantasy world dominated by goblins, when the blood moon rises in the sky, a new war begins and new warlords raise their armies.

GOSU plays like a hybrid of Race for the Galaxy and Magic: The Gathering with each player trying to recruit an army of goblins made up of soldiers, heroes, magicians, and other classes – then swing it into action against the other players. Five clans of goblins are represented on the game cards, with goblins in one of three ranks. To build an army, a player must first recruit level I goblins, then build on those goblins with level II and finally level III. Those higher level goblins can be played only if a lower level goblin is of the same clan, and since goblins of the same clan have similar abilities or powers that mesh well, players tend to specialize in who they recruit to their ranks.

Each turn, a player can play a new goblin, activate a goblin, draw cards, or pass. To activate a goblin or draw cards, players need to spend 1-2 activation tokens, with them having only two at the start of each battle. Many goblins have special powers that come into play when they're recruited, attacked, removed from play, placed with other goblins, and so on.

Once all players have passed, the player with the most powerful army wins the battle. Players keep cards in hand from one battle to the next, so laying out all your forces at once can leave you with little to do but get hit in later battles. The first player to win three battles wins the game.

Reimplemented as:

GOSU 2: Tactics

Description

In a fantasy world dominated by goblins, when the blood moon rises in the sky, a new war begins and new warlords raise their armies.

GOSU plays like a hybrid of Race for the Galaxy and Magic: The Gathering with each player trying to recruit an army of goblins made up of soldiers, heroes, magicians, and other classes – then swing it into action against the other players. Five clans of goblins are represented on the game cards, with goblins in one of three ranks. To build an army, a player must first recruit level I goblins, then build on those goblins with level II and finally level III. Those higher level goblins can be played only if a lower level goblin is of the same clan, and since goblins of the same clan have similar abilities or powers that mesh well, players tend to specialize in who they recruit to their ranks.

Each turn, a player can play a new goblin, activate a goblin, draw cards, or pass. To activate a goblin or draw cards, players need to spend 1-2 activation tokens, with them having only two at the start of each battle. Many goblins have special powers that come into play when they're recruited, attacked, removed from play, placed with other goblins, and so on.

Once all players have passed, the player with the most powerful army wins the battle. Players keep cards in hand from one battle to the next, so laying out all your forces at once can leave you with little to do but get hit in later battles. The first player to win three battles wins the game.

Reimplemented as:

GOSU 2: Tactics

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 4
This page: 4
Sentiment: pos 3 · mix 1 · neu 0 · neg 0
Mentions per page
Showing 1–4 of 4
Video tG0uTH6M700 Getting Games Top 10 List at 2:27 sentiment: positive
video_pk 92118 · mention_pk 247358
Getting Games - GOSU video thumbnail
Click to watch at 2:27 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • interesting combination of trick-taking and tableau-building
  • asymmetric end-game scoring adds variety
  • engaging engine-building feel with multiple scoring angles
Cons
  • trick-taking not the speaker's favorite mechanism
  • some end-game endgame scores can vary in excitement depending on end-state goals
Thematic elements
Comparison games
  • Through the Ages
Mechanics (from transcript analysis)
  • cubes/resource management — use resource cubes to boost card values and drive scoring through factories and tableau
  • tableau-building — won cards are added into a personal tableau; some cards buff values via cubes.
  • Trick-Taking — hand of cards with numbers determines trick winner; higher number wins and yields a card to take.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Lizboa definitely my number one of the convention.
  • Holy bleep, that is amazing.
  • I love the idea of building those tableau in front of you.
References (from this video)
No references stored for this video.
Video GbCwPtzeYG0 Getting Games Review at 0:02 sentiment: mixed
video_pk 63587 · mention_pk 157043
Getting Games - GOSU video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Twist on tiling with tuck and cover adds substantial decision space
  • Tile-building aspect creates interesting map layouts
  • Cubes/factories provide balancing choices between quick scoring and long-term plan
  • Optional endgame scoring cards add replay variability
  • Supports 2-5 players with varied strategies and interaction
Cons
  • Trick-taking phase is not as engaging for the reviewer
  • Passing cards can weaken trick-taking decisions
  • Two-player variant feels odd and different from multiplayer
  • Game can feel long and potentially overwhelming at higher player counts
  • Tracking cubes and factories later in the game can be confusing
Thematic elements
  • city-building / map-building with tiling and trick-taking
  • feudal Japan
  • explanation and review with demonstration
Comparison games
none
Mechanics (from transcript analysis)
  • Compound Scoring — Points come from largest connected city, forests, factories via cubes, and potential cube transfers to factories; water scoring increases with adjacent water sections; endgame cards modify scoring
  • endgame scoring cards — Eight optional endgame scoring cards provide alternate scoring conditions per game
  • Passing phase — After three rounds, players pass three cards to a neighbor, influencing trick-taking decisions
  • Resource cubes and factories — Brown cubes can be discarded to add to a card's value; cubes consumed into factories at end score 2-4 points; color-matching restrictions affect bidding and scoring
  • scoring system — Points come from largest connected city, forests, factories via cubes, and potential cube transfers to factories; water scoring increases with adjacent water sections; endgame cards modify scoring
  • Tile Placement — New cards are placed to build a map; a card must cover at least one square of a previous card or tuck under; water symbols prohibit tucking or covering; cards form cities and map features
  • Tiling/Placement — New cards are placed to build a map; a card must cover at least one square of a previous card or tuck under; water symbols prohibit tucking or covering; cards form cities and map features
  • Trick-Taking — Players play one card from hand in turn; highest value wins the trick; they can discard a cube to modify the value and access to cubes; color-cube restrictions apply
  • Trick-taking phase — Players play one card from hand in turn; highest value wins the trick; they can discard a cube to modify the value and access to cubes; color-cube restrictions apply
  • two-player variant — In two-player, trick-taking is simultaneous; after winning a trick you choose from two stacks of two cards
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it explodes the decision space you have so many different things you can think about
  • this game does feel like a tiang game in general
  • it's a really cool Twist on how you actually build up this little map in front of you
  • I just love that TI Lang part as always
  • I've played honu five times and I've enjoyed all five of those plays
  • overall I think I do recommend it
References (from this video)
No references stored for this video.
Video k-pLx2K__MQ Board Game Coffee Top List at 9:03 sentiment: positive
video_pk 7261 · mention_pk 87170
Board Game Coffee - GOSU video thumbnail
Click to watch at 9:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • family-friendly
  • engaging interaction and chaos
Cons
none
Thematic elements
  • ghosts with powers, mansion-wide deduction and interaction
  • haunted mansion-themed party-style game
  • family-friendly, accessible social interaction
Comparison games
  • Magic: The Gathering
Mechanics (from transcript analysis)
  • ghost-themed action economy — cards with ghost powers drive play and strategic choices
  • house/mansion management — players manage rooms/ghosts to scare away or outlast others
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's easy to learn it's fun to play and it's easy to teach
  • I can flip up that rulebook in five minutes I'll be caught up like that
  • it's my all-time favorite rolling right now
  • tell your story as you're doing it so you have your hero cards
  • it's one of those games you want to save for Halloween or like a late night
References (from this video)
No references stored for this video.
Video ebKhhU7aJ-E Adam in Wales - Board Game Design Discussion at 8:51 sentiment: positive
video_pk 4675 · mention_pk 93576
Adam in Wales - Board Game Design - GOSU video thumbnail
Click to watch at 8:51 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Nostalgic and accessible for players familiar with public-domain titles
  • Chaotic and fun with light strategic underpinnings
Cons
  • Can feel chaotic and less mechanically deep for some players
  • Rule clarity can vary across editions or reprints
Thematic elements
  • ghosts, tokens, and house-structure around card play
  • Mansion-themed, public-domain style shedding/trick-taking hybrid
Comparison games
  • Uno
  • Fuji Flush
  • Hoppin/Fool
Mechanics (from transcript analysis)
  • Hand management and shedding — The objective remains to shed all cards, and players must manage both the hand and the pile's state to avoid getting stuck with cards.
  • mansion pile and draw — Players may play one or more identical cards to a central pile. If unable to play, they draw from a deck and add cards to the pile or back into their hand.
  • special card rules and wilds — Yellow cards or specific cards operate as wilds or modifiers, enabling unique interactions that can reset or influence the pile.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a shedding game and the defining feature of shedding is getting rid of all your cards before the others.
  • It's a trick-taking shedding game, you’re blending three different genres into a single play experience.
  • Vampire Queen is a climbing game for three to twelve players; it’s trick-taking, it’s shedding, and it’s climbing all at once.
  • The seven-trick scoring in Front Gherkin is the crown jewel for how you measure endgame value, and that choice shapes how players pace their risk.
  • Fool sits at that interesting intersection of bid, bluff, and penalty, where the loser gets punished for a misstep and the winner enjoys the lead again.
  • Wizard’s bidding and trick-taking dynamic creates a natural tension between prediction and execution, very much in the spirit of Skull King but with its own twist.
  • The history lesson here is that the East and West diverged in their design philosophies, and we now live with a delightful spectrum of games that sits between climbing, shedding, and trick-taking.
References (from this video)
No references stored for this video.
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