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
Honshu Review - JonGetsGames
- 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
- 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
- city-building / map-building with tiling and trick-taking
- feudal Japan
- explanation and review with demonstration
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
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)
- family-friendly
- engaging interaction and chaos
- ghosts with powers, mansion-wide deduction and interaction
- haunted mansion-themed party-style game
- family-friendly, accessible social interaction
- 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
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)
- accessible for kids and non-gamers
- great starter card game for groups
- plays 2-6 players, which fits many family nights
- light depth compared to heavier party games
- depends on group energy to shine
- ghosts and house-clearing in a social setting
- A mansion with ghosts; competitive party-style play
- competitive group card shedding with one winner
- Crazy Eights
Mechanics (from transcript analysis)
- hand management / shedding — Each player works through a personal deck of ghost cards; the goal is to empty your deck first under a revised single-winner rule.
- player interaction / competitive group dynamic — In a party setting, players contend as a group to push one player toward finishing first.
- Positive player interaction — In a party setting, players contend as a group to push one player toward finishing first.
Video topics + discussion points
Quotes (from this video)
- Goose is kind of like I don't like to describe this it's like advanced Crazy Eights
- it's easy enough for kids to pick up
- it's a really good introductory card game for people who are just getting into board games or card games
- we tweaked the rules a bit and just say the first player to empty all the ghosts under their mansion is the winner
- Mysterium is great for when you're hosting people that might not know each other or not know each other that well
- they actually have music that gets you into the mood while you're playing
- it's really neat because they actually try to help the other investigators
- the spymaster you have to be really careful not to screw the game up
- there are a lot of ways to cheat even if you are doing it on purpose
- it's intense it brings people together and tears them apart