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Gloomies box art

Gloomies

Game ID: GID0450258
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 7
This page: 7
Sentiment: pos 5 · mix 1 · neu 1 · neg 0
Mentions per page
Showing 1–7 of 7
Video mkQnlabH93s Tim Chuon Discussion at 9:30 sentiment: positive
video_pk 84992 · mention_pk 329078
Tim Chuon - Gloomies video thumbnail
Click to watch at 9:30 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • 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
Cons
  • Product cost concerns (noted as expensive in context)
  • Production/shoot setup complexity to achieve desired visuals
Thematic elements
  • 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
Comparison games
  • 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
No key topics recorded for this video.
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)
No references stored for this video.
Video 5u87WYKLF6M kovray Top 10 List at 20:27 sentiment: positive
video_pk 83606 · mention_pk 344748
kovray - Gloomies video thumbnail
Click to watch at 20:27 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Beautiful components and cute helpers
  • Two clear phases with elegant flow
Cons
none
Thematic elements
  • gardening/flowers
Comparison games
  • 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
No key topics recorded for this video.
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)
No references stored for this video.
Video 32whXAhpbxg Stonemaier Games Top List at 5:29 sentiment: positive
video_pk 81122 · mention_pk 344170
Stonemaier Games - Gloomies video thumbnail
Click to watch at 5:29 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • It's a game of two distinct halves where those two halves are very connected.
  • Really enjoyed my first play of it.
Cons
none
Thematic elements
  • Gardening, planting flowers
  • Garden
Comparison games
none
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
No key topics recorded for this video.
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)
No references stored for this video.
Video 0xYKMmiorW4 BoardGameCo Analysis at 6:14 sentiment: neutral
video_pk 80037 · mention_pk 337474
BoardGameCo - Gloomies video thumbnail
Click to watch at 6:14 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • Decent game.
  • Solid game.
  • Daughter enjoyed it.
Cons
  • Good, but not great.
Thematic elements
  • Flowers
Comparison games
none
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
No key topics recorded for this video.
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)
No references stored for this video.
Video SzEfK-3zuUw Review at 0:06 sentiment: positive
video_pk 67789 · mention_pk 164050
Gloomies video thumbnail
Click to watch at 0:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • 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.
Cons
  • 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.
Thematic elements
  • Flying space ghosts that like colorful flowers
  • space
Comparison games
none
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
No key topics recorded for this video.
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)
No references stored for this video.
Video Acom5QdCbJY kovray Top 5 List at 11:03 sentiment: positive
video_pk 39824 · mention_pk 120325
kovray - Gloomies video thumbnail
Click to watch at 11:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • two-phase flow is smooth and satisfying
  • cute art and approachable for families
Cons
  • potentially repetitive for some players
Thematic elements
  • two mini-games in one with deck-building flavor
  • cute creature helpers in a garden/forest setting
  • lighthearted and flowy, playful vibe
Comparison games
none
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
No key topics recorded for this video.
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)
No references stored for this video.
Video KQ9iV2tdHSE Tabletop Tolson Review at 0:00 sentiment: mixed
video_pk 33430 · mention_pk 99377
Tabletop Tolson - Gloomies video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Variable board configuration increases replayability
  • Beautiful components (discs, board, tokens)
  • Smooth, relatively fast turns with clear phase structure
Cons
  • Card quality is flimsy
  • Some luck in tile draws affects viability of combos
  • Bonuses don't always align with planned cards
Thematic elements
  • flower growing, contract-based scoring, color collection
  • Modular board-based floral cultivation and harvesting
  • abstract strategy with changing board layout
Comparison games
none
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
No key topics recorded for this video.
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)
No references stored for this video.
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