The Charming family is an eclectic family that lives in a manor on top of the hill in the town of Banebridge somewhere in New England circa 1932. They own the local mortuary as well as a mining company. All they want to do is live in peace, take care of their ancestral home, run their businesses, and get along with the townsfolk. The villagers of Banebridge, however, see it differently. Many of them are firm of the opinion that at least some if not all of the “Charming” family are up to nefarious deeds and are, in fact, “monsters” of various sorts. To that end, they are constantly turning up evidence that implicates members of the family in foul play. Some villagers even start stalking individual members. Sometimes (well, a lot of the time really), the family members are forced to take action to deal with especially difficult villagers or incriminating evidence. Actions include Murder, Terrify, Beguile, Deceive, Extort, Bribe, Coerce, and many more. Of course, the family would NEVER take such actions if the villagers weren’t constantly interfering.
Gathering Gloom is a cooperative game for 1-4 monsters in which the players take on the role of a Witch, a Mad Scientist, a Vampire, a Werewolf, a Zombie, or a Ghost and work to resolve a series of crises at their mansion and businesses. Each character has one or more special abilities and some have vulnerabilities. They use their own attributes as well as those of villagers they have beguiled into minions along with resources on their “Misdeed” cards to resolve 14-16 crises in order to win the game. Gloom gathers every turn based on events as well as from Evidence or Peril cards. If the gloom reaches 50 or more before resolving all the crises, the players lose. Also, if the fear that the villagers have about anyone player reaches twelve or more, the family is exposed and the players lose.
The village has seven locations to visit along with three family locations on the board. There are many things to do on the map since each location has a unique action the player can take. There are also alternate buildings that can be selected at setup to add variety to play.
On your turn, you roll dice to determine events. Then you can move to any location on the board, where you may activate an on-arrival action; you may use cards to perform other actions; you may resolve crises in family locations. Finally, you check to see if any villagers or stalkers are going to activate. You draw up for your next turn, and you are done.
-description from designer
Images
- Fantastic game
- Players are monsters doing nefarious deeds
- Unique mechanics like enthraling, murdering, and ravaging villagers
- Offers special powers
- Creates interesting and memorable moments
- Lots of variety and randomness
- A little hard to learn
- Lots of moving pieces
- Very fiddly
- A family of monsters performing nefarious deeds while evading villagers
- A village
- Cooperative threat management
Mechanics (from transcript analysis)
- cooperative play — Players work together as a family of monsters.
- Deck Building — A core mechanic used by the players.
- player powers — Players can obtain special powers by ravaging villagers' dead bodies for souls.
- threat management — Players manage threats posed by the villagers.
- Worker Placement — Mentioned in the context of the game's style.
Video topics + discussion points
Quotes (from this video)
- And in this video, I'll be discussing the best games that I played in 2025.
- And the golden torch award I am giving out to games that uh are just shining examples in the hobby. They are the golden torches and I think the game that I am awarding that to this year really really does deserve it.
- But my most disappointing was the uh the expansion for Talisman fifth edition, the co-op expansion. Man, what a disappointment.
- Those house rules created by Dragon Phoenix Games, which are the designers and publisher for Gathering Gloom, are great. they make the game how it should have been from the beginning.
- Wandering Galaxy was going to be my game of the year. It's a fantastic game.
- Conversely, my game of the year and the winner of the very very first Dungeon Dive Golden Torch award is shockingly just shocked me to like I couldn't believe that I am giving my game of the year to a Stonemer Games game uh from from uh from Jamie Stagmire and that is Vantage.
- It is so effortlessly easy to set up, to learn, to play. I mean, it literally takes about 5 minutes to set the game up and start playing.
- What I care about is having an experience of having a fun experience of exploration of discovery of mystery of of that kind of illusion of infinite possibility.
- And I can't think of another game that gives me that illusion better than Vantage does. It is absolutely truly the modern adventure game perfected.
- So, all right. Well, hey, let me know some of the best games you played.
References (from this video)
- rich theme and memorable storytelling driven by mechanics
- art and components are visually appealing and thematically cohesive
- deep interlocking systems that create narrative moments
- sound design of events (peril, evidence, stalkers) adds tension
- great solo/play experiences and accessible for horror fans
- learning curve and potential fiddliness of iconography
- some production aspects (player boards) could be sturdier
- rulebook can be dense and learning takes a while
- monsters masquerading as benign townsfolk; fear, manipulation, and secrecy
- Banebridge Village in a gothic horror setting where monsters live among villagers
- story creation through interlocking mechanisms and evolving events
- A Touch of Evil
- Arcadia Tanner
Mechanics (from transcript analysis)
- Asymmetric Player Powers — play as monsters from the Charming Family with unique starting decks and traits
- asymmetric player roles — play as monsters from the Charming Family with unique starting decks and traits
- Deck Building — deed cards create and modify a personal deck to gain trait symbols
- deck-building — deed cards create and modify a personal deck to gain trait symbols
- Risk Management — manage fear, stalkers, and a doom/gloom track that escalates difficulty
- Set Collection — collect traits (acumen, charm, horror, strength) to satisfy crisis requirements
- set collection / symbol matching — collect traits (acumen, charm, horror, strength) to satisfy crisis requirements
- threat management / doom track — manage fear, stalkers, and a doom/gloom track that escalates difficulty
- Worker Placement — place monsters' actions across locations to trigger effects and advance crises
Video topics + discussion points
Quotes (from this video)
- "Gathering Gloom is not a simple game. It isn't overly complex, but there is a lot going on."
- "Gathering Gloom is a fantastic game. This is the exactly the kind of game that I love to discover and that I love to play."
- "This is one of the best games I've played this year."
- "I absolutely love that. In my last game, I was playing as the werewolf and I had two villagers out and they were both lawmen..."
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- hi graduates it's Stella from Maple University and this is Stella short and sweet preview for Gathering Gloom from Dragon Phoenix games
- The components featured in this video are prototype so rules and that way are not final
- you would help us buy like the video subscribe and hit the bell and comments below if you want me to make more of these videos I also share my board games Jenny on Instagram hopefully I will see you there too see you next time
References (from this video)
- Players work together with family members (other players).
- Can use each other's minions.
- Can give cards to other players to help optimize decks.
- Recast tokens can be used to re-roll, especially Peril icons.
- Players can help each other out of bad situations.
- If Gloom track reaches 50, players lose.
- Villagers can cause trouble.
- Villagers can become stalkers if they show four matching suspicious symbols.
- Getting rid of villages adds their bodies to the evidence area that needs to be buried.
- Perils can be gained from stalkers, causing players to lose gods or minions.
- Getting too much fear is bad.
- The Charming family resolving crises caused by villages, working together to get rid of evidence, stop those in their way, and collect resources before Gloom dawns.
Mechanics (from transcript analysis)
- action selection — On your turn you can move once for free and play as many actions that you can afford, dictated by the icons on your cards.
- cooperative play — Players work together to collect the required icons to resolve waves of Crisis cards before Gloom reaches 50.
- Deck Building — Players start with their deck of cards, and cards can be used as icons instead of the action text. Cards go to the discard pile and recycle.
- Hand Management — Players have cards in hand and actions are dictated on cards in hand.
- icon matching — Players need to go to locations and have matching icons on their player board cards, tokens, or minions to get rid of crisis cards.
- Set Collection — Players need to collect required icons to resolve crisis cards.
Video topics + discussion points
Quotes (from this video)
- hi graduates it's Stella from Maple University and this is Stella short and sweet preview for Gathering Gloom from Dragon Phoenix games
- The components featured in this video are prototype so rules and that way are not final
- you would help us buy like the video subscribe and hit the bell and comments below if you want me to make more of these videos I also share my board games Jenny on Instagram hopefully I will see you there too see you next time
References (from this video)
- engaging thematic flavor
- cool villager mechanics and gear flow
- artwork may be uneven; some components require refinement
- Co-op/maced on village survival with gear and minions
- Fantasy village/mystery setting; monsters and villagers
- Cooperative storytelling with modular components
Mechanics (from transcript analysis)
- gear collection and villager interaction — Gear arrives and villagers interact to affect outcomes
- morgue/evidence system — Evidence queues, attachments, and investigative tracking
Video topics + discussion points
Quotes (from this video)
- one of the least fun games I've ever played.
- The box is the board. You unfold the box and the insert is clear plastic. It stays on the board and it becomes the vent system.
- Blood on the Clocktower relies so much on a good moderator though.
- Keep Driving was the least fun I’ve had; the UI was exceedingly lacking, and the puzzles were not engaging.
- Eternal Decks is a co-op card game and it's very, very cool.
- Traitors of Carthage? The old game. It was really good.
- Gathering Glim is really fun. The villagers are awesome.
- Urban Cowboy is a classic movie; Beowulf lineage showed up in a lot of playful talk about myths and legends.