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Board Games BuzzVerdict

Gloom

3.2 / 5
How we rate

2004 · 2-4 Players · 60 min · Competitive / Storytelling


Gloom asks you to do something delightfully twisted: make your family as miserable as possible, then kill them off at their lowest point. You’re playing transparent cards on top of each other, stacking misfortunes onto your own family members while sneaking happiness onto your opponents’ characters. When someone’s entire family is dead, the player whose deceased family accumulated the most misery wins. The concept is brilliant, the transparent card technology is innovative, and the game delivers genuine laughs when played in the right spirit.

Misery Loves Creative Company

The transparent card mechanic remains one of the most inventive physical components in card gaming. Cards overlay each other, with new modifiers covering some values while leaving others visible. This creates a dynamic scoring puzzle where the order you play cards matters as much as which cards you play. It’s clever, tactile, and visually distinctive on the table.

But Gloom’s real appeal lives in its storytelling. Each modifier card has a name like “Was Pursued by Poodles” or “Found Love on the Lake,” and the game invites players to narrate how these events connect into a coherent (or hilariously incoherent) story about their family’s increasingly awful lives. With a creative, committed group, these narratives become the game’s primary entertainment, generating dark comedy that the cards merely prompt.

The gothic aesthetic and macabre humor give Gloom a personality that most card games lack. The Addams Family-inspired character families, the Edward Gorey-influenced artwork, and the deliberately dreary tone create an atmosphere that’s simultaneously grim and giggling.

When Nobody Tells the Story

Gloom has a dependency that few games share: it’s almost entirely powered by player creativity. Groups that don’t engage with the storytelling element will find a thin mechanical game underneath. Without narration, you’re just playing cards with numbers on them, taking turns in a process that’s too slow for how little strategic depth it offers. The core mechanic of “play negative on yours, play positive on theirs” doesn’t present enough interesting choices to sustain interest for an hour without the narrative layer.

Game length is a persistent complaint. Sessions routinely stretch beyond 60 minutes, far longer than the underlying gameplay supports. The card-play loop of draw, play, and manage hand sizes involves limited meaningful decisions, and the take-that element of forcing happiness onto opponents can feel more annoying than strategic.

At two players, the dynamics flatten since there’s only one opponent to target. Three to four players creates more interesting social dynamics and more varied storytelling, though it also extends the game length.

Commit to the Bit

Gloom lives and dies by group buy-in. A table of enthusiastic storytellers will have a fantastic time weaving tales of escalating tragedy. A table of quiet players will have a mediocre card game that runs too long. Know your group before you bring this one out.

Should You Play Gloom?

Creative groups who enjoy collaborative storytelling and dark humor will find a unique experience that no other card game quite replicates. It works well as a social activity that happens to have game mechanics attached. Skip it if your group won’t invest in narrating the story, if you prefer games with strategic depth, or if extended play times for light games frustrate you.

The Verdict on Gloom

Gloom is a concept game. The concept, transparent cards stacking misery and mirth into gothic family sagas, is truly brilliant. The execution relies heavily on players bringing their own creativity to fill the gap between an innovative presentation and thin mechanical foundations. With the right group, it’s unforgettable. With the wrong group, it’s forgettable. Choose your players wisely.