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Tips & Strategies (7)
Tips & Strategies (7)
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I’ve noticed that if you start to pile on modifiers onto a particular member of your family, it takes just one card from an opponent to send you back to square one. Involve the whole family in your story, and they’ll have to scramble to catch up!
The nice part about Gloom is that you can simplify it for beginning players pretty easily. I’ve toyed with the idea of ignoring the special actions on the modifier cards (draw 1, don’t draw this turn, etc.) and keeping just the Gloom +/- when I decide to introduce it to new players. The only caveat to this is that they HAVE to tell the story about why the characters and what lead to the modifying cards.
The game becomes enjoyable when a plot begins to magically for out of thin air– first you’re tormented by tigers and marooned in the moors without any rhyme or reason, but before long a few “scenes” and “plots” become recurring. Use this to your advantage.
If you twist the story correctly, you can make an opponent’s character the center of the story, through your actions or commenting about how that character has dominated the story (“Grogar’s Engagement Reception” was the last one that formed during our game, with all events centering on that one character). So long as you keep the focus on this story, other players won’t notice the modifiers you place on your own characters, and they will strategize solely to make themselves more cemented into the developing story.
So, by all means, encourage story-telling… and use it to keep the focus off of you!
For a shorter game, or a simpler way to introduce it to new players, simply reduce the family size from 5 to 3 or 4. This way things are much more straight forward, and fewer characters have to die for the game to end. Keep in mind, however, you should adapt your strategy accordingly!
This is something that requires having rather specific cards in your hand (or you trust you luck to gain some of them by your next turn).
If you have two positive modifier cards, untimely death card and one heavy negative card with “When this card is played skip your next turn”.
Pick the player who is leading on points and lay down heavy negative on him/her and as your second card play the positive on other remaining family member, thus locking your opponent for turn.
When your turn comes again play untimely death card on positive family member and then last positive modifier on one you placed negative modifier.
Voila, you killed your opponents character off with positive on it and removed or reduced earlier played negative modifier on other card. This should give you more breathing room for a while, that is until your opponent comes up with a revenge.
Another great way of making enemies around the table.
In a full length game, a lot of characters will die before its over. Since positive modifiers have positive immediate or continuous effects, try playing them on yourself early on to get an advantage to excel down the road.
This game MUST tell a story. This is not game mechanics 101, Gloom has to build on what’s happened during the course of play. Make up insane stories and interlink them. It’s expected!