It’s getting even darker in Dark Gothic: Colonial Horror

Recommended Age:12+
Play Time:45+ minutes
Guest Blogger:Jeremy Zimmerman
Our Recommended Age:8+ (Parent should review content and art to determine it is suitable)
Disclosure of Material Connection: Some of the links in the post below are “affiliate links.” This means if you click on the link and purchase the item, I will receive an affiliate commission. Regardless, I only recommend products or services I use personally and believe will add value to my readers. I am disclosing this in accordance with the Federal Trade Commission’s 16 CFR, Part 255: “Guides Concerning the Use of Endorsements and Testimonials in Advertising.”

Heroes – gather your allies and collect your gear, the monsters have returned in Dark Gothic: Colonial Horror. This stand-alone expansion to the original Dark Gothic adds plenty of new twists to an already fantastic deck-building game. Great for 2 or 3 players (or up to 6 when combined with the original game) with a mix of cooperative and competitive goals it’s a fantastic Game Night game!

Dark Gothic: Colonial Horror continues in the same Colonial America setting as the original Dark Gothic and builds on the terrific gothic horror feel established there. Flying Frog Productions did a great job expanding on the original without making the new cards feel different or too powerful.

Sometimes when you mix an expansion into a deck-building game, you end up having to pick between playing with the new or original cards because they just don’t mesh very well.

This is absolutely not the case here. The new mechanics fit right in with the original game without taking away any of what makes it so much fun.

If you’ve never played the original Dark Gothic, you should check out our review to become familiar with the gameplay, recommended ages and whatnot. I’ll wait here…

Ok, great. Now onto everything else… This expansion comes with all the same types of cards as the original, just more of them.  In some cases, they’re duplicate cards (starter cards for example) because it can also be played as a stand-alone game.

The bulk of the cards are new for the expansion: 8 new Heroes, 6 new Villains and of course tons of main-deck cards. All the new cards have a small bat with a ‘CH’ in the corner so you can tell the difference between original and expansion cards. It also comes with its own six-sided die (1-4 and two skulls) just like in the original game, except the detail work on this one is blue.

The box for the expansion is fantastic, Flying Frog obviously put some thought into it. The plastic insert for this one is made to fit both the expansion AND the original game! Not only that but the expansion comes with dividers so you can easily separate the cards out for easy setup.

There are even enough dividers that you can keep all the different types of cards from the original and expansion separated making it easy to play just the original, just the expansion or both together. My wife loves that! The level of organization makes her extremely happy..moving on.

The cards are a perfect match with the original – both with the materials used and the quality of the artwork – and fit in without any problems with the original game. It continues with the same style of art where human characters are actors in costume with other parts added in afterwards. This includes many of the same actors so there’s an even higher level of consistency than normal.


The setup for the original and expansion are the same, so nothing new there. The general flow of the game is the same as well – use the three different currencies to purchase or defeat cards from the main row to improve your deck enough to take on the three villains. As a group defeat all three villains and then whoever has the most intuition points is the winner.

Fail to defeat all three before the shadows becomes overrun (10 cards) and everyone loses. In the original game there are only a few ways to get cards into the shadows. They’ve added a few more mechanics, making the game feel a little more on the edge and adds a bit more urgency to the gameplay.

The first new mechanic for getting cards into the shadows is the Lightning Strike card. When it shows up in the line it destroys adjacent cards and then goes into the shadows and there are 4 in the deck.

There’s also a new card ability called Roaming. At the end of every turn a card with this ability is still in the line it moves one step closer to the villain. If it gets to the very end then the next time it would move it instead goes into the the shadows. Combine those mechanics with a number of card abilities, shocking discoveries and villain powers and everyone losing the game becomes a real concern.

Dark Gothic: Colonial Horror does a great job adding to the original Dark Gothic without making the old cards obsolete. The new mechanics add to both the feel and fun of the game without taking anything away from what made the original so much fun.

Show us your victory over Colonial Horror! @MyGeeklings #DarkGothic #ColonialHorror @FFPGames

“The goal is to win, but it is the goal that is important, not the winning.”
~ Reiner Knizia

Author: sandyz