Goblonia | Review

Goblonia | Review

We thank Robert Turk and Wicked Clever Books & Games for providing us with a digital copy of Goblonia for the purpose of writing a review.

The subtitle reads “A game of mad plans and reckless rebellion.” In Goblonia, players will play rebellious goblins, members of the secret society G.I.T.S. (so secret that no one knows the meaning of the acronym), who from within the pseudo-modern city of Goblonia awkwardly fight against the “Fatriarchy”, the ruling class made of the most powerful among the feys.

The game system is original, requiring a deck of French cards for each person at the table and relies on the drawing of pairs and trios. Beware, however, figures never lead to anything good! You will find more details about the rules later in this review of Goblonia.

The manual can be found in English on the website of publisher Wicked Clever Books & Games. You will find the digital version for $20 and the physical version for $50. (just under €20 and €50, respectively). Both versions come with useful additions, such as a printable city map.

Review of Goblonia‘s Aesthetics and Structure

The product chooses an aesthetic style in line with the tone of the game. Playing on the contrast between black, white, and shades of parchment color, the illustrations seem evidently inspired by Quentin Blake’s work for the Roald Dahl novels, contributing to the light tone of the entire manual.


Featuring hyperlinks, the table of contents divides the manual into 8 chapters. The first is an introduction, the second, third, and fourth address the rules, the fifth the setting, and the last the player who will assume the role of Narrator. A role that from now on in this review will be called as it appears in the Goblonia handbook: Weaver.

Each of the chapters is divided into paragraphs of appropriate length, clearly illustrating the topic they address. In general, the structure of the information is well laid out, making it easy to return to review less clear points when needed.

The Big City

Your sessions will take place in the chaotic city of Goblonia, located somewhere in the world of the fairy folk. The city is inhabited primarily by goblins, who over time have built building upon building, all about to fall at any moment. It is known that goblins are not the most reliable craftsmen on the market. Among the buildings we can find bizarre machinery and experimental technologies. These are unreliable to the point that for most things we prefer to use the old methods; a trained rat to deliver a message, for example. It is better not to depend too much on anything that has come out of the mind and hands of a goblin.

The government of the city is in the hands of Titania, queen of the fairies, who controls the inhabitants through the special fairy police, the Ratha, and her mind-control magic, extended to all corners of the city.

In addition to goblins, on the streets we can find humans enslaved by fairies, pixies, human orphans escaped from Titania’s clutches, a few Trolls, pets of various kinds and a some other fairy creatures.

Goblonia is geographically divided into three layers, one stacked on top of the other like a kind of layered cake half-collapsed on itself. There is the lowest layer, in which most goblins scramble as best as they can between disasters, a middle layer, in which we find most of the town’s entertainment and locales, and finally there is the top layer, in which the wealthiest goblins and those closer to the Fatriarchy live.

It is said that in the past, in the center of the city there was the tower of a great wizard. But this, of course, can only be an old legend without foundation.

Being a Goblin

Despite the fact that the city is full of collapsed buildings, explosions, damages and disasters, this does not worry the average inhabitant of Goblonia. Goblins, in fact, are essentially immortal. They can only be killed if beheaded directly by a fairy. Overpopulation is not a problem either. No one knows exactly how goblins are born. Almost all the inhabitants of Goblonia have been there as long as they can remember.

Goblins are for all intents and purposes members of the fairy people, so they have supernatural abilities. Even though they are not the greatest sorcerers you may encounter and their magic pales in comparison to the one of the Fairies, but they can occasionally show off some useful magical abilities.

The manual provides several hints about the setting, but does not specify details. In fact the task of determining precisely what is there and where it is is left to the players, who are urged to invent places and NPCs by recording them on the map.


Classes are constructed through the playbook choice, a particular kind of character sheet. The choice of the playbook depends on the character’s “calling.” A playbook contains from the start all possible class advancements, which will be unlocked as the adventures progress. Each playbook also contains the magical abilities a goblin can unleash, often having to spend a “squib,” a game currency. Based on the player’s call and choice, certain points are invested in the paths, the six “basic characteristics” of Goblonia‘s characters. In addition, a profession is chosen, which can give you a bonus in trials where consistently applied.

Review of the Goblonia Game System


Paths should be interpreted as the approaches to problem solving that a goblin can apply. Virtually any situation can be approached by each of the paths, it is up to the players and the Weaver to determine the most appropriate path based on the narrative or to find the most effective narrative for the approach you would like to play.

Tests in the game are solved by a system called the “Gobnob”, which is unique to all game situations. Gobnob requires one deck of French cards per player. At the time of the trial, the Weaver will draw a number of cards from his deck in proportion to the difficulty and play the best three; the player will do the same, drawing as many cards as the value of his character’s most appropriate skill. The player is always given the chance to fail before drawing, after seeing the narrator’s cards. If they does so, they will get a “squib.” Cards with figures bring complications to the table and do not contribute to pairs or trises.

There are two types of tests: players’ attempts to get something and resistance tests. In the latter case, the Weaver forces a test from the players to see if they can resist actions taken against them or other disasters that might afflict them.

Although goblins are nearly immortal, this does not mean that they are invulnerable. You may experience damage and even end up offstage.


Review of the Goblonia Playstyle


From the very first paragraph, it is clear the slant and style of play that the manual proposes. The game proposes a lighthearted, humorous, and at times absurd tone. Despite this, Goblonia does not shy away from bringing sensitive and sensitive issues to the table. The game deals with topics such as the oppression and rebellion of a population forced into subjugation, but it aims to do so by putting the enjoyment of all participants at its center. These issues, though present, are not the focus of the product.

Players will come into contact with these thorny issues through the surreal and rambling filter of incompetent and nearly indestructible characters. It is stated that characters are bound to fail a lot and get into trouble often, but the death of your Goblins is a fairly rare occurrence. The game is designed to make you fail a lot and make failure a fun time, causing further trouble and situations in which to scrape your way out of as little as possible.

The Preparation of Missions

Among the instructions addressed to the Weaver, an entire chapter is devoted to the construction of “missions”, the pivotal narrative unit of the game. Each mission is divided into four phases: the Hook, the Scheming, the Undertaking, and the Epilogue. Each mission possesses these four sections, each of which must be approached according to its particular structure.

The hook is the beginning of each mission. It is that moment when the characters come into contact with their call to action. The hook could come from the G.I.T.S., from some well off goblins, or eventually from the Fatriarchy itself!

As the group begins to move around the situation and prepare for what will happen, the Scheming phase begins. In this section each of the players can decide to do something to prepare: e.g. gathering information, scouting, calling old contacts, retrieving something that may be useful later; a single action that must be resolved with a single card draw. If the group wants additional planning rotations, they can do so by timing 5 minutes of discussion out of the game and adding a king to the disaster pile. The more time spent preparing, the more things could go wrong.

Getting to Business!


When the actual action begins you enter the Undertaking. This is the main course of the quest; characters will attempt to achieve their goals, opposing those who try to stop them and resolving any disputes through extractions.

Eventually, whether our goblins have accomplished their intent or not, comes the moment of the Conclusion. It should be a moment when the Weaver shows the table the consequences of the characters’ misadventures from the city’s point of view. Their effects and echoes. A tip for Weavers: conclusions are a great time to introduce possible hooks for the next mission.

Between missions, characters have opportunities to act, either individually or on their hideout, by investing advancements gained by the end of a mission. It is not advides to play any particular “downtime” scenes. The layout of the game revolves around quests and is designed to tell that specific part of goblin life.

The Canary and the Pig: Handbook Adventures


In the rulebook there are two ready-to-play adventures, ideally in one-shot form, designed to show two aspects of the game.

The first, titled The Canary in the Coal Fire, is a mission illustrating a task the G.I.T.S. may require of the group: retrieve an informant taken prisoner. Corra Porcus, the second adventure, on the other hand, describes a situation tending toward the absurd: a hunt for a golden pig worth a lot of money. Obviously everyone is trying to catch it, amidst the myriad normal pigs released for a traditional holiday.

Both missions are written by separating the four phases, giving some cues and direction to the Weaver, but leaving a lot of room for improvisation for everyone at the table. Both Corra Porcus and A Canary in the Fire can be placed within longer campaigns.


Conclusion of this Goblonia Review

As you can understand reading this review, Goblonia is inspired by games such as Blades in the Dark and Spire, retaining some of the setting ideas and themes, but deeply flipping the tone of the narrative. The light-hearted mechanics allow you to be guided by the game situations, fostering a nimble and dynamic narrative made up of exanges between players and the Weaver.

One thing should be noted: this is not a game that will appeal to RPG newbies and those unfamiliar with the narrative style. There are no paragraphs devoted to explaining how the author understands roleplaying games, nor explanations of what kind of game Goblonia is. This is certainly not a problem for those who have explored different systems and are thus accustomed to a certain type of game. If, on the other hand, Goblonia is your first approach to games with light mechanics and strong improvisational components, the manual will not guide you in the general aspects of this type of game style.

At the end of this review of Goblonia, I would recommend the game to those who want exhilarating, light-hearted experiences playing on failures and misadventures.


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