What you love most in life is bringing the joys of the sea to people around the world. You own a small tinning company on the coast of Spain where you make simply the best conservas for everyone to enjoy. You are responsible for the whole process, from managing the boats that go out in the morning, to catching the fish and finally selling your tinned goods. You have special goals each month, but it isn’t always about making the most money. Having a sustainable impact on the sea is very important: if you harm the ocean by overfishing, then you will fail in your mission. Maintaining a balanced relationship with the sea is vital as you work hard and continue to make the best conservas in the world!
In each game of Conservas, you begin each season with a single boat and a little money. The sea is represented by a bag of chits full of fish and water tiles. In each round you will fish from this bag, taking some back to your facility for tinning while leaving others at sea to breed.
In order to win, you must maintain a delicate balance between fishing and allowing populations to grow. Each month will have a unique set of objectives, and your sustainability goals are as important as your financial targets. Each market is also unique with specific rules and strategies for making a profit. With 12 different scenarios, randomized decks of boats and upgrade cards, every game will offer a different challenge as you grow your company.
—description from the publisher
Conservas - Playthrough | May
- Elegant solo puzzle with tactile components and cohesive art
- Strong theme integration between fish production and market dynamics
- Fast setup and approachable rules with meaningful depth as upgrades are introduced
- Multiple variants and language variants (including Spanish side) extend replayability
- Upkeep and management of tokens can feel fiddly, especially when juggling multiple boats
- Reliance on draw order can introduce luck elements that affect pacing
- Some players may desire deeper difficulty or more pronounced penalties for mismanagement
- Conservation, resource juggling, and market mechanics in a small-scale seafood operation
- Modern coastal fishery with a compact, round-based schedule; focus on sustainable harvesting and market-driven income
Mechanics (from transcript analysis)
- bag building — Players draft and manage tokens representing fish and water to place into their boats. The bag acts as the primary source of production each round.
- bag_building — Players draft and manage tokens representing fish and water to place into their boats. The bag acts as the primary source of production each round.
- market_and_upgrades — A market area allows selling fish in any order and provides upgrade options that influence end-of-round economics.
- production_and_spawning — Certain fish tokens reproduce when there are excess tokens, increasing later round supply and potential income.
- set collection — Players collect fish tokens and water tokens to fulfill end-of-round goals and generate income.
- set_collection — Players collect fish tokens and water tokens to fulfill end-of-round goals and generate income.
- token_removal_and_replacement — Upgrades can modify how tokens are returned to the bag or replaced, altering future production options.
- upkeep — End-of-round upkeep costs for boats influence decision making about purchases and production priorities.
Video topics + discussion points
Quotes (from this video)
- I'm so excited, I've been loving this game, I've been playing it a lot.
- the setup is very quick and easy, it's a very easy setup
- Conservas let me know if you enjoy this game
- this game is very fun, I really enjoy it
- we're going to play it today together very excited
References (from this video)
- Compact, quick play (about 20 minutes)
- Solo-focused with clear packaging
- Strong artwork and thematic seafood setting
- Desire to learn and showcase through a future playthrough
- Card components described as nonstandard size (potential sleeving issue)
- Campaign component mentioned but not explained (uncertainty about campaign mode)
- Array
- Port market / seafood production
- neutral
Mechanics (from transcript analysis)
- bag building — Players collect and draw from a bag of tokens to perform actions or produce goods; this is presented as a solo variant.
- Card Upgrades / Upgrade Cards — Upgrade cards provide bonuses or abilities; the reviewer flips through upgrade cards with icons and text (e.g., 'gourmet product').
- Resource management — Tokens of various colors with icons are used in the bag-building system to represent resources or actions.
- token/resource management — Tokens of various colors with icons are used in the bag-building system to represent resources or actions.
Video topics + discussion points
Quotes (from this video)
- I'm excited to dig in
- it's a solo bag building game
- This whole game is solo
- So, let's get into this unboxing.
- stay tuned for a solo mode uh, play through.
References (from this video)
- Compact solo game (~20 minutes per session)
- Engaging bag-building mechanics
- Strong conservation theme
- Seasonal/monthly scenarios provide variety
- Beautiful art on the Market Book
- Boat and upgrade options add strategic depth
- Supports a smaller publisher via crowdfunding
- Solo-only design may limit multiplayer appeal
- Some later months introduce heavier rule complexity
- Limited to solo play, which may reduce long-term replay compared to multiplayer games
- Sustainability, conservation of the ocean, and market-driven decisions
- Maritime fishing industry with a tinning company that operates on open water and inshore markets across monthly campaigns
- Seasonal/campaign-based with a January–December arc and evolving market goals
- Tiny Epic Games
- Button Shy Games
Mechanics (from transcript analysis)
- bag building — Each round, five chips are drawn from a centralized bag and placed onto cards representing boats or water; the distribution simulates catching fish and accumulating stock.
- Bag drafting / bag-building — Each round, five chips are drawn from a centralized bag and placed onto cards representing boats or water; the distribution simulates catching fish and accumulating stock.
- Boat placement and capacity — Tokens placed on a boat card indicate fish assigned to that boat; capacity limits how many can be stored on the boat, with overflow going to the open water (deep sea).
- Conservation emphasis — Bag contents, spawning, and market choices all feed into a sustainability narrative, encouraging mindful harvesting to avoid overfishing.
- Fish spawning and bag refresh — End-of-day spawning mechanics add new fish tokens to the bag based on current holdings, influencing future rounds and bag composition.
- Market selling (Inland phase) — Sell fish at a market by filling spaces in rows; spaces can be flipped to a canned variant for higher value, with left-to-right selling order rules.
- Open water tokens as waste — Some drawn chips are water tokens that do not contribute immediately, representing unproductive days and impacting future spawning and scoring.
- Seasonal campaigns / scenarios — Twelve distinct scenarios (January to December) with different market setups, goals, and difficulties to vary play experience.
- Upgrades and boats — Spend fish to purchase upgrades or new boats that provide ongoing abilities or benefits; upkeep costs apply at the end of rounds.
- Upkeep and end-of-round payments — End-of-round expenses require paying upkeep on owned boats; this affects cash flow and decision-making for purchases.
Video topics + discussion points
Quotes (from this video)
- this is a small box solo only game
- a mashup of those two kinds of games
- I love the art on this book
References (from this video)
- Engaging solo playthrough with clear teaching style
- Strong sustainability theme and eco-conscious messaging
- Dynamic spawning and bag-drafting create tense decisions
- Upgradeable boats and economy scale with rounds
- Rules can be dense for new players
- High potential for scrambling tokens leading to less intuitive planning
- Endgame can be punishing if overfishing occurs or economic management is poor
- Sustainable fishing and profitable cannery management
- Coastal Spain; seafood cannery and small fishing operation
- Economic engine-building with ecological consequences
Mechanics (from transcript analysis)
- bag building — Drawing tokens from a draw bag and assigning them to ships or open water to determine catches and spawning.
- bag-building — Drawing tokens from a draw bag and assigning them to ships or open water to determine catches and spawning.
- end game bonuses — Reach target money, bag contents, and fleet size while avoiding overfishing.
- End-game scoring/defeat conditions — Reach target money, bag contents, and fleet size while avoiding overfishing.
- Market and upgrade choices — Sell fish to markets or general supply, buy boats and upgrades to influence future rounds.
- Open Water vs Inland phases — Decisions every round where you allocate tokens to open water or your boats and then sell or upgrade.
- Resource diversity requirements — Some upgrades require diverse fish types, adding strategic variety.
- Resource management — Some upgrades require diverse fish types, adding strategic variety.
- Spawn/overfishing balance — Tokens spawning based on fish tokens in water; end-game conditions tied to population thresholds.
- Upkeep and upgrade economy — Pay upkeep costs to keep ships active; purchase upgrades to improve income or spawning.
Video topics + discussion points
Quotes (from this video)
- you must balance profits with sustainability because if you miss your monthly goals or if you overfish the ocean you'll lose the game
- spawning is how we keep the fish growing and sustainable
- open water card draw another three tokens and add them too
- complete solo play of conservas
- open territory card draw another three tokens and add them too
- four boats so let's do it let's buy this one
References (from this video)
- engaging theme and accessible rules
- solo play option adds versatility
- setup can be somewhat involved
- conservation through resource management
- ocean fishing and canning
- puzzle-feel with strategic tension
- Oceanos
- Pax Porfirio
Mechanics (from transcript analysis)
- bag building — draw fish and water tiles to fill quotas
- bag_building — draw fish and water tiles to fill quotas
- Resource management — balance fish, water, and canning resources
- resource_management — balance fish, water, and canning resources
Video topics + discussion points
Quotes (from this video)
- We love Santorini. It is so much fun.
- Lightning Train is a bag builder.
- Mystery Flux is fun, but it has player elimination quickly.
- The cover art is amazing.
- Earth Abundance expands Conservas with seeds and sprouts.
- Message in a Bottle is a unique packaging idea.
References (from this video)
- colorful components
- high variability
- approachable
- colorful may be visually overwhelming
- some players may find scoring too diffuse
- resource allocation and scoring through card play
- canned goods and culinary themes; factory-style scoring
- abstract, kitchen-table thematic feel
Mechanics (from transcript analysis)
- point-salad-style scoring — multiple scoring avenues yield points across a single round
- set collection / drafting flavor — cards and tokens interact to score, including political or flavor choices
Video topics + discussion points
Quotes (from this video)
- it's called Forever home so instead of fishing for fish you're fishing dogs
- it's like a farm it's foster home
- Cyber Punk is a real time game which means we do actions on a strict time limit
- it's one of the best Real Time games I played
- this is a deck building race game
- it's a point salad game
- it has revived my belief in Euro games