Deep Regrets is a game for 1-5 players that runs about 30 minutes per player.
An unfortunate fishing game about pulling progressively more horrifying things out of the ocean.
Decide what to eat, what to sell, what to mount, and how many regrets you're willing to carry, as you push yourself too far and spiral towards a thrilling conclusion in this strategic horror fishing game.
You'll roll bespoke tackle dice at the start of each turn to determine your strength for that round and then decide whether you'll stay at sea or return to port to sell fish, buy provisions, and recharge your energy.
Survey the sizes of shadows on the backs of 9 different fish shoals at three depths, determining what you think you can afford to catch and if you want to risk it for a potentially better reward. Flip fish, spend dice, add them to your collection - but beware of reveal and catch abilities that can have various effects on the game!
Each fish, item and character has been meticulously hand-inked by illustrator Judson Cowan, then colored by hand in Procreate. It's an absolutely gorgeous world with many, many dark surprises to uncover.
As your eyes spy more and more horrifying things, you'll collect Regrets cards - which drive up your madness but also give you access to more dice and increase the value of weirder fish. It's a risk/reward scenario as you balance your madness, knowing that at the end of the game the player with the highest value of Regrets will have to discard their most valuable mounted fish.
Manage you resources, make strategic decisions, leverage madness to your benefit and suppress your Regrets as you try to catch the most valuable haul of weirder and weirder fish on this thrilling week at sea.
SOLO MODE:
In the solo mode (which you can also co-op), you'll act as an ichthyologist on a mission to catch and catalog every fish in the sea. Over a campaign of dozens of games, you'll try to reel in every last fish and document their attributes on provided catalog sheet. At the end of each game, you'll have to discard an equal value of fish to the regrets you've collected and may have to let some fish go to return to another day. At the end of the campaign, you'll have a catalog of all fish names, depths, values and difficulties that can be used by players in the multiplayer game to help identify what they might fish up!
—description from the designer
Deep Regrets - TCbH Review
Let's Play DEEP REGRETS | Board Game Club
- Atmospheric theme that combines regret, madness, and sea-faring life into a cohesive experience
- Clear and well-designed rulebook with intuitive iconography and helpful reference cards
- Strong balance between strategic planning and dice-driven variability
- Solid edge-case handling with a 2-5 player range and a reasonably quick 30-minute playtime for experienced players
- Distinct port economy and upgrade path through rods, reels, and supply cards that create meaningful choices
- Solo mode is weaker; expansion or a refined solo variant could improve replayability
- Some players may experience analysis paralysis during port/rod choice due to the number of options
- Miniatures and component quality are not described in detail; potential for variability in print quality across editions
- Regret, risk, and the creeping influence of madness as players balance luck, fish markets, and the personal cost of decisions on a treacherous sea.
- An ocean fishing voyage spanning a single week, where players compete as grizzled fishermen, choosing to fish or sell to progress toward bigger and better catches.
- Theme-first with flavor text and event-driven elements that influence scoring; mechanics reinforce a narrative of regret and precarious fortune.
Mechanics (from transcript analysis)
- Depth-based fishing and spatial limits — The ocean board has depth levels (shaw spaces), and players can lower their reach to deeper levels by spending dye, enabling access to larger fish and more valuable hits.
- dice drafting — Dice are drawn from bags and varied by color; values determine outcomes, with some dice being one-time use and returning to the bag after use, while others refresh each round.
- Dice pool and dice management — Each player starts with three dice. Dice are spent to perform actions; different dice values unlock different options, and some dice (brown) are single-use and must be returned to the bag after a single turn.
- Dice procurement and pool refresh — Dice are drawn from bags and varied by color; values determine outcomes, with some dice being one-time use and returning to the bag after use, while others refresh each round.
- Madness and regret mechanics — Regret cards accumulate and influence a madness tracker, changing fish values, the number of dice allowed, and the risk-reward calculus of gambling for larger catches.
- Market-facing card reveal and dink cards — On a turn, a row of fish cards is revealed; players may take face-up cards or gain dink cards that grant temporary abilities. Face-up cards remain visible to all until end of the round.
- Passing and round end rules — Players can pass strategically; the last player gains two final turns, while others may skip actions, affecting the board state and card availability.
- Port phase and item purchasing — Going to port allows players to buy rods, reels, and supply cards, influencing what they can fish and how many actions they can take per turn.
- risk management — Regret cards accumulate and influence a madness tracker, changing fish values, the number of dice allowed, and the risk-reward calculus of gambling for larger catches.
Video topics + discussion points
Quotes (from this video)
- wow, I love so much about this game.
- This game is going to take place over the course of one week.
- You are going to start out the game with three dice, but you will have the potential to get more, which will give you more actions as the game goes on.
- The catch is the ocean madness.
- Life happens and in life sometimes we take on regrets and there are regret cards in this game.
- This is where the madness comes in.
- I kind of love the theme of that.
- I feel like you either want to make the best of your world with four or you really may want to go for it.
- I think this game is absolutely fantastic. It feels different. It feels fresh.
- I would like to see a stronger solo game for this game.
- I would love to know what do you think of it. Give me a like and a follow and I'll keep bringing you more board game content.
References (from this video)
- Solid component quality and artwork with distinct fish designs
- Clear iconography and readable rulebook aiding new players
- High replayability due to a large pool of fish cards (over 100 distinct cards)
- Engaging Lovecraftian theme with approachable card-game mechanics
- Good fit for five players and relatively quick turns, with several strategic paths
- Solo/campaign-like mode adds long-term playability
- Pre-production copy means components may change before final release
- Some players may prefer less randomness; push-your-luck aspect adds volatility
- Two-player variant reduces port action cadence and overall tempo, which may affect balance
- End-game regrets mechanic can be punishing if not managed carefully
- fishing, Lovecraftian monsters, sanity vs. danger, prize fish and regret mechanics
- Lovecraftian horror aesthetics set in a perilous fishing world where madness and maritime peril intersect
- semi-cooperative competitive card-draw and hand-management with thematic dread and monster encounters
Mechanics (from transcript analysis)
- Deck/discovery interaction — Fish cards reveal actions and values; outlines on card backs hint at future draws, contributing to anticipation and planning.
- hand/resource management — Catching fish, eating them for effects, and managing ports, rods, reels, and items for ongoing or one-time benefits.
- Item and equipment economy — A broad array of equipment in port provides ongoing bonuses or one-time effects, enabling multiple strategic paths.
- Madness Track — A central track that increases as players encounter foul fish and other events, granting bonuses when more mad but imposing penalties when it spikes too high.
- Port phase actions — In port, players can sell fish, purchase equipment, mount fish for extra scoring, and buy dice or items for future turns.
- Push Your Luck — Players decide to fish or return to port, risking higher rewards for deeper, more dangerous catches and greater potential regrets.
- Variable Phase Order — In port, players can sell fish, purchase equipment, mount fish for extra scoring, and buy dice or items for future turns.
Video topics + discussion points
Quotes (from this video)
- Madness track is a key part of the game.
- There are over a hundred fish cards, so every game feels different.
- This is a fairly light game, easy to teach newer players.
- There is a link to the Kickstarter in the description.
References (from this video)
- Striking aesthetic and strong thematic cohesion
- Curiosity generated by crowdfunding presentation
- Limited coverage and visibility outside Kickstarter context
- horror, sea-fishing, eldritch creatures
- Eldritch horror universe; fisherman fishing for Horrors at sea
- aesthetic-driven, atmospheric
- Root
Mechanics (from transcript analysis)
- Dice rolling — Dice-based mechanic for fishing for Horrors; pushes luck and probabilistic outcomes.
- dice_rolling — Dice-based mechanic for fishing for Horrors; pushes luck and probabilistic outcomes.
Video topics + discussion points
Quotes (from this video)
- the five most viral games right this second
- it's absolutely beautiful
- my hype level is a 7 out of 10
- the consensus at eight it's not a topheavy distribution
- I backed it so you know I think this will be widely available at retail
- hype level it's honestly it's a 10 out of 10
References (from this video)
- Spooky, striking artwork
- Strange, thematic fish and madcap moments that still allow competitive play
- Engaging tension and narrative arc (madness vs. sanity)
- Length can be long (a 4-hour session in a 5-player game)
- Horror, madness, and coveted catches with a grim aesthetic
- Open ocean fishing voyage; horror and madness
- Strategic horror with a push-your-luck tension
Mechanics (from transcript analysis)
- end game bonuses — Endgame haul determines final points with escalating value
- End-game haul scoring — Endgame haul determines final points with escalating value
- Port vs. sea risk decisions — Choose to stay at sea or return to port to restock and recover
- Resource management — Balance resources with madness to maximize value of catches
- Resource, madness, and regret management — Balance resources with madness to maximize value of catches
- Roll-and-move dice to determine strength — Custom tackle dice to set strength each turn
Video topics + discussion points
Quotes (from this video)
- I love the game. I mean, it has table presents.
- It's a gimmick that really brings out this game and it works.
- I love big sir.
- YOU'RE ON BIG SIR.
- I was very immersed in it. I like the artwork of it cuz it was very pretty and you get the scenic, you know, router building.
- The artwork on this game. I mean, it's pretty to look at. It's colorful. It's diverse. I thought they did a really good job.
- I really do like that.
- It's a wild game.
- I went mad and crazy and still won.
- I love the way you put it together.
- It's beautiful. It looks like Christmas.
References (from this video)
- Art supports the theme of dread and marine exploration
- strong thematic consistency
- Not much else stated
- dread and maritime mystery
- Sea exploration with a sense of dread
- grim-meets-humor
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- art is incredibly subjective.
- I love aquariums.
- This is absolutely gorgeous artwork.
- The art just screams anime in every way.
- It's the best art I think of 2025.
References (from this video)
- Unique theme
- Variety of role mitigation
- Potential narrative fatigue
- Might overstay welcome
- Pushing luck and managing regrets
- Ocean depths
- Card-driven storytelling
Mechanics (from transcript analysis)
- Push Your Luck — Players pull progressively scarier things from ocean depths
Video topics + discussion points
Quotes (from this video)
- Yeah, I know that's silly but tier ranking is fun
- Never back a project and always wait for retail
- This is going to be the greatest year in existence
References (from this video)
- Great art
- Great production
- Wild and not afraid
- Now in retail
- Expansion coming
- Could have been longer
- Fishing for strange creatures
- The deep ocean
- Whimsical with horror elements
Mechanics (from transcript analysis)
- Dice Power Allocation — Four-sided dice - commit dice each round to power up actions
- fishing — Going fishing and finding creatures from the water
- Risk/Reward — Risk going deeper for more valuable creatures or stay shallow
- Sanity Management — Managing sanity as pulling up wild creatures can make you go crazy
Video topics + discussion points
Quotes (from this video)
- It's hitting people's hands now
- Really captured people
- This is one of the greatest games ever made. I don't care what anybody says
- This is a big sandbox and just go play in it
- There's something so compelling about this game
- I think board games are art
- Fight me I don't care. Best party game ever probably
- It creates so much laughter. It delivers so hard, man
References (from this video)
- Gorgeous game design
- Unique monster fishing theme
- Interesting push-your-luck mechanics
- Monster fishing with push-your-luck mechanics
- Deep sea monster fishing
Mechanics (from transcript analysis)
- Dice rolling — Roll dice to fish for monsters
- Push Your Luck — Risk going deeper for bigger monsters
Video topics + discussion points
Quotes (from this video)
- What are the hottest board games right now?
- Why are they so scorching hot?
- Are any of them worth your time?
References (from this video)
- engaging theme and storytelling
- great table presence
- fun for groups that like horror vibes
- longer playtime when learning
- complex rules
- creepiness, deck-building with madness and regret
- Horror-themed survival with a narrative engine
- story-driven with madness mechanic
- Wall of text not provided
Mechanics (from transcript analysis)
- cooperative/competitive tension — team dynamics with individual agendas.
- mechanic-rich deck-building — cards drive actions and lead to madness/theme effects.
- story-driven endgame narration — players craft a narrative about the winner's madness.
Video topics + discussion points
Quotes (from this video)
- I love Bomb Busters. It is a great game.
- I would play again.
- Clank will test you. See how greedy you are.
- I love the theming of the game.
- This is cooperative; semi-cooperative in some reviews.
- Lightning Train was good. I liked it a lot.
- Deep Regrets is a great game. I recommend.
- Fromage is awesome. Star would like it because it has simultaneous actions.
References (from this video)
- strong art direction and production quality
- tight, high-ambition crowdfunded project delivering in hands
- atmosphere matches the video-game inspiration
- dark, atmospheric exploration inspired by Dredge
- deep-sea fishing with a slightly eerie, mysterious vibe
- creepy, strange, and art-forward
- Dredge
Mechanics (from transcript analysis)
- dice-drafting / push-your-luck — rolls and dice-based decisions drive risk-taking and progress.
- orchestrated progression — progressing deeper into the water to unlock new events and threats.
- risk management — players manage escalating danger while pursuing rewards.
Video topics + discussion points
Quotes (from this video)
- This is a fun one. It's cozy. It's relaxing but there is strategy and stuff like that and it looks like super beautiful.
- I love this game so much. It's a perfect big group family game.
- Inish is back in hotness and that's because there is a big box version with a new expansion that's on crowdfunding right now.
- The art and the production value seems so top tier.
- It's a solo campaign now, and that makes me color me more intrigued.
- Fate of the Fellowship is so good. We played a four-player game and it was freaking incredible, y'all. Epic, man.
References (from this video)
- Unique theme
- Interesting mechanics
- Dark humor
- Engaging artwork
- Complex rules
- High randomness
- Potential for quick game end
- Madness and fishing
- Ocean fishing
- Dark humor
Mechanics (from transcript analysis)
- Dice rolling — Players roll action dice to determine fishing capabilities
- Resource management — Managing dice, regrets, and fish
- set collection — Collecting and mounting fish
Video topics + discussion points
Quotes (from this video)
- Hello, I'm Lori from No Rolls B.
- Players are trying to land the biggest catch of points by fishing up whoppers and Eldrich horrors from the depths of the ocean.
- The game is going to end once the sixth day is over or when the sea runs out of fish
References (from this video)
- Indie-game flavor with strong thematic tie-in
- Elegant fishing mechanics with push-your-luck flavor
- Dynamic interaction with port draws and madness tracking
- Longer playtime; may not suit larger groups
- Port actions can feel slower than fishing actions
- madness as a resource to optimize fishing and scoring
- Lovecraftian horror fishing world
- pushing your luck with a narrative-driven fishing port
Mechanics (from transcript analysis)
- Push Your Luck — Draw and resolve fishing actions while tracking madness; more madness can reduce scoring opportunities.
Video topics + discussion points
Quotes (from this video)
- 2025 is shaping up to be the year of two-player games, and I am totally here for it.
- This is easily his best design to date.
- Stuper Mundy is the most Eurol looking Euro game you will ever see, but unbelievably interactive.
References (from this video)
- Unique, darkly humorous theme with mythical flavor
- Abstract mechanics may require strong framing for players
- Regret, fantasy depth, oceanic creatures
- A reflection on life regrets with a Kraken twist
- Darkly humorous and imaginative
- Clue
- Undaunted
Mechanics (from transcript analysis)
- Thematic twist mechanics — Mechanics framed around regret and narrative-driven choices with an oversized Kraken motif.
Video topics + discussion points
Quotes (from this video)
- The weirder, the better. I love it.
- It's going to be a real hit.
- This is all in fun as per usual.
References (from this video)
- Strong thematic design
- Evocative artwork
- Interesting push-your-luck mechanics
- Unique solo campaign mode
- Limited strategic depth
- Short game length
- Minimal alternative victory paths
- Maritime Horror and Psychological Descent
- Ocean/Sea
- Push-your-luck fishing expedition with psychological consequences
Mechanics (from transcript analysis)
- dice placement — Players use buoy-shaped dice to fish at different ocean depths
- Madness Track — Players move between sanity and madness, affecting game capabilities
- Regret Deck — Cards accumulated through catching foul fish impact player's sanity
Video topics + discussion points
Quotes (from this video)
- Flirting with madness at the fins of some particular unpleasantries that you may or may not regret.
References (from this video)
- Engaging story-driven win condition
- Good party/social game with depth
- Weaker solo or two-player variant
- Some may find the theme a bit morbid
- regret cards and narrative storytelling
- fishing/memory-themed card tableau
- shared storytelling with regret-driven goals
- Lost Ruins of Arnack
- Other narrative tableau games
Mechanics (from transcript analysis)
- set collection / tableau building — players collect and lay out cards to form a fishery tableau
- storytelling element — players narrate or present how they won using cards
Video topics + discussion points
Quotes (from this video)
- "Brass Pittsburgh is a standalone take on Martin Wallace's system set in America's Gilded Age."
- "Bruce Lee returns with a new mini and two new Battlefields."
- "float like a butterfly, sting like a bee."
- "Dark Quarter is heavy. It’s a noir-ish detective game with occult overlays."
- "Deep Regrets. We love this game."
- "The best part of worker placement is the satisfaction of putting out your worker and getting something in return."