In Fishing, you try to catch as many tricks as possible over eight rounds, with each card you catch being worth 1 point. You then use your caught cards for the next round — and if you didn't catch enough tricks to fill your hand, you'll draw fresh cards from the ocean stack, which will introduce new cards for you fishers to fight over.
In more detail, at the start of each round, you have 8-13 cards in hand, depending on the player count and the round. In the first round, the cards go from 1-10 in four colors. Standard trick-taking rules apply, with players needing to follow the color led and the highest card of the led suit winning the trick.
New cards come into play from the ocean stack in waves, with higher-value cards in the four colors, a green trump suit from 1-16, 0 cards that let you snag a card from the trick, and special-powered buoy cards that can always be played into a trick regardless of what you have in hand. With buoys, you can steal the lead or determine which color must lead the next trick, force players to pass cards or lose points; you can even steal all other cards in a trick, ideally netting yourself huge fish for use next round.
At the end of each round, score 1 point for each card you caught. Whoever lands the most points after eight rounds wins.
- Innovative blend of trick-taking with a built-in deck-building twist that changes round dynamics
- Accessible for players who know basic trick-taking and enjoy escalating strategic choices
- Clear on-table components and readable iconography that support quick learning
- Rounds can become lengthy due to open-ended deck interactions and multiple tricks per round
- Theme is largely abstract, which may reduce thematic immersion for some players
- Some players may find the evolving deck content adds analysis paralysis or reduces accessibility
- Non-specific theme; emphasis on card interactions and varying decks
- Abstract, trick-taking card game with deck-building twist
- Procedural, analytical discussion of game design decisions
- Nikosu Dice
- The Crew
- Tricky Badger
- Diamonds
Mechanics (from transcript analysis)
- deck-building/adaptive deck — Over rounds, players adjust their decks with special cards that modify scoring and round outcomes, creating strategic long-term planning across tricks.
- Trick-taking — Standard trick-taking loop: play a card, follow suit, highest card wins the trick; tricks are tracked and scored.
Video topics + discussion points
Quotes (from this video)
- Work is work. You don't wake up in the morning going I get to go to work today.
- Two pretty good little trick takers I found for a total of less than £20.
- This is a clever little trick taker because you've got the familiar rules in there and the cards with these little effects are not complicated.
- Beast of leisure not familiar but yeah dude you are becoming a rare thing a reviewer I actually trust to critique a game properly.
- IGN is one of the worst things to be put on media in terms of reviewing anything.
- This one ticks a lot of boxes. It is a benchmark level game.
- Seven Wonders is evergreen; it remains strong as a drafting game and still holds up as a top tier title.
- Spirit Island is a unique benchmark co-op game that is very thinky and thematic.
References (from this video)
- Catch-up and deck-evolution mechanics are clever and satisfying
- Balance between risk and reward with new deck composition
- Strong thematic hook for trick-taking and light deck-building fans
- Clever mechanics may require a closer read to execute smoothly
- Dependence on consistent player interaction; less appealing to solo players
- Deck-building via trick-taking; card play manipulates outcomes
- Trick-taking with fishing-themed elements
- Accessible, solvable with clever card play; light-to-moderate depth
- Friday
- Cascadia
Mechanics (from transcript analysis)
- card abilities and interaction — Some cards alter trick outcomes or affect other players, adding strategic twists
- deck replenishment and drafting — As you win tricks, you add cards to your deck; your deck evolves over time
- Trick-taking — Win tricks and accumulate cards into your deck; higher cards win tricks
- trick-taking deck-building — Win tricks and accumulate cards into your deck; higher cards win tricks
Video topics + discussion points
Quotes (from this video)
- I think the replayability of the Civilization is very unique.
- the big driving idea is that you are constructing these pillars of cards that describe both the objectives and the strengths you’re going to pursue.
- I really like the problem space of how are you going to deal with the tile that you've drawn.
- I love games that have you placing dice in pairs because it gives a really nice problem solving space.
- this is a very simple game I think for families, but the artwork is charming.
References (from this video)
- Innovative mechanic combining trick-taking with deck building
- Interesting decision space regarding whether to win or lose tricks
- Excellent mechanical execution
- Fascinating interplay between current and future hands
- Uninspired box design
- Uninspired game name
- Game length may be slightly long
- Game may work better at certain player counts
- Fishing as a pastime
- Ocean/Water-based fishing environment
- Abstract with fishing components
- Niku Dice
- The Crew
Mechanics (from transcript analysis)
- Bonus Cards — Special cards with effects like stealing tricks or gaining lead position
- Compound Scoring — Points from tricks determine hand quality for subsequent rounds
- Deck building — Cards won in previous rounds are shuffled into a deck to form future hands
- multi-round scoring — Points from tricks determine hand quality for subsequent rounds
- Multi-use cards — Special cards with effects like stealing tricks or gaining lead position
- Trick-taking — Players play cards to win tricks, with standard trick-taking rules
Video topics + discussion points
Quotes (from this video)
- You're listening to the Broken Meeple show, a podcast that speaks passionately about board games for the benefit of those who play them
- This is probably one of the most interesting and possibly one of my favorite trick-taking games I've played now
- My eyes lit up you know and it's kind of like the first time I saw that typewriter mechanic for civilization of New Dawn
- People crying that this is like a nearly Flawless game are seriously downplaying the luck problem in this
- This is the Pinnacle of Bland
- There is no excitement in this game, this game just doesn't generate an emotional response
- It generates a lot of fun banter, a lot of cool thinking
References (from this video)
- dynamic, escalating tricks feel strategic and fun
- chaotic but engaging with evolving hands
- may be chaotic and luck-influenced for some groups
- fishing and competition
- trick-taking with evolving hands
- competitive, tactical
Mechanics (from transcript analysis)
- deck-building / hand evolution — tricks upgrade your hand and influence future rounds
- trick-taking with evolving hands — wins in tricks become future-hand cards with power-ups
Video topics + discussion points
Quotes (from this video)
- it's like a summer camp where I get to play lots of games
- this is one of the coolest things about this game
- the turns are so Snappy; you're always ready to go
- it's a bigger game where you are building out and visiting villages in the Black Forest
- two things that I love in games: dice placement and engine building
- the art is fascinating; some people really did not like the art and some people really did
References (from this video)
- Clear, step-by-step explanation for setup and play that mirrors actual gameplay
- Ocean deck progression adds meaningful depth and long-term strategic tension
- Eight-round structure provides a natural learning curve with escalating complexity
- Varied card types (zeros, boys, trumps) introduce rich decision points
- Visual overlays and host narration help demystify rules for new players
- Relatable, friendly hosts (Stella and Tarant) maintain engagement while teaching
- The overall rule set is fairly dense for players completely new to trick-taking games
- Ocean deck interactions can feel unfamiliar and may require multiple viewings to fully digest
- Effective strategy hinges on accurate hand/deck tracking; beginners may struggle with memory and management
- Some edge-case rules (e.g., zero-card steals and ellipses) require careful attention to avoid confusion
- The tutorial assumes some baseline knowledge of terms like lead, follow, and trump
- Fishing, deck progression, and card collection drive the strategy as players reshape their decks across eight rounds.
- An ocean-themed trick-taking world where fish cards are the currency of points and rounds determine which cards remain powerful.
- Tutorial-style, classroom-like guidance with concrete examples and overlays to track round state and hand size.
Mechanics (from transcript analysis)
- Card management between nets and boats — At round boundaries, cards move from net to boat and from boat to the next round's starting deck, requiring players to manage what they’ve captured and what remains accessible.
- Card types and ellipses-boys — Boy cards with ellipses create follow-up effects; some boys enable leading the next trick, others dictate who wins or how the trick resolves after play.
- Deck growth via ocean deck — After each round, fish cards collected become part of the player's net. The remaining cards come from the ocean stack, introducing stronger cards over time.
- End-of-round resolution with special cards — Zero and priority cards resolve in a defined order; the winner of the trick can be impacted by these effects, shifting points and control.
- round-based progression — Eight rounds, with round size and hand requirements increasing. The round card dictates how many cards players will hold in that phase.
- Set-collection / scoring by cards in net — Each card in a player's net scores a point. End-of-round scoring tallies these points, and the accumulation drives the overall winner.
- Trick-taking — Players lead a card; others must follow lead suit if able. The highest card of the lead suit wins unless overridden by trumps or special cards.
- Trump mechanic — The ocean deck introduces a green trump suit. If a trump is played and can be followed, players must follow or trump according to standard rules; trumps win over non-trumps.
- Zero and special cards — Zero cards and special 'boy' cards alter trick dynamics: stealing, leading, or breaking standard follow rules, adding strategic depth.
Video topics + discussion points
Quotes (from this video)
- Take the game card corresponding to your player count.
- Shuffle everything that's left and deal the entire deck out into the player's starting hands.
- The ocean deck introduces a fifth suit, which is the green trump suit, beginning at one and potentially going as high as 16.
- Zero cards follow the standard rules of following suit.
- You'll find stronger cards in all of the basic suits. The base suits go to 10, but the ocean deck will quickly give you cards from 11 all the way up as high as 18 if you get through the entire ocean deck.
- The trick is over once everyone has played one card into the trick, and the winner is the player who played the highest numbered card matching the lead suit or, if a trump was played, the highest trump.
References (from this video)
- Mathy and highly optimal play
- Two-player friendly with teachable mechanics
- Can feel punishing if you mismanage timing
- Cartographers
- Isle of Sky
Mechanics (from transcript analysis)
- card drafting — players draft from columns of transparent cards
- Compound Scoring — score derives from matching color/value cards across columns
- set matching / scoring optimization — score derives from matching color/value cards across columns
Video topics + discussion points
Quotes (from this video)
- an ultra streamlined deduction Style game that's definitely different to your traditional kind of logical deduction games
- I really like this one
- guaranteed some laugh out loud moments
- it's just a very charming, breezy, enjoyable game
- one of the best abstract games that I've played this year
- this game is as good as an abstract game can get in my opinion
- massive brain burner puzzle as you trying to optimally place every single card
- it's such an easy game to teach and learn
- this is one of the best simple dice games that I have
- ratings for this game have just gone up and up and up
- my favorite Uwe Rosenberg game
- The Network's become pretty big actually
- this game is almost perfect
References (from this video)
- Unique deck progression
- Interesting card mechanics
- Multiple scoring opportunities
- Can run long
- Potentially repetitive
- Best at higher player counts
- Trick-taking card game
- Ocean/fishing
- Progressive deck building
- Skull King
Mechanics (from transcript analysis)
- Trick-taking — Players win tricks that become their new draw pile
Video topics + discussion points
Quotes (from this video)
- We both really enjoy deduction games
- Sometimes you just want to play a lighter game
- It's so rare to play a game like this
References (from this video)
- innovative pull on trick-taking
- tight balance and pacing when played well
- deep strategic moments amid accessible rules
- balance is nuanced and can be tricky to juggle
- tug-of-war between tricks and deck growth
- trick-taking with a fishing/collection theme
- tactical, tension-filled decisions with evolving deck quality
- Fuji Flush
- Flip Seven
Mechanics (from transcript analysis)
- Ability cards — special cards let you take the best card from a trick or gain other bonuses.
- draw limits and fishing deck — rounds increase hand size; when you can't fill, you draw from a communal deck.
- score pile draws — the tricks you win are added to a pile that becomes your draw pile later.
- Trick-taking — win tricks to build a scoring pile and influence end-game draws.
Video topics + discussion points
Quotes (from this video)
- I freaking loved it
- it's a big civilization game
- I absolutely love this game
- production is amazing
- I would definitely recommend that you check this out
- this is a deck-building style game