Fleet: The Dice Game is an exciting new strategic roll and write dice game from the creators of Fleet! Fleet: The Dice Game is heavier than many roll and write games and captures the tense, meaningful decisions of Fleet. Fleet: The Dice Game is for 1-4 players.
In Fleet: The Dice Game, you are back in beautiful Ridback Bay to reap its rewards! Fleet: The Dice Game takes place over 10 rounds with each round having two phases, the Boat Phase and the Town Phase.
In the boat phase, the active player rolls players plus one boat dice. In turn order, each player selects one die to use immediately. By selecting a boat die, they get to check off the matching boat type on their sheet - unlocking license powers and boat launches to catch fish. The die that remains after all players have selected is then used by all players.
In the town phase, you roll town dice equal to players plus one boat die. Again, in turn order each player selects one die to use immediately. In the town phase, you unlock special buildings in the Wharf that grant bonuses, awesome ships in the harbor to earn points and catch more fish, or go to the market and gain income to generate bonus actions. The die that remains after all players have selected is then used by all players.
Fishing occurs between phases in the even rounds and the player with the most points at game end wins!
Fleet: The Dice Game also features a fully integrated solo mode where you battle Captain Ruth to earn the most points and reap the rewards of Ridback Bay.
- Multiple viable strategies via tracks and licenses
- Engaging endgame scoring via licenses
- Strong thematic flavor and interactions with the adversary Ruth
- Solid inspiration and expansion potential (Dicey Waters)
- Learning curve and rule nuance can be tricky
- Rulebook can be confusing on optimal die choices
- Some round orders feel uneven depending on die outcomes
- Resource management and victory-point race driven by dice-driven actions
- Maritime fishing competition with rounds and tracks for different fish types (cod, shrimp, lobster).
- Competitive, adversarial with a Captain Ruth and shared-die mechanics; emphasized bonuses and endgame scoring.
- Three Sisters
Mechanics (from transcript analysis)
- dice drafting / action selection — Roll a mix of boat and town dice each round; choose one die to resolve actions.
- end game bonuses — Collect licenses that grant endgame scoring and ongoing effects, driving end-game strategy.
- income phase and bonus actions — Each turn generates income; certain licenses grant extra income and bonus actions.
- license-based endgame scoring — Collect licenses that grant endgame scoring and ongoing effects, driving end-game strategy.
- round tracker movement — Round-based trackers move along predefined tracks, shaping available actions each turn.
- shared dice / asymmetric turns — Some dice are shared; the active player may have options depending on die selection, with the other player affected.
- Track advancement — Mark off spaces on fish, harbor, and related tracks; progress yields coins and abilities.
- Track-based progression — Mark off spaces on fish, harbor, and related tracks; progress yields coins and abilities.
Video topics + discussion points
Quotes (from this video)
- Here we are with Fleet the Dice game.
- I love the license.
- I love that you can go in a lot of different directions strategy wise.
- This is very similar to three sisters.
- I really want to try some different strategies.
- I do prefer the theme of three sisters more.
- It is always a learning curve at the start and there's just so much to choose from.
- Comboicious as you could probably tell with all the bonus actions.
References (from this video)
- Relaxing, easy to manage solo game
- Clear round tracker helps pacing in solo mode
- Thematic art and cinematic feel
- Pen not included in the game
- AI control in solo can feel minimal for players seeking heavier challenge
- Array
- Maritime harbor/ocean trade
- Observational/host-led playthrough
Mechanics (from transcript analysis)
- dice drafting — Choosing dice from the pool; the AI also selects for its turns.
- Dice Drafting / Die Selection — Choosing dice from the pool; the AI also selects for its turns.
- Dice rolling — Rolling a pool of market dice each round to determine available actions.
- End-of-round scoring and VP tracking — Tracks per-round and end-game scoring through VP and licenses/boats.
- Market/Harbor/Warf locations — Locations on the board provide different actions and rewards (market, wharf, harbor).
- Resource management — Managing fish, coins, licenses, and stars to optimize rounds and end-game scoring.
- Simultaneous Actions — Crossing off stars grants a star action that acts like a wildcard continuation of actions.
- Star Actions (wild actions) — Crossing off stars grants a star action that acts like a wildcard continuation of actions.
Video topics + discussion points
Quotes (from this video)
- it's very easy to manage it's very relaxing to play it
- it's a very rewarding game to play
- I love this game
- the solo achievement table says a score of 60 is deckhand
References (from this video)
- tightly designed dice-drafting with satisfying action chaining
- fast-paced, high-energy feel that provides quick payoff
- replayable due to multiple path options
Mechanics (from transcript analysis)
- action_combo — actions taken with dice can chain together to enable additional actions, creating a dopamine-driven feedback loop.
- Dice rolling — rolling dice to determine available actions on your turn.
- dice_rolling — rolling dice to determine available actions on your turn.
Video topics + discussion points
Quotes (from this video)
- that insane combo tastic dopamine rush
- the dopamine Rush is just so good
- same combo-tastic dopamine hit is still here
- polyamino pieces out on a sheet of paper
- you get to decorate them how you want
- scratches that puzzly itch as well
References (from this video)
- Strong roll-and-write foundation
- Engaging pacing and strategic decision-making
- Accessible for hobby gamers and newcomers alike
- Rule explanations can be dense for new players
- Can feel demanding for casual players on first play
- fleet expansion, resource management, and dice-driven action selection
- Naval exploration and fleet management at sea
- competitive with light story-telling flavor
Mechanics (from transcript analysis)
- dice drafting — Roll and draft dice to take actions and build your fleet.
- dice_drafting — Roll and draft dice to take actions and build your fleet.
- engine building — Develop a functioning engine across rounds via dice choices and card interactions.
- engine_building — Develop a functioning engine across rounds via dice choices and card interactions.
Video topics + discussion points
Quotes (from this video)
- it is so much fun oh my goodness it is just
- it has an app that actually like talks you through the story
- you are a crew on a pirate ship
- Sunset Over Water is published by Pencil First Games and it is an incredible game and you are painting photos or painting pictures
References (from this video)
- Solid rolling-right candidate with approachable weight.
- Good counterpoint to Three Sisters for fans of the genre.
- Not the primary focus of the stream.
- Roll-and-write with mechanized drafting and planet of expansions interplay.
- Rolling rights with a shorthand farm/industrial theme woven in through dice and actions.
- Referenced in chat as a frequent comparative title to Three Sisters; used to illustrate genre and weight during discussion.
- Three Sisters
Mechanics (from transcript analysis)
- dice drafting and action_resolution — Roll dice and draft them to perform corresponding actions.
- round-based track advancement — Progress on various tracks for buildings or actions across rounds.
- Track advancement — Progress on various tracks for buildings or actions across rounds.
Video topics + discussion points
Quotes (from this video)
- Edith is the absolute worst
- Edith is evil
- my favorite game is Seven Wonders but I haven't won a game of it yet
- you don't have to be good at board games to enjoy them
- I love three sisters
References (from this video)
- engaging, accessible dice game with clear table presence
- great with laminated sheets and dry-erase play
- can feel grindy if players chase too many objectives
- fishing fleets, market dynamics and luck management
- fishing and maritime trade in a compact, dice-driven engine
- light, nautical fun
- Roll & Write family
- Lords of Waterdeep
Mechanics (from transcript analysis)
- dice drafting — two sets of dice; players select results and assign to actions
- dice drafting / pooling — two sets of dice; players select results and assign to actions
- Resource management — build fleets, fish, and grow income across rounds
- resource/market management — build fleets, fish, and grow income across rounds
Video topics + discussion points
Quotes (from this video)
- This is like the Super Smash Brothers kind of. I know, I know.
- If you're a heavier gamer and you don't like, you know, people messing with your plans, you'll hate this.
- This was absolutely beautiful. I love how well it moved.
- The goddess made me do it.
- I would buy it.
- Moon Colony Bloodbath... engine destroying game, sick sense of humor
References (from this video)
- Extremely successful version overshadowing the original Fleet card game
- Large scale roll and write experience
- Heavy combo potential
- Very popular and well-regarded
- Building a fishing fleet
- Fishing industry
- Abstract engine building
- Fleet
- Three Sisters
- Motor City
- French Quarter
Mechanics (from transcript analysis)
- combo mechanics — Heavy on combos with crossing things off and building combos
- dice drafting — Players draft dice to activate various actions
- Roll and Write — Players mark off sheets to create big scoring combos
Video topics + discussion points
Quotes (from this video)
- Look, we're not size queens. No, you know, sometimes smaller is better.
- This is something that happens a lot in board games where there will be a game and then there it's kind of like a spin-off, like a TV show
- Combo Womos. Love the wombo combo.
- I will always basically just play Trails
- Fleet the Dice game is so successful that there's now been a bunch of games that are like 80% the same
- It's honestly better than the original
- I would never suggest anyone start anywhere in this universe other than Jaws of the Lion
- This is the poster child for these kinds of games
- I never need to play Maraco again
- Sometimes when you're a trendsetter, you got to get the love and get the number one spot
References (from this video)
- accessible and engaging
- rewards varied strategic approaches
- sea/oceanic commerce and fleet expansion
- fishing fleet management with dice drafting
- tone of a light, strategic, family-friendly game
Mechanics (from transcript analysis)
- dice drafting — draft dice to score and build your fleet strategy
- engine-like bonuses — upgrading your fleet with bonuses via licenses and currency
Video topics + discussion points
Quotes (from this video)
- it's easy to learn it's fun to play and it's easy to teach
- I can flip up that rulebook in five minutes I'll be caught up like that
- it's my all-time favorite rolling right now
- tell your story as you're doing it so you have your hero cards
- it's one of those games you want to save for Halloween or like a late night
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's not a fan to jump the story; you have to wait and finish
- this is a real board game coffee seal of approval
- it's so simple that you can teach anybody how to play that
- have fun, keep gaming
References (from this video)
- high interaction and tension
- rich thematic flavor for a dice game
- dense but accessible for fans of drafting
- can be punishing to late players
- apparent complexity grows with player count
- naval commerce and fleet expansion
- Seafaring fishing and trading
- pocket-depth, high interaction
Mechanics (from transcript analysis)
- dice drafting — take dice to draft and optimize ship actions
- hate drafting — you often deny options to opponents to shape outcomes
Video topics + discussion points
Quotes (from this video)
- it's an amazing game especially if you're traveling around quite a lot
- the rules are not that uh complex
- you are farmers and you're planting a garden
- the biggest unique thing about this game is its chain reactions
- it's really a party game kind of game that will give you the most emotions for sure