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Fisheries of Gloucester box art

Fisheries of Gloucester

Game Info
Year
2023
Players
2
Age
14+
Playtime
45 min
Publisher
DFG
Collection
Ratings
Creator Score
Mechanic profile
Waiting on more creator content
Vibe profile
Waiting on more creator content
Description

The fisheries of Gloucester lay at the heart of the 19th century New England fishing industry. The city's ports are filled with rugged individuals prepared for the difficult tasks ahead. Gather the crew, board the schooners, cast your nets, and catch loads of fish as you sail toward victory.

The two-player game Fisheries of Gloucester lasts six "days" (rounds). On each day, players have a designated number of hours to spend to perform various actions, such as charting the course, sailing your boats, and catching fish. Each player has a fleet of three boats that can be advanced by first "charting a course" (laying down an ocean tile, which have various polynomial shapes). With courses set, players can move their boats along the course, racing against other boats to find the prime fishing spots.

Players earn points by catching different varieties of fish and by finishing the game on one of the islands in the ocean.

-description from designer

Description

The fisheries of Gloucester lay at the heart of the 19th century New England fishing industry. The city's ports are filled with rugged individuals prepared for the difficult tasks ahead. Gather the crew, board the schooners, cast your nets, and catch loads of fish as you sail toward victory.

The two-player game Fisheries of Gloucester lasts six "days" (rounds). On each day, players have a designated number of hours to spend to perform various actions, such as charting the course, sailing your boats, and catching fish. Each player has a fleet of three boats that can be advanced by first "charting a course" (laying down an ocean tile, which have various polynomial shapes). With courses set, players can move their boats along the course, racing against other boats to find the prime fishing spots.

Players earn points by catching different varieties of fish and by finishing the game on one of the islands in the ocean.

-description from designer

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 4
This page: 4
Sentiment: pos 1 · mix 0 · neu 0 · neg 1
Mentions per page
Showing 1–4 of 4
Video OqO9iI3BmBA Paula Deming Analysis at 35:09 sentiment: negative
video_pk 156204 · mention_pk 435174
Paula Deming - Fisheries of Gloucester video thumbnail
Click to watch at 35:09 · YouTube ↗
Overall sentiment (raw)
Negative
Pros
none
Cons
  • Had it for years and haven't played it.
  • Adding it to the cull pile.
Thematic elements
  • Fishing
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I don't think I can get rid of Catacombs and Castles.
  • I have almost 100 games in my going pile.
  • The total number of games, 540. 540. That's a lot.
  • I've been cataloged. Uh, so I have a spreadsheet where all the boxes are numbered with the games that are in them.
  • And my cool Monopoly Star Trek Collector's game that someone said I should just burn so that there's not more Monopoly in the world, but someone is going to really like this, and I don't want to deny them that.
  • Let's normalize not making add-ons and deluxe bits that don't fit in the game box.
  • I'm not going to play the fox experiment. I'm culling it.
  • So, this one's being cold.
  • This was really tough.
  • The resistance. I'm not going to play it. I have some really lovely memories of playing this with my family. I have other games, social deduction games I would pick over this.
  • I got roasted for this empty box, y'all.
  • I always play this on Board Game Arena. I really like the way the digital interface takes care of all of the scoring and the synergies that go off in the game.
  • We did it.
  • This got so much easier to do once I was categorizing things actually by like how complicated I think the game is to play.
  • Still a lot of games.
  • I was determined to get my collection into a place where I could end this series on a positive note.
  • I more than hit my goal of 100 games.
  • I am not gonna be a person who has a small game collection. Not at this point in my life.
  • And if I can't do that, then more games have to go.
  • I don't really want to do big coolls like this anymore.
  • This was deeply vulnerable and I really hope it was useful for those of you who struggle with the same thing or needed a little motivation in anything that you have that you feel like you have too much of or that is overwhelming you.
References (from this video)
No references stored for this video.
Video j_U3PmEPKc8 Let's Table It Review at 14:40 sentiment: positive
video_pk 65718 · mention_pk 159479
Let's Table It - Fisheries of Gloucester video thumbnail
Click to watch at 14:40 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • A clean, two-player only design that emphasizes direct competition and tight coupling of actions.
  • Time management and resource tracking create a compelling optimization loop without heavy math shackles.
  • Short playtime (~30 minutes) with quick setup, making it suitable for repeat play in a single session.
  • High replayability through board flip variants and evolving Preservation cards.
  • Clear, intuitive constraints that reward forward planning and opportunistic blocking.
Cons
  • Rule explanations can be dense for first-time players due to multiple interacting mechanics and time costs.
  • Opponent-focused dynamics may lead to analysis paralysis if both players overthink optimal tile placements.
  • Tracking hours and movement across multiple ships can become fiddly, especially for newer players.
Thematic elements
  • Resource management and tactical competition focused on timing, placement, and efficient use of limited ocean tiles to outpace the opponent while balancing fish preservation and island scoring opportunities.
  • A coastal two-player race set in Gloucester, where each player manages a small fleet, charts courses with ocean tiles, catches fish, and aims to optimize preservation cards for scoring across a six-day game.
  • Procedural and puzzle-like, with a tight, direct competition between two players that rewards foresight, opponent-aware planning, and adaptive sequencing of actions.
Comparison games
none
Mechanics (from transcript analysis)
  • board flip variant — The board can be flipped to present a new layout of islands, rough waters, and fish pockets, dramatically altering strategy and enabling repeated play with different puzzles and balance between both players.
  • end-of-day initiative and day-end rule — At the start of a new turn, players can choose to end their day, which determines the initiative for the next round. The first player to end the day takes the initiative card for the next round, and both players keep one ocean tile for the following day while the rest return to the supply. This mechanic drives real positional and tempo decisions across the six-day arc.
  • fishing action — Spend one hour to catch fish from any space that is adjacent to any ship you control. Fish are placed on your player board and can contribute toward Preservation card requirements. You can fish from different ships in a single turn, but each space use costs time.
  • Point Salad — Points come from islands captured or visited, Preservation cards, and Helm points on preservation cards. Islands and ship positioning create opportunities to maximize scoring while denying your opponent roughly equivalent opportunities.
  • preservation cards — Preserve fish to earn Preservation cards. Each day you may preserve one fish, and cards provide varying scoring or incidental actions. When you draw a new Preservation card after finishing the top card, new options become available, creating a dynamic target for your scoring strategy across the six days.
  • scoring and islands — Points come from islands captured or visited, Preservation cards, and Helm points on preservation cards. Islands and ship positioning create opportunities to maximize scoring while denying your opponent roughly equivalent opportunities.
  • ship movement — Ships move orthogonally along the board from spaces with your ships, consuming time as you advance. Moving into islands costs more hours, and rough waters cost additional time or impose movement constraints. A fleet of three ships per player creates positional choices and blockade considerations.
  • Tile Placement — Players place orthogonally adjacent ocean tiles from their personal Supply onto the board, ensuring placement only on calm water spaces and avoiding fish, shore, islands, ships, or rough waters. The orientation is flexible, and one tile is added per action, influencing future options and blocking opportunities.
  • Time Track — Each player has a time track on their board. Some actions cost time (hours) and move markers down the track; others do not. Time management is central: running out of hours can limit future actions, while holding hours across days is possible but capped.
  • time track / action economy — Each player has a time track on their board. Some actions cost time (hours) and move markers down the track; others do not. Time management is central: running out of hours can limit future actions, while holding hours across days is possible but capped.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a two-player only game
  • the game is six rounds long
  • you will add six hours and the other player will add seven hours to their board so time can be saved from previous rounds
  • it's a quick 30 minute game
  • each one that you catch, however costs one hour of time
  • the remaining is returned back into the supply after both players have decided to end the day
References (from this video)
No references stored for this video.
Video CpoukYpkpoE Tabletop Tolson Review at 0:08
video_pk 63737 · mention_pk 157239
Tabletop Tolson - Fisheries of Gloucester video thumbnail
Click to watch at 0:08 · YouTube ↗
Pros
none
Cons
none
Thematic elements
  • Array
  • Array
  • fishing, exploration, resource management, competition
  • Array
  • Two-player ocean exploration and fishing race near Gloucester, navigating islands and hazards
  • Array
  • Array
  • Array
  • positive
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Steve Finn is a master of the small box game and this is no exception
  • a two-player game that avoids that tug of war push and pull back and forth
  • The heart of the game is actually in taking turns... there are four possible actions
  • the rules are just right here they give you the setup they give you everything
  • a real Gem
References (from this video)
No references stored for this video.
Video gv_RVY5K6fg Before You Play Discussion
video_pk 207 · mention_pk 166562
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • we are going to be playing a two-player only game called the Fisheries of Gloucester
  • the game plays in about 30 minutes
  • we randomly determined ahead of time who’s going to be the first player
  • it's tactical
  • two mechanics make the game: time and the fleet
  • it's chicken
  • you can bank time across rounds to stay competitive
References (from this video)
No references stored for this video.
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