Intro
“If yer planning on sailing those waters, ye best heed this advice. When the water goes calm, silent and still, can barely ‘ear it lapping at the hull, ye best pray to whatever gods ye believe in. They say creatures… Unnatural things thrive in them waters.”
Deep Regrets is a simple to learn dice rolling market game about fishing increasingly TERRIFYING things out of the ocean. The deeper you go, the scarier they get but the bigger the reward.
Theme & Mechanics
Players have the choice of whether to be at Sea (to catch stuff) or at Port (to buy and sell stuff). Actions at Sea are driven by the D4 dice and the depth of the ship. Players will choose whether to go deeper in to the sea or fish.
Intro
“If yer planning on sailing those waters, ye best heed this advice. When the water goes calm, silent and still, can barely ‘ear it lapping at the hull, ye best pray to whatever gods ye believe in. They say creatures… Unnatural things thrive in them waters.”
Deep Regrets is a simple to learn dice rolling market game about fishing increasingly TERRIFYING things out of the ocean. The deeper you go, the scarier they get but the bigger the reward.
Theme & Mechanics
Players have the choice of whether to be at Sea (to catch stuff) or at Port (to buy and sell stuff). Actions at Sea are driven by the D4 dice and the depth of the ship. Players will choose whether to go deeper in to the sea or fish.
Meanwhile at Port players can choose to sell their fish which will allow them to buy upgrades, or they can mount their fish for additional end game bonuses.
Along the way, players will collect Regrets. The number of Regrets can send you mad, but with madness comes some potential benefits.
Deep Regrets is a relatively light push your luck style game.
Gameplay Overview
Setup – There are four parts to setting up Deep Regrets, and the modular nature of the boards means that it can be adapted well to the game space available. Setup is pretty straight forward, with the trickiest part being separating the Depth cards in to piles of 13 cards (a number selected on purpose I suspect!).
At Sea – Players will use their rolled die to catch revealed Fish or to go to deeper waters. This is where the game really shines. How do you know which Shoal to reveal? The backs of those Depth cards are giving more information than first meets the eye. The size of the shadow tells you the size of the Fish on the reverse, which can then be cross-referenced with Reference card to get a likely cost. So if you only rolled 1s and you’re at Depth II, a Large Fish might be out of your reach.
Revealing and Catching the Fish are the main ways you, and your fellow players, will collect Regrets. Some Fish have abilities that trigger at different times and can impact both the player that triggered, but also other players.
The layout of cards is easy to understand, even though they have a lot of information on them. The artwork is outstanding too. It sets the scene beautifully and carries on across all aspects of the game.
There are three size of Fish (Small, Medium and Large), and two types (Fair and Foul).
Abandoning Ship will earn 10 Regrets but allows a player to go to Port immediately and complete their day there. This can be a really useful tool, especially towards the end of the game when you might want to Mount some fish.
At Port – players can Sell Fish, Shop or Mount Fish. How much is a fish worth? That depends on the Fish and your Madness. Your madness is ruled by your number of Regrets. Which is a neat mechanic, although you do need to keep an eye on it.
The Fishbucks you earn can be spent in the Shop to buy some excellent upgrades, including additional single-use die (again the number of die you can use depends on your Madness). There is only one of each Rod, Reel and Supply with each being pretty powerful and really changes how a player can approach the game.
Lastly you can choose to Mount Fish on to your player board, giving end game scoring bonuses.
Turn Structure and Gameplay- The game lasts one week, as marked on the Port board. Each week is made up of seven days, and each day has four phases. At the end of the week, scoring will take place to determine the winning Angler. Players take their turns until they Pass, when they can collect a Dink, and will collect another Dink each time play passes them again. Which means that there is almost a reward for passing early, again a neat little mechanic. In a 2 player game, this doesn’t come through as much, but in higher player counts it really can.
Dinks – mini-cards that live up to their name. They can give small helpful nudges to help a player, although some of them are useless as an old pair of boots.
Regrets – Throughout the game players will collect and discard these. While the number of them is public, the value of them is known only to the player. The number of Regrets also determines a players Madness. Deep Regrets is not about avoiding Regrets, it’s about managing them – a lesson in life perhaps? The Madness track also defines the Sell value of Fish- adding or subtracting a value for Fair or Foul Fish. This track also determines the max dice a player can use. For me, this was the most finicky part of the game – remembering to check this track and keep it updated as players gain and lose Regrets.
End Game – At the end of the last day the end game is triggered. All players now reveal their regrets and add up the Value of them. If you have the highest value, you’re going to lose a Mounted Fish. Add up all the Fish in Hand, Mounted Fish and Fishbucks (1 point for every 2 Fishbucks)
Artwork & Components
Both the Artwork and Graphic design are excellent in Deep Regrets. All the components are easy to understand, colourful and deeply thematic. Some of the Fish cards are truly the stuff of nightmares!
Worth noting that the game uses biodegradable and eco-friendly alternatives to completely remove plastic from the production. This has not been at the expense of quality, though. All the components feel great. The cards have a good weight to them, as do the wooden D4 dice. The meeples of various shapes and sizes look and feel great too. I personally love the Fish Coin and wish there were more opportunities to use it!
Final Thoughts
Despite the name and theme, it’s not a deep (or complex or strategic) game, but it’s a lot of fun. Verry accessible and could easily be played with non-gamers. Hardcore gamers, might not like that about it, though.
Deep Regrets is easy to teach – players will be up and running pretty quickly. It has a lightweight rules framework and easily understandable cards. The action selection is not complex.
There’s enough player interaction to make it fun, but it’s nowhere near a ‘take that’ type of game. I think this plays best at 3+ players, although 2 player is still good fun.
The way the dice roll, which Fish are available and what upgrades you have mean that no two games are likely to be the same.
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Zatu Review Summary
Zatu Score
80%





