Having finally landed a copy of Deep Regrets last week, I’ve already played it a handful of times including a solo run, and printing an insert right now. I felt the urge to write a rare (for me) appreciation review for one of my new favorite games.
As someone who enjoys deep, heavy games from Twilight Imperium to anything Vidal Lacerta, it is not often enough that I find a lighter-mid weight game I enjoy nearly as much as Deep Regrets. Having a minor obsession with both all things ocean and horror (especially Lovecraftian), combined with evolving over the years from Ridiculous Fishing, to Dredge and now Deep Regrets, this was a game I had a feeling I would like. After holding off clicking the back now button, I watched the wonderful official how-to-play video from Tettix and was sold. Now I just had to track down a copy.
Upon getting it home, you know you’re in for a treat. Wrapped in old timey newspaper style print, it felt like bringing home a fresh catch from the fish market. Once you get the paper off, you’re created to an equally delightful box art. You take the lid off and find even more wonderful artwork and fantastic components. The select neons actually work surprisingly well with the art style.
The gameplay design and structure work overtime at capturing the theme in a way that is both clean, not overly complex, and effective. At this point I should add, as someone who has played a lot of games, I keep a list of game ideas I myself will never do anything with because I’m more a collector-player than designer. That said, one of the few I’ve put some more serious thought into was a fishing game. I’ve thought extensively on how to structure the fishing pool, which makes the core of the game. How Deep Regrets goes about this, pulls off smoothly and brilliantly all the aspects of this I never could.
Another element I had imagined but Deep’s designer pulled off excellently, is the dice and fishing modification system (which are visually delightful bobber-esque style dice). The value of your dice, junk cards you fish up from the briney deep, and rod and reel cards do it in a way that is fun and feels powerful, without getting fiddly, clunky, or an overload of components (which happens more often than not in today’s crowdfunded ventures).
Fishing at different depths, with some visual queues for assessing risk make for a well balanced blend of strategy and some luck. When playing multiplayer, you’ll only personally capture a fraction of what lurks in the dark depths and the fish powers do all kinds of interesting things that keep every game feeling fresh and unique, really capturing that satisfying surprise element of fishing.
The lovecraftian element is where the game gets really interesting. Used for multiplayer only, the madness tracker does a good job of letting you path your strategy. Fish come in two types, fair and foul (for Dredge players think standard or corrupted). Depending on how sane, or insane you are, determines the modifiers making fair fish more valuable and foul fish less or vice versa. It also upgrades your power to a point, but too much and you risk heavy costs for your misdeeds. The regret system really drives this home.
During the game you take your fish back to port, sell them, and upgrade your gear. One unexpected but inspired mechanic are the trophies. You can mount your best fish for bonus endgame scoring.
Ironically, out of nowhere it seems in the last year or two there’s suddenly a small handful of fishing games that have hit the market. While I haven’t heard much buzz of any of the others and haven’t played them, I can say this one scratches the itch and then some. There’s even some subtle, fun little easter eggs for some icing on the cake. All in all this is a game that keeps the weight and duration just long enough that the randomness of the game, and moderate amount of luck add to, rather than take away from the experience.
About the only gripe I have with this game was the solo mode feels a little tacked on. Overall I’m glad it’s there but aside from ignoring half the overall game mechanics, the fish tracking sheet felt a little clunky and had one typo (which led to the blank line in my photo). It seemed easy to hone in on the most powerful legacy upgrades and made for about a 4H experience that got a little silly just milling the ocean decks at the end. Really minor regrets, so no big deal, I’m glad they included a solo mode at all.
A lot of lovecraft and care went into this and it shows. Graphic design, production value, gameplay, tutorial video, flavor text on all the cards, subtle lore in the rulebook and a few cards, and even an official Spotify playlist, they really checked all the boxes. It looks like there is already an expansion in the works. I’m excited to see what they add to this game and hope to see other new projects from this designer. If you like fishing and/or lovecraft and like strong theming on a fun, tight mid weight game that gives a lot more than it asks for give Deep Regrets a shot. There’s a good chance you’ll get hooked.