


Deep Regrets
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🐸 Una rana saggia sa quando dividere l’ordine… e quando aspettare il salto giusto.
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You cast your line. Something bit. You don't know what. You're not sure you want to know.
What it's about
A week at sea. Something below isn't a fish.
Deep Regrets is an eldritch fishing game for 1–5 players designed by Judson Cowan and published by Tettix Games. Each turn, you roll wooden buoy dice, choose whether to stay at sea or return to port, then peek at the shadows on the back of the shoal cards and decide whether to dare.
Three depths, nine fishing grounds, increasingly unsettling creatures as you descend. Fair fish are worth more if you're sane. Horrific fish are worth more if you're already a bit mad. Regret Cards increase your madness — but also give you more dice and make the most monstrous catches skyrocket in value.
The catch? Whoever ends the week with the most valuable Regrets has to discard their most prized fish. The balance between sanity and madness is the real game — one that plays out in your head, even before it plays out on the cards.
What they say abroad
"The regrets may run deep in Deep Regrets, but the biggest one would be not giving it a try."
The regrets may run deep in Deep Regrets, but the biggest one would be not giving it a try.
— Meeple Mountain
Every card flipped is a small story of tension — and you never know if it will end with a fish or a nightmare.
From the gaming experience
Deep Regrets
An ichthyologist's campaign to catalog every creature of the sea — dozens of games, a growing objective. Solitaire here is not a fallback: it's an adventure in itself.
What you manage each turn
The tools for a week at sea
Wooden buoy dice
D4 wooden buoy-shaped dice: you roll them, then spend them to move to different depths, fish, and act. How many you have depends on your madness.
Fishing grounds
Nine fishing grounds at three different depths. The shadows on the back suggest the size — but only by flipping the card do you discover what you've really found.
Regret Cards
Port and equipment
Sell your catch, buy rods, reels, and provisions. Each piece of equipment changes how you face the sea — and the depth you can afford.
When you flip that card and don't yet know what you'll find — that's where Deep Regrets lives. In the split second between the line cast and the fish revealed.
🃏Recommended sleeves2 sizes · 250 cards total
📖RulebookEnglish · Official PDF
A game in five acts
What happens at the table
Not the rules. The experience.
First day at sea — everything seems calm
You roll your buoy-dice, watch the shadows on the board, and tell yourself you understand the game. Small, safe, easy fish. The port is near, seabucks are flowing in. You’re doing well. Too well.
The first horrible card — and the first choice
You flip a card at depth two. It’s not a fish. Or rather — it was. Now it’s not quite clear anymore. Catching it gives you a Regret Card. And then you understand: more dice, more value for the beasts. Or do you discard and return to safety?
The port and the upgrade — a breath before the abyss
You return to port, sell your catch, buy a better rod. You have two Regrets. You still feel in control. Another player already has four and smiles. You look at depth three and think: maybe.
Depth three — the moment no one forgets
You went too deep. You caught something without a name. The card says to take two Regrets. Everyone laughs. You laugh too — and then you look at your mounted trophy and do the math. This creature is worth triple.
Final count — whoever has the most regrets pays the bill
The last day ends. The Regrets are revealed. Someone overdid it and has to discard their best trophy. Someone had calculated everything. Someone no longer remembers how they ended up so deep. Everything is put back in the box. The game starts again immediately.
How to play
The flow of each day
A simple choice at the beginning of each turn that leads to increasingly complex decisions.
You roll your wooden D4s. The number of dice available depends on your current madness — the more Regrets you have, the more dice you get. Then you decide: sea or port?
At the port you sell, buy equipment, and recover energy. At sea, you choose depth and school, look at the shadows, and decide whether to risk revealing a card.
You flip the card: if you can afford the dice cost, you catch it. Some creatures trigger immediate catch or reveal effects — and give you unsolicited Regrets.
Each fish can be sold for seabucks, eaten to recover sanity, or mounted in one of three slots to multiply its value at the end of the game. The right choice depends on where you want to go.
Why it's different from others
Six mechanics that make a difference
Dice earned through madness
Want more actions? Go crazier. Regrets unlock extra dice — but raise the final stakes. It's not just push your luck: it's managing the risk curve throughout the week.
Shadows that anticipate without guaranteeing
On the back of each card is the creature's silhouette: small, medium, or large. You know how much it might be worth, not what you'll find. That small uncertainty is the heart of the game.
Madness as a strategic resource
Horrible fish are worth more if you're mad. Healthy fish are worth more if you're sane. Managing your position on the madness track is the deepest strategic decision of each game.
Mounted trophies with multipliers
Three slots on your board to mount your best catches with 2× or 3× bonuses. Choosing what to mount is a small optimization game within the game — and can determine the winner.
Hand-drawn art, card by card
Each creature was drawn in ink by Judson Cowan and hand-colored in Procreate. No generic textures: every beast has its own face and its own story of visual madness.
Solo campaign as an ichthyologist
In solo mode, you play as a scientist on a mission to catalog every marine species. Dozens of games, a catalog to complete that then becomes a game tool for multiplayer.
How it ends
The week ends — it's time to settle up with Regrets
It's not enough to catch a lot. You need to have managed your madness better than the others — or at least better than on the last day.
Victory
- The highest combined value of fish in hand, mounted trophies, and seabucks
- Mounted trophies are worth 2× or 3× their base value — placing them well is decisive
- The worst Regrets are only revealed at the end of the game: managing madness is a hidden gamble
The price of madness
- Whoever has the highest value of Regrets must discard their most valuable mounted trophy
- Going to depth three without equipment can prove to be a costly trap
- There are no recoveries: once revealed, Regrets speak for themselves
Deep Regrets is one of the most original push your luck games in recent years — thematic, accessible, and capable of creating unique stories every game.
Frequently asked questions
FAQ about Deep Regrets
Is it really a strategic game or does it all depend on luck?
Both — and that's precisely its value. The dice and revealed cards bring a strong random component, but decisions about where to fish, when to return to port, how much to risk with madness, and what to mount are all strategic choices that make the difference between winners and losers. It's not a deterministic game, but it's not pure luck either.
Is it worth it even if I have "hardcore" gamers at the table?
It depends on expectations. Deep Regrets is a medium-light game, designed to be accessible and thematic. Those looking for a dense eurogame will find less depth than expected. However, those who appreciate the thematic tension, artwork, and games with a true soul — even in mixed company — will find something special.
How does the solo mode work?
In solo mode, you play as an ichthyologist on a mission to catalog all marine species. It's a campaign of dozens of games: in each session, you catch creatures, document them on a dedicated catalog sheet, and at the end of the game, you must discard fish equal to the value of accumulated Regrets. At the end of the campaign, the complete catalog can be used by multiplayer players as a reference.
How long does a game actually last?
Approximately 30 minutes per player — so 30 minutes solo, 60-90 minutes with 2-3 players, up to 150 minutes with 5. Time flies: turns are short and each player makes frequent choices. With experienced groups, games tend to be on the lower end of the estimate.
Does it work well with 2 players?
Yes, and also in solo. With two players, the game is quicker, and managing Regrets becomes a very clear direct confrontation. With 4-5 players, indirect interaction intensifies — fishing schools deplete faster and timing choices become more significant.
Is it available in Italian?
This is the English edition published by Tettix Games. The mechanics are learned in 15 minutes, and the card language is simple — but card texts, regrets, and rules are in English. Basic knowledge of the language is recommended.
Deep Regrets is an eldritch fishing board game for 1–5 players (ages 14+, duration 30–150 min, approximately 30 min per player). Designed and illustrated by Judson Cowan, published by Tettix Games. Mechanics: Dice Rolling, Push Your Luck, Set Collection, Market, Re-rolling and Locking. Three fishing depths, nine increasingly unsettling schools of sea creatures, wooden D4 dice, Regret Cards with madness/strategy mechanics. Official solo mode with ichthyologist campaign and progressive catalog sheet. English edition. Available on FroGames.it.

Deep Regrets
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