


Deep Regrets - An Unfortunate Fishing Game
🐸 Dettagli da BoardGameGeek
Consiglio BGG sul numero di giocatori
Categorie
Meccaniche
Design & Art
Lingua
Pre-order - leggi i dettagli
🐸 Una rana saggia sa quando dividere l’ordine… e quando aspettare il salto giusto.
Pairs well with
Deep Regrets
🎣 Welcome to the craziest and most strategic fishing horror board game ever created!
Deep Regrets takes you to the dark depths of the ocean, where fishing isn't just about bringing home the catch... it's also about facing increasingly sinister creatures and your own madness.
🎲 Each turn, you'll roll custom dice to determine your fishing strength and decide whether to stay at sea or return to port. But be careful: each choice could increase your Regrets , which affect your final score and could cause you to lose your most valuable fish!
Deep Regrets is a strategic horror board game featuring resource management, push-your-luck mechanics, and ramping up madness. The more you risk, the more you can gain… but the fall can be disastrous.
⚓ Solo and cooperative mode: become an ichthyologist and catalog every marine species in a unique narrative campaign!
🎯 Can you balance your sanity and master the ocean, or will you be consumed by your regrets?
Board game details
- Number of players: 1-5
- Game length: 30-150 minutes
- Recommended age: 14+
- Designer: Judson Cowan
- Illustrator: Judson Cowan
- Publisher: Tettix Games
- Edition language: English
A five-act game
What happens at the table
Not the rules. The experience.
First day at sea — all seems calm
You cast your buoy-dice, watch the shadows on the board, and tell yourself you understand the game. Small fish, safe, easy. The port is near, the Seabucks are coming. 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. Catching it gives you a Regret Card. And that's when 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 is smiling. You look at depth three and think: maybe.
The abyss replies — that move no one will forget
You descended to depth three with the right gear and full dice. You flip the card. It's not a fish — it's something that has no sensible name. It's worth a lot, but your Madness spikes. The table falls silent for a second. Then everyone laughs — except you.
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 packed back into the box. The game restarts 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 available dice depends on your current Madness — the more Regrets you have, the more dice you get. Then you decide: sea or port?
At port, you sell, buy equipment, and recover energy. At sea, you choose depth and school, watch 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 unwanted Regrets.
Each fish can be sold for Seabucks, eaten to regain 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? Get crazier. Regrets unlock extra dice — but raise the final stakes. It's not simple push your luck: it's risk curve management 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 creatures are worth more if you're mad. Normal fish are worth more if you're sane. Managing your position on the Madness track is the deepest strategic decision in every game.
Mounted trophies with multipliers
Three slots on your board to mount the best catches with 2× or 3× bonuses. Choosing what to mount is a small optimization game within the game — and can decide the winner.
Hand-drawn art, card by card
Each creature was drawn in ink and hand-colored in Procreate. No generic textures: every beast has its own face and its own story of visual madness.
Solo ichthyologist campaign
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 tool for multiplayer.
How it ends
The week ends — time to reckon with Regrets
It's not enough to catch a lot. You need to have managed Madness better than others — or at least better than 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: Madness management is a hidden gamble
The price of Madness
- Whoever has the highest value of Regrets must discard their most valuable mounted trophy
- Descending to depth three without adequate equipment can 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 now fully in Italian. A week at sea you won't forget.
Frequently Asked Questions
Deep Regrets FAQ
What distinguishes it from other push-your-luck games?
The Madness system: you don't just risk on a single turn, but you build a position that changes the value of everything you catch. The more Regrets you accumulate, the more dice you get and the more valuable horrible creatures become — but at the end of the game, whoever has the most pays a concrete price. It's push-your-luck in double time: tactical in the turn, strategic over the week.
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 choices that make a difference. It's not deterministic, but it's not pure luck either.
How does the solo mode work?
In solo mode, you play as an ichthyologist on a mission to catalog all species of the sea. It's a campaign of dozens of games: in each session, you catch creatures and document them on a catalog sheet. 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 last?
About 30 minutes per player — so 30 minutes solo, 60-90 minutes with 2-3 players, up to 150 minutes with 5. Turns are short and the pace is brisk. With experienced groups, games tend to be on the shorter side of the estimate.
Does it work well with two players?
Yes, and also solo. With two players, the game is faster and the confrontation over Regrets becomes very clear. With 4-5 players, the fishing grounds deplete faster and timing choices become more significant. It works well in all formats.
Is it suitable for casual players?
Yes. The rules can be explained in about 15 minutes, and the first game flows naturally. The Italian edition by MS Edizioni has all text and cards completely in Italian, so no English proficiency is needed. The luck component levels the playing field significantly — casual players are not as disadvantaged as in other games.
Deep Regrets – An Unfortunate Fishing Game 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, Italian edition by MS Edizioni. Mechanics: Dice Rolling, Push Your Luck, Set Collection, Market. Three fishing depths, nine schools of sea creatures, wooden D4 dice, Regret Cards with Madness/strategy mechanics. Official solo mode with an ichthyologist campaign. Complete Italian edition with localized texts and cards. Available on FroGames.it.

Deep Regrets - An Unfortunate Fishing Game
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
The photos on the website often come from BoardGameGeek and are intended to give you an idea of the game. They may vary slightly from the version you receive. The content declared by the publisher is always binding.
📦Does the content of the box match what is indicated?
We always strive to provide the correct content, but minor variations are possible due to reprints or updates. The information comes directly from the publishers. If you have any questions, please contact us!
⏳How do pre-orders work?
Pre-order the game before release, payment is immediate, and the game is reserved for you. As soon as it arrives, we'll ship it right away! If there are any delays, we'll update you promptly.
🔒Can I trust buying here?
Absolutely! Secure payments, tracked shipments, and a team that loves board games as much as you do. If something goes wrong, we'll do our best to fix it.
🛠There's a problem with my order, what should I do?
Write to us now! Whether it's a missing part, damage, or an error, we'll help you resolve it as soon as possible. Your experience truly matters to us.





