Nautical

Fishing

In Fishing, you try to catch as many tricks as possible over eight rounds, with each card you catch being worth 1 point. You then use your caught cards for the next round — and if you didn't catch enough tricks to fill your hand, you'll draw fresh cards from the ocean stack, which will introduce new cards for you fishers to fight over.

In more detail, at the start of each round, you have 8-13 cards in hand, depending on the player count and the round. In the first round, the cards go from 1-10 in four colors. Standard trick-taking rules apply, with players needing to follow the color led and the highest card of the led suit winning the trick.

New cards come into play from the ocean stack in waves, with higher-value cards in the four colors, a green trump suit from 1-16, 0 cards that let you snag a card from the trick, and special-powered buoy cards that can always be played into a trick regardless of what you have in hand. With buoys, you can steal the lead or determine which color must lead the next trick, force players to pass cards or lose points; you can even steal all other cards in a trick, ideally netting yourself huge fish for use next round.

At the end of each round, score 1 point for each card you caught. Whoever lands the most points after eight rounds wins.

Saltfjord

The generations before you have relied on harvesting the oceans. But as the 19th century ends, change and opportunity reach your fishing village in northern Norway. In Saltfjord, you must decide if you will expand your settlement with new buildings, send your boat to collect fish, engage in trade, or pioneer new technologies to make everyday life easier. How will you shape the destiny of your village?

Saltfjord is set in a Norwegian fishing village, and is loosely based on the dice drafting mechanisms from "Santa Maria", but the game has otherwise been completely redesigned and expanded with new elements.

Over three rounds, players draft dice to activate buildings in their settlement. This provides resources as well as activating actions such as sending out your fishing boat, advancing along the various technology tracks, completing trade orders, or erecting new buildings. Each player's player board shows a grid. When you draft a die, you activate all buildings in the row or column corresponding to that die. By erecting buildings in your settlement, each die can activate more buildings.

The technology tracks unlock special abilities, such as upgrading your fishing boat. And fishing is an important part of daily life in Saltfjord.

To add to the replayability, the game has lots of variable elements in the set-up, such as what special abilities and end scoring tiles are available.

—description from the publisher

Come Sail Away!

Come Sail Away! is a board game for 1-4 players in which you compete to board passengers upon your luxury liner, bringing them to their favorite cabins and facilities. Players can enjoy a deliciously thoughtful and brightly illustrated game that is simple to learn, yet always challenging.

The aim of Come Sail Away is to guide passengers into your cruise ship as smoothly as possible, earning points in the process. In addition to earning points for filling each room on the ship, you can earn bonus points for filling certain rooms faster than other players. Further, by guiding passengers with luggage to their cabins, players can advance on the luggage track, allowing you to place additional small cabins, gain additional passengers, and earn bonus points. As the game progresses, it is also important to think ahead and make sure your ship has room for passengers, or else you will have a crowd of disgruntled passengers at hand!

---from the publisher

Deep Regrets

Deep Regrets is a an unfortunate fishing game about pulling progressively more horrifying things out of the ocean. Decide what to eat, what to sell, what to mount, and how many regrets you're willing to carry, as you push yourself too far and spiral towards a conclusion in this strategic horror fishing game.

You'll roll bespoke tackle dice at the start of each turn to determine your strength for that round and then decide whether you'll stay at sea or return to port to sell fish, buy provisions, and recharge your energy.

Survey the sizes of shadows on the backs of 9 different fish shoals at three depths, determining what you think you can afford to catch and if you want to risk it for a potentially better reward. Flip fish, spend dice, add them to your collection - but beware of reveal and catch abilities that can have various effects on the game! As your eyes spy more and more horrifying things, you'll collect Regrets cards - which drive up your madness but also give you access to more dice and increase the value of weirder fish. It's a risk/reward scenario as you balance your madness, knowing that at the end of the game the player with the highest value of Regrets will have to discard their most valuable mounted fish.

Manage you resources, make strategic decisions, leverage madness to your benefit and suppress your Regrets as you try to catch the most valuable haul of weirder and weirder fish in this weird week at sea.

SOLO MODE:
In the solo mode (which you can also co-op), you'll act as an ichthyologist on a mission to catch and catalog every fish in the sea. Over a campaign of dozens of games, you'll try to reel in every last fish and document their attributes on provided catalog sheet. At the end of each game, you'll have to discard an equal value of fish to the regrets you've collected and may have to let some fish go to return to another day. At the end of the campaign, you'll have a catalog of all fish names, depths, values and difficulties that can be used by players in the multiplayer game to help identify what they might fish up!

Rivages

In Rivages, players explore the legendary islands of Myr, searching for remains of its long-forgotten wisdom.

Each player starts with their own map of an island that's divided into several colored areas. Every turn, they strike out the available symbols from one of the two cards in their hand, check matching fields on their map, then pass the cards along to their neighbor. By exploring certain areas, achieving goals on the island, looting treasures, and progressing on their own wisdom tree, they gather valuable parchments. Reaching a boat allows them to move to a new island full of new opportunities.

Whoever has the most parchments at the end of the game wins.

—description from the publisher