
Goodbye Algorithms, Hello Humanity: ListForYou Gives the Power of Content Discovery Back to the People
With a mission to empower users to reclaim their browsing experience, ListForYou connects individuals through curated lists crafted by real people—trusted influencers, passionate bloggers, and like-minded users. The platform emphasizes privacy and personalization, creating a seamless, tailored experience.
Key Features of ListForYou:
Human-Curated Recommendations: Explore content selected by real people, not algorithms, for an authentic discovery experience.
Cross-Category Exploration: Match your unique tastes with mood-based suggestions across multiple categories, from thrillers to sci-fi to indie games.
Privacy-First Design: Enjoy personalized suggestions while safeguarding your data and preferences.
Seamless Content Management: Organize, rate, and access all your favorite content in one place, synced across devices.
'ListForYou is more than a platform—it's a community of discovery,' said Maksim, Founder of ListForYou. 'We're giving users a chance to escape endless scrolling and enjoy content that truly resonates with their unique tastes.'
At the heart of ListForYou is its commitment to authenticity and user privacy. Unlike algorithm-driven platforms, ListForYou celebrates individuality and shared interests, connecting users with content that reflects their personal style.
The Kickstarter campaign offers exclusive perks for early supporters, including great discounts and the chance to shape the platform's future. Backers will become part of a movement to reclaim media discovery from algorithms and foster authentic connections.
Join the ListForYou revolution and rediscover the joy of discovering content that truly moves you. To learn more or back the campaign, visit the Kickstarter page at https://www.kickstarter.com/projects/250121074/listforyou
Media Contact
Company Name: ListForYou
City: Newark
State: Delaware
Country: United States
Website: www.kickstarter.com/projects/250121074/listforyou?ref=9dv7zv

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Cision Canada
15-07-2025
- Cision Canada
Your New Favourite Party Game Is Coming From Canadian Crowdfunding Darlings
From the award-winning mind behind Rock, Paper, Cynic, Dungeon Tryouts has launched on Kickstarter. TORONTO, July 15, 2025 /CNW/ - Wildly successful Canadian Startup - The Story Engine is thrilled to announce their newest project. Dungeon Tryouts is officially live on Kickstarter! Kickstarter is a crowdfunding platform with a focus on building community and forming connections with funders. Connecting with their community has been the key to their success Introducing Dungeon Tryouts - the ultimate party game of fantasy misadventure. It plays like Apples to Apples meets Dungeons & Dragons (D&D) and feels like being in an episode of Whose Line Is It Anyway? with your friends. It's the perfect way to break the ice - or help party-goers come out of their shell. Peter Chiykowski, is the Halifax-area based mind behind the award-winning webcomic Rock, Paper, Cynic and the crowdfunding sensation The Story Engine Deck. Through The Story Engine, he has raised $2.5 million in crowdfunding ventures with his friend-turned-business partner Miroki Tong. Their newest venture is hoping to bring their creativity to an even larger audience. In Dungeon Tryouts, imagine you are trying to hire someone for an epic quest - and you have received the worst applicants possible. Your heroes all have quirks that make it hard to finish the job. They aren't exactly the cream of the crop - but neither are the gigs you have for them. It's the player's job to flex their creative muscles by pitching their hopeful heroes at quest auditions, spinning their weaknesses as strengths in the hopes of scoring them the job. You'll need to use some creative thinking to convince the quest giver that your "dwarf who was born in a mosh pit" really is the best choice to exorcise a haunted musical theatre full of singing ghosts! "Our first playtest was unbelievably fun. We were laughing like it was a D&D session gone off the rails in the best way possible, except the rules were simple enough that the non-D&D players were having just as much fun," says Dungeon Tryouts creator Peter Chiykowski. "Our decks help creative people tell memorable and amazing stories. Dungeon Tryouts does that in a whole new way!" Dungeon Tryouts is developed by Peter Chiykowski and The Story Engine creative team, while every card features original artwork by AC Stuart (CollegeHumor, Your D&D Stories, Awoo!). Wannabe adventurers are invited to visit the campaign page to learn more about the hilarious party game. About The Story Engine The Story Engine is an independent Canadian publisher best known for making decks of creative prompts for writers, RPG players, and educators. The Story Engine was co-founded by friends-turned-business-partners Peter Chiykowski and Miroki Tong. The company has raised $2.5 million across three previous crowdfunding campaigns for its products. You can find out more at Peter Chiykowski is an award-winning author, cartoonist, and game designer. His webcomic Rock, Paper, Cynic won two Aurora Awards for "Best Graphic Novel" from the Canadian Science Fiction and Fantasy Association, and he has written for the EMBERWIND TTRPG and the video game FRACTER, amongst other ventures. He has published 6 books and run 10 successful crowdfunding campaigns. His comics, memes, and social media shenanigans have been covered by Last Week Tonight with John Oliver, , Buzzfeed, and The Huffington Post.


Geek Dad
11-07-2025
- Geek Dad
Kickstarter Quick Picks: ‘Hardwar'
The turn of the 22nd century was a time of great progression for the human race, space exploration, scientific and technological advancements. It was also the time of neo-colonialism, and a new order emerging from the pyres of the old world. It was the time for a new breed of war – the Hardwar. What Are Kickstarter Quick Picks? Kickstarter Quick Picks are short looks at projects currently on Kickstarter that are of interest to me, and by extension, many of our GeekDad readers. A Quick Pick is not an endorsement of the Kickstarter campaign, nor have I (as yet) received any product copies to review. If you like what you see here, go check out the campaign and decide for yourself if you'd like to back it, or wait until GeekDad has had a chance to go hands-on. As always, caveat emptor- let the buyer beware. What Is Hardwar ? Hardwar is a 6mm scale tactical skirmish scifi miniatures game for 2 players, ages 14 and up, and takes about 30-90 minutes to play. It's currently seeking funding on Kickstarter, with a pledge level of $82 for the 'Force Commander' pledge, which is essentially a single-player starter set containing the rulebook in both print and PDF, one miniatures set of your choice, dice, and tokens. There are many different pledge levels and add-ons available, from those who want to dip their toes into the game all the way to people who want everything. The Kickstarter campaign is currently live and has met its minimum funding goal, and will run through July 31st. Hardwar was originally developed by Strato Minis of Poland, with rules by Krzysztof Raczynski, Rafal Zerych and Robey Jenkins. Strato Minis Studio was acquired by Modiphius Entertainment in 2024. Modiphius recently launched a Kickstarter campaign for this 6mm scale tactical sci-fi miniatures game. New to Kickstarter? Check out our crowdfunding primer. Pro-painted Consortium Security Squadron. Image by Modiphius Entertainment. Hardwar Miniatures Note: My review is based on a prototype copy, so it is subject to change and may not reflect final component quality. Modiphius sent over a Consortium Security Squadron, one of the 9 different unit sets available in the campaign. All of the miniatures arrive unpainted and require assembly. While there were no instructions included with the minis, each was individually bagged and I had no trouble putting them together. The miniatures are in 6mm scale, and made of a resin that was easy to work with, and had minimal mold lines. Trimming was easily accomplished with a hobby knife. The Longinus tank sprue. Image by Paul Benson. Plastic bases are provided for each of the miniatures as well. Just a couple of drops of super glue was sufficient for assembly. Despite the small scale of the miniatures, it should be possible to magnetize the turrets on the tanks, if you wanted to be able to turn them during games. The completed Longinus tank. Image by Paul Benson. Another argument for magnetization is that a couple of the models came with alternate weapons or turrets. I only had access to the Quickstart rules, so was unsure what swapping these parts out would do for the model stats. However, with the full release of the rules and unit information once the Kickstarter campaign fulfills, those mysteries are sure to be solved. A couple of unused parts that are sure to have rules in the final release of the game. Image by Paul Benson. It's not just tanks that you'll find in the unit sets, but also walkers and flyers. Here's the pieces of one of the Consortium walkers: The pieces of the Ranger walker, cut from the sprues. Image by Paul Benson. And here's what the Ranger looks like fully assembled. I opted for a pose that would have the walker raining down missiles on the enemy. The assembled Ranger walker. Image by Paul Benson. Here's a look at all of the minis from the Consortium set, assembled and based: The assembled Consortium Security Squadron. Image by Paul Benson. To give you an idea of the actual size of these miniatures, here's a look at one of the 6mm-scale tanks side by side with a 40mm Star Wars: Shatterpoint miniature. Look out Anakin, it's a tiny tank! Image by Paul Benson. How to Play Hardwar You can download a copy of the Quickplay rules here. Note that any rules that I mention refer specifically to the Quickplay rules. There will be a full rulebook, which will have much more in-depth rules than provided in the Quickplay, as well as stats for all the units in the game. To play the Quickplay, you will need: ■ 10-12 twelve-sided dice, called 'D12s' ■ A tape measure marked in inches ■ 4 Miniatures per side, representing combat elements (more for longer games and more tactical options) ■ A handful of small dice or counters representing damage points, Smokescreens, Vulnerable and Exhausted elements ■ A print-out of the cards on page 21 as reference for your elements' stats ■ A pen or pencil to mark off damage on the elements (or use dice) ■ A flat surface of 2×2′ (61cm x 61cm) to represent the battlefield, with a few terrain pieces such as trees, buildings, and hills. As noted in the Quickplay rules, a game of Hardwar is 'two or more sides meeting in a decisive engagement of tactical and strategic importance to all participants.' These are the Combat Missions that you can choose from to play. In the Quickstart rules, a single mission, Patrol Encounter , is included. The game length and table size in Hardwar are both dependent on the size of the force chosen. For Patrol Encounter, the game should be played on a 2'x2′ board, and should last around 30 minutes. For the largest games of Hardwar, you'll be playing on a 4'x6′ table, and the game will last 90 minutes or more. In general, after setting up the board with some terrain, each side will then deploy their forces opposite each other, with the elements (individual miniatures) touching the edge of the table on their side. At the start of each turn, player will place Action Tokens next to each element (usually 2 per element) showing how many actions that element can take during its activation. The person with the least elements on the board at the start of the turn has the initiative, and will go first. A turn in Hardwar consists of players alternating activating elements, until all players have either activated all elements, or passed. Once all activations are resolved, then there is first a cleanup of tokens, and then a check to see if the victory conditions for the Combat Mission have been met by either player. When activating an element, you can perform up to two actions, removing an Action Token each time you perform one. The actions include: move, shoot, aimed shot, advancing fire, guard, and special action (as indicated by the element's special abilities on their stat card). I'm not going to go into detail on how these all work; for that, take a look at the Quickplay rules. However, it's worth discussing how the attack rolls work, as this system is at the heart of Hardwar. Attack and Defense Rolls Hardwar uses a system of exploding d12 dice for all attack and defense rolls. To perform an attack, you add the Firepower number of the attacking element, and roll that many d12 dice. Any natural 12 explodes, enabling the roll of an additional d12 known as an Augment die. The Augment die can also explode if a '12' is rolled. The target number for an attack is the distance between the attacking and defending unit in inches, with 1 added to the target for every inch of light terrain it passes through, or +3 for heavier cover, as well as the defender's Armour value. The defender rolls a number of dice equal to their Defense value, modified by applicable conditions and any special rules. The attacker and defender then cancel out die results that match. For any attacker dice left over after removing matching sets, the attacker can then group dice together into sets, adding together the results on their die faces as needed to reach their target number. Each successful hit causes a point of damage on the enemy element. Critical hits (caused by pairs of the same number) cause Critical Hits, which add an additional point of damage to the attack. Here's a shooting example from the Quickstart rules, to help clarify how shooting works if that was hard to follow: A Firepower 4 Attack produces results 6, 6, 4, 7 at a distance of 8″ with a target that has Armour 2 for a total target of 10. Let's assume the Defending element rolled their Defence dice and did not cancel any of the attacking dice. The attacking player decides to assign 6 & 6 to one group, and 7 & 4 to another. The first has sufficient range (total of 12 vs 10″) to be a successful hit and is also critical, doing a total of 2 points of damage, while the other is a hit (total of 10 or more) so inflicts just one point of damage, for a total of 3 points of damage. The Syndicate Taskforce. Image by Modiphius Entertainment. If you're interested to get an idea of the flow of a game, I've included the battle report that Modiphius put on the Kickstarter page below. Why You Should Back Hardwar For you middle-aged gamers like myself, you may remember Epic, a 6mm-version of Warhammer 40K where you could stage truly massive battles, but on the same size table as regular miniature wargames. But Hardwar has a slightly different approach. While you certainly can play bigger games, Hardwar is geared more towards taking big mechs and tanks, but allowing you to play skirmish-level encounters with them. The ever-increasing popularity of skirmish-style miniatures games is unsurprising. While maneuvering large armies on a table can be satisfying, it also takes up a lot of time,both in gameplay and in building and painting your forces. Skirmish games deliver a lot of the rewards of those games, but without the space and time constraints of their larger cousins. With Hardwar, you also have a ruleset that is easy to learn and looks to play pretty quickly. l'm always a sucker for exploding dice in games, and I appreciate the simplicity of combat as presented in the Quickplay rules which manage to avoid getting bogged down in the minutiae of different types of weapons and armor. The rules aren't so simple that those are disregarded; different elements in Hardwar will have special rules that come into effect during gameplay. But if you've ever played games like Warhammer 40K, you know just how easy it is with those rules to lose sight of the forest for the trees. There also seems to be a good amount of variety between the different factions, at least judging by their miniatures. One of the sets, the Udar Industries Hardbots, contains only walkers and nothing else. It will be interesting to see just how differently all of the factions play. Some of the farm terrain available in the Kickstarter. Image by Paul Benson. The miniatures, as mentioned previously, are all detailed and easy to assemble. I'm also confident that they'll be a breeze to paint. Some speedpaints and a couple of highlights here and there should give a nice looking force in no time without much effort. And did I mention there's also 6mm terrain that's offered as part of the Kickstarter campaign? There are three different futuristic Farm terrain sets available as part of some of the pledge levels, or you can grab them as addons. I haven't as yet had a chance to try the Quickplay rules for myself, but it looks like Hardwar will be a blast to play. I love the quality of the miniatures, and the quickness of the matches. As someone with limited space, this is also a game that will take up very little space to store, which can definitely be a plus. So if you're looking for a scifi skirmish game that's easy to pick up, take a look at Hardwar. For more information or to make a pledge, visit the Hardwar Kickstarter page! Click here to see all our tabletop game reviews. To subscribe to GeekDad's tabletop gaming coverage, please copy this link and add it to your RSS reader. Disclosure: GeekDad received a set of miniatures for review purposes. Liked it? Take a second to support GeekDad and GeekMom on Patreon! Ken Denmead Editor-in-Chief Matt Blum Managing Editor Z Associate Editors/GeekMom Partners Jenny Bristol Senior Editors Jonathan H. Liu, Patricia Volmer, Sophie Brown Associate Publishers* David Michael, Gerry Tolbert, Andrew Smith, Ray Wehrs, Joel Becker, Scott Gaeta, Beth Kee, Joey Mills, talkie_tim, Danny Marquardt, Adam Bruski, John Bain, Bill Moore, Adam Frank, Lacey Hays, Peter Morson, James Needham, Matt Fleming, Adam Anderson, Jim Reynolds, Seiler Hagan, Bryan Wade, Petrov Neutrino, Jay Shapiro Editor (Emeritus) Chris Anderson Contributors Paul Benson, Darren Blankenship, John Booth, Jenny Bristol, Rory Bristol, Robin Brooks, Tom Fassbender, Whit Honea, Rob Huddleston, Will James, Michael Knight, Joey Mills, Brad Moon, Anton Olsen, Skip Owens, Mariana Ruiz, Derrick Schneider, Tony Sims, Dakster Sullivan, Mark Vorenkamp *Thanks for your support on Patreon!


Geek Dad
24-06-2025
- Geek Dad
Kickstarter Tabletop Alert: ‘Deep Regrets'
Can you keep your sanity while fishing up increasingly strange things from the ocean? What Is Deep Regrets ? Deep Regrets is a strategic, horror-themed fishing game for 1-5 players, ages 16 and up, and takes about 30-150 minutes to play. The base game, along with the new expansion, Even Deeper Regrets, is currently seeking funding on Kickstarter, with a pledge level of 65 British pounds sterling, or approximately $87 USD, for an all-in copy of Deep Regrets, the new expansion Even Deeper Regrets, and the mini expansion Lamentable Tentacles. Deep Regrets fulfilled from its initial Kickstarter campaign earlier this Spring, and backing this current campaign is the only way right now to get a copy of the base game. The Even Deeper Regrets campaign will run through July 17th, 2025. While I did not receive a copy of Even Deeper Regrets to review, Tettix Games did send along the original base game, Deep Regrets, for me to take a look at. Deep Regrets was designed by Judson Cowan and published by Tettix Games, with illustrations by Judson Cowan. New to Kickstarter? Check out our crowdfunding primer. Everything that comes in the box. Image by Paul Benson. Deep Regrets Components The game box contains the following: Omen Die First Player marker Life Preserver 5 Madness Cubes Fishcoin Day Tracker 5 Fishbuck Trackers 5 Boat Meeples Port Board Sea Board Two-sided Madness Tracker / Ocean Survey Board 5 Two-sided Angler Boards Ocean Survey Pad 15 Player Dice 24 Tackle Dice Dice Bag 60 Regret Cards 25 Dink Cards 10 Reel Cards 20 Supply Cards 117 Fish Cards 10 Starting Provision Cards 10 Reference Cards I was sent a copy of the Kickstarter version of the game, and before even opening the box, the theme can be seen in full effect. The main difference between the Kickstarter and retail versions of Deep Regrets, is that the Kickstarter version comes wrapped in newspaper, much as fish sellers used to wrap their wares. It's not actual newspaper, of course, but rather a thick paper printed to resemble an old-time newspaper. Your fresh game catch of the day. Image by Paul Benson. Underneath the wrapping paper is the still-thematic game box. The box size is fairly compact, and will fit easily on a shelf. The Deep Regrets box. Image by Paul Benson. Game designer Judson Cowan did all the artwork for the game as well, and his artistic skill is on display throughout the components. This is immediately apparent not just on the outside of the box, but also on the inside of the lid. The inside of the box gives you an idea of what you're in for with the game. Image by Paul Benson. I'm quite a fan of Judson's art style, with its tongue-in-cheek portrayal of sea life that's unusual, to say the least. His artwork infuses the high-quality components throughout. As a matter of fact, I don't generally show pictures of the rulebook, but I think it's worth it in this instance: The well-organized rulebook. Image by Paul Benson. Here's the Sea Board, where you will spend your actions out at sea on. There are three different depths that you will fish from, depending on how you've positioned your boat. The Sea Board. Image by Paul Benson. Instead of fishing out at sea, you can return to Port, where you can sell or mount fish, and acquire more dice or equipment. Available actions, and their respective costs, are conveniently found on the board. You will also use the top of the board to track the rounds of the game. The Port Board. Image by Paul Benson. While we're looking at boards, let's take a look at the one dual-layer board in the game, the Madness Tracker board. This board has room for all of the players' madness cubes, and shows all the effects that take place depending on a player's level of madness. Madness is determined by the number of Regrets that a player accumulates (hence the title!) The Madness Tracker side of the board. Image by Paul Benson. The Madness Tracker board is double-sided as well, with the reverse side used for the solo/cooperative game. Each player will take one of the 5 double-sided Angler Boards. These boards are solely for the player color and for personal flavor, and otherwise function identically. One side of the Angler Boards. Image by Paul Benson. If you're a fan of H.P. Lovecraft's The Shadow Over Innsmouth, you may choose to use the reverse side of your Angler Board. You might even start out 'normal,' and flip your board over as your character descends into madness: Those days out at sea can change you…literally! Image by Paul Benson. Many of the player components are screen-printed wood. Each player will have both a Boat Meeple and Madness Tracker in their player color: Boat Meeples and Madness Cubes. Image by Paul Benson. Each player has 3 Player Dice in their color. There are also Tackle Dice which you can purchase (though you randomly draw them), and an Omen Die tied to an Artifact that you can fish up. The dice are not your typical shape, and several have different sides from each other. All the dice in the game. Image by Paul Benson. Fish have different numbers, to indicate what depth they're found at, as well as illustrations of the fishes' shadows on the backs of the cards which hint at what size the Fish is. The bigger or deeper the Fish, the more difficult it can be to catch. Fish can be either fair or foul, and as a rule of thumb, the deeper you go, the higher the percentage of foul Fish. A sampling of some of the many fish in the game. Image by Paul Benson. There's one metal component, a Fishcoin. Certain fish have an ability that requires you to flip the coin and resolve either the heads or tails effect accordingly. Both sides of the Fishcoin. Image by Paul Benson. All the cards in the game have a linen finish. That, combined with the many wooden components, give a luxurious feeling to the game. How to Play Deep Regrets You can download a copy of the rulebook here. The Goal The goal of Deep Regrets is to fish, sell your catch, and end up with the highest score by the end of the game. Setup for a 2-player game. Image by Paul Benson. Setup Each player takes an Angler Board and places it in front of them, either side up. They then receive a Fishbuck tracker in their color, which is placed on the '0' space, 3 Player Dice in their color, 2 Reference cards, 1 Can of Worms card, and 1 Lifeboat card. Each player's Boat is placed at Depth I on the Sea Board. The First Person Marker is given to the player who has had the most regrettable day. An example of a Player setup. Image by Paul Benson. The Port Board is set at the end of the table, with the Day Tracker placed on Monday. All of the Tackle Dice are put into the bag, which is placed nearby. Shuffle all of the Regret cards, then take 10 cards per player and place them in a single pile next to the Port board, creating the Regrets deck. Return the rest to the box. Shuffle the Rods, Reels, and Supplies decks and place them below the Port board face down in their respective spots. Some of the Rod, Reels, and Supplies cards. Image by Paul Benson. Place the Life Preserver, Fishcoin, and Omen Dice nearby, as well as the Madness Tracker. Place each player's Madness cube on the top row of the Madness Tracker. Place the Sea Board beside the Port Board. Shuffle the Dinks deck, and place it in the designated space at the top of the board. Some of the Dinks cards. Image by Paul Benson. Shuffle all of the Depth I Fish and deal them out in piles of 13 to form a row of three Shoals at Depth I. Do the same for Depths II and III, leaving space for Graveyards to the right of each Depth row. Gameplay Deep Regrets is played out over the course of 6 days, or rounds. Each day is broken up into 4 Phases: Start, Refresh, Declaration, and Action. Phase I: Start Note: this phase is skipped on the first day. Move the Day Tracker up, pass the first player token clockwise, and discard all revealed Fish at Sea. Trigger any Day effects shown on the Day Tracker: Wednesday and Friday, all players flip their Can of Worms face-up. Thursday, all players gain $3. Saturday, all players take one orange die from the bag. All players at Sea must move their Boat up one Depth, if they are not already at Depth I. Phase 2: Refresh Each player takes all dice from their Spent Pool, adding any number of dice from their Fresh Pool, and rolls them. They then choose dice to place into the Fresh Pool until their Max Dice limit is reached. Leftover dice are placed into the Spent Pool. The player who has the highest total of Fresh Dice values takes the Life Preserver and gives it to another player of their choice. The Life Preserver can be discarded at Sea to reduce the difficulty of a single Fish by 2, or at Port to reduce the cost of visiting a single Shop by $2. Image by Paul Benson. Phase III: Declaration Starting with the First player and proceeding clockwise, each player declared whether they will spend the day at Sea or Port by placing their Boat at the appropriate location. If players own any Rods or Reels, they may equip one of either or both to place in the appropriate space on the Player Board. These remain equipped until the next Declaration Phase. Phase IV: Action This is the bulk of the game. Starting with the First Player and proceeding clockwise, each player can take one action or pass. The actions will be determined by whether they are at Sea or at Port. This continues until all but one player has passed. Once a player has passed, they are skipped and can no longer take actions, eat Fish, or use items or Dinks until the next Day. Passing Rewards: When a player first passes, and each time they are skipped in turn order, they may either draw a Dink, or discard one random Regret card. Last to Pass: Once everyone but one player has passed, the remaining player gets 2 more turns, then play proceeds to the next day. Sea Actions On your turn, you may either Fish or Abandon Ship. Cast: Select a Shoat at your current Depth or above. If the top Fish of the Shoal is facedown, flip it over to reveal it. If it's already revealed, skip to step 3. Trigger: if you revealed a fish with this action, check to sea if it has any reveal abilities. If so, resolve them. Pay: Check the Fish's Difficulty in the upper right-had corner of the card. To catch the Fish, you must spend dice equal to or greater that the Fish's Difficulty. Spent Player Dice are moved to the Spent Pool, spent Tackle Dice are put into the dice bag. If you cannot afford a Fish or choose not to pay it, you must spend one die of any value and draw the top card of the Dink deck instead. Catch: If you catch a fish, check if it has any catch abilities and resolve them, and then take the card into your hand. If you ever catch the last Fish in a Shoal, you immediately draw one Regret card. Catching fish will often result in randomly drawing Regret cards. Image by Paul Benson. Once per game, if you are at Sea and your Lifeboat is face-up, you may, as an action, flip over your Lifeboat to immediately Make Port. Your Boat is then moved to the Port Board, and for the rest of the Day, you may only take Port actions. However, a flipped Lifeboat increases your Regret Value by 10. Every player has a Lifeboat card. Image by Paul Benson. There are also a number of Free actions you can take on your turn, that don't count as an action: Drop Sinkers. Before fishing, you may spend a die of any value to move your boat down one Depth. You must spend one die for each Depth you wish to descend. Use your Can of Worms. Before revealing a Fish, you may flip your worms to peek at a Fish on the Sea Board and decided to put it back either on top or bottom of its Shoal. Eat Fish. If a fish has an Eat ability, if may be used at any stage of fishing by discarding it from your hand. Use the Life Preserver. Discard to reduce a Fish's Difficulty by 2. Use Dinks & Items. Some Dinks, Rods, Reels, and Supply items can be used at Sea for various benefits. Port Actions On your turn, you may Sell, Shop, or Mount. Immediately upon arriving at Port, players will first: Take all dice from their Spent Pool, adding any number of dice from their Fresh Pool, and roll them. They then choose dice to place into the Fresh Pool until their Max Dice limit is reached. Leftover dice are placed into the Spent Pool. Flip your Can of Worms Face-Up. Discard 1 Regret Card. The Can of Worms, before it is flipped faceup. Image by Paul Benson. After you have done the above steps, you are now free to start taking actions at Port. The actions a player can take are: Sell Fish. Choose any number of Fish in your hand and sell them for their Value, modified by your current Madness on the Madness Tracker. Take the correct amount of money and discard all Fish to their respective graveyards. Shop. You may only visit each Shop once per day. Pay one of the amounts indicated on the Port Board for the particular Shop, and then draw and keep the number of cards shown for the amount spent. If you purchase additional dice, immediately roll them and place them in your Fresh Pool. Mount Fish. Choose up to three Fish from you hand and mount them in any empty slots at the top of your Angler Board. Mounted fish get multipliers to their value at the end of the game. As Free Actions, you may also on your turn: Use the Life Preserver, discarding it to gain a $2 discount at a single Shop. Use certain Dinks, to reduce the cost of a Shop. Game End The game ends on the final day, once all players have passed. At that point, players reveal and count the value of their Regret cards, also adding 10 to that value if they flipped their Lifeboat during the game. The player(s) with the highest total Regret value must discard a Fish according to player count. Next, players add: The values of their Fish in Hand modified by their current level on the Madness tracker. The values of their Mounted Fish first modified by their current level on the Madness tracker, and then multiplied by the mount modifier. 1 point for every 2 Fishbucks The player with the highest score wins. Tiebreakers are lower total Regret value, followed by fewest Regret Cards. Ocean Survey This is a solo/co-op mode that is included in the base game. Each game you'll spend 5 days trying to reel in as many Fish as possible. You play it as a campaign, checking off every Fish on the Ocean Survey sheet until you have ultimately caught everything and brought it to Port. The instructions on how to play the Ocean Survey can be found in the rulebook. There's a whole pad of sheets for the Ocean Survey, so you can repeat that mode as many times as you want. Image by Paul Benson. Even Deeper Regrets The Even Deeper Regrets expansion adds several new elements: 117 new Sea Fish Inland fishing, which adds another board and Fish supply that can be chosen to visit during the Declaration phase. Most fair Inland Fish also reward the player with Clout, which can be spent at Port or used for endgame bonuses. Pets which may be purchased as Supply cards. Polyps, which become more valuable the more of them that are caught. The Even Deeper Regrets expansion can be pledged for by itself for approximately $34 USD if you already own the base game, or as part of the 'All the Regrets' bundle with Deep Regrets and the Lamentable Tentacles mini expansion. Why You Should Play Deep Regrets Have you ever played the horror fishing video game Dredge? Are you a fan of H.P. Lovecraft's classic story The Shadow Over Innsmouth ? Do you like the macabre but humorous cartoon artwork of Gahan Wilson? Then Deep Regrets is definitely your thematic cup of tea! Judson Cowan even admits to Dredge being a huge inspiration for Deep Regrets. This is a gorgeous game where the artwork definitely fits the theme. The components are top-notch, with the screen-printed wooden pieces having a slightly off-kilter quality in keeping with the offbeat nature of the game. I also appreciated that the Player Boards were made of cardboard instead of cardstock. The First Player token and Day Tracker. Image by Paul Benson. Deep Regrets is easy to learn how to play, and to teach to others. It definitely helps that all of the information you need to play can be found on the cards and boards used in the game, as well as on the two double-sided reference cards, of which every player gets a set. All four sides of the 2 Player Reference cards. Image by Paul Benson. There is a fairly high luck factor in the game, as you often won't know what exactly you'll find when you flip over a Fish card. It does generally help to know the size of a Fish based on its shadow on the back of the card, but that doesn't let you know what abilities it might have, or whether it is a Fair or Foul Fish. Yes, you have your Can of Worms, but this must be used judiciously as it will only be reset when you either go to Port, or when you reach Wednesday and Friday on the Day Tracker. Supplies, Rods, Reels, and additional Dice can help manage that luck, but those are only available in Port, and you have to balance your Port visits with the time needed out at sea fishing, so that you have something to actually sell when you return to Port! Obviously, there's a lot of risk/reward decisions at play in the game. I enjoy the gameplay quite a bit, but I also enjoy the theme, which definitely helps contribute to my overall enjoyment of the game. If you're not drawn to the dark comedy of Deep Regrets, you may not enjoy the gameplay as much. I also wish that Deep Regrets played a little faster. 30 minutes per player seems a bit long for the gameplay. You can optionally play a shorter game by starting the Day Tracker on Tuesday, but then it feels like you don't have enough time to get everything accomplished that you want to in the game. Overall, I'm very fond of the little offbeat horror fishing game that is Deep Regrets. I'm very intrigued by the gameplay additions in Even Deeper Regrets: they seem to add some nice variety and endgame scoring options without adding much to learning the game, and may even solve my problems with the game length. Of course, I won't know that until trying out the expansion myself, but for the moment, it looks to me like a very promising expansion and possibly even a 'must include' for rounding out Deep Regrets. And if nothing else, there's a bunch more of that wonderful Judson Cowan artwork to enjoy. For more information or to make a pledge, visit the Even Deeper Regrets Kickstarter page! Click here to see all our tabletop game reviews. To subscribe to GeekDad's tabletop gaming coverage, please copy this link and add it to your RSS reader. Disclosure: GeekDad received a copy of this game for review purposes. Liked it? Take a second to support GeekDad and GeekMom on Patreon!