Review: Fleet provides an often-replayable quick engine-building game for low cost and space

Eric poured through the reports on his desk, looking out the window at the ships filling up the icy waters of Nunavut’s Ridback Bay. Things were working well for his fleet, with the shrimp and lobster boats both bringing in significant hauls, but now he faced tough decisions about what to do with the profits. Should he invest further in shrimp and lo to try bsterand control those markets? Opt to diversify, branching out into cod, tuna, or king crab? Build a processing fleet to control the next step of production? Or even just buy the dock’s pub to make money off the thirsty returning fishermen? All of those possibilities seemed to provide ample room for profit, but there were his rivals to consider, too. What would they do, and what opportunities would that leave for Eric?


Published: 2012

Designers: Ben Pinchback and Matt Riddle

Publisher: Eagle-Gryphon Games

2-4 players

30-45 minutes

(Note: this is a review just of the base game. I plan to write a review of the Arctic Bounty expansion in the future.)

I picked up Fleet a few years ago on a whim, mostly thanks to its theme. Fishing an unexplored bay in Nunavut sounded like a lot of fun, and was certainly different than anything else I had in my collection. Imagine my surprise to find out years later from the excellent designer diary that this didn’t start with a fishing theme at all, but rather as a game called Imperials, based around continents and cities. In the end, that game would be just fine as well, as there’s a rock-solid engine here that would provide plenty of fun regardless of what the game’s about, but I think the fishing theme actually translates pretty well, and it definitely helps the game stand out. It’s certainly not a theme-first game, or an overly-detailed fishing simulation, but it’s a unique engine-building game that gives you the sense of building a fishing fleet, either cornering one kind of the market or diversifying amongst different fish, and it’s one that provides a high level of replayability and interesting decisions for a low cost, a short play time and minimal table space. From this corner, this is a sure keeper, not one to throw back.

The inside of the Fleet box.
The inside of the Fleet box.

What’s Fleet all about? In a word, multi-use cards, which is a key reason it’s able to deliver such a solid experience without a huge number of components and for a low price. Setup is pretty quick, only requiring giving each player one of each boat card, modifying the numbers of available licenses and fish crates depending on the number of players, and setting the premium licenses further down in the deck. The boat cards you get can be used as boats, captains, or money to pay for licenses and launching boats. The goal’s to get the most victory points, and there are multiple ways to do that. Each launched boat is worth a certain number of victory points (depending on the boat type), and each crate of fish on a boat at the end of the game is worth one victory point. Each basic license you buy is worth a certain number of victory points (depending on type), and premium licenses are worth more (to be discussed a little later). Read more