Announcing Finspan: Sharks & Reefs!
I’m excited to reveal the first expansion for Finspan, Sharks & Reefs!
Finspan: Sharks & Reefs adds to the variety of the core game with a focus on sharks and fish that live among coral reefs. This expansion introduces new coral reef habitats to your ocean mat and more incredible sharks—with fearsome new abilities!
Players can now nurture colorful coral reefs in each of their ocean’s three dive sites. Healthy reefs enable you to play powerful reef fish, unlock fish abilities, and score bonuses at the end of the game. Meanwhile, sharks scatter schools of young (to form even more schools elsewhere) and leave behind food scraps that any fish in your ocean can consume.
Sharks & Reefs is designed by Michael O’Connell, illustrated by Ana María Martínez, Catalina Martínez, & Mesa Schumacher, developed by David Gordon and Elizabeth Hargrave, and features an Automa solo mode by David Studley. The Finspan core game is required to play the Sharks & Reefs expansion, and the full rulebook is available now.
You can see larger versions of these slides on Instagram.

Over the next few days we will share stories about the creation of Finspan: Sharks & Reefs in the design diary series on our website, in the Finspan Facebook group, and on BoardGameGeek. Here is today’s post:
April 16: The Inception of Finspan: Sharks & Reefs and Product Design
Here’s designer Michael O’Connell with some Finspan backstory and an introduction to this expansion:
When David Gordon and I designed Finspan, we weren’t sure how it would be received. How would the world react to a third -span title, especially one released just one year after Wyrmspan? We had known for years that we wanted to do a game like this. There is even a topic on the Stonemaier Games Discord server that’s still called “aquatic Wingspan,” where folks within the company post regularly about the game. But would the public embrace it? Did fish hold the same fascination for people as birds and dragons?
Of course, Finspan has done everything we hoped it would. As with the other -span titles, it has helped bring new players into the hobby. Many content creators have tried to articulate why all three games deserve a place on your shelf. Each has its own identity. Finspan is the friendly one. Open hands, so everyone at the table knows what you’re working with. Abilities that help other players as well as yourself. Fascinating fish facts on the cards that make you want to read them aloud. Components that are colorful and a tactile delight—especially if you pick up the “squishy eggs” upgrade pack. The goal has always been that Finspan be genuinely inviting. A game where players can help each other, where the rules are intuitive, and where you aren’t asked to make a lot of small decisions.
We never wanted players to feel stuck or confused about how to get the resources they need. Need new fish? Dive here. Need eggs? Dive here. Need young or a school? Dive here. It’s always clear how to progress. The only thing you need to worry about is how to optimize that progression. That’s where the game’s depth lives. (Pun intended.) Finspan’s intricacies reveal themselves as you play, rather than hitting you all at once. And the game is forgiving. Don’t like your engine? Consume that fish that gives you nothing but points with a larger one that has an IF ACTIVATED ability. There is always a way forward.
Once you know how to play the game, my hope is that you never need to return to the rulebook. The player aids, the achievement board, the ocean mat—those should be enough. I don’t know if that’s possible to achieve with every group of players, but it’s what I strive for, and it shapes every decision I make about what goes into an expansion.
So. Sharks & Reefs.

When Jamey and I began talking about designing the Finspansions, we had the typical discussions around what players might want to see, what things might be improved about the game, and what things might be accentuated. However, in the case of Finspan, there was an additional consideration: Many, perhaps even most Finspan players are not typically the people who buy expansions. I’m guessing a lot of them don’t even know that expansions to board games are a thing. Players who buy expansions often want more to think about. But, with Finspan, we’ve tried to limit “more for the sake of more.”
And so, Sharks & Reefs is not just a “more cards” expansion. It adds a dimension to the game without the burden of exponential complexity. The coral overlay and tokens and new reef fish enhance the tactical and strategic choices available to you on nearly every turn. The sharks feel splashy and reward a well-timed turn, but they don’t require you to set your brain on fire to play them effectively. I’ve taught the game to brand new players with Sharks & Reefs included from the start, and it wasn’t dramatically more difficult than teaching the base game alone, which is exactly what I intended.
We designed Finspan (the core game) at the same time that Connie Vogelmann was designing Wyrmspan. Connie finished first, and so Wyrmspan was released first. (Yeah, she was faster than David Gordon and I combined.) But that gave us a year-long window to think ahead—to design the mats and the base game rules with future expansions already in mind while still giving our 100% focus on making the base game a complete package.

I started work on the first two expansions while Wyrmspan was still being released and while the base game of Finspan was still in development (though we waited a few months after Finspan was released before finalizing the first expansion so we could learn from public feedback). This let me make choices that allow future content to slot in organically. The deepwater row in the base game is a good example of this. It started as an expansion idea, but playtesters loved those nightmare-fuel abyssal fish, and so we pulled the deepwater row into the base game to make room for more of them. That’s why there are three more slots for cards than in the other -span titles.
We couldn’t anticipate exactly how popular Finspan would be, but we knew we’d want to create multiple expansions for it. So, I thought carefully from the start about how they would work together. I want each expansion to be easy to learn on its own, and I want them to integrate cleanly with each other without overwhelming the players.
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Michael has some fun stories in the next few days that delve into the gameplay of Sharks & Reefs, and I wanted to briefly mention a product design element: In the expansion we included a large card tray designed to fit in the Finspan box next to the original tray. The new tray includes 4 slots for stacks of cards and a central area to hold tokens. Our hope in supplying this tray in the first expansion is that it will hold all components for the core game, this expansion, and any future expansions.
You can follow along and get a launch notification on May 13 by clicking here.

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Have you ever bought a mystery box, a blind booster pack, or a subscription with an unknown assortment inside?
In the tabletop game space, box covers have a huge impact. It isn’t just about their marketing appeal; publishers try to make boxes that people are proud to display, that are compelling both at a game store and in an online thumbnail, and that 






I spent the last weekend hosting friends at the 
Mindbug: This snappy two-player dueling game has a unique hook that seemed to intrigue people (twice per game when your opponent plays a card, you can claim it as your own instead). An accessible, quick 2-player game is really nice for an event when a few people are waiting for longer, larger-group games to finish.
Almost exactly 1 year ago today, Mitchell and I recorded our first episode of the 30-minute
But something clicked yesterday when I saw The Enigmatist in St. Louis. David Kwong is a magician, NY Times crossword designer, and an avid puzzler and gamer. The 2-hour show is full of riddles and puzzles for the audience to solve (if they wish), and Kwong seamlessly intertwines them with some more traditional magic elevated by his remarkable vocabulary and memory. We had so much fun at the show, and
In other words, if you have the opportunity to work on a passion project for many years, it could lead to something truly special, especially in a time when it’s more difficult than ever for a game to stand out from the deluge of high-quality projects.
United States: We work with Miniature Market fulfillment here in St. Louis and have been really impressed by all services they’ve provided. Fulfillrite, Quartermaster Logistics, and Allplay Fulfillment have great reputations, and whenever I receive a package from them, I’m pleased with the quality of packaging.





With this in mind, I was both impressed and intrigued that Gamefound is introducing a new feature called
clever
1. I really like that the first image on the project page leads with the words, “Why we made Almighty” (with the reason focused on potential players: That they would “make a great god” and if they like a short list including ancient mythology, emergent narratives, and asymmetric area control). Can you talk a little about the decision to “lead with why” as the first image on the page?
3. I must admit that when a game highlights that it can be played both competitively and cooperatively, it makes me wonder which is the “correct” or “best” way to play. In other words, to me it’s more of a marketing detriment than an asset. Of course, that’s a highly subjective take. Was Almighty designed from the beginning as either a competitive or cooperative game? What’s your instinct when you (as someone who plays games) sees a game advertised with multiple modes of play?
Serve customers: When in doubt, I ask myself, “What could I do right now to serve our customers?” This can be private or public. For example, I could email some of our most frequent customers to thank them for their support. I could hang out in any online community for our games, or search for our games on Instagram to comment on the posts instead of just liking them. Or I could make a video (recorded or live) to help people learn one of our games.