Everything you need to know before your first cast.

Tight Lines is a tactical card game played in turns. Each turn has 4 phases. Read the pond, pick your gear, tempt fate, and roll the dice.

The goal

You and your opponent take turns fishing from a shared pond of 18 fish. Outscore your opponent by catching fish worth the most points — or land a Legendary fish to win instantly.

The pond shrinks as fish are caught. When a surfaced fish escapes your cast, it leaves the pond entirely — so every miss counts.

Each turn in 4 steps

1

Decide

Pick one of three options: draw a rod, draw a bait, or draw a mixed hand of 4. Already loaded with rods? Grab a bait. Running low on everything? Take the bulk draw — but drawing 4 ends your turn, so you won't cast this round.

Your hand carries between turns. What you draw now shapes every turn that follows.

2

Setup

Pick a rod, a bait, and a fish — in any order. Browse your hand, check bonuses, and experiment with different combos before you commit. Some rod + bait pairings unlock combo bonuses. Once you're happy, lock your choices to move on.

Nothing is spent until you cast. Try different combinations — you can swap freely before locking in.

3

Fate

Draw a fate card or skip it entirely — it's your choice. Fate cards can boost your cast, wreck it, or shake up the whole pond. High risk, high reward. If your setup already looks strong, you might want to skip and cast clean.

Fate isn't always worth the gamble. A safe cast with good gear often beats a risky one with a bad fate.

4

Cast

Roll the dice. Your total = dice + rod + bait + combo + fate. Beat the fish's difficulty and you land the catch. Miss, and the fish escapes the pond for good — gone for both players.

Catch a fish and your bait is used up. Miss and your rod is gone. Every cast has a cost.

Rods, baits, and fate

Rod Cards

Your main casting power. Each rod adds a flat bonus, but some have abilities — peek at hidden fish, re-roll dice, or hit harder against specific tiers. Higher-bonus rods often come with pressure effects or discard conditions.

Bait Cards

Conditional power. Most baits have requirements — bonus only against heavy fish, only when you're losing, or only when the pond is in a certain state. The right bait at the right time can swing a cast you'd otherwise lose.

Fate Cards

Drawn by choice, not by force. Can be positive, negative, or neutral — double dice, guaranteed catches, or penalties that punish greedy plays. You always have the option to skip fate and cast clean.

Tiers and difficulty

Every fish has a tier, a difficulty score (how hard to catch), and a point value (how much it's worth). Higher tiers are harder but score more.

Light Easy catches, low points. Good for building momentum.
Medium Balanced risk and reward. The bread and butter of most games.
Heavy Tough to land but worth serious points. Needs good gear.
Trophy Rare and powerful. You'll need your best gear and a bit of luck.
Legendary Catch one and you win the game instantly. Extremely hard to land.

Bankside

This isn't part of the card game — it's what you do between turns. Throw stones, toss bread, drop rubber ducks into the pond. Each item lands differently and the wildlife reacts. No points, no strategy — just you and the water.

You start with a basic rock and unlock more as you play. The demo has 10 items across 4 tiers, from skim pebbles to party boilies and banana sinkers.

How the game ends

Pond runs dry

When all fish have been caught or escaped, the game ends. Highest score wins.

Legendary catch

Land a Legendary-tier fish and you win immediately, regardless of score.

Escapes matter

When you fail to catch a surfaced fish, it escapes and the pond shrinks by one. Every miss brings the game closer to ending.

Quick tactics

Read the pond

Hidden fish are gambles. If you can see a Light fish worth easy points, take the safe catch — don't chase trophies with bad gear.

Manage your hand

Rod-heavy? Draw bait. Bait-heavy? Draw a rod. Watch for combo pairings — the right rod and bait together can outperform two strong cards used separately.

Know when to skip Fate

Ahead on points with a solid setup? Cast clean. Behind with nothing to lose? Pull a Fate card and hope for a miracle.

Ready to fish?

The pond's waiting.