Finspan is the third entry in the growing and rather oddly named “Span” series, following award-winning Wingspan and the more fantasy-leaning and complex Wyrmspan. This time, instead of birds or dragons, the focus shifts underwater to diving and collecting fish.
Before getting into it, a bit of transparency. I came into this review without any real attachment to the series. I had not played Wingspan or Wyrmspan beforehand, so I am not coming at this as a long-time fan or someone already invested in what these games are trying to do. For me it’s a new game and a first go at the series, open mind, no preconceived notions.
That said, I did spend some time with Wingspan while preparing this review. I felt it was important to have that point of comparison, a bit of context for this review, as clearly, fans of Wingspans are going to be eyeing this one. If I were to summarize that experience, I think the best review I could give it is that it left me…. wanting. I will talk a little bit about why that is later in this review, as we make some comparisons between Wingspan and Finspan.

Finspan, however, is where things get interesting, albeit only slightly. While Wingspan and Finspan share a lot of the same core ideas and structure, they do not necessarily deliver the same experience. For better or worse, Finspan is a much simpler game, focused on being a kind of more accessible version of Wingspan with its own unique theme, and this is quite obvious from the onset. In fact, it could arguably earn the label of a gateway game were it not for a couple of quirky elements.
There are, however, other more subtle differences beyond the simplified gameplay and approachability of the game; the most notable thing that stood out to me is why Finspan is not just simply a 2-player version of Wingspan with a different theme. I can’t stress how different the experience is between a 2-player game and a 3+ player game.
I think the strangest thing about my experience with Finspan is how vastly worse the game got with more players. My initial experiences with the game were a two-player affair, and I have to admit, while the game was simple and a little outside of my genre preference, I still enjoyed it. It was a pretty quick, fun little engine builder and victory point salad with a charming theme and colorful components. It was… simply put, kind of fun.
Then I tried Finspan with 4 players, and it was like being run over by an ice cream truck. I like ice cream, just not from this angle. It was a dismal slog that overstayed its welcome by nearly an hour, and there was quite literally no payoff to it, not just because there is virtually no interaction between players, but there was a ton of downtime, and it swallowed up a stupid amount of table space. It was just outright boring and slow.

That contrast is difficult to review because I want to tell you that I really like Finspan, my daughter and I have played it several times, we had a lot of fun, and it continues to hit the table long after my obligation to write this review ended. That said, there is absolutetly no way I will ever play this game with more than 2 players again, because that was a truly painful experience. So does that make Finspan a good game or a bad one? It’s tricky.
I think to tackle this review, we have to answer some questions here to put things into context. Does Finspan stand on its own within this series? Is it different enough to justify a place alongside the other games? And perhaps more importantly, who is it really for?

Today, we sort all that out. Let’s get into it!
Overview
Final Score: 

(3.05) Good Game!
The first thing that struck me about Finspan was how bold and vibrant it looks on the table. The colors really pop, and once everything is laid out, the game becomes a genuine visual feast. It immediately made a stronger impression on me than Wingspan ever did in that regard.

Now, to be fair, I do enjoy fishing as a hobby, so I was naturally more drawn to the theme here than Wingspan’s birds. Drawing a fish card you have caught and eaten before adds a kind of charm to the experience. There is also the fact that my experience with Wingspan was digital, played on Board Game Arena, which I personally think is not a great way to get the right first impression of a tabletop board game, while Finspan was played physically at the table. That difference alone likely plays a role in how each game landed for me. Fortunately, I’m not here to review Wingspan; we are here to talk about Finspan, and while I think a comparison is a valid addition to a review in a game in a series, I don’t think it matters how much I did or didn’t like Wingspan.
In Finspan, each round you take one of two actions. Either you play a fish card from your hand into your player board or you go diving down one of three columns representing, I guess, different types of dives (reef, coast, and open ocean?).
When you play a fish card, you typically get a one-time “when played effect,” or you get an ability you will activate each time you make a dive in the zone that the fish is in.
Additionally, each fish is worth a certain amount of points and has a wide range of potential attributes that are sort of collected for certain types of scoring opportunities that are available each round of play.
When you dive, you activate all the fish in the column that you activated, gaining various rewards like drawing cards, laying fish eggs, and stuff like that. All the little point scoring levers.
There are, of course, a few other little auxiliary things to the game, but that is more or less the gist of it. A lot of this probably sounds very familiar to Wingspan players because it’s mostly the same routine.
Beyond the much-improved presentation, Finspan felt noticeably smoother to play than Wingspan. The game is more streamlined and easier to grasp, both when learning it yourself and when teaching it to others. It takes several of the core ideas from Wingspan, trims away some of what I feel were rough edges, and presents them in a cleaner, more efficient way. The result is a game that flows better and gets out of its own way. Perhaps more accurately, the game is a lot more newbie-friendly, being the lightest variant in the series.
That said, like Wingspan, Finspan is a very solitary experience. While there are occasional moments where another player’s action might give you a small incidental benefit, there is little reason to pay close attention to what others are doing. For the most part, you are focused entirely on your own board, your own cards, and your own engine.
For me, this is probably the game’s biggest weakness, especially when playing with more than one other player. Player interaction is extremely limited, but the downtime and the length of the game increase dramatically with each added player.
At three to five players, it often feels like you are playing a solo game where you simply wait for others to take their turns, even though what they do has no impact on your own decisions.
That may not be a flaw for everyone, though. In fact, I suspect this is exactly what fans of Wingspan enjoy. Finspan delivers that same kind of energy, a quiet race to build the most efficient engine and score the most points. As a 2-player game, a race to victory points like this, where you have quick back-and-forth uninteractive turns, makes sense, but in a 3 or 4 player game, it’s just painful waiting for your turn.

Despite the simplicity of the actions you can take on your turn, the game offers a fair amount of depth as a puzzle. There is a huge variety of fish (cards), each with unique powers that create lots of interesting engine puzzles to solve. Figuring out how to make the most of what you are given is where the game finds its replay value; it’s a very addictive and repeatable experience.
One area where Finspan clearly improves on Wingspan is resource management. Wingspan uses a dice tower as a shared pool of food, which introduces a level of randomness that can feel out of place in an otherwise controlled system. Finspan shifts the focus to cards as your primary resource (discarding cards to play other cards), which reduces both luck and downtime. It becomes more about planning and decision making, and less about hoping for the right roll.

I prefer games with more interaction, a bit of tension, and at least some level of confrontation. When I sit down for a board game night, I want a reason to react to what the people around the table are doing. Finspan, for all its strengths, leans more toward a personal puzzle than a shared experience. That lack of impact of other players being at the table with you weakens the experience a great deal for me, especially in larger player counts.
Bottom line is that it’s an engine-building victory point salad game, with minimal interaction and zero confrontation. Because it’s easy to learn and teach, being a much lighter game than Wingspan, it’s kind of a perfect introduction to the series and a great introduction to board games in general.
Components
Score: 



Tilt: 
Pros: Bright, colorful, and altogether a visual feast. Great rulebooks!
Cons: With larger player counts, this game takes up a lot of relestate
Finspan is a very pretty game. It looks fantastic on the table, and the components, especially the iconography, are exceptionally well executed. As a whole, it is a pleasure to lay out and play with.
I am a bit of a stickler when it comes to iconography. When done well, it is far superior to heavy text, making games faster to learn and easier to read at a glance. That said, there is definitely a tipping point where too much iconography becomes overwhelming. A perfect example is Race for the Galaxy, which remains one of my least favorite games to teach for exactly that reason.
Fortunately, Finspan finds the right balance. The iconography does a lot of the heavy lifting, but never feels cluttered or confusing. It makes learning and teaching the game remarkably smooth, supported by a rulebook that is clear, concise, and refreshingly easy to follow. I can comfortably teach this game in about five minutes and have everyone up and running without any friction.

My biggest gripe with this game’s components is their size; again, this applies only to games with more than 2-players, but the amount of table space it takes up is kind of insane. I shit you not to play this 5-player game; you will need about as much room as you would need for a 6-player Twilight Imperium game. I assure you, most people do not have a big enough table to play this game with a full player count. I’m not sure how this didn’t come up during play testing.
I’m not sure “taking up too much space,” however, is a rating-reducing offense. For the most part, this game is beautiful, as a gamer, that counts for a lot in my book.
Theme
Score: 




Tilt: 

Pros: While marine enthusiasts and divers might not agree, I think Finspan nails a fun, gratifying fishy theme
Cons: The enthusiasm for the theme gets dragged down by larger player counts.
I was not expecting Finspan to be particularly thematic when I opened the box, and I am still not entirely convinced that it is in the traditional sense. That said, there is a certain charm to it that just works.
Every card represents a unique fish, and that alone gives the game a subtle collectible feel. Playing them onto your board and then activating them as you dive adds a layer of satisfaction that is hard to fully explain, but easy to appreciate once you are in it.

Whether that qualifies as “thematic” is up for debate. I am no expert on diving or marine life, but the combination of the theme and the simple, approachable gameplay creates an experience that feels cohesive and inviting.
This is also the kind of game I could comfortably put in front of non-boardgamers without much hesitation. It is easy to grasp, visually appealing, and does not come with the usual baggage that might scare people off. It feels like a family game, though probably best suited for a smaller group.
That is really where the theme feels strongest. At two players, and to a lesser extent three, the rhythm of drawing cards, diving, and scoring points flows nicely. The game moves at a pace where the experience feels engaging, and before anything becomes repetitive, you are already wrapping up and counting points.
Once you push beyond that player count, the experience starts to lose some of that charm. Drawing a card and being excited about the fish you got kind of loses its luster when you’re doing it once every ten minutes. The pacing slows so much at higher player counts that whatever thematic immersion the game builds begins to fade.
So yes, I would say Finspan does deliver a thematic experience, but much like other aspects of the game, it works best at two players, maybe three. Beyond that, the magic starts to slip away.
Gameplay
Score: 


Tilt: 



Pros: Solid, easy to learn and teach engine builder with a very streamlined and satisfying game loop.
Cons: Lacks meaningful interaction and is an absolute drag at larger player counts.
Finspan does several things that I think are genuinely clever, but three elements in particular stand out as major improvements over the original concept established by Wingspan. Now, I have not played Wyrmspan, so I cannot say how much of that game carries over here, but it is very clear to me that Finspan aims to be a more streamlined and accessible version of the same core design philosophy, and for the most part, I think it succeeds.

The first thing that stands out is the sheer variety of beautifully illustrated fish cards. Every fish feels distinct, and there are countless combinations and strategic uses for them. Building your engine by carefully adding fish to your board is consistently satisfying, and watching those synergies come together is where much of the game’s appeal lives.
I would actually argue that Finspan handles this far better than Wingspan. The strategic role of each card is more intuitive and immediately understandable. You can glance at a fish and quickly grasp what it is trying to accomplish, both the short-term boost and how it fits into a long-term strategy. Wingspan’s cards are not necessarily more complicated, but I often found their place within the broader strategy less obvious and harder to piece together naturally. Admittedly, my experience with Wingspan is limited, but when playing Finspan, it was so obvious and easy to decode that it all just felt more intuitive. I did not have that experience with Wingspan.
The second major improvement is resource management. Finspan feels far more deterministic, which makes it feel like a strategy game first and a gamble second.
I do not mind randomness in games when it creates tension or memorable moments, but my experience with Wingspan was that the randomness often blocked me from executing the strategy I actually wanted to pursue. The dice tower resource system felt clumsy to me because the unpredictability existed in the worst possible place, resource generation itself. It constantly interrupted planning. It reminded me a little too much of Catan, and that is not a compliment coming from me.

Finspan handles this much better. Your cards and your board effectively become your resources, and there is far less randomness interfering with your plans. You are making deliberate decisions instead of simply hoping things line up correctly. When your strategy works, it feels earned. It feels like good planning rather than good luck.
The third improvement is how the game handles scoring objectives and long-term planning. In Wingspan, I often felt that bonus objectives came down to luck. You could not reliably plan around them because card access and resource access were too inconsistent. Even when you got the cards you wanted, you still had to hope the resource system cooperated enough to let you actually play them in time for it to matter.
In Finspan, those same goals feel much more achievable and controllable. The bonus objectives are clearer, more direct, and easier to intentionally build toward. Because the game gives you greater control over your resources and a wider range of useful card options, planning ahead becomes far more rewarding. You are rarely forced into awkward short-term plays simply to chase points. Instead, your decisions feel connected to a broader strategy.

From beginning to end, Finspan simply feels more like a true strategy game than Wingspan ever did to me.
That was a lot of comparison, though, so let’s talk about Finspan on its own terms.
One of the game’s greatest strengths is its streamlined gameplay loop. On your turn, you are essentially making one of two choices: play a fish card or go diving, a strength it shares with the rest of the series. I love it when games with genuine strategic depth keep their core actions simple and easy to understand. It allows new players to grasp the structure quickly and start thinking about meaningful decisions almost immediately.
Finspan excels here. It is lightweight, approachable, and easy to teach, but those two simple actions create a surprising amount of depth over the course of the game. The pacing feels clean and efficient, and mechanically, I think the game absolutely sticks the landing.
That said, I have already touched on what I see as the game’s biggest issue, the lack of interaction between players. At two players, I find this much easier to tolerate because the game moves quickly enough to maintain momentum. But even then, what other players do on their turns rarely matters to you in any meaningful way.
The bigger issue is not just the lack of interaction, but the inability to affect another player’s progress at all. If someone builds a stronger engine than you, there is essentially nothing you can do about it. You cannot interfere, slow them down, block them, react, or force them to adapt. Everyone is simply building their own machine in parallel.
Because of that, playing with other people often feels functionally identical to playing solo, only slower. That is probably my biggest criticism of the game because it undermines some of the excitement generated by the otherwise excellent engine-building mechanics.
I also found the game strangely lacking in tension. Since scoring is mostly hidden until the end, you rarely have a sense of whether you are winning or losing during play. Combined with the lack of player interaction, the entire experience can feel a little too gentle and detached for my tastes.

That alone is not enough to keep the game off my table. I still enjoyed Finspan, and I do not mind playing it. But when I compare it to other games in the same general space, games with similar complexity and strategic depth that also include meaningful interaction, Finspan struggles to stand out for me personally.
At the end of the day, I think Finspan is a good game. In many ways, it is a very smartly designed game. It just never fully grabbed me because the experience feels so isolated. The mechanics themselves are solid, often excellent even, but the lack of interaction keeps the game from reaching the next level, resulting in a kind of average Euro.
Replayability and Longevity
Score: 

Tilt: 


Pros: As a 2-player joust, it feels quick and dynamic, with plenty of strategies to explore.
Cons: This is a solo game you can play around the same table; there is so little interaction that there is no reason to play this in turn order.
This was probably the hardest category for me to judge when it comes to Finspan.
On one hand, the game taps into a very satisfying formula. There is that familiar rhythm of drawing cards, getting them into play, and watching your engine slowly come together and generate points. It is a system that is undeniably compelling, no doubt, while Wingspan is so popular. Many of my favorite games follow this variation on this pattern, and I have played some of them so much that I have quite literally worn out the components.
The difference between those games and Finspan is that those games usually include some level of interaction. Whether it is indirect pressure through shared spaces, like in worker placement, or more direct forms of disruption, other players create tension. They force you to adapt, rethink, and respond; they threaten your engine and your plan. Without that, a lot of the long-term appeal starts to fade.
With more solitary engine builders like Finspan, I tend to feel that the game gets “solved” over time. Even with variability from card draw, there is nothing actively pushing back against your strategy. No one is getting in your way, no one is forcing you off your plan. And for me, simply chasing a higher score, even with solid play like this, is not always enough to keep me engaged once the novelty wears off.
That said, I have seen the other side of this, probably something akin to what is happening with Wingspan in the wider community. My daughter really enjoys Finspan and regularly asks to play it. From her perspective, the lack of interaction does not seem to matter at all. She is fully engaged in building her own board and improving her score, and that is enough.

My point here is that whether or not this game has staying power, that all-important replayability is not inherently a problem for this game. This puzzle has many functioning solutions, and it’s sufficiently dynamic for each game to be a unique experience. The absence of interaction, that’s a matter of preference as to whether or not that kills it for you. I recognize that my view, that a lack of interaction and contention hurts replayability, is not shared by everyone. In fact, quite to the contrary, Wingspan is proof of that. It remains hugely popular and widely loved.
For that reason, I do not see any obvious barrier to Finspan having strong replay value for the right audience. It may not be my personal preference, but if you enjoy this kind of low-interaction, engine-building experience, there is no reason to think Finspan would not hold up over time any more or less than Wingspan has. There is plenty of mechanical depth to explore a wide range of strategies, and it has the advantage of being an easier game to get into.
Conclusion
Finspan is a bit of a quandary for me. I genuinely like it, and I do think it is a good game, but it falls firmly into that category of “good, but flawed.”
The good is easy to identify. The game is simple, mechanically polished, visually appealing, and genuinely enjoyable to play. It is streamlined without feeling shallow, approachable without feeling dull, and there is a satisfying rhythm to building your engine and watching it come together over the course of a session.
The flaw, at least for me, is the near-complete absence of player interaction. In a board game, I personally want tension at the table. I want players affecting each other’s plans, forcing reactions, creating moments of triumph and frustration. That push and pull is a huge part of what makes board games exciting to me.
At the same time, I recognize that this is ultimately a matter of taste rather than an objective design failure. A lot of players don’t want confrontation in their games. They don’t want their plans disrupted or their strategies blocked. The very things I see as essential to a great board game are, for many people, the exact things they try to avoid.
So while I have to judge Finspan by my own standards, because this is my review and not a committee decision, I also understand why games like this resonate so strongly with such a large audience. This is not a problem unique to Finspan either. I often feel this same disconnect with many highly regarded Euro games.
At the start of this review, I asked three important questions, and I think now is the right time to answer them directly.
Does Finspan stand on its own within this series?
Absolutely. In fact, I think Finspan is probably the best entry point into the Span series. It feels like the most approachable and newcomer-friendly version of the formula. If you enjoy Finspan, there is a good chance Wingspan or Wyrmspan will appeal to you as deeper and more complex variations on the same core ideas. If Finspan does not work for you, I am not convinced the others will change your mind.
Is it different enough to justify a place alongside the other games?
I definitely think so. In fact, I suspect many Wingspan fans may actually prefer Finspan’s more deterministic style of strategy. The cleaner resource management and more controlled gameplay give it a very different feel, even if the foundation is familiar. I see no reason why Wingspan and Finspan cannot comfortably exist on the same shelf, and for some players, I could easily see Finspan replacing Wingspan entirely. Personally, I think it is the stronger game.
Who is it really for?
Unsurprisingly, Finspan is clearly aimed at fans of Wingspan and Wyrmspan, but I do not think that is where its audience ends. I think Finspan works very well as a light, accessible Euro game that requires no prior knowledge of the series at all.
It’s easy to teach, easy to learn, visually inviting, and mechanically satisfying. While I personally find the lack of interaction holds it back, I suspect that will not be a major issue for the audience this game is targeting. If anything, that relaxed and low-pressure style may be exactly why so many people will enjoy it.
At the end of the day, I think Finspan is a fun game. More importantly, my daughter enjoys it, and honestly, that alone probably guarantees it a permanent place on the shelf. Any game you can get to the table and entertain people with is a good game, and Finspan definitely falls into that category.









