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REVIEW OF TACKLEBOX
A game that simulates fishing is one that will certainly have a large audience, as many folk at least have a casual interest in the sport. Tacklebox (Genesis Family Today, 2004 – No designer credited) is one such game, and certainly has a great look – wonderful components, to catch one’s attention. As I struggled through the rules (not really the easiest read), the game seemed to have some neat memory elements combined with a fishing matrix that offered a lot of possibilities.

And while I admire some of the mechanics and the tremendous bits of the game, Tacklebox suffers from a flaw that really dilutes the game experience for me. The point spread is too wide; and because some cards are worth next-to-nothing, the game degenerates into awarding the victory to the person who is luckiest. I don’t mind luck in a game, but Tacklebox has such a nice setup that it’s a shame to see this one defect mess it up.

Each player is given two racks – a “Play Location Holder”, and a “Spare Equipment Holder”. Players place two “Rod” cards, two “Line” cards (one 5kg, one 25 kg), and four Hook cards (four different sizes) into their spare equipment holder. All the bait cards are shuffled, and two bait cards are dealt to each player. If one player gets two of the same bait cards, all the other players laugh at him, as he only gets one of them to start the game. The card pile, including different types of equipment, fish, and more, is shuffled and placed on the table, as well as a pile of small white round and rectangular tokens. Players also receive a fishing matrix, which shows the thirty-two different fish in the game and a plastic boat for their catches.

To catch each fish, a player is required to have a rod, one of the two lines (each one corresponds with half the fish), the correct hook (eight fish each correspond to a hook), and the correct bait (each corresponds to four fish) or lure (counts as a hook and lure combined). A player can put out a combo that has all the requirements in their Play Location Holder, which can hold two different rods. Players can also place a “Net” or “Lobster Pot” card in this area if they have them.

On a player’s turn, they simply draw one card – either from the top of the draw pile, or the “Sea” – face down cards that are played during the course of the game.
  • If the player draws a fish, they must announce what type of fish it is to all the players. If they have the proper combination to catch that fish in their Play Location Holder, then the player places the Fish card in their boat, also discarding the bait or lure used. Otherwise, they must place it face down on the table, the “Sea”.
  • If the player draws an equipment or bait card, they can add it to their spare equipment holder or discard it, if they want.
  • If the player draws a “Net Catch” or “Lobster” card, they must have either a “Net” or “Lobster Pot” in their Play area to keep it; otherwise, they must place it into the Sea.
  • If the card is a “surprise”, the player must follow the instructions on it immediately. Most of these cards will cause a player to lose certain equipment and/or catches that are in the play location holder; others can protect from this happening, and others allow players to trade cards with each other.

    This continues on for several rounds, until one player reaches a set amount of points – the game recommends 5000. This player then wins the game!

    Some comments on the game…

    1.) Components: The box is a bit weak, but the plastic insert is tremendous and holds all the boats, cards, and trays quite easily. The boats themselves are the neatest part - plastic containers into which the cards easily nestle. The trays have slots that allow the cards to lean back, so that players may see what’s in them. They work fairly well, although slight winds (from fans, etc.) can cause them to fall. The artwork on the cards, box, and fishing matrices is cartoonish but well done, and each different type of card has a different color background, allowing quick differentiation. The small white markers are included so that players can mark on their matrix when a certain fish has been caught, but they seem slightly lower quality when compared to the other pieces. Still, a very good presentation, something that helps with the theme.

    2.) Rules: The game comes with a sheet of quick start rules that takes the game and makes it much simpler. Actually, when it comes down to it, while the rules of this game are rather simplistic, it may possibly be a better game than the entire rule set. The rules themselves are on two sides of a giant folded paper. And even though one side is a large explanation of how the cards are set up, with pictorial references on how a setup game should look, I still had a few problems understanding how the game worked, when I first read them. All the rules are there, but they are in different spots; so I was constantly flipping the rules over and looking at different sections. A better rulebook is certainly needed for this game. Explaining the game, however, I found to be fairly easy – the theme fits the mechanics very well, making everything rather intuitive.

    3.) Points: My largest problem with the game, and one that I suspect could be fixed, are the points of the various fishes. What is the purpose of having a 50 point fish in the game with a 1000 point fish. If Sam catches a couple of the thousand point fishes, and I catch a 50 point fish and an 100 point fish, it’s not even a close matchup. There is no reason at all to catch the small fish, and the game becomes a race to catch the eight fish worth 1000 points, and to a lesser degree the eight fish that are worth 500 or 600 points. Another problem with the points is that there are only 19,500 points in the game – for one player to reach 5000 takes entirely too long (unless they get lucky.)

    4.) Luck: Luck is an issue, but one I feel could be mitigated by having points that were closer in value. As it is, one need simply hope that the bait they have matches the next 1000-point fish that shows up. Players often need a specific card – usually bait – and can draw cards aimlessly for long periods of time, as they wait for the one card that will help them out. A player who loses their entire fishing ensemble can be in for a tedious affair, as they draw card after card until they get everything they need. Even the nets and lobster pots (of which there are only two each) are fairly lucky. There are only three lobsters and five net catches, and it seems as if the first person to be fortunate to draw one of the nets/pots will reap some massive awards (upwards of 2500 points)! I’ve seen players have incredibly poor luck, starting with only one bait – why the game allows one player to start at a disadvantage I’ll not guess – and it tends to sour them on the game.

    5.) Memory: One thing that I do enjoy about the game is the “sea” aspect. A player can pick cards up from the sea when “fishing” and place them in other spots. This adds a memory element, which is thematic, as players attempt to recall where the good fish are. I think the game would be enhanced if there were some fish already in the sea when beginning the game.

    6.) Fun Factor: Even though I enjoy the memory aspect, the luck of the card draw is so great that I can’t find much enjoyment in the game. It’s fun to put together a rod/line/hook/bait combination; but if the right fish never shows up, what’s the point. There are few ways to hedge one’s fortune, and one is left at the mercy of the cards. So while the game may initially be attractive, especially to those who enjoy fishing, most people will be unhappy with their lack of control.

    Tacklebox is a game that has nice components that both match and work with the theme – something I encourage and enjoy. It takes a popular hobby/sport and brings it to life. Unfortunately, while this may sound like a great gift for your resident fisherman, I can’t recommend it because the game is flawed by luck. I don’t want to spend time sorting through cards to get poles and rods, simply to be messed over by the luck of the draw. And Tacklebox, while it has some neat memory and matrix elements, ruins itself through poor point values and randomness. That’s a turnoff for me, and I suspect even a casual player will find little enjoyment.

    Tom Vasel
    “Real men play board games”
    www.thedicetower.com


  • PRODUCT SUMMARY

    Name: Tacklebox
    Publisher: Genesis Family Entertainment
    Author: None Credited
    Category: Board/Tactical Game

    View [ Printable Review ]


    REVIEW SUMMARY

    Comped Playtest Review
    Tom Vasel
    August 15, 2007

    Style: 4 (Classy & Well Done)
    Substance: 1 (I Wasted My Money)

    Tacklebox is a game that has nice components that both match and work with the theme – something I encourage and enjoy. It takes a popular hobby/sport and brings it to life. Unfortunately, while this may sound like a great gift for your resident fisherman, I can’t recommend it because the game is flawed by luck.

    Tom Vasel has written 31 reviews (including 15 board/tactical game reviews), with average style of 3.19 and average substance of 3.23. The reviewer's previous review was of Ruby Rush!.

    This review has been read 828 times.


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