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Comped Playtest Review Tom Vasel April 19, 2006 (Classy & Well Done) I can't help but give the game high marks, as it is a puzzle/maze/race/pick-up and deliver game that works well for two players. Yet, even though the rhombus pieces add some unique mechanics, the space theme is rather abstract, and the whole game leaves me wanting. It's well designed, but not that much fun for me. Tom Vasel has written 566 reviews, with average style of 3.47 and average substance of 3.39. The reviewer's previous review was of You've Been Sentenced. This review has been read 1900 times. |
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A player can exchange an alien counter at any time for one control counter and two energy counters. A player can also lose the game if their astronaut is lost in space, which means there is no possible way to get back to its base. Finally, the game can end if no more rhombi can be placed, and one astronaut returns home. Points are totaled as normal, but with no bonus for the faster player.
Some comments on the game…
1.) Components: The thin box is covered with artwork that shows tubes building a space station, although I've never seen a space station as abstract looking as this one. Beyond this, however, the board and rhombi are very sharp looking with the red and orange tubes providing a stark contrast against the pitch black background. The rhombi tiles are of high quality and are fun to use in contrast with the usual squares or hexes of most games. The pawns and cubes are the typical ones found in most games of this type, and everything fits easily into the box. The game sets up remarkably quickly and is easy to store and put away.
2.) Rules: The four page rulebook has many color illustrations and examples and explains step by step how to play. Still, I had to read it several times to grasp the rules, because they just weren't intuitive to me for some reason. I understood how to place tiles easily enough, but movement was a little harder to grasp. Not everyone I taught the game to had the same hang-ups, but grasping overall strategy eluded all whom I played the game with the first time.
3.) Experience: A player who is playing Tom Tube for the first time has a good chance of simply being overwhelmed at what to do. Yes, getting to the solar modules is a priority, but what is the best way to do so? When should a player use their cubes? I've yet to see someone lose their astronaut into space, but I've seen people come close. Knowing when to "jump", and when to go out of your way for an alien cube takes experience, and isn't intuitive at all - at least for me. Even placing the tiles isn't as simple as a task as it seems. The tile arrangement leads to a cluttered, mangled mess of pipes, and it's not just a simple matter of connecting your base to the solar modules. A player who has some idea of how the entire game fits together will have a stunning advantage over a newcomer.
4.) Strategy: That being said, the game is actually fairly deep, because a player must carefully balance where they place the rhombi. A tile that you are placing may seem like a useful connection for you but also might just set your opponent up for a long drift. Players can also deliberately form alien and control spheres, just to make the counters available; but they must also make sure that they can get there first. Placing the rhombi allows for more options, but in this game, they also make it a little harder to form in one's mind of how future rhombi and triangles will play a part. Players must play the correct triangles; these can often make the difference between a well-defined network of pipes and a meaningless jumble.
5.) Time: The game box says thirty minutes, and that's fairly accurate. Since the game has a decent amount of options, mid game turns can slow down as people fall into "analysis paralysis", and study the board - but only a few turns are usually this option-filled, so the game itself goes quickly. What may be surprising is how quickly the end game comes. Players are busy laying rhombi, and suddenly, the pipe networks come together; at which point the game becomes a race. In fact, I suppose that Tom Tube can be considered a race game, but one in which players set up a maze-like setup of tracks. One false move can give victory to the other player.
6.) Fun Factor: As much as I like mazes and space, this game just was a bit too abstracted for me, requiring me to look too far in the future, with slight mistakes being too costly. I think the rhombi/counter point system is very well done, and everything works together smoothly. But the gameplay is smoother than the player, in this case, and I feel like a clumsy fool trying to participate in ballet. It's a great experience, but one that I think is for other people.
Tom Tube is a two-player game that will be a big hit with those who like games that require a bit of futuristic playing. It's a mixture of mechanics that work nicely together - in a puzzle type of format. And since the game feels like a puzzle in which the player who solves it first is the winner, I just don't appreciate it too much. I usually like games with unusual and innovative mechanics. Tom Tube certainly has these, with a depth of play to match, but the end result just didn't bring me enjoyment - so I'll pass. Folks who like interesting puzzles and a quick yet deep two player game should check it out, however.
Tom Vasel
"Real men play board games"
www.tomvasel.com
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