TOM TUBE (Krönberger Spiele, 2 Players; 30 minutes; about $20)
I had never
heard of this Krönberger Spiele release until it was brought to my attention by
a few folks on the International Gamers Awards committee.
They were enthusiastic about the game, so I sought out the opportunity to
play it while attending the Gulf Games convention in Williamsburg, Virginia back
in August.
Frank Branham was kind
enough to teach the game to me. I
figured I would be thoroughly smashed, as Frank tends to excel at such abstract
games. However, I somehow managed
to earn the victory. I enjoyed the
game so much that I immediately purchased a copy and have enjoyed all of my
subsequent playings.
The game is
designed by Roland and Tobias Goslar, a team with whom I am not familiar.
Further, the company releasing the game, Krönberger Spiele, is also new
to me. Finally, the name of the
game is actually, well, unusual. Tom
Tube. Sounds like a silly
Hollywood movie starring Eddie Murphy. Or
was that “Pluto Nash”?
Still, the high
recommendation from fellow IGA committee members was enough to entice me to try
the game … and I’m thrilled that I did.
Although fairly abstract in nature, I find the “thinking” required in
the game to be quite intriguing. It
reminds me of a cross between the classic Alex Randolph game
Twixt
and The Very Clever Pipe Game from Cheapass Games,
both games I thoroughly enjoy.
The theme is
futuristic in nature. Tom and Dave, two gung-ho astronauts, are constructing a
space station. Their task is to
construct tubes, travel through them, grab their two solar counters and return
safely to their home base. Along
the way, they can collect valuable energy spheres (wooden cubes), which can be
used to either perform seemingly impossible space jumps, or saved as victory
points. Speed counts, as arriving
back to base before your opponent costs him valuable victory points.
Ultimately, the player with the most energy spheres is victorious.
The board
depicts a hexagonal grid upon which diamond shaped tiles (called “rhombs”)
will be placed to form a network of tubes through which the players may travel.
Also depicted are the player’s home bases, as well as four stations –
two for each player – which houses the solar counters the players must secure.
A player has two options on
his turn:
1)
Place a rhomb. The rhombs
depict tubes in either the color of one or both players, or neutral tubes that
can be traversed by both players. The idea is to place these tiles so that you make a path –
preferably a short, straight route – from your base to your two solar counter
stations. You also want to hinder
the efforts of your opponent of accomplishing the same task, so making his route
as difficult and long as possible is also an objective.
Many
of the tiles contain special “spheres” where energy spheres (wooden cubes)
are placed. Most of these are
yellow, but blue and green cubes are also placed if a tube dead-ends (blue) or
if a sphere is formed that has no access (green).
I’ll explain how these cubes can be used a bit later.
2)
Move your astronaut. Astronauts
(wooden pawns) move through tubes that are either the same color or neutral.
Movement is in a straight line and can continue until the astronaut
reaches an intersection where he desires to change direction.
Astronauts cannot move through or onto another astronaut, so it is
possible to block or delay an opponent’s movement. Further, a sphere must be completed in order for an astronaut
to move onto or through it.
If
a pawn is moved onto a space containing a cube, the player takes that cube and
can either use it to make a special movement later in the game, or save it for
victory point purposes.
When a player
successfully reaches one of his solar counters, he places it back onto his base.
The idea is to secure both of your solar counters and return your
astronaut to his home base prior to your opponent accomplishes the same task.
So just how are
those special counters utilized?
Yellow cubes
may be surrendered to allow a player to move along the edge of a rhomb (tile) as
opposed to through the tubes. This
allows a player to get around a normally impassable area, or to reach another
area of the tube network more quickly. However,
yellow cubes are worth 1 victory point at the end of the game, so use them
judiciously.
Blue cubes may
be used to travel through an opponent’s tube.
These are worth 2 points apiece if they are conserved to the game’s
end. I find the yellow cubes far
more useful, but there are occasions where the blue cubes come in handy.
Green cubes
have no special functions, but do earn the player 5 victory points apiece at the
end of the game. Since green cubes
are placed on spheres that have no access, the only way to reach them is by
using one of your previously collected yellow cubes.
As mentioned,
the game ends as soon as one player collects both of his solar spheres and
returns his astronaut to his home base. At
this point, if further rhombs could still be placed on the board, his opponent
must count the number of turns it will take to return his astronaut to his home
base. No further rhombs may be
placed for this calculation. The
number of turns it takes is awarded as a bonus to the player who arrived home
first.
Alternatively,
if no further rhombs could be placed on the board when the first astronaut
returns safely to his base, the game ends immediately without any bonuses being
awarded. The game can also end if
an astronaut is stranded and has no possibility of returning home.
That hapless player is “lost in space” and loses the game.
After any
bonuses are awarded, players tally the value of their cubes and solar counters:
Solar counters: 5 points, Yellow
cubes: 1 point, Blue cubes:
2 points, Green cubes: 5
points. The player with the most
points is victorious.
I find the game
to be immensely challenging. Developing
a quick, relatively straight-forward route is the key.
In the games I’ve played so far, I’ve tried to hold off moving my
astronaut until my route is complete or just a tile or two away from being
complete. However, I will
begin moving earlier if my opponent begins moving his pawn.
Otherwise, this will give my opponent the opportunity to scoop too many
of the vital cubes.
I also try to
conserve the cubes I’ve collected as opposed to using them.
Those cubes are worth victory points at the end of the game, so spending
them too liberally during the course of the game will cost you points at the
end.
When placing a
tile, if it is not conducive to constructing a quick, short route for me, then I
will attempt to use it to hinder or obstruct the network of my opponent.
So, I look first to see if the tile will benefit me and, if not, then
will seek to hurt my opponent’s network.
Once I begin
moving my pawn, I will usually attempt to head directly for the solar counters
as opposed to taking longer paths or tangents in order to collect cubes.
Moving swiftly around the tube network and being the first to return to
base will earn me valuable bonuses from my lagging opponent.
The amount of the bonus is usually more than enough to make up for any
difference in cubes collected from the board.
So far, my strategies seem to be working, as I’ve managed to win all of the games I’ve played – a very rare achievement for me! Either that, or I’ve been very lucky. In any case, I’m thoroughly enjoying the game and the type of thinking required in order to play it well. So far, Tom Tube is only available from overseas, but hopefully American game shops will begin carrying it soon. It really is a gem. - - - - - - - - - - - - - - - - - - - - - - - Greg J. Schloesser
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