Shannon Appelcline: The Good & The Bad of Tobago

My articles often arise from my gaming experience. Usually, ideas arise from individual games, but once I’ve got a topic I then try and generalize it, so I can talk about a commonality among many games. But every once in a while, some thing stands out originally enough that I really only have one game to talk about, and that’s the case this week.

So, though it may look like I’m picking on Tobago this week, that’s in part because it’s doing some neat and new stuff--even if I don’t like the final form that it took.

All About Tobago

Tobago was a game released in 2009 by Rio Grande. It’s by new-comer designer, Bruce Allen. I think the first thing that caught peoples’ eyes after the release was the entirely gorgeous components. It looked like Settlers on speed, with a hex-oriented board set up as puzzle cuts that could be used to create several different playing scenarios. Three-dimensional Easter Island like heads and palm trees just added to the experience.

However, when the first reports on the game came out, it was obvious that there was more to it than just bits. You see, Tobago is a weird variant of a deduction game, where you actually create the answers to a puzzle (of where a treasure is located) by slowing decreasing the set of places where said treasure could be located.

It’s all done with cards. In Tobago you have an island made up of a variety of terrain: forests, jungles, water, beaches, etc. The cards interact with that. When you play a card, you’re defining where a treasure is, with something like “on a beach”, “within one space of a mountain”, “within two spaces of the largest jungle”, etc. As you start adding more of these sets to a single treasure, their intersection increasingly confines where that treasure is located. It’s simple set theory, but i think it’s brilliantly applied to gaming in Tobago.

Here’s my problem: it doesn’t make any real difference. I’d estimate that 80% of the time in Tobago is spent carefully studying cards and figuring out how they might constrain the locations of various treasures. Players turn cards this way and that, working through their entire hand to figure out how each one adjusts the set of each and every treasure on the board. You can do this off-turn, but invariably (in my plays), there’s a lot of sitting around as the active player says, “If I said that treasure was next to a hut, it’d mean it could be in this space or that one, oh wait not that one, and in that over there, oh and that over there too. Oh, that doesn’t work ...”

Now that’d be cool, I think, if clever manipulation of set theory won you a game of Tobago, but it doesn’t. I do believe that you can gain some small advantage in the game sometimes by locating treasures that only you can quickly get to. I also think you can get a slightly bigger advantage by adjusting sets to make sure that treasures you’ve contributed to are the ones found by the end of the game.

But, I think all of that pales in the face of the other element of the game. After a treasure is discovered, it’s split up between everyone who contributed to its location. There’s then a little subphase that’s part bluffing and part risk-reward management where each player sees some of the treasure, then everything’s shuffled up and the participating players decide how to split it. Given that you could get value “2” treasure as a result or a value “6” treasure--or even lose out on your biggest treasure--there’s much more variance in this section of the game than in the actual treasure location.

Having seen the game played, I’d be hard set to say that any player got one treasure more or less from the treasure location, whereas I could easily say that some players got twice as much treasure as others from the treasure splitting. And that’s my problem with the game: it’s got a great mechanism that takes quite a bit of thought and it makes almost no difference in the game. Sadly, after playing Tobago twice, I came to the conclusion that it was largely a waste of time.

Mind you, I speak of it as a (somewhat) strategic game player. On the other hand, given that it was manufactured by Zoch, I could easily believe that it was intended as a family game. If you didn’t think much about the placement of the treasure, it could be sort of delightful, seeing how the treasure locations became slowly clear, almost magically. But I don’t know how to turn off my brain like that (and I’ll generally refer you to my article on games that require that you Don’t Think About It Too Much).

For myself, I simply mark down another game design rule: if you create a thoughtful mechanism, make sure it’s strategic too.

Around the Corner

It’s been a bit since I wrote here, so I refer you to my recent reviews on Claustrophobia and World Without End. Meanwhile, for those of you interested in my recent release of Reiner Knizia’s Moneyfor the iPhone, I’d invite you to join a new mailing list that I set called Mobile Euro Games. You’ll be able to get info on updates and upcoming programs. I’ve now started serious work on Reiner Knizia’s High Society with hope of completing a first-cut prototype this month (using the card game engine created for Money).

In the meantime, I’ll see you back here in a couple weeks.

© 2010 Shannon Appelcline


Posted by Shannon Appelcline on Mar 4, 2010 at 01:00 AM in ColumnistsShannon AppelclineGone Gaming / 1603

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I’m not sure Mr. Allen actually created the “set theory” mechanic, as the independently released--but relatively popular--"Old Town” by Stephan Riedel.  My assumption is that Allen tried to make the mechanic more accessible and added the other element of the game.  This, of course, if fine (no patents on game mechanics!), except that people often praise Tobago for its originality.

Old Town was also not a perfect game, but I would highly recommend Riedel’s recent self-published follow-up, “Schinderhannes,” which continues the emphasis on strategic “set theory” and cleans up some of the problems with Old Town (and the graphics and components are much improved, as well).  It may not be as accessible as Tobago, but will probably be more interesting for you to play, Shannon.

Posted by Jeff Allers on Mar 4, 2010 at 07:42 AM | #

It’s funny but I find Tobago to be one of the most fascinating games I’ve played in awhile.  It’s strategic, yes, but also quick as lightning so I don’t mind the randomness.  What makes it NOT a waste of time for me is that it is SO MUCH FUN!  And I play with a very slow group but this game still goes lightning fast.

It reminds me a bit of Hanging Gardens in the sense that the play of the game isn’t directly tied to the set-collection mechanic for scoring.  And yet, we love Hanging gardens as well.  I think you need to approach Tobago as a family game with lots of fun decision-making.  I think it was the best game of last year.

Posted by Eric Martin on Mar 4, 2010 at 09:17 AM | #

contribute often to a few hunts seems to ultimately be the best “strategy” for tobago. This reminds me of the “vote often” for others to move up in ‘Quo Vadis’..it will reep you VP that you need to move ahaed of others.  If you don’t do it..you WILL lose, in most cases.

I also agree that you must view Tobago as a family game.  It’s fun but its hardly the deep decision making you hope for, though you can set yourself up to do well in it with a little maneuvering.

Posted by tom moughan on Mar 4, 2010 at 10:17 AM | #

Hear, hear!  Tobago was actually quite a disappointment to me, for much the same reason you give.  I went into the game with the thought that it rewarded strategy and logic/reasoning, but in the end, luck determines the score.  :(

Posted by Jon Theys on Mar 4, 2010 at 01:45 PM | #

I think Tobago’s strategy element is not quite what you think it is. The strategy of narrowing down the location is not the true strategy to win, but instead the flexibility to actually be part of the successful treasure raising, as Tom above notes.

You need to have contributed to gain treasures, but also you must be closer to the final clues to actually benefit the most, and that balance is what makes it refreshing.

By attempting to boil the game down to another mathematical exercise, you miss out on how the theme is more tightly integrated than most Euros, and miss out on the fun of the game.

Gaining amulets and wisely using them is also a strategy I notice you haven’t touched on as they allow you to help narrow the treasure locations down a lot and add to the strategy there.

Yes, there is more luck than most of the deep strategy games out there, but I’d argue there is less luck than you suggest.

Posted by Matt Lee on Mar 4, 2010 at 02:19 PM | #

Shannon, consider to use the Ravensburger original artwork for High Society. Best High Society artwork till date! : )

Posted by Javier Barón on Mar 4, 2010 at 07:11 PM | #



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