Cabin-Con 2022: The Wrath of Cabin | Day 1

Last year, my game group and I booked off an extra long weekend and congregated at a beautiful ocean side cabin. We then proceeded to shut ourselves inside for the entire weekend and gorged ourselves on board games.

The impetus of Cabin-Con 2021 was we felt like we had a backlog of big games that we couldn’t reasonably play during our weekly Wednesday gaming sessions. Add into that the Legacy games we want to play, but don’t prioritize over new experiences or old favourites, we figured setting aside a whole weekend would give us ample opportunity to tackle this backlog

Last year the big events were playing through 4 games of Clank! Legacy in a row, unboxing, learning and playing an Anachrony Infinity Pledge (which took us from 8pm to 2am), and playing through Oath for the first time (a brutal 5 hour experience).

While the inspiration of Cabin-Con was to play these bigger games, we all agreed that the most fun part of the con for us were the periods where we just played several small games in a row. No big commitments, games we already knew how to play and enjoyed. One evening saw us play The Crew: The Quest for Planet Nine, Vikings, QE, Azul, and Project L, and we had an absolute blast.

Armed this this knowledge, this year we’ve decided to parcel out 4x 4 hour chunks on Saturday and Sunday and assign each chunk to a person. That person gets to pick all the games we’ll play during that period of time, then, in the after dinner portion of the evening, we’d just have easy, breezy open gaming, driven by group consensus.

Day 1 of Cabin-con had the group congregate at my house in the early afternoon, as we didn’t even get access to the cabin until 4pm. Now, you might ask yourself, why rent a cabin for the weekend if we all live close to each other? The answer is really that doing so gets all of us away from our daily responsibilities and allows us to really commit our time to the weekend. In theory we could all just gather at one of our houses but none of us have enough spare beds, and the separation from our daily lives is important for rest and relaxation.

Pandemic: The Cure

I’ve gone on and on about the Pandemic games. I reviewed vanilla Pandemic back in May when I actually caught COVID, and I reviewed Pandemic: Fall of Rome just a few weeks ago when I fell under the weather. Pandemic: the Cure is the dice game version of the Pandemic formula. This one is more abstracted than other entries in the series. Each of the (livable) continents is represented by a disc with a transparent dice pip. Die of various colours are rolled and placed onto each of the discs. These d6 don’t have the regular distribution of pips on them, the Red dice have two 6 sides, two 1 sides, and 1 4 side. The yellow, blue, and black die all have various die faces that make it more likely for them to appear on different continents.

The flow of the game is to have players travel to various continents, treat the diseases, which moves them from the continent disc into the centre ring, and then either take samples (which tie up your dice until you discover a cure), or, treat them from that centre ring back into the general supply.

Each character in Pandemic: The Cure have their own dice pools to roll as well. My character, the Contingency Planner allowed me to move dice from a continent onto the CDC board, which is how you pay for the event cards in the game. To win, you need to collect samples of the diseases, then after your turn, roll the disease samples you’ve collected and meet or exceed 13. Once a disease is cured, it’s much easier to treat, and players win the game once all 4 diseases are cured.

I haven’t played Pandemic: The Cure for years. My partner and I used to play Pandemic all the time, and this was a great way to vary the gameplay before the Survivor series had been announced. This version of the game is lighter, easier, and more prone to luck. Like every good game of Pandemic, you’ll be cruising along treating diseases, thinking all is fine in the world then WHAM all of a sudden cascading outbreaks are ravaging Asia, and Blue illness that has been slowly building on Sourth America is spilling over into the North America, and the situation is dire.

The big wrinkle in the game is that you can re-roll your action dice as many times as you want, until you use them. However, one of the die faces has a bio-hazard symbol which will advance the infection rate, and when you cross specific thresholds on the infection rate track, you’ll re-roll all the diseases that happen to be in the treatment area, and add in more cubes. things can spiral out of control incredibly quickly.

Speaking of quickly, this game is also extremely quick. With some luck you can have your first cure within a few turns. In the same breath, pulling 4 blue cubes and rolling all 6’s can cause cascading failures that will haunt your dreams.

I should return to Pandemic: The Cure soon for a deeper look. I enjoyed the experience quite a bit.

Barenpark

After the world succumbed to various virus outbreaks, we decided that instead of being health care professionals, we’d do better building our own Bear Parks. Barenpark is a polyomino tile placement game by Phil Walker-Harding. In Barenpark, you place tiles on your board, cover icons that give you more tiles, and proceed until someone has filled in their entire board. There are various scoring objectives, like having 3 or more pandas in your park, that decrease in value as people achieve it.

I love Barenpark, but something has changed. I’m suddenly very bad at this game. I don’t know what I’ve done, but as the end of the game approaches, I seem to have 8 1 or 2 square holes all over my park that I then need to laboriously take tiles and cover up. I think the short term goals overtake my long-term strategy just a bit too easily.

Arboretum

After Barenpark we packed up and migrated from my house to our Cabin. We unloaded, claimed beds, then promptly started playing games again, starting with Arboretum by Dan Cassar. I reviewed over a year ago, so you can check out that post if you want my full thoughts on the game. In this specific game I was allowed to collect every Maple tree, so I just, put them in a line! That single species scored me 17 points, which alone beat everyone else at the table.

It’s fun playing Arboretum and seeing the player to your left discard a card that you want desperately. They say “Don’t let him get this one!” But every other player prioritizes achieving their own goals over preventing other players from getting what they need. It’s a delicate balance, ensuring you’re doing whats right for your board, but not allowing other players to just run away with the game.

Sagrada

Sagrada was one of the first reviews I ever published on this site, and it still holds up to this day. In Sagrada players take turns rolling and placing die into their window grids, taking care to adhere to the die placement restrictions printed on their player mat, and following the sudoku-esque rules of not having of the same number or colour adjacent to one another.

In this game, I managed to complete my board, and I had a decent score from my secret objective, but I failed at getting the same colours in each of the rows. I ended up last with a score of 50 points.

Beyond the Sun

After dinner and a campfire, we launched into our first big game of the con. Beyond the Sun by Dennis K. Chan is a worker placement space civilization game in which the players are collectively discovering technologies and progressing the lengths of human knowledge during the spacefaring future. That may sound like a co-op game, but you’d be deceived! Beyond the Sun uses a a tech-tree to unlock worker placement actions, forcing players to research the prerequisite technologies before gaining access to the later abilities.

In addition to researching techs, there’s a sideboard where players are launching ships in an effort to control and colonize various planets. The challenge becomes holding onto control of the planet for a whole turn you can then take the colonization action! Our game saw a LOT of action on this board, each of the colonies were hotly contested. I tried my best to assert my dominance, but failed to research any of the final level technologies. The game ended with me narrowly missing the victory, 64 points to Bigfoot’s 66.

I really enjoyed Beyond the Sun. The variability is quite good with a wide variety of techs available, and the tech tree will build out different each time. This was only my second physical play, but it’s growing on me fast. I suspect it’ll debut in my top 100 the next time I redo that list.

Cartographers

I once called this “The best game I never played”, on the account that I played it a bunch on digital platforms. I’ve finally put my hands on a physical copy of the game, and continued to have a blast. I’m a little sad that my artistic skills leave quite a bit to be desired, but the gameplay is still fast, fun, and satisfying.

I actually like having the monsters in the deck, that little bit of engagement with my neighbours is just enough to make this exciting, and throwing a wrench in my plans makes for a more interesting game in my opinion. I do want to seek out the expansions to this game, as I find myself wanting more monsters, more goals, and more shapes to play with. I don’t want to change the formula, I just want more of it!

Karuba

To end the day, we played Karuba by Rudiger Dorn. Karuba starts by giving everyone the exact same puzzle and the same tools to solve the puzzle. The winner will be the player who can best utilize their tools to solve the puzzle.

One player pulls a tile randomly and announces it to the table. The other players find the same tile, and all players place the tiles on the board, trying to create paths to lead their adventureres to their designated temples, or discard the tile to move their adventurers along the paths they’ve created. The first player to get an adventurer to their temple earns 5 points, and everyone else who manages to do so after that gets diminishing returns. The game ends when someone has gotten all 4 of their adventurers into their temples, or, the stack of tiles runs out.

This is another game that we played a bunch during our COVID isolations. We played on Tabletop Simulator for a little over a year, and the scripted mod was so fast and easy to play that it became our go-to selection.

We played Karuba twice, I won the first game, and Bigfoot claimed victory over the second one. I tried to ignore a temple and instead placed a bunch of the gem paths along a single line, but I wasn’t able to collect enough points to win the second game. Sometimes I like trying out strategies that seem counter-intuitive to the spirit of the game, just to see if they’ll work!

Slay the Spire: The Board Game – First Impressions

Slay the Spire: The Board Game – First Impressions

Introduction

Slay the Spire: The Board Game, designed by Gary Dworetsky, Anthony Giovannetti, and Casey Yano and published by Contention Games is currently running a crowdfunding campaign on Kickstarter. As a fan of the video game it’s based on, I have been eagerly anticipating this game since it was announced nearly a year ago.

To start, here’s my Slay the Spire credentials. I’ve played Slay the Spire for about 71 hours on Steam, and an additional 60 hours on Android. My favourite character to play is The Defect, with which I’ve reached Ascension level 8. Lately I’ve been spending a lot of time trying to even just beat the game with The Watcher. After 16 runs I’ve just today finally managed to do. I think I’ve reached the 3rd act boss half a dozen times, but I kept on losing to that final hurdle. While I’d never call myself a Slay the Spire expert, I’d definitely class myself as an enthusiast.

When the Kickstarter campaign finally launched, my heart dropped. $135 CAD for the base game, plus $16 for shipping. $150 is firmly out of the impulse buy category for me. The campaign itself had extremely few details on what the board game did differently from the video game. I knew a straight port wouldn’t be possible, there’s much too much math involved to make it enjoyable or playable. Over the next few days, more details came out, and various creators who got preview copies published their content. While helpful, the lack of information on the actual pledge page is disappointing. What was helpful was the release of the Prototype rulebook, and a playable version of the game on Tabletop Simulator.

I roped in Bigfoot, who, like me, is an avid board gamer and has significant experience playing the Slay the Spire video game. This made teaching a breeze, he already knew the flow of the game, the iconography, and some of the strategy (like how important defence is, and why we should focus on tackling elites). He assumed the role of the ironclad while I took on The Silent.

How to play

Slay the Spire is a deck building dungeon crawl where the goal is to defeat enemies to earn rewards to acquire better cards and relics with special abilities until you finally defeat the boss. When normal combat starts, an enemy is placed into a row, one for each player. Enemy cards may also summon minions into their row.

Players have 3 energy each turn to play cards from their hands, and by default, draw 5 cards. A die is rolled which will affect everything that has a die ability. Some monsters will have different attacks based off the die roll, while others will simply do the same thing every time, while others will work through a series of static effects.

Players play their cards, generating block to shield themselves from damage, and swords, which do damage to the enemies. Players can target any enemy on any row with their attacks, enabling some great collaborative play. After all players have finished playing cards, any unplayed cards are discarded, and the monsters take their turn. Starting from the top left and moving to the bottom right, monsters attack. Any damage is negated by shields, but should those run out, then hp is reduced. If anyone’s hp drops to 0, the team has lost.

Should the players be victorious, they acquire rewards. Coins that can be spent at shops, potions offering clutch 1 time effects, and new cards they can add into their deck. Each character starts with a basic 10 card deck, and has a pool of 60 cards from which they can add from. Each character also have 20 rare cards which are very powerful, but harder to obtain.

First Impressions

A key component of Slay the Spire is upgrading your cards. At a rest site, you can choose to either heal hp, or, upgrade a single card. This can reduce the cost, or increase the ability of the card itself. The board game handles this by utilizing double-sided cards in sleeves. When you upgrade a card, just pull it out of its sleeve, flip it around, and put it back into it’s sleeve for the remainder of the game.

So what’s different from the video game? Well, the math has been reduced. All the strikes and defends generate 1 hit or shield respectively. Weakness now just reduces the number of hits generated by 1, and vulnerable doubles the damage the next time the target takes damage. Stats effects have been turned into cards that either effectively reduce your draw then disappear, or a card that goes into your discard pile that will cause trouble when it appears in your hand. Burns, which do damage if they’re in your hand at the end of your turn, or green spirals, which will sap your energy when drawn. The Silent’s poison is now persistent, it doesn’t tick down at the end of a round. Shivs offer a 1 damage attack, but can be saved from round to round, allowing you to build up for a big combo. The Defects orbs don’t cycle in order any more, you can choose to evoke any orb of your choice. As I mentioned before, a lot of items and monsters are controlled via a single die roll at the start of the round turning a lot of the encounters and relics from deterministic effects that can be planned around, into a more random experience. I suspect this was done to reduce the already significant upkeep this game requires.

Slay the Spire: The Board Game is a very faithful adaption of the video game. Halfway through the first act of the game I put on the Slay the Spire OST, and suddenly everything just felt right in the world. It really feels like Slay the Spire, even with all the difference I mentioned above. The relics seem to be much less useful in the board game. In the video game, the relics are the lynchpin of your engine. Here, they seem to offer minor rewards. I haven’t explored enough to say for sure, but I think a large part of what makes Slay the Spie (and other roguelikes) special and what brings people back again and again, is finding those crazed combos.

Let’s talk about the $15 elephant in the room. Just who is this game really for? I have a hard time imagining board gamers dropping $135 on this crate of cards when so many other deck builders already exist for much less cash. And anyone who wants to play solo can just buy the video game for as low as $10. Some will argue Slay the Spire: The Board Game is cooperative, you can use this a tool to introduce others to the game, but at it’s current price, you can buy 15 copies of the video game to give away as gifts. And for people who are already attuned to the video game, there isn’t much new for them to discover here, other than the ability to play with friends.

I understand the joy of tactile play. I adore board games, but I am not willing to drop that kind of money when I can play the video game on the go. That said, if you’re a board gamer who loves Slay the Spire, and/or loves cooperative games, this is a slam dunk. I do think the video game is the superior version, there’s no upkeep to track, no chance of missed rules, and the gameplay loop of building a deck, racing up the spire, dying, and just restarting from scratch is so fast and so fun. The physical production is super cool, but I shudder at the thought of tearing down after a game. Flipping all the upgraded cards, breaking down the cards back into their appropriate decks, etc. I think Slay the Spire: The Board Game is more of a luxury piece of merchandise for those who really love Slay the Spire. A beautiful and lovingly crafted game that is less meant to be played for hundreds of hours and more of a physical object for fans to own and showcase, much like the dozen steelbook video games I’ve purchased in the past.

Pandemic: Fall of Rome

Pandemic: Fall of Rome

Introduction

I guess this is my new tradition. Get sick, review a Pandemic game. I didn’t catch Covid like last time, but I was sick enough that I cancelled my weekend plans. I chose to spend my time thinking about Pandemic: Fall of Rome instead of spreading the wealth of sore throats and achey joints to my family and friends.

Pandemic: Fall of Rome is part of the Survival Series of Pandemic games. The Survival Series was an opportunity for the original designer, Matt Leacock to team up with a co-designer from the region where the Pandemic World Championship was taking place. Originally, the Survival Series of games were very limited run and difficult to get after the tournament was over. In 2019 the series evolved to become the Pandemic System of games and now include games like Pandemic: Reign of Cthulhu, World of Warcraft: Wrath of the Lich King, and more to come I’m sure.

While I don’t have a deep knowledge of Roman history, I have played a lot of Age of Mythology (2002) and Caesar 3 (1998). I feel my familiarity of the subject if fairly complete (/s).

How to Play

I’m going to assume that you already know how to play the base Pandemic game. If you don’t, you can click here to read the How to Play section of Pandemic to get a general idea of how to play a Pandemic game.

What’s the same in Pandemic: Fall of Rome? The core of the Pandemic game feels largely unchanged; if you know how to play Pandemic, it will start by feeling very familiar to you. On your turn, you take four actions. At the end of your turn, draw two cards from the player deck which is seeded with epidemic cards, then draw cards from the invade city deck which puts more barbarian tribes out onto the board. When an epidemic card is revealed, draw one city card from the bottom of the invade city deck and put 3 barbarians on that city, then shuffle the pile of discarded city cards together and place them on top of the city deck. The goal of Pandemic: Fall of Rome is to amass a certain number of cards of the same colour to form a treaty with each of the tribes. The game is only won when you’ve treated with all 5 tribes.

What sets Pandemic: Fall of Rome apart from its predecessor? Well, event cards now have 2 effects, one being much stronger than the other, but will progress the downfall token if you chose that stronger action. Being set in ancient Rome there are no airplanes to get you around the board, instead the coastal cities have ports, and you have to discard a card matching the destination colour to use them. Research stations are now garrisons, where you can recruit troops to battle any of the 5 invading barbarian tribes. Speaking of battles, to remove cubes from the board you’ll need to march your legions into a space with the barbarians to battle, rolling die to do so. Sometimes you’ll be able to clear all the barbarians in a single action and sometimes you’ll find your forces decimated and actions wasted. The biggest change of all in my opinion is how the barbarians march their troops towards Rome.

When you draw from the invade cities deck, you’ll need to find the city represented on that card. If that city doesn’t have any cubes of that colour in the city, don’t place anything in that city. Instead, you’ll a path until you reach a city that does have a cube on it. You’ll then place the one invading barbarian cube onto the next empty city in the line, simulating their slow progression along the Mediterranean countryside. I should also say that the invade cities deck is seeded with 5 Rome cards thereby guaranteeing that cubes will eventually reach Rome should you do nothing to stop it.

To win Pandemic: Fall of Rome, you’ll need to sign peace treaties with all 5 barbarian tribes. Each tribe has a different distribution of cards in the player deck, and requires a different number of cards to be discarded to sign the treaty. Once a treaty is signed, the barbarian hordes will still march on Rome, but now you can turn barbarian cubes into legions with a single discarded card.

To lose, either the downfall marker will reach it’s end (the downfall marker progresses when you choose the more powerful action on event cards, or when a city is sacked), or, when the player deck runs out of cards, or, when you need to place a barbarian cube, but there are none left in the supply.

Review

I know there’s a subset of gamers that want their cooperative games to be brutally difficult. A 10% win rate is nearly too high for them. They want to be beaten, crushed, and like Batman after Bane breaks his back and throws him to the pit, to claw their way back into the light and emerge victorious.

That is so not me. My game time is so few and precious that I don’t want to lose, ever. A loss in a cooperative game feels like a failure, a wasted play. With that in mind, I really enjoy the Pandemic games, each game feels like it has a satisfying arc, and generally I feel like I should be able to win every game, but often on the very last turn. I think my actual win rate is closer to 70%, which isn’t too shabby.

Pandemic: Fall of Rome is my favourite spin-off Pandemic that I’ve played. I love the mechanism of the barbarian hordes marching across the Mediterranean countryside. I also enjoy the push and pull of needing to defend Rome or else you’ll lose, while the invading barbarians sacking the far-flung cities could also cause you to lose.

My biggest complaint about Pandemic: Iberia was that I found it very hard to move around, which makes sense for the time period that it was set in. Pandemic: Fall of Rome tackles that criticism by using boats. It’s trivial to move around to coastal cities, just discard a card matching the colour of the destination city to move to it, but moving inland can be a struggle. A large part of the decision space is choosing to leave the convenient coasts to move inland, so you can tackle the problems brewing in the land locked areas like Philippopolis.

The barbarian removal mechanism of marching your legions into battle in thematic and exciting. In one game I kept rolling poorly, and having my forces decimated, while my wife was cleaning cities with ease. This led us to spinning a narrative of her being a great military leader, while I was a mere ferryman, managing the logistics of war while she did the actual defending. I love when a game enables emergent storytelling.

While rolling dice is exciting, it can also swing your games from easy to difficult and frustrating. There’s no way to mitigate a dice roll, and you need to commit how many forces you’re willing to lose before rolling the die. Maybe you only need one die, but maybe. Should you find yourself defeated, the only recourse is to rebuild your army, and try, try again.

I’m not sure if I like or hate needing to use the dice to resolve combats, it does inject a bit more luck, sometimes rewarding you when you take a gamble, and other times absolutely punishing you when you put all your eggs into one basket. Either way, it can create some exciting moments

Another aspect of Pandemic: Fall of Rome that differs from it’s vanilla brother, is the event cards now have two abilities. There’s the basic event, and a much stronger version of the same event, but choosing that option will cause Rome to decline. It’s rare that I choose that option, the conservative player in me wants to preserve that decline tracker as much as possible, if it reached the bottom, we lose. But there have been moments where making the hard choice and taking that powerful event was the key to turning the tide of the game, and carried us right on to victory.

I can say that Pandemic: Fall of Rome does feel very different from base Pandemic, but I’m not sure if there’s enough to really differentiate them. If you’re familiar with base Pandemic, the similarities will be blatant. Make no mistake, this is still a Pandemic game, but Pandemic: Fall of Rome manages to feels like a fresh take on the Pandemic system, it isn’t just a simple re-theme. The randomness of clearing cubes, the need to move legions around the board to even have a chance to clear cubes, and the way the barbarian hordes march on Rome can make this game feel quite different in a lot of ways, but at the end of the day, you’ll still feel like you played Pandemic.

Is Pandemic: Fall of Rome good? Absolutely. Is it objectively better than Pandemic? I don’t think so. But personally, I’m much more inclined to keep Pandemic: Fall of Rome over the base box thanks to its more attractive theme, especially thanks to the exhaustion and destruction wrought by COVID-19. I don’t think any collection needs both of these games, and if you’re inclined to pick up expansions, Pandemic: Fall of Rome won’t be the right choice for you. And maybe it’s because I’ve played base Pandemic so much more, but I find myself preferring Pandemic: Fall of Rome, and if I were only going to keep one version, this is the one I’d keep.

Doctor Who Fluxx

Doctor Who Fluxx

  • Designer: Andrew Looney
  • Publisher: Looney Labs
  • Year: 2017

Introduction

I’ve always preferred the fantasy side of fiction. Sci-fi is great and all, but it’s never been my preferred flavour. Doctor Who is a series that I never bothered with until I met a girl who insisted that we watch the entire (new) series together. I quite enjoyed the first time watching each episode, but found the series didn’t hold up during a re-watch (perhaps I was just enjoying the company, not the show). Nevertheless, that girl is now my wife, and being a Whovian is a large part of her nerd identity. This materializes in Tardis socks and a Tardis dress in our closet, 2 Tardis blankets on our bed, and and Doctor Who Fluxx sitting in our date night bag.

How to Play

Each game of Fluxx starts with a single deck of cards in the centre of the table, a starting hand of 3 cards, and only 2 rules. On your turn you must draw 1 card, and play 1 card. Then play continues to the next player. Cards come in various flavours, including Goals, Keepers, Creepers, New Rules, Actions and Reactions.

The goal of the game is to fulfill the active goal card (once someone has played a goal card, that is), which generally involve having a specific set of Keepers and sometime Creepers on the table in front of you. Generally, Creepers will prevent you from winning the game, but there are some specific goal cards that require that you have a Creeper in front of you. As play happens and players put down more rules, the game will spiral out of control until one player manages to achieve the current goal, and declares victory.

Doctor Who Fluxx features characters from across the entirety of the series as keepers and creepers. From the robot dog K-9, to all 12 doctors and various companions and tools, all with associated goal cards. The Cybermen, Daleks, Weeping Angels, and The Master are all working together to prevent you from achieving your goals.

Review

On Fluxx:

Fluxx is a weird beast. By all rights, I shouldn’t even enjoy it, if I stick to my assertions that I don’t like games that are heavy in luck. Fluxx is easy (usually) quick enough that I’m willing to relinquish control and just have a good time.

The majority of the time players win ‘by accident’, drawing the right keeper at the right time is what separates a victory from a loss. Not player choice or strategy. For some, the lack of agency will take away the joy of winning or the sting of losing, but for others Fluxx will just be frustrating. You’ll be close to a victory, the right goal is on the table, you have one of the two necessary keepers, then suddenly someone steals your keeper, or the goal changes, or you draw a Creeper. Alternatively, if you have a row of Keepers and someone plays the correct goal card, you just win.

The odds are, you’ve played Fluxx. If you haven’t, you can play it for free on Board Game Arena or as a phone app. If you have played Fluxx you already know if you like it or not. If you do, great! If not, changing the setting isn’t going to change your mind.

On the Doctor Who setting:

I think die hard fans of Doctor Who, or Whovian’s as they’re often referred as, who have a deep appreciation of the lore, will find themselves somewhat disappointed. Yes, Doctors 1 through 8 exist, along with K-9 and Sarah Jane Smith, but there’s very little specifically for those old characters. They end up just being generic wildcard Keepers with “The Doctor” trait that can be used to fufill several of the goals. Doctor Who Fluxx skews to the newer seasons for specific references, but, even those feel surface level. I do like the small references, like, Captian Jack Harkness can’t die, but there’s little that makes me feel like the characters are anything more than things to fill recipes. There’s absolutely no difference between Donna Nobel and Martha Jones, for instance.

I don’t expect deep cuts to the comic book story lines, nor can I expect every doctor to have 3 specific goals that work with them. The references cater to the casual fan (that’s me!) who vaguely remembers the important bits; one who couldn’t name the characters if put on the spot, but can recognize the references when the cards are played.

Final thoughts:

I enjoy playing Doctor Who Fluxx with my partner. We go to a pub, take in a pint, and casually flip cards at each other. A big part of my enjoyment is the Doctor Who setting, reliving the quotable quotes on the cards, and being seeing my favourite companions (like the Ponds) pop up. I’m indifferent to the Doctors who I never watched (1 – 8), but it doesn’t take away from my enjoyment. I enjoy Fluxx as a system, but I never take it seriously. It’s a fun, random card game that’s effective at passing the time and facilitating activity amongst friends and family.

Caverna: The Cave Farmers

Caverna: The Cave Farmers

Introduction

Should games be reviewed in a vacuum? When I consider a game, should I be looking at it as a product as if no other games exist, or should I be comparing it to similar games? Does this change if the designer of the game already has a similar game on the market? The question of “Do I need both?” comes up often enough, so I assume there are values in the comparisons.

Uwe Rosenberg has released a lot of games, and if you’ve played several of his game, you’ll start to notice some common trends. The polyomino games like Patchwork, New York Zoo, Cottage Garden, and A Feast for Odin or the farming games like Agricola, Fields of Arle, and Caverna: The Cave Farmers have similar mechanics between them, often evoking similar feels and emotions when they get played.

How to Play

Caverna: The Cave Farmers is a worker placement game. The centre of the table holds the main action board that gets populated with resources every round, and allows you to take actions on your player board to help you scratch a living from the land. Players start with only two workers living in a simple dwelling. On your turn, you place one of your workers onto an unoccupied space on the main board, and take the depicted action.

Your player board has two halves. The left half is a forest, which you can slash and burn to create fields and meadows to grow crops and breed animals. The right side of your board is a mountain, which you can carve into space for furnishings and dwellings, which will give you special powers, or earn you victory points at the end of the game.

At the end of each round, there might be a harvest. During a harvest phase you start by pulling one item off each of your crops, then, you must feed your people. Two food is required for every fully grown worker you have. Then, if you have a pair of animals on your board, they produce a third animal!

At the start of each round, and new action space is revealed, offering new and exciting actions for you and your opponents to take. Once you’ve reveals all the actions spaces, and satisfied the final harvest phase, the game comes to an end, and the player with the most points is the winner.

Review

Look, Agricola and Caverna: The Cave Farmers (hereby just called Caverna) get compared a lot. They’re both worker placement games where you need to build a farm and feed your people. I’ve outlined some of their similarities and differences here, but I’ll be focusing on Caverna as if Agricola doesn’t exist until the end of the review.

Caverna is a big box. With enough components to play up to 7 players, it has heft, and it sprawls, consuming even the largest of tables. I highly recommend having bowls or some other way to manage the tokens, and they are plentiful and get messy when someone’s fingers dive into the neat little piles, sending tiny wooden pieces skittering across the floor. I can’t imagine playing Caverna with 7 players. At an advertised (and generous) 30 minutes per player, that would take all day. The downtime in between turns can be a bit of a problem at 4 players already. In a 4 player game, if I have 30 minutes of ‘game play’ time, that would mean there are 90 minutes of me just watching my opponent hem and haw over which resources they want to take.

I generally enjoy worker placement games, they’re interactive without the daggers. The most you can do to your opponents is take the spot they wanted to go to, which is enough for me to have some trash-talk with my friends, but not enough to inspire ill will. Uwe Rosenberg has mastered the tension of worker placement games, making plenty of spaces lucrative and tempting, and that every space should be taken at least once per game. There’s enough actions to take so that I never feel like I’m wasting a turn, but there are plenty of situations where you really really want to take a specific action space as it would just benefit you so greatly.

Caverna’s resources are varied. There’s wood, stone, ore, rubies, food, gold, dogs, sheep, donkeys, cows, wheat, and vegetables, each as a custom shaped wooden piece. Most of these resources can be found on the main board, flowing into the system and into your personal supply by taking the stockpiles as your action. Rubies are a wildcard resource, they can be converted into almost anything else at any time, making them valuable and perfect for filling in any minor shortfalls you find yourself in. Of course, having this many resources means you’ll frequently find yourself missing one entirely and need to take a whole action to acquire however many of that resource are available on the main board.

One of the mechanics I didn’t talk about above is the ‘expeditions’. Once the smelting action becomes available, you can spend ore to build a weapon for your worker. If that worker is then placed on an action space that allows expeditions, they acquire resources up to their level. This is perfect for acquiring a small amount of a lot of different goods and covering any dearths in the market. Bigfoot just took all the sheep from the board? No problem, I’ll just bring one home from my expedition.

The expeditions open Caverna wide up. Suddenly, missing resources on the player board aren’t a real issue any longer. Fairly quickly, you can get anything you need from a simple expedition. Desperately need a pumpkin? My level 4 worker has got you covered. The expedition spaces are hotly contested, but Caverna does force you to use your workers in reverse strength order, meaning your worker with the best weapon will appear on the board last. You can spend a ruby to play one out of order, however.

The expeditions can grind the game to a halt. If you’re trying to figure out which 4 items you will take from your level 9 adventure, there are a lot of aspects to consider. The rule book says that while someone is considering their expedition loot options, the next player can proceed with their turn. However, in one of my 4 player games, the subsequent players all took their turns, and it made it back around to the player who was still wrestling with his options. It’s a bit of a struggle just watching people think while you wait for your turn. If you or your group are sensitive to analysis paralysis, be wary of this game.

The game length is also deceiving. The first 5 rounds FLY by, taking mere minutes each. The very first time I played Caverna, I texted my (then) girlfriend after 6 rounds and told her to meet me somewhere in 30 minutes. Low and behold, the final 3 rounds take at least 15 minutes each. It makes sense, as the game goes on the number of workers each person has will likely double, and the number of available actions also increases significantly. Not everyone will be bothered by the length of the game, but adjust your expectations accordingly.

I’ve barely touched on the furnishing board. 48 different buildings that are available to everyone from the start of the game. To build these, you need to prepare space in your cave, but they offer game-changing bonuses if chosen correctly. The Seam room provides an ore everytime you obtain a rock, the cooking cave allows you to trade in a vegetable and a grain for 5 food (2 more than they would provide on their own), and parlours, storage rooms, and chambers offer a bevy of end-game scoring opportunities. These rooms never change and known from the start of the game.

Here is where I arrive at why I prefer Agricola over Caverna. Agricola has multiple decks of cards offering various tools and occupations. While luck can hurt, it’s up to you to figure out a way to earn the most points by using the cards dealt (or drafted) to you. Each game is unique and can vary wildly. Caverna takes a more static path, allowing you to pick the strategy you want to change before you even take your first turn. I could see rote openings and meta strategies being developed among Caverna enthusiasts. Caverna lacks the same tension and stress that I enjoy overcoming in Agricola. Never have I even come close to needing a begging tile. Sure, MAYBE giving up a cow would cost me more than 3 points, and it MIGHT make sense to beg instead of slaughter my animals, but I’ve never been in danger. That said, I’ve also never won Caverna, so maybe my own sense of tension is misguided. I generally don’t feel the pinch of resources being taken from me, as I can just go on an expedition to make up my shortfalls, or collect rubies to convert into anything I might need. It’s much more forgiving than Misery Farm

That being said, I do quite like Caverna, just not as much as Agricola. It appears that I’m in the minority, as everyone else I’ve played Caverna with, and have also played Agricola, prefer this cave dwelling experience more. Both games are excellent, and playing either one is well worth your time, but I do not believe that anyone needs to own both. This is a case where you should try both and choose your favourite to own. If you enjoy randomness and variability, seek out Agricola. If you prefer refining your strategy with a more static set up, then Caverna: The Cave Farmers just might be the right game for you.