0% found this document useful (0 votes)
731 views3 pages

Caverna Rules Summary v1

1) The document outlines the setup and rules for a board game involving dwarves, farming, and resource management over 12 rounds. Players take turns placing dwarves on action spaces to gain resources, build structures, and grow their farms. 2) Each round involves adding a new action card, replenishing resources, a work phase where players take turns placing dwarves, and returning dwarves home. Key phases include harvesting resources, feeding dwarves, and breeding farm animals if conditions are met. 3) The game ends after round 12. Players score points for structures and resources with bonuses for certain buildings. The player with the most points wins.

Uploaded by

perenetre
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
731 views3 pages

Caverna Rules Summary v1

1) The document outlines the setup and rules for a board game involving dwarves, farming, and resource management over 12 rounds. Players take turns placing dwarves on action spaces to gain resources, build structures, and grow their farms. 2) Each round involves adding a new action card, replenishing resources, a work phase where players take turns placing dwarves, and returning dwarves home. Key phases include harvesting resources, feeding dwarves, and breeding farm animals if conditions are met. 3) The game ends after round 12. Players score points for structures and resources with bonuses for certain buildings. The player with the most points wins.

Uploaded by

perenetre
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
You are on page 1/ 3

GAME ROUND (12 rounds / 11 rounds with 5.

5. Harvest (from the 3rd round see harvest - Dogs dont require any space. Dogs on a
2 players, as round 9 is skipped) tokens on the board) meadow or pasture allow to place 1 more
a) Field phase Pick up 1 marker from each sheep than dogs on each of these spaces (i.e.
1. Add a new action card to the first free grain / vegetable field to players supply. 1/2/3 dogs can watch 2/3/4 sheep and so on).
space on the board (incl. the 1st round). This rule doesnt combine with normal rules for
b) Feeding phase Feed each dwarf with 2 meadows / pastures / stables and cannot be
a) In the 4th round it will always be Wish for food markers (1 food marker for a new dwarf used when there are any other animals on a
SETUP (each player) children. Flip this card to Urgent wish for gained this round). You can exchange some space.
1. Choose color and take home board, 5 children as soon as you add Family life action resources to food. You cannot exchange
dwarves and 3 stables in that color. in stage 3. grain / vegetables on the fields to food OTHER RULES
2. Place 2 dwarves on the Entry-level dwelling. b) Round 6 and further turn the harvest markers. If you do not have enough food - Only unique furnishing tiles, dwarves and
3. Take Harvest time and Expedition loot marker on the new action space: markers take a begging marker for each stables are limited. Other game components
overview cards. - green leaf normal harvest (see point 5) missing food (-3 points). are unlimited. Players can also use
4. Choose the 1st player. - red question mark place the marker on multiplications markers or improvise if there
5. The 1st player and player to his left each get the Harvest time card and play harvest c) Breeding phase If you have at least 2 are no more resources / tokens.
1 food. The 3rd player gets 2 food. Each other accordingly to the card. farm animals (not dogs) of the same type (no - Player can exchange resources for food
player 3 food. matter where they are placed), and you have anytime, as depicted on the home board.
- solo game get 2 food. 2. Replenish resources. place for another animal, you get 1 additional - Rubies can be exchanged 1:1 for other
Add resources to the action spaces marked animal of that type. resources, a field ,a meadow or a tunnel, 1
SETUP (boards) with an arrow and with working dwarves in the ruby + 1 food = 1 cow, 2 rubies = 1 cavern
6. Board with rounds 1-3 and board with background (the resources will accumulate - You always get max 1 animal per type and (you have to place the tiles immediately to the
rounds 4-12 next to it. and there is no limit to them). you cannot convert any of these animals to board). By paying 1 ruby you can use a dwarf
7. Shuffle 7 harvest markers and place them - In case of 3 (1) Wood etc. place 1 wood food at this point. out of the weapon level order (f.ex. to use the
face-down on rounds 6-12. every round, unless the space is empty - You gain all of the animals at the same time. strongest dwarf first).
- 2 players: discard 1 harvest marker with the then place 3 wood. The same applies for 1 - Dogs are not considered as farm animals and
green leaf before shuffling and leave round 9 Grain (1 Vegetable) action etc. place 1 do not breed this way. END OF GAME
empty. vegetable every round, and place 1 grain - In round 4 and when the 2nd question mark The game ends after the end of round 12.
8. Place Harvest event card (with 3 discs) near instead if the space is empty. picked up, play only part b) of the harvest. For - At any time before scoring means that you
the board (used from the 3rd round). the 3rd question mark each player decides cannot f.ex. gain gold for grain and then
9. Place the third board, depending on the 3. Work phase separately which part of harvest to skip. exchange this grain for beer with Beer parlor
number of players (1-3 or 4-7 players) to the Each player places 1 dwarf on action spaces (for bonus gold).
left of the previous boards. and resolves the action. Continue until all ANIMALS
10. Place additional boards left of the previous dwarves of all players are on the board. - Player can move animals between spaces Scoring:
boards for games with 3, 5, 6 or 7 players. - Each dwarf can perform 1 action from the anytime. + 1 gold per farm animal and dog
11. Place the supply boards for the furnishing available actions for the round. There can be - Entry-level dwelling can hold up to 2 animals - 2 gold per missing type of farm animal (not
tiles proper face-up (introductory game or full only 1 dwarf on each space. You cannot place of the same type. dogs)
game for 6 or 7 players its recommended to a dwarf and decide to not perform any action - 1 pasture (1-space green tile, with the fence) + gold per grain in the supply and on the
use full board). from this space. can hold up to 2 animals of the same type. fields, rounded up
12. Place the furnishing tiles on the boards. - Always place the dwarves from the weakest - Double pasture (2-space green tile, with the + 1 gold per vegetable in the supply and on
13. Shuffle 12 action cards. to the strongest (beginning with the unarmed fence) can hold up to 4 animals of a type. the fields
- 1 or 2 players: discard Exploration card and dwarves to the ones with the highest level). - A stable (wooden token) can hold 1 animal + 1 gold per ruby
cover space 9 with a dwarf card. - Place new resources in your personal on a meadow (green space) or 1 wild boar in a + 1 gold per dwarf
- see back of the rulebook for other rules for a supplies. Place new animals on proper spaces forest (empty forest space). - 1 gold per unused space (spaces without
solo game. on the home board or exchange them for food - A stable on a pasture (green space tile with tiles or stables; unfurnished caverns are
14. Arrange cards by rounds in a face-down immediately. the fence) doubles pastures limit up to 4 considered used)
stack. Card Wish for children / Urgent wish for - and then spaces you have to perform the animals on a small pasture with a stable, up to + gold for furnishing tiles, pastures and mines
children should always be placed after round 1 first action to perform the second action. 8 animals on a double pasture with 1 stable, (values printed on the tiles)
cards. up to 16 animals on a double pasture with 2 + bonus gold for parlors, storages and
4. Return home stables. chambers (yellow tiles; special rules)
Return all dwarves to their home boards. You - Each ore / ruby mine can hold 1 donkey. + gold for coins
cannot have more dwarves than places - Some special rooms can hold specific - gold for begging markers
(orange rooms) for them. animals.
ACTION SPACES (additional - Family growth only if you have space - Build stables use on a forest, a - Imitation pay food and use an action
clarifications) for additional dwarves. Place the new meadow or a pasture (not on the cave used by another player (not your own
- Excavation and Drift mining place dwarf on the dwarf that performed this spaces). Only 1 stable per action. You dwarf) as if you had a dwarf on that
new tunnels / caverns adjacent to other action. The new dwarf does not have an cannot move or change an already placed action. You do not get any resources from
non-empty cave spaces. If there are no action this turn. You can have up to 5 stable. Forest spaces do not have to be accumulating spaces (with arrows), as
more spaces with 2 empty cave spaces, dwarves, and you cannot use family adjacent to other used spaces. Each they are already taken by another player.
you cannot take a single tile instead of a growth if you already have 5. space can have up to 1 stable, and max 3 With 5-7 players, the different imitation
double tile. stables per player. A forest with a stable actions can all be used to perform the
- Ore mine construction only on 2 can become a meadow with a stable, but same or different actions.
- Clearing, Sustenance, Slash-and-burn adjacent regular (not deep) tunnels. it cannot become a field. Building a
the 1st meadow / field tile has to be Deep tunnel is a tunnel with darker stable on a space with the wild boars
adjacent to the cave entrance. Further background and with stairs. or food printed do not give you this
tiles can be adjacent to other tiles on the supply (only building a tile on these
board. You can place a double - Ruby mine construction on an empty spaces does).
meadow+field tile on a space with a tunnel or deep tunnel (+1 ruby
stable (place the stable on the meadow). immediately if on a deep tunnel). - Forge a weapon, adventure only an
If there are no more spaces with 2 empty unarmed dwarf can forge a weapon,
forest spaces, you cannot take a single - Ruby mining do not place rubies on but a dwarf with a weapon can use
tile instead of a double tile. You do not this action in the first 2 rounds of a 2 only expedition. Weapon can have up to
have to place fields adjacent to fields or player game. 8th level, increasing in time up to 14th and
meadows adjacent to meadows. can be used only by the dwarf that used
- Ore trading you can use this action up the action (dwarves cannot exchange /
- Sow take 1 grain / vegetable from your to 3 times at once, i.e. up to 6 ore for 6 put away weapons). Only 1 weapon per
supply and place it on a field. Then take 2 gold and 3 food. dwarf.
grain markers or 1 vegetable from the
general supply and place them on the - Sheep farming, donkey farming you - Expedition only for a dwarf with a
same space. You can sow up to 2 grain can change meadows to pastures and weapon. Expedition level = how many
fields and/or 2 vegetable fields when buy exactly 1 different resources you gain. You can
using this action. An already harvested stable. take resources from levels weapon
(empty) field can be used again for the level, f.ex. a dwarf with weapon lvl 1 can
sow action. - Build fences you can change exactly take +1 to all forged weapons, wood or a
1 meadow to 1 pasture or exactly 2 dog. You cannot take the same
- Furnish a cavern choose a tile, pay meadows to a double pasture. Only 1 resource more than 1 time per
its cost and place on an empty cavern small pasture and/or 1 double pasture per expedition. You have to pay for the
space. You cannot use this action if you action. You cannot fence any cave chosen tile (lvl 7), but you do not have
dont have any empty caverns (you spaces. You cannot move pastures on the to pay for a stable. After each
cannot place the tile on a tunnel, mine or board. expedition weapons level of that
empty cave space). You cannot move, dwarf increases by 1.
take away or rebuild an already used tile.
Apart from unlimited Dwellings, all other
tiles are unique and limited.

- Furnish a dwelling choose a dwelling


tile, pay its cost and place on an empty
cavern space.

You might also like