Caverna 2er en WEB
Caverna 2er en WEB
Components
Setu p
out for precious metals and get wealthier than the other tribe could have ever imagined!
Cave Entrance
per
down.
Rooms
Sort the Room tiles by the illustrations on their backs.
Turn the 6 Rooms with a light gray back side (showing small rocks and no pickaxe)
face up and place them in a central display to the side of the Action board.
Turn the 18 Rooms with a dark gray back side (showing debris and a pickaxe)
face down and shuffle them. Distribute the face-down Room tiles among the
Cave Entrance
empty Cavern spaces of your Cave boards, except the space marked above
the
“Cave Entrance”.
Additional Cavern, Action Markers, Walls and Starting Player
Place the Additional Cavern tile and the Action markers nearby. Keep the Walls ready
at hand in a general supply. Randomly determine who gets the Starting Player marker.
(Alternatively, let the smaller player begin.)
2
Course of Play
The game is played over 8 Rounds. Every Round goes through three phases.
D
I. New Action
At the start of each Round, reveal the next Action tile Cultivation Housework Excavation Undergrowth
3
Action Types
The following pages explain the nine different types of Actions that you can find on Action and Room tiles (and at the top
of your Cave board).
Most Action tiles feature multiple Actions separated by fine yellow lines. You may take some or all of the depicted Actions
in any order, but each Action only once per turn. (You may choose an Action tile and ignore all of its Actions.)
If two Actions are separated by a diagonal cut (a long slash), you must choose one or the other Spinning Wheel Undermining
(or neither), not both. The same applies to Room tiles (see page 7 on how to use Room tiles).
(even
When spending or gaining Goods, move the appropriate Goods indicators accordingly. Mind the through
walls)
Bakehouse
Exchanging Goods
indicates you may spend Goods—usually, to get
other Goods. Spend the Goods on the left to get the Goods
on the right of the arrow. Sets of Goods are printed on
parchment. Slashes let you choose what to spend.
any two adjacent Cavern spaces of your Cave board. (Small rocks and cracks on
the ground indicate where Walls can go.) Walls are needed to Furnish Caverns
(see Furnishing a Cavern, page 6). The supply of Walls is limited; the action has
no effect if there are no Walls left. Walls can return to the supply via the next
Action.
Razing a Wall
1 indicates you may remove a previously placed Wall from your Cave board
and return it to the general supply. If you do, you get the depicted Goods (all of them, as they
are depicted on parchment). Removing the Wall does not affect already-placed Rooms. You
cannot remove the outer Walls of your Cave.
Excavating a Cavern
indicates you may Excavate a Cavern. Remove an accessible (see below) face-down Room tile from your Cave board,
turn it face up, and place it in the central display (making it available for both of you). If you uncovered “ ”, you
immediately get 1 Food. You cannot remove face-up Rooms. This Action has no effect if you have no face-down Rooms
left.
A Room is accessible if there is a clear (orthogonal) path to it from the “Cave Entrance”, with no Walls or other face-
down Rooms in the way. The Action on the right of the “Undermining” Action tile allows you to Excavate through Walls;
face-down Rooms always block the way.
Undermining
Excavation
?
(even
through
walls)
Warehouse
There are two types of Rooms—orange ones and blue ones (see Room Actions,
page 7). You begin the game with one preprinted orange Room, the “Cave Treasury Equipment Room
Entrance”. You must always have more orange Rooms than blue Rooms. You
may not build a blue Room if you would have an equal number of orange and
blue Rooms. (Consequently, the first Room you build in the game must be an
orange one.)
Some Furnishing Actions require that you pay an amount of Food (or
Gold) before you take the Action. This Food (or Gold) is paid on top per
Example: This Action costs 2 Food
of the cost printed on the Room tile. The Food cost can be defined by during the first three Rounds,
the number of turns that Round (see example at the right). You only then 3 Food for the next four Rounds,
have to pay a cost if you actually Furnish a Cavern. and 4 Food during the final Round.
Wall Configurations
Each Room tile shows a Wall configuration required to Furnish the Room, depicted to the right of the cost.
Dark segments indicate necessary Walls, which must be present; light segments indicate optional Walls,
which may be present, but they do not have to. If a Wall is not shown, there may not be one. You may rotate
the tile to demonstrate the required configuration (and then place the tile positioned for ease of reading).
The natural Walls all around your Cave also count as Walls! Room tiles never count as Walls (not even
when still being face-down). Spinning Wheel
Sacrificial Altar
6
Additional Cavern
The first player to completely fill their Cave board with all face-up Room tiles
gets the Additional Cavern, placing it with either side facing up near their
Cave board. The Additional Cavern comes pre-Excavated and has two or three
(natural) Walls, depending on which side you choose to be facing up. You may
add Walls and Furnish the Cavern as usual. There is only one Additional
Cavern.
Room Actions
You cannot use the Rooms that you Furnish right away. To take their depicted Actions, you must choose an Action tile
with a , , or symbol. The number indicates how many different orange Rooms you may use. (You may only use
face- up Rooms on your Cave board. You can use the provided Action markers to prevent using a Room twice.)
Blue Rooms cannot be used this way. They are always active each time the depicted situation arises.
Undergrowth
Whenever you Whenever you get Whenever you take Whenever you take Whenever you build
choose the 1 to 3 Flax (for a Wall, you also get
the or a Action, you
“Undergrowth” whatever reason), Action, you can use also get 1 Wood. 2 Gold.
Action tile, you can you also get 1 one
sell 1 Food for 1 Food. additional different
Gold. orange Room tile.
Anytime Action
At any time and any number of times, you may exchange Emmer, Flax, and Gold for Food at
a 1:1 ratio. This is also shown on your Cave board. Example: The Parlor makes
sure you have at least one
of each type of Good.
When you take the Action,
move
all Goods indicators that are
on 0 to 1.
Game End
In case of a tie, the player who has built the single highest-value Room tile wins the game.
(There is only one of each Room tile of values 9 to 12.) Otherwise the game ends in a draw.
Solo Game
Changes in Setup:
Randomly remove 3 of the 6 Rooms with a light gray back from play.
Shuffle the 18 Rooms with a dark gray back and place 9 on your Cave
board as usual. Form a face-down draw pile from the remaining 9 Rooms.
Turn the Action board to the side showing the symbol and remove the
“Breach” Action tile from play. Consequently, the game only lasts for 7 Rounds.
Changes in Play:
Play the game as normal with the following two exceptions:
Each time you Excavate exactly one tile on a turn, also turn the topmost
Room tile from the draw pile face up and place it in the central display.
Ignore the “More gold than opponent” condition on the “Renovation”
Action tile. You can use that tile regardless of how much Gold you have.
Your goal is to get at least 50 Victory Points. More than 60 Victory Points should be considered a truly remarkable score.