Agricola is definitely an obsession forming game, deep, complex, but utterly thematic with tons of variety. It was sort of the start of Uwe Rosenberg's nose dive into complexity. I mean, to think this guy designed great the great card games
Bohnanza and
Bargain Hunter and now he churns out crazily involved titles like
Le Havre and
At The Gates of Loyang!
Caverna definitely feels most similar to Agricola and much of the game is nearly the same. But after muddling through one game, this definitely feels like a tribute to the Uwe fans - tons of rules exceptions, a million things to have to read at all times, and way, way too many choices. In fact, I think teaching this to someone who hasn't played Agricola probably isn't the best idea.
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So. Many. Action spaces! |
Having said that, I enjoyed my first play but did terribly in the final scoring, despite thinking I was handling my own. Turns out the "fingers in every pie" strategy that Agricola is known for doesn't actually work that well in Caverna. This game actually favours some specialization. And there are some interesting new elements - dwarf characters who go on expeditions and return with tons of loot. But even there, near the end of the game with a high valued dwarf it's possible to have to pick 4 different rewards (resources, land, animals, etc.) from a possible 16. And then if you pick a room for your home, you are looking at 40+ choices depending on what you have.
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So. Many. Rewards and ruby uses! |
Honestly, I found myself just building things I could afford because the choices were too numerous. Instead of planning ahead, I'd instead take actions and build rooms with the mindset that things fit with the direction I was going. I find the same issue arises in
Glass Road, another recent and very enjoyable Uwe game. There are just too many options in one turn that you just end up doing what's easiest. It seems to foster less strategy. At least with Agricola you have one hand of cards. That's it. Deal with those. Imagine having the whole deck face up and at your disposal every turn....
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So. Many. ROOMS!!!!! |
Despite the criticisms, I'd like to play it again. The game feels more like a sandbox than any of his other games, building and playing in any direction your heart desires. Choices piled upon choices.
But after a 2-hour game with 3 people, I will never, ever play with the maximum of 7. Ridiculous.
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Home Sweet Home. |