Caverna Game Rules and Strategy Guide
Caverna Game Rules and Strategy Guide
You can play this game with up to 7 players. For your first
play, we recommend you only play with 5 players at most
to reduce downtime.
Game idea
In this game, you take the roles of adventurous dwarfs living reclusively in caves where you dig for ore and rubies and furnish caverns
to become living and working areas. You need ore to craft weapons to undertake expeditions in search of adventure and loot. Rubies
are a valuable and highly flexible good: you can trade them for other goods and landscape tiles at any time. Outside your caves, you
will look after your sustenance by felling trees, raising farm animals and doing some agriculture.
At the end of the game, the wealthiest dwarf will win.
Components
Wooden & acrylic playing pieces
20 light brown Dog tokens 45 black (acrylic) Ore gems
35 white Sheep tokens 20 red (acrylic) Ruby gems
30 grey Donkey tokens 40 yellow Grain tokens
30 black Wild boar tokens 35 orange Vegetable tokens
30 brown Cattle tokens 1 yellow Starting player token
45 brown Wood tokens 7x3 Stables in different colors
25 grey Stone tokens 7x5 Dwarf discs in different colors
16 Game boards
7 large Home boards (Forest on the 1 two-sided basic game board with preprinted Action spaces for 1
left, Mountain on the right) to 3 players on one side (and for 4 to 7 players on the other side)
1 small basic game board with 3 1 large additional game board (with additional Action spaces for
preprinted Action spaces and Round 5 players on one side and for 6 to 7 players on the other side)
Entry-level dwelling
spaces 1 to 3 1 small additional game board (with additional Action spaces for
1 large basic game board with Round spaces 4 to 12 3 players on one side and for 7 players on the other side)
4 longish supply boards to organize the Furnishing tiles
On counter sheets
20 Gold coins labeled “1” 52 Weapon strength markers
24 Gold coins labeled “2” (1x “1”, 1x “2”, 4x each of “3” to “13”, and 6x “14”)
5 Gold coins labeled “10” 8 Multiplication markers “4x”
1 “Additional dwarf” marker (on the other side: Begging markers “-3 Gold”)
88 “1 Food” markers 8 Goods markers (“8 Sheep”, “8 Donkeys”, “8 Wild boars”,
7 round Harvest markers “8 Cattle”, “10 Wood”, “10 Stone”, “10 Ore”, “5 Rubies”)
2 “8 Animals” markers
Furnishing and landscape tiles Ore mine
either Round 4
board and the 5 Dwarfs and 3 Stables of that color. Entry-level dwelling ase after Exp edit
ion all Weapo
ns +1
level dwelling” on your Home board. Keep the Room for 2 Dwarfs per
per
and 1 pair of
remaining 3 Dwarfs and Stables next to your Home animals
3.) Breeding
ph ase
in clockwise order
Starting player 2nd player 3rd player 4th player 5th player 6th player 7th player
Players get a different number of Food depending on their position in the turn order.
Ruby mining
if you have
Platz für 1 Zwerg
game boards.
up to 2 new Grain and
2 new Vegetable fields Skip the
Field phase
or the
Scoring Breeding phase
PLAYERS
In a 2-player game, remove one of the Harvest markers with a green leaf from the game. Then distribute the
2 remaining 6 markers among the Round spaces 6 to 12 leaving space 9 empty.
Place the third basic game board to the left of the first two. Turn it to the appropriate side depending
on the number of players (1 to 3, or 4 to 7 players). Strip mining
either Round 4
if you have
Platz für 1 Zwerg
game Housework
no harvest
pay 1 Food
per Dwarf
board
Ore mining
Imitation 4 Logging
Supplies
for each
Place the Furnishing tiles on the appropriate spaces on the supply boards. There is more than one ordinary
“Dwelling” tile. Place some of them on the appropriate space on the supply board and keep the rest next to it as
a reserve.
There is a sufficient number of ordinary “Dwelling” Dwelling
Dwelling
Dwelling
Dwelling
Dwelling
Dwelling Simple dwelling Simple dwelling Cuddle room Breakfast room Stubble room
tiles (costing 4 wood and 3 stone). You do not need to Room for 1 Dwarf
Room for 1 Dwarf
Room for 1 Dwarf
Room for 1 Dwarf
Room for 1 Dwarf Room for as many
Room for 1 Dwarf Room for 1 Dwarf Room for 1 Dwarf Room for
In the 2-player game, only 11 Action space cards are used. Remove the “Exploration” card with the “Level
2 4 expedition” from the game. (Cover the unused Round space 9 with a Dwarf card.)
Room
for
1 Dwarf
Put the three stage 4 cards at the bottom of the stack, on top of them the three (or two) stage 3 cards, and on top of those
the two ordinary stage 2 cards.
Put the card for round 4 on top of these. (This card says “Wish for children” on one side and “Urgent wish for children”
on the other side. Right now it does not matter which side faces up.)
Finally, put the three stage 1 cards on top of the stack.
in e
Ruby m
in e
Sort the landscape tiles by type and put them in separate stacks.
There are 3 types of both, single tiles and twin tiles.
When placing your Dwarfs on the game boards, you will eventually get in one another’s way. Each
Action space may only be occupied by a single Dwarf. The Dwarfs only return home after they have
all been placed. Then they are placed again in the next round.
While reading the rules, you may come back to the following section every now and then to get a
better view of the context. This section is not required for understanding the rules. Any information
found here is also explained elsewhere in the rule book.
These are Rubies. Place your first “Meadow/Field” Your “Entry-level dwelling” is a Dwelling
tile on the Forest spaces in front for your very first couple of Dwarfs. You
of your cave entrance. can also keep a pair of animals there.
4
There are more ways to keep animals than shown on the previous page.
a Stable.
at any time
before scoring
You can
place an
Ruby mine
Ore mine
on two
adjacent
Tunnels.
Ruby mine
Veteran “Agricola” players may be highly interested in what the Weapons are for. In Caverna, your Dwarfs
after Expedition all Weap
ons +1
gather Ore to forge Weapons. The strength of a Weapon is determined by the amount of Ore used in the
process and is increased by 1 after each Expedition. Depending on its level, an Expedition may yield 1 to 4 loot
items. What these items will be depends on the strength of the Weapon that has been used (see the Overview
card). A newly forged Weapon can only have an initial strength equal to or lower than 8. This strength can be
increased over the course of the game to the maximum strength value of 14.
furnish
Blacksmithing
:
a Cavern
This Dwarf gets the best Weapon he can get via forging.
and then / or
The special thing about the ‘Cave Farmers’ is the two groups that emerge when playing with a lot of
players: one group goes after Weapons, the other one pursues the peaceful route. Members of the
same group, of course, will compete for the same resources. Be vigilant about the competition within
your group, so you do not lose against the other one.
Number of components
The only components that are purposely limited in number (apart from the unique
Furnishing tiles) are the 5 Dwarfs and 3 Stables of each player. Any other components are
considered to be unlimited. If you run out of any such component, use the Multiplication
markers or improvise. Put a good token on a Multiplication marker to indicate 4 tokens of
that type.
There are markers depicting 8 animals of a specific type. These can be used on Large You can “multiply” animals
pastures with a Stable. Also, there are markers for 10 units of a specific type of building as well. This Large pasture is
material or for 5 Rubies. currently holding 4 Wild boars.
5
Let us have a look at the scoring pad
At the end of the game, the player with the most Gold points wins. In the following example, we will have a look at the ways
you can score points. The numbers in parentheses are the points gained in the example.
Each animal is worth 1 Gold point. There are Furnishing tiles are worth the number of points
Dogs, and the Farm animals Sheep, Donkeys, 21 printed on them. (2+2+2=6, and 3+3=6 for the 12
Wild boars, and Cattle. (2+4+2+3+10=21) Dwellings that have been built during the game)
on them. (2+4=6) -1 -1 -3
6 Ruby mine
Dwelling
Mines are worth the
-1 Room for 1 Dwarf
Ore mine number of points
printed on them.
(4+3+4=11)
Entry-level dwelling Dwelling Fodder chamber
Flow of play
This section consists of two parts. At first, we will look at the course of a round. Then we will explain the actions.
6
Overview of the course of a round
The five phases of a round are:
Ruby mining
Round 1
1. Add a new Action space on the basic game boards. Stage 1
remember:
no harvest
Slash-and-burn
a Cavern a Cavern
Stage 1
Harvest time
1.) Field phase
no harvest
At the end of most of the rounds, there is a Slash-and-burn
harvest: 2.) Feeding phase
per per
5. Harvest time collect Grain and Vegetables, feed your family, and 3.) Breeding phase
Slash-and-burn
breed your animals.
and then / or Round 3
Stage 1
Turn over the top Action space card from the stack and put it on the empty Round Ruby mining
space with the lowest number. (The Round spaces are numbered 1 to 12.) with 2 players up to 2 new Grain and
only from
2 new Vegetable fields
The new Action space adds to the number of
round 3 on
and then / or
available actions. It can be used by any player in The first Round Round 1
leaf or red question mark on the front side. If it shows a red question mark, the harvest
will be played differently (see “Which
rounds end with a harvest?”, page 10).
no harvest
Slash-and-burn
7
Example: A red question mark has been revealed: The or No harvest
“Harvest events” card determines which
event will affect the coming harvest. In this Round 6 Round 9
Ruby mine
StagePay3 1 Food
card. per Dwarf
instead of
harvest
Skip the
If you like the element of surprise, we Field phase
recommend you reveal the Harvest marker or the
Breeding phase
only at the end of a round.
Urgent
Family life Wish for children wish for children
Special cases when adding a new Action space Wish for children
Urgent
Wish for children
either Round 4
either
Dwelling
Round 4
furnish
:
Room for 1 Dwarf
The “Wish for children” Action space card will always come into a Dwelling
or and then
play in round 4. Initially, place it with the “Wish for children” and / or
furnish Drift mining
a Dwelling
side facing up on the game board. Turn it to the other side that Dwelling
or
Room for 1 Dwarf
says “Urgent wish for children” as soon as you add the “Family up to 2 new Grain and
2 new Vegetable fields
2 as the “Exploration” Action space card was removed from the game (see
“Setup”, page 3).
children will become an urgent wish.
3. Work phase
Beginning with the Starting player and in clockwise order, take turns to pick up a single Dwarf from your cave and
place it on an unoccupied Action space. Then carry out the depicted action immediately. Play continues until all
Dwarfs of all players have been placed in this fashion.
Please note the play order of Dwarfs: You have to place your Dwarfs
in ascending order of their Weapon strength, beginning with your
unarmed Dwarfs (i.e. those without a Weapon) and followed by your
armed ones (i.e. those bearing a Weapon).
These Dwarfs have to be played in the indicated order.
Each Action space can only be used by one Dwarf in a round.
Whenever you take building materials, Grain, Vegetables, Food or Rubies, the
tokens are placed in your personal supply in view of the other players. Animals may
not be placed in your supply; they must be placed directly on your Home board. (See
page 20 for the animal husbandry rules that we have already addressed briefly on
Wood, Stone and Ore are building materials.
page 5.)
8
Details on the Work phase
Animals that you gain during the Work phase but that you cannot or do not want to Urgent
wish for children
accommodate on your Home board may be converted into Food immediately (according either Round 4
Room
You can only place Dwarfs from your cave. You may not use the Dwarfs in your personal
for 1 Dwarf
a Dwelling
supply (as they have not been born yet, if you will, but they can be introduced later, see
“Family growth” on page 15). and then
On your turn, you can only ever place one Dwarf at a time.
You may not place a Dwarf on an Action space without performing at least one of its
or
actions. Adventure
Due to the “Family growth” action (see page 15), some players may have fewer Dwarfs
than others in their caves. If a player runs out of Dwarfs during a round, this player is
skipped. Only the players that have Dwarfs left in their caves continue to play them one
by one as described.
On some Action spaces you have to choose one out of several options (“either … or”). and then / or
Other Action spaces allow you to take any number of the available actions (“and/or”,
“and then/or”).
and then
There are two Action spaces that have a mandatory primary action and an optional
follow-up action (“and then”). In case of the “Urgent wish for children” Action space,
you have to use the first action in order to use the second one at all.
4. Return home
Remove your Dwarfs from the game boards and return them to their Dwellings.
Entry-level dwelling Dwelling
5. Harvest time
During the Harvest time, players have to sustain their families. Some rounds do
not end with a harvest, others do (see “Which rounds end with a harvest?” on
page 10). A harvest goes through three sub-phases that are played in the following
order (see the “Harvest time” Overview card).
Sub-phase 1: The Field phase
Remove 1 Grain or Vegetable token from each sown Field on your Home board
and place it in your personal supply. (See page 14 for information on how to
grow crops.) It’s time for the harvest!
If you have at least 2 Farm animals of the same type, you get exactly
1 additional (baby) animal of that type – but only if the new animal can be Room for 2 Dwarfs
and 1 pair of
accommodated on your Home board. (Baby animals and parent animals animals
may not be converted into Food immediately after the birth. You have to
accommodate them on your Home board first.)
As explained on the “Harvest events” card, there is no harvest at the end of the round in which the first
question mark is revealed (like at the end of rounds 1 and 2).
At the end of the round when the second question mark is revealed, instead of a harvest, you have to pay 1
Food per Dwarf in your cave (even for offspring Dwarfs; like at the end of round 4).
When the third question mark is revealed, you have to decide individually whether you want to play the Field
phase or the Breeding phase of the Harvest time at the end of the round. (You cannot play both these phases,
but you must still play the Feeding phase. Each player may choose differently.)
To keep track of how many question marks have been already revealed, place them on the
“Harvest events” card (from top to bottom) after they have been resolved. No harvest
10
Food conversion rules
To feed your Dwarfs, you may convert goods into Food at any time (without constraints). There is a Food conversion
table at the bottom right of your Home board that summarizes the following Food conversion rules:
This is what Gold
You can buy Food with Gold. Pay one more Gold than the amount of Food you wish to get.
looks like
(For instance, 1/2/3/… Food cost 2/3/4 Gold, respectively. Gold is available in denominations
of 1, 2 and 10. You may change your Gold at any time. You cannot spend the Gold points
that are awarded at the end of the game for things like Mines or Meadows. Keep in mind
that each Gold is worth 1 point at the end of the game.)
Entry-level dwelling
And this is what Gold
In addition, you can convert animals and crops into Food. points look like
Sheep are each worth 1 Food, Wild boars 2 Food, and2 Cattle
Room for Dwarfs
3 Food. A single Donkey is worth 1 Food, butand 1 pair of
2 Donkeys
animals
are worth 3 Food.
Each Grain is worth 1 Food, and Vegetables are worth
2 Food.
Rubies could be exchanged for goods like Wild boars and
Vegetables that are each worth 2 Food (see page 17 for
details on Rubies); therefore, you can convert Rubies into
2 Food directly. The Food conversion table on your Home board
Dogs and the building materials Wood, Stone and Ore are summarizes the Food conversion rules.
not worth any Food. (Nor are Dwarfs, by the way.)
Now you know how to play a round. If you go back to pages 4 to 6, you might notice what we have
not talked about yet: which actions you can take to become a wealthy dwarf. Let us have a look at the
remaining rules by explaining the Action spaces.
As most of the following rules will be new to veteran ‘Agricola’ players as well, we will now stop
using brown color to mark new stuff.
The actions
Some Action spaces are already available at the beginning of the game, others will become available later (see “Add a new
Action space”, page 7). Some Action spaces are only available with a certain number of players (see Setup, page 2).
We will now explain the Action spaces grouped by type in the following order.
or
furnish
a Dwelling
Dwelling
Strip mining
What are Weapons for?
5. Action spaces for weapons
(including the explanation of the “Expedition” 20 to 22
actions)
At the end of the game, you will lose 1 point for each unused space on your Home board. An unused Forest exploration
space is one that does not have a tile (or Stable) placed on it. You will now learn how to get tiles – for
your Mountain and for your Forest.
In this case, you may not place a single tile instead when using the and“Excavation”
/ or or “Drift mining” action (on single Imitation
and / or
tiles, see “Rubies” on page 17 and “The
no harvest Expedition loot items” in the appendix). use an Action space that
is occupied by an opponent
(except: Starting player)
In games
Housework with 5 to 7 players, there is an Action space called “Small-scale drift mining”. It provides 1 Stone and a Ruby mine
In 7-player games, there is an additional Action space called “Extension”. It also provides 1 Stone Extension
either
and a “Cavern/Tunnel” twin tile. Alternatively, Loggingyou may take 1 Wood and a “Meadow/Field” twin
Supplies Ore mining
Housework
tile
andfor / orthe Forest on your Home board.
Round 2
furnish
Stage 1
a Cavern
or
The twin tile with a Meadow and a Field. and / or
furnish
and then / or a Cavern
Ore mine
for each
The “Meadow/Field” twin tile will be explained next.
no harvest
Action spaces: Clearing, Sustenance and Slash-and-burn
Slash-and-burn Clearing Sustenance
Wood gathering Slash-and-burn
13
Apart from the twin tiles, the “Clearing” and “Sustenance” Action spaces and then / or
provide Wood and crops, respectively. The “Slash-and-burn” Action space,
on the other hand, provides an additional “Sow” action.
Entry-level dwelling
Ruby mining
Room for 2 Dwarfs
and 1 pair of
animals
You can take a ‘Sow’ action on the ‘Slash-and-burn’ Action space and later on the ‘Family life’
with 2 players
only from
Action space (in stage 3). Family life is what the next section is about.
round 3 on
either Round 4
The Furnish a dwelling action
The “Furnish a dwelling” action is found on both sides of the Action space card for round 4
(“Wish for children” and “Urgent wish for children”). or
furnish
When using the “Furnish a dwelling” action, take a Dwelling tile, pay its building costs and a Dwelling
place it on an empty Cavern. There are 6 different types of Dwellings. Every Dwelling provides
Dwelling
either Round 4
You can only use a “Family growth” action if you have more room for Dwarfs in your Dwellings than
you have Dwarfs. (An offspring requires room in your cave.)
When taking a “Family growth” action, put a Dwarf disc from your personal
supply on top of the Dwarf taking the action. Entry-level dwelling
Dwelling Dwelling
15
Details on the “Family growth” action Additional dwelling
Players taking a “Family growth” action will have one more (adult) Dwarf to use in
subsequent rounds. (However, they will also have to feed more Dwarfs, see “Harvest
time” on page 9.) Room for the
sixth Dwarf only
Dwarf families are limited to 5 Dwarfs. You may no longer use a “Family growth”
action once you have all of your 5 Dwarfs in play (unless you build the “Additional
dwelling, see page A3 of the appendix). The “Additional
You get only one “Family growth” action per Action space, but you may occupy more dwelling” provides
than one of them to grow your family faster. room for a sixth Dwarf.
The “Supplies” and “Growth” Action spaces are available from the start. occupied by an opponent
(except: Starting player)
They provide 1 Wood, 1 Stone, 1 Ore, 1 Food, and 2 Gold. In games with 4 to 7 players, you can
take a “Family growth” action instead on the “Growth” Action space (see previous section).
Logging
or
fo
Action space: Ore mine construction
and then / or
The “Ore mine construction” Action space will become available in stage 1.
Clearing
If there are two horizontally or vertically adjacent Ore mine construction
use the “Ore mine construction” Action space to place Ore mine
Forest exploration
an “Ore mine/Deep tunnel” twin tile on top of these
spaces. If you do so, take 3 Ore from the general supply. and / or
and then / or
Additionally or alternatively, you may undertake an
Expedition of level 2 on that Action space (see page 21).
16
Action space: Ruby mine construction
Ruby mine construction
The “Ruby mine construction” Action space will become available in stage 2 (in round 5 or 6). either
Ruby mine
If you have at least one empty Tunnel space in your Mountain, you can place a Ruby mine on
top of one of these spaces. If (and only if) you place the Ruby mine on top of a Deep tunnel, you
or
immediately get 1 Ruby from the general supply. (Deep tunnels and Ore mines are on the same tiles.
This is why the Action space displays an “Ore mine/Deep tunnel” twin tile.)
Ruby mine
Ore mine
Ruby mine
Details on the “Ruby mine construction” action
A Ruby mine is worth 4 Gold points. An ordinary Tunnel space has
Every (Ore and) Ruby mine can hold 1 Donkey (see been covered by a Ruby mine tile.
page 20 for details on animal husbandry). You do not get a Ruby for this.
Action spaces for mining: Ore mining, Ore delivery, Ruby mining and Ruby delivery
The “Ore mining” Action space is available from the start. The “Ruby mining”, “Ore delivery” and “Ruby delivery” Action
spaces will become available in stages 2, 3 and 4, respectively.
When using one of these Action spaces, take all the Ore and Ruby tokens from that space.
Ruby mining
If you have at least 1 Ruby mine, take 1 additional
Starting player
Ruby when taking the “Ruby mining” action. (You
Excavation Ore delivery
Drift mining
Round 1
Stage 1
In the 2-player game only: No Rubies
SPIELER
and / or
Take 2 additional Ore tokens
2
and / or
remember:
use additional game boards
are placed on this Action space in the
from the general supply for
Ruby mine
Ore mine
if you have in games with 3 and 5 to 7 players
at least
for each
first two rounds.)
each Ore mine you have no harvest
action. and / or
Round 2
furnish
a Cavern
If you
Stage 1 have at least 2 Ruby mines, take 1 additional
and then / or Ruby when taking the “Ruby delivery” action. (You
will only ever get 1 additional Ruby.)
Ore mine
for each
Ruby mine
if you have
at least no harvest
Slash-and-burn
Clearing Sustenance
Wood gathering
and / or
Rubies
and then / or Round 3
Stage 1
and / or
Rubies can be used in a variety of ways. (There is an Overview card for quick reference.)
up to 2 new Grain and
2 new Vegetable fields
1 Zwerg in der Einsetzf
olge vorziehen
Rubies are sort of a wild card. You can exchange them at any time at a 1:1 ratio for animals,
building materials, Grain, Vegetables and Gold. There is an exception with Cattle: You have to
pay 1 Food on top of the Ruby token to get 1 Cattle (see at the bottom left of the Overview card).
You can also spend 1 Ruby to get a single “Field” or “Meadow” tile. You have to place it immediately
on an empty Forest space that is adjacent to an already existing Field, Meadow or Pasture. (On page
13, we have already explained Fields and Meadows. If you have no Fields, Meadows or Pastures
in your Forest, place the single tile in front of your cave entrance. See page 20 for more details on
Meadows and Pastures.)
Alternatively, you can spend 1 Ruby to get a single “Tunnel” tile or 2 Rubies to get a single
“Cavern” tile (see at the bottom right of the Overview card). You have to place it immediately on
an empty Mountain space (adjacent to your cave system). (On page 14 and on pages 16-17, we have
already explained Tunnels and Caverns.)
Rubies can also be spent to play an armed Dwarf out of order. By paying
1 Ruby, you can ignore the “play order” for one of your Dwarfs. (See
page 8 for details on the play order of Dwarfs.)
17
Slash-and-burn
and then / or Round 3a “Sow” action (see page 14), you can spend
When taking
1 Ruby to get1 a single “Field” tile before you sow crops. (You
Stage
can also spend Rubies to get crops in the first place.)
up to 2 new Grain and When taking the “Ruby mine construction” action, you can
2 new Vegetable fields
spend 1 Ruby to get a single “Tunnel” tile before you place the
Ruby mine
Ruby mine on top of it (see page 17).
Ore trading
Depot Sm
You get 4 Gold from the general supply. You can then spend your Gold to buy different goods if you
like. The prices are printed on the card: any building material, Sheep or Donkey costs 1 Gold; a Wild and then / or
boar or Dog costs 2 Gold; Cattle costs 3 Gold; Grain costs 1 Gold and a Vegetable costs 2 Gold. only 1 token per type:
for for
The “Sheep farming” and “Donkey farming” Action spaces become available in
stages 1 and 2, respectively. for for
They accumulate Sheep and Donkeys, respectively. Before taking the animals, and then / or and then / or
you can turn Meadows into Pastures and/or build exactly 1 Stable to make room
for more animals. The exact details will follow.
You have to accommodate the Sheep and Donkeys on your Home board. (You may
not place them in your personal supply, but you may convert them into Food. The exact rules on animal husbandry will be
explained at the end of this section on page 20.)
There is no ‘Wild boar farming’ Action space. One way to get Wild boars is
to build over the two preserves on your Home board. Also, there is no ‘Cattle
farming’ Action space. You can get Cattle as well as Wild boars as loot from
Expeditions (see page 21) or in exchange for Rubies (see page 17) .
18
The Build fences action
Hardware rental Fence building
Meadows can be fenced in to become Pastures on the “Sheep farming”, “Donkey farming” and
“Fence building” Action spaces.
and then / or
When using one of these Action spaces, you can turn exactly one Meadow into a Small pasture
and then / or
and/or exactly two adjacent Meadows into a Large pasture. (Fenced in Meadows are called for
If you have two adjacent Meadow spaces on your Home board, you can pay 4 Wood
to turn them both into one Large pasture. To indicate this, place a “Large pasture”
+4 twin tile on top of these spaces. (Large pastures are printed on the back side of the
Ore mine tiles.)
Eingangswohnhöhle
You can build Stables on the “Sheep farming” and “Donkey farming” Action spaces. for
Pay 1 Stone to build a Stable. You can place the Stable on any Forest, Meadow or Pasture space. for
Stables are permanent. Once established, they cannot be moved or removed. You can only build 1
for
Stable per action. Like Pastures, Stables allow you to keep more animals.
and then / or
Instead of the normal rules for Meadows and Pastures (with or without
Stables), you can apply the following when you place Dogs on them: You The ‘Cave Farmers’ has many more options to
can keep one more Sheep on the Meadow or Pasture than there are Dogs keep animals than its predecessor ‘Agricola’:
on it. (For instance, 1/2/3/… Dogs can watch 2/3/4/… Sheep, respectively.) Dogs wander around or can watch Sheep. A
If you use Dogs to watch Sheep on a space with a Stable, you may not use Stable in the Forest can hold a Wild boar, and
the Stable.
a Mine a donkey. (Only Cattle follows the same
rules in both games except for the Breakfast
room.) As a result, you will rearrange your
Details on animal husbandry animals more often to optimize the available
You can fence in a Meadow space with Stable to get a Pasture room.
with double its normal capacity.
Dogs can only watch Sheep; not Donkeys, Wild boars or Cattle.
You cannot use a Dog to keep Sheep in a Pasture that also holds
another type of Farm animal.
Dogs cannot watch Sheep on Forest spaces or Fields.
The “Blacksmithing” Action space with its “Forge a weapon” and “Level 3 expedition” actions will Blacksmithing
become available in stage 1. The “Adventure” Action space with its “Forge a weapon” and two “Level
1 expedition” actions will become available in stage 4.
Collect Ore in your personal supply so that one of your Dwarfs can then use it to forge a Weapon with
a “Forge a weapon” action. Only an unarmed Dwarf can forge a Weapon. When taking the “Forge a
and then / or
weapon” action, spend a number of Ore tokens but no more than 8 tokens and take a Weapon strength
marker with a value equal to the number of Ore tokens spent. Place the Weapon strength marker on the
Dwarf taking the action.
This Dwarf may immediately try out its new Weapon on
an Expedition.
Every Expedition yields some loot items as depicted on the “Expedition for
loot” Overview card. There are a number of Action spaces on which you can
undertake an Expedition with an armed Dwarf. Expeditions have one of four Dwelling
different levels (1-4). The Expedition level determines how many different for
loot items you may choose from the Overview card. (Choose the loot items Sow
Each space with a loot item on the Overview card has a Minimum strength breed up to
2 types
value. When choosing an item from the list, you may only choose items with furnish
a Cavern
of Farm animals
At the end of each Expedition, the Weapon strength of the Dwarf undertaking it will increase by 1 as a result of the
experience gained (regardless of the Expedition level). Only newly forged Weapons are limited to an initial Weapon strength
of 8. You can increase this strength beyond 8 with Expeditions.
You can spend a Ruby to bypass the play In the example, you could spend 1 Ruby to
order for a specific Dwarf (see “Rubies” on place the Dwarf with the Weapon strength of
After you 14 before placing the weaker one.
page 17).
21
Choosing the right loot items is quite crucial. We recommend the other players continue playing while you
are picking loot. The Weapon strength of your Dwarf will be increased after the Expedition: therefore,
the other players may place the next highest Weapon strength marker next to your Dwarf
undertaking the Expedition to indicate that you are not done yet. Once you have finished picking
loot, you can exchange the current Weapon strength marker of your Dwarf with the new one. (Exception:
You pick the loot item ‘All weapons +1’.) The following example illustrates this recommendation.
Do not underestimate or overrate the importance of Expeditions. The game is designed in a way that you can
win it with a peaceful approach, but also with one relying on heavy weaponry. I can tell you this, though:
With 4 or more players, if a player is the only one going after Weapons, he will most likely win. And if
he is the only one to ignore Weapons, he will also most likely win.
The Starting player token is not passed at the end of the round. In order to Strip mining
become Starting player, you have to use the “Starting player” action. (If no one
does this, the Starting player token stays where it is.) You do not only become
and / and
or / or and / or
and / or
Starting player on that Action space, but you also get all the Food tokens that
have accumulated on it, as well as 2 Ore (in games with 1 to 3 players) or 1 Ruby
(in games with 4 to 7 players) on top of that.
Logging
Supplies
Imitation On top ofGrowth
Ore miningthe Starting player
Ore mining
token and
pay 2 Food to use
an Action space that is
some Food, you will also get 2 Ore or
either
Logging
7. Action spaces: Imitation and then / or or
Ore mine Ore mine
The “Imitation” Action spaces are available in games with at least 3 players. andImitation
then / or
costs Imitation 4
0, 1, 2 or 4 Food depending on the Action space. Wood gathering
Clearing Sustenance
Clearing Sustenance
pay 4 Food to use
an Action space that is
When using an “Imitation” action, pay the required Food into the general supply and choose occupied by an opponent
(except: Starting player)
an Action space that is currently occupied by an opponent’s Dwarf. You may use this Action
Forest exploration
space as if you had placed your Dwarf there. The only Action space that cannot
and / or be imitated
and / and
or / or
Imitationandcost
/ or
22
Name
End of the game and scoring per Farm animal and Dog 1
per missing type of Farm animal -2
The game ends at the end of round 12. Use the scoring pad to determine the final scores.
per Grain
There are several different categories for which you can get Gold points. The player who (rounded up)
½
has the most Gold points wins the game. (In case of a tie, there are multiple winners.) per Vegetable 1
1 Gold per Farm animal and Dog: Each animal is worth 1 Gold point at the end of the per Ruby 1
game, even Dogs. (Dogs are not considered Farm animals.) per Dwarf 1
per unused space -1
-2 Gold per missing type of Farm animal: At the end of the game, you should have
Furnishing tiles, Pastures, Mines
at least 1 Sheep, 1 Donkey, 1 Wild boar and 1 Cattle. You lose 2 Gold points for each
for Parlors, Storages
of these types that you do not have on your Home board. (You do not need to have any and Chambers
Dogs.)
Gold coins and Begging markers
½ Gold per Grain (rounded up): Count all of your Grain tokens – both those in your
Total
supply and those still left on Fields. Divide this number by 2 and round it up. This is the
number of Gold points you get for Grain.
1 Gold per Vegetable: Count all of your Vegetable tokens – both those in your supply and those still left on Fields.
You get this number of Gold points for Vegetables.
1 Gold per Ruby: At the end of the game, each Ruby is worth 1 Gold point.
1 Gold per Dwarf: At the end of the game, each of your Dwarfs is worth 1 Gold point.
-1 Gold per unused space: Count the number of spaces on your Home board that have no tile or Stable on them.
You lose 1 Gold point for each such space. The two pre-printed Caverns of your cave system are considered used.
(Unfurnished Caverns are also considered used.)
Gold for Furnishing tiles, Pastures and Mines: Add up the Gold point values on all of your tiles. Small pastures
are worth 2 Gold points, Large pastures are worth 4 Gold points (regardless of the type and number of animals on
those tiles). Ore mines are worth 3 Gold points, Ruby mines are worth 4 Gold points (regardless of whether they hold
a Donkey or not). The value of a Furnishing tile is printed on the right of the tile, right under the name of the tile.
Bonus points for Parlors, Storages and Chambers: Most of the Furnishing tiles called Parlors, Storages and
Chambers (indicated by the yellow name tag) may be worth Bonus points depending on the condition they impose.
The scoring pad has multiple lines for Bonus points. You can use one line per Furnishing tile that you get Bonus
points for. (Details on the Furnishing tiles can be found on page A3 of the appendix.)
Gold coins and Begging markers: Add up the values on your Gold coins and subtract 3 Gold points from that for
each Begging marker you have.
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Rules for the solo game
The solo game is played according to the rules for 2 to 7 players with the following exceptions:
In the Work phase, place one Dwarf after another. There are no opponents that you have to wait for. The goal of the solo
game is to get the highest score you can. (Try to beat the “magical score” of 100 points.) You start the game with 2 Food.
and / or
Round 1
and Stage
then /1or
Wish for children
either Round 4
Round 7
Stage 3
Round 10
Stage 4
and / or
if you have
Ruby mine
Use this card in the
Platz für 1 Zwerg
pay 1 Food
no harvest per Dwarf
Housework
Suppliesloot
Expedition Ore mining
Logging
after Expedition all Weapons +1
and / or
Round 2 Round 5 Round 8 Round 11
furnish
Stage 1 Stage 2 Stage 3 Stage 4
a Cavern
and then / or
Ore mine
for each
furnish
a Cavern
no harvest
Slash-and-burn
Clearing for Sustenance
Wood gathering Skip round 9
for
Dwelling
Place the Action space cards face-down on the empty spaces of the game board as indicated by the following table:
8 Family life
2 Sheep farming 5 Donkey farming (Wish for children 11 Adventure
Urgent wish for children)
Use a Dwarf card to cover the “Wish for children” Action space card. At the beginning of round 4, remove the Dwarf card
from the game. Make sure the Action space card shows “Wish for children”.
There are no Harvest events in the solo game. From round 5 on, there is a harvest at the end of every round.
As in the 2-player game, the “Exploration” Action space card has to be removed from the game and round 9 will be skipped.
You can cover Round space 9 with a Dwarf card to indicate this. Unlike the 2-player game, Rubies will accumulate on the
“Ruby mining” Action space from round 1 on.
Keyword index
Accumulating space 7, 8, 24 Donkeys 11, 18, 20 Harvest (event) 2, 9, 10, 24 Single tiles 5, 17
Action space card 3, 7, 24 Dwelling 2, 9, 14 Harvest markers 2, 7, 8, 10 Stables 2, 5, 10, 19, 20
Agriculture 5, 14, 18 Entry-level dwelling 2, 4, 10, 15, 20 Imitation 12, 22 Starting player 2, 8, 12, 22
Animal husbandry 4, 5, 20 Expedition 21-22 Landscape tiles 3 Tunnel/Deep tunnel 16
Begging markers 10, 23 Family growth 11, 15, 16 Mines 5, 12, 16, 17, 23 Twin tile 11-13
Breeding 10 Farm animals 10, 12, 20, 23, 24 Minus points 6, 12, 23 Two-player game 2, 3, 6, 8, 17
Building materials 8, 11 Feeding the family 9, 11 Ore 5, 12, 16, 18 Weapon (strength) 5, 12, 20-22
Cattle 11, 17, 20 Fences 4, 19 Parent animals 10 Wish for children 3, 8, 9, 11, 15, 16
Caverns 4, 11, 13, 14, 17 Food 2, 9, 11 Play order of Dwarfs 8, 17, 21 (and after the game)
Dogs 10-12, 20 Forge a Weapon 5, 20, 22 Rubies 4, 5, 11, 12, 17-19, 22-24 Water source 12, 13
Gold/Gold points 11, 23 Scoring 6, 23 Wild boars 10, 13, 20
Grain/Vegetables 11, 14, 23 Sheep 11, 18, 20
24