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Caverna: The Cave Farmers» Forums » Variants

Subject: Solo variations to try out. rss

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M Smith
United Kingdom
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This post was inspired by another post asking about possible ways to make Caverna more diverse in solo play.
I have checked some but not all posts here so apologies if these ideas are already submitted somewhere and appear very similar. I just had a brain fart and tried these.
Ok here are the two things I experimented on to provide variation.
First I will mention the little tweak that worked well in solo.
This is a variation for the round boards.on your 1st turn, roll a D3 die and move it along the usable cards ( skipping the special info cards placed for solo game). Where ever it lands that card is blocked from the player. This worked really well and I actually used another different coloured D3 to go backwards which made the games really tricky sometimes.
It did not happen to me in the games I had but if they land on the same card I would have just let them block one card that turn.
Hope that made sense.

Next trick I tried worked okayish but needs tweaking advice from more experienced solo players here.
Anyone familiar with the Tiny Epic Kingdoms: Heroes' Call solo compass card will know this one.
If you do not have this card no problem get a piece of paper playing card size and draw a clock on each side landscape view, write night on one side and day on the other.
This is where I need input ,mainly on layout of the upgrade boards . I found two rows of three worked best for the master plan... onto the plan. When ever I acquired a card from one of the upgrade boards I would place the compass/clock card in between the board I purchased from and the one that was above/below.
Then roll a D12 die and follow the clock number in a straight line until you hit an upgrade card ,then remove it as though an opponent got it.
Yeah but what if it no card is there? well I went clockwise one
Yeah but what if you roll 3 or 9 ? well I went left or right a card ( wraparound if at the end) and rolled again.
Yeah but what are day and night for ? Well first time I rolled I was on day and it would take the nearest upgrade card in the line . Then flip it to night and next time you roll take the furthest upgrade card.
Now this did work quite well but only buggered my building plans once which I suppose represents variation and a bit of suspense not there while you had your normal solo shopping for one upgrade shop that used to have guaranteed purchases for a points engine.
Please feel free to discuss these suggestions and add or divert to a better way of making solo games a bit more challenging.
From now on I will continue using the round track dice as they can be nasty ,blocking an expedition combo or swiping that stockpile of resources.
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