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Caverna: The Cave Farmers

Game ID: GID0063201
Collection Status
Description

Following along the same lines as its predecessor (Agricola), Caverna: The Cave Farmers is a worker-placement game at heart, with a focus on farming. In the game, you are the bearded leader of a small dwarf family that lives in a little cave in the mountains. You begin the game with a farmer and his spouse, and each member of the farming family represents an action that the player can take each turn. Together, you cultivate the forest in front of your cave and dig deeper into the mountain. You furnish the caves as dwellings for your offspring as well as working spaces for small enterprises.

It's up to you how much ore you want to mine. You will need it to forge weapons that allow you to go on expeditions to gain bonus items and actions. While digging through the mountain, you may come across water sources and find ore and ruby mines that help you increase your wealth. Right in front of your cave, you can increase your wealth even further with agriculture: You can cut down the forest to sow fields and fence in pastures to hold your animals. You can also expand your family while running your ever-growing farm. In the end, the player with the most efficiently developed home board wins.

You can also play the solo variant of this game to familiarize yourself with the 48 different furnishing tiles for your cave.

Caverna: The Cave Farmers, which has a playing time of roughly 30 minutes per player, is a complete redesign of Agricola that substitutes the card decks from the former game with a set of buildings while adding the ability to purchase weapons and send your farmers on quests to gain further resources. Designer Uwe Rosenberg says that the game includes parts of Agricola, but also has new ideas, especially the cave part of your game board, where you can build mines and search for rubies. The game also includes two new animals: dogs and donkeys.

Year Published
2013
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 10
This page: 10
Sentiment: pos 7 · mix 3 · neu 0 · neg 0
Mentions per page
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Showing 1–10 of 10
Video ZI2SyRQzzcc Broken Meeple game_review at 0:42 sentiment: mixed
video_pk 13515 · mention_pk 39522
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Overall sentiment (raw)
mixed
Pros
  • deep, flexible farming/mining engine
  • rich thematic experience
  • varied strategies and build options
Cons
  • complex rules and heavy setup
  • steep learning curve for new players
Thematic elements
  • dwarven settlement building, farming, mining
  • medieval dwarven farming and cave-dwelling
  • sandbox, open-ended
Comparison games
  • Agricola
  • Gricola
Mechanics (from transcript analysis)
  • resource_management — players manage food, wood, stone, ore, and other resources to fuel actions.
  • set_collection — victory points come from accumulating bonuses on tiles and rooms.
  • tile_room_building — players place rooms and buildings to expand their cavern and farm capabilities.
  • worker_placement — players assign dwarves to actions to mine, farm, and build.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this expansion tightens the game
  • completely random element that could have been handled better
  • three out of ten bad
  • it's standalone expansion because base game to play but it's not compatible with the first expansion
References (from this video)
No references stored for this video.
Video U-8Jx2nQ3Tg Cardboard Herald general_discussion at 7:05 sentiment: mixed
video_pk 13032 · mention_pk 38100
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Overall sentiment (raw)
mixed
Pros
  • rich thematic core and deep resource systems
  • expansion (Forgotten Folk) adds meaningful variability
Cons
  • base game can feel repetitive without expansion
  • setup and complexity can be high
Thematic elements
  • resource management and cavern construction
  • fantasy dwarven caverns with farming and cavern dwelling
Comparison games
  • Forgotten Folk
  • Descent
  • Ark Nova
Mechanics (from transcript analysis)
  • Resource management and building — players build mines, farms, and dwellings to advance
  • worker placement — dwarves are assigned to gather resources and cultivate caverns
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the three new solo games that I have played this last period since I have played these since this is coming out somewhat irregularly
  • this is a fantastic solo game and the fact that the Box unrolls in order to become the board through which you have the camp and that's your fire
  • it's a cooperative game and one of the things that would frustrate me as a higher multiplayer count game is that the solo and the multiplayer are exactly the same— you just divide up the components among other people
  • there are a lot of really good games out there with just okay solo modes
  • lean into those solo efficiency muscles and feel great about it
References (from this video)
No references stored for this video.
Video hybbSNQokQk Unknown Channel game_review at 0:06 sentiment: positive
video_pk 11046 · mention_pk 32511
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Overall sentiment (raw)
positive
Pros
  • tactile components and a substantial, impressive production
  • the theme and mechanics feel cohesive and approachable within a euro framework
  • high replayability with expansive content and multiple players
  • lower luck factor than many similar games, with strong strategic depth
  • solitaire play option is solid for solo play
Cons
  • high price point and physically large footprint
  • heavy and time-consuming, especially with more players
  • interaction beyond blocking spaces is relatively limited
  • storage and setup can be cumbersome without good organizers
Thematic elements
  • settlement-building, resource management, and cavern exploration
  • A dwarven mining and farming settlement developed within a sprawling network of caverns
  • story unfolds through tile placement, caverns, and handcrafted wooden components
Comparison games
  • Agricola
  • Harvest Trilogy (Lahav, Agricola at the Gates of Loyang) as a family of games
  • Caverna as an alternative to Agricola with a different thematic focus
Mechanics (from transcript analysis)
  • Card/space variability — New spaces and tiles are revealed periodically, offering fresh strategic choices each game.
  • Cavern/mining expansion — Expanding tunnels and mines creates new scoring opportunities and future actions.
  • Expeditions with weapons — Dwarves equipped with weapons (via blacksmithing) embark on expeditions to collect loot.
  • Resource management — Players must balance wood, stone, food, and other resources to feed dwarves and construct buildings.
  • Tile/room placement on personal boards — Players place rooms and buildings to create scoring opportunities and unlock powers.
  • worker placement — Dwarves are sent to action spaces to collect resources, build rooms, and trigger special effects.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the tactile pieces brilliant
  • the box is absolutely enormous
  • it's expensive and it's quite an expensive game
  • it's not a stressful game to play but it is fairly complex
  • Caverna is as good as everyone saying it is
  • this is a Euro game through and through
References (from this video)
No references stored for this video.
Video GZUo9wXFAe8 Before You Play playthrough at 0:00 sentiment: positive
video_pk 10852 · mention_pk 32033
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Overall sentiment (raw)
positive
Pros
  • Rich sandbox with multiple viable strategies
  • Strong integration of farming, mining, and furnishing systems
  • Ruby mines and furnishings add breadth and choice
Cons
  • High complexity and rule overhead for new players
  • Breeding and pasture management can be intricate
  • Longer playtime, especially for two players
Thematic elements
  • dual economy of farming and mining with dwarves, animals, and furnishings
  • Dwarven farmers and miners building a homestead in a mountainous cavern system
  • playthrough commentary with rule explanations and experiential discussion
Comparison games
  • Agricola
  • La Havre
  • Glass Road
Mechanics (from transcript analysis)
  • animal husbandry — Animals are housed in pastures; breeding requires space and stable arrangements; dogs affect herd dynamics.
  • Expeditions and weapon forging — Forge weapons and send dwarves on expeditions to acquire unique items and upgrade weapons.
  • Furnishings and caverns — Build caverns and dwellings with furnishings to gain dwarves and end-game points.
  • Mining and tunnels — Excavation, drift mining, ore mines, and ruby mines use tunnels and cavern layouts for rewards.
  • Resource management — Crops, animals, wood, stone, ore, and rubies must be acquired, stored, and converted for scoring.
  • Ruby economy — Rubies act as a flexible currency for acquiring goods, buildings, or additional capabilities; they also score at game end.
  • worker placement — Dwarves are assigned to action spaces to gain resources, build, and perform tasks.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's sandboxy with a lot of options
  • rubies are great too and you can spend rubies for a one-to-one to get a board advantage
  • Agricola-like skeleton but with a completely different feel
References (from this video)
No references stored for this video.
Video K8JGVDaPwcQ Board Game Co general_discussion at 2:49 sentiment: positive
video_pk 10194 · mention_pk 30022
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Overall sentiment (raw)
positive
Pros
  • Deep tableau-building and exploration
  • Cozy-cavern aesthetic and substantial depth
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "Fantastic game. Not going anywhere."
  • "Oracle of Deli? I do like Oracle of Deli. It is one that I probably should get rid of."
  • "Viticulture still safe. Rouge never going anywhere. Love this game."
  • "Convert the cave farmers. I probably should get rid of it. It's so good though. It's really, really good."
  • "Feast for Odin"
  • "Glass Road versus Black Forest where I said I'm going to keep both."
  • "I think I'm going to keep Black Forest for the gameplay that that gives. This is a new choice. I'm making these choices up on the fly."
  • "Dominion is amazing. I absolutely adore Dominion. I think it's one of the best deck builders out there."
  • "Lord of the Rings, Fellowship. This is totally safe. I love the experience that this gives me."
  • "Sentinels of the Multiverse. That's another one where I like it a lot. I don't play it as much as I'd like to. It's a really satisfying game."
References (from this video)
No references stored for this video.
Video aTtv5Ud_qAM Broken Meeple analysis at 0:00 sentiment: mixed
video_pk 9403 · mention_pk 27776
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Overall sentiment (raw)
mixed
Pros
  • deep strategic depth and emergent play
  • strong theme of dwarven life and cavern expansion
  • excellent potential for different build strategies
Cons
  • complex setup and scoring can be intimidating for new players
  • expansion interactions require careful tracking
Thematic elements
  • Expansion of subterranean livelihoods, combining resource management with dwarf lifestyle and cavern exploration.
  • A dwarven mining and farming fantasy world where players carve caverns and cultivate surface farms.
  • Open-ended, sandbox style where players craft their own story through board decisions.
Comparison games
  • Underwater Cities
Mechanics (from transcript analysis)
  • Dwarf specialization and cavern development — Different dwarf roles affect efficiency and strategic options.
  • Resource management and point scoring — Food, wood, stone, ore, animals, and crops drive income and scoring with complex interplay.
  • Tile-based cavern and homestead layout — Players expand in two areas, filling rooms and farms to generate points and resources.
  • worker placement — Dwarves are assigned to actions to gather resources, develop mine, breed animals, and build caverns.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • cabernet caverna the k farmers love this game this is what agricola should have been
  • i love how i can just do whatever i like
  • i think underwater cities does a better job
  • i would give this insert a solid eight out of ten
References (from this video)
No references stored for this video.
Video RDqFdxUPxnE OFPG Voices general_discussion at 4:33 sentiment: positive
video_pk 9426 · mention_pk 27847
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Overall sentiment (raw)
positive
Pros
  • Strong theme integration with mechanics
  • Sandbox feel allows multiple strategies
  • Emergent storytelling through cavern and farm building
Cons
  • Complexity and long playtime
  • Steep learning curve for new players
  • Downtime due to heavy player interaction
Thematic elements
  • Farming and cavern-building with dwarves
  • Dwarven caverns with farms and dwellings in a fantasy setting
  • sandboxed euro with emergent storytelling
Comparison games
  • Agricola
Mechanics (from transcript analysis)
  • Cavern development — Develop cavern spaces and dwellings that interact for synergies.
  • end-game scoring variety — Points come from a variety of assets and board coverage; scoring is flexible.
  • resource management and feeding — Feed your family and manage resources.
  • set collection / tableau building — Acquiring animals, crops, and dwellings to score points.
  • Work replacement / worker placement — Players assign family members to tasks to collect resources.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • our goal is to make this world a better place one board gamer at a time
  • Caverna is a fantastic game it's one of my favorite games of all time
  • The theme of the game is really about the Amsterdam Tulip Festival where people build colorful bouquets and give flowers to their friends
  • Astro Knights will be up there as one of the best games
References (from this video)
No references stored for this video.
Video QlAHf3pAWns Sokka Burner analysis at 0:00 sentiment: positive
video_pk 6089 · mention_pk 18076
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Overall sentiment (raw)
positive
Pros
  • Expanded animal placement options and guardianship rules increase strategic variety compared to Agricola.
  • Expeditions and weapon-based loot add a thematic, tool-driven progression that feels distinct from the original game.
  • Food tension is reduced because food can be acquired through multiple avenues and cooking mechanics from Agricola are largely removed.
  • High component count and box content feel like excellent value for money, with a strong sense of abundance.
  • The cavern-room system provides a cohesive theme and yields meaningful decisions about how to shape your cave and your farm on the board.
  • As a Rosenberg title, it retains the tactile charm of wood and components and accommodates a wide player count.
Cons
  • Not an outright enhancement of Agricola; it is more of an alternative experience that shares DNA with the original game.
  • Double-action spaces can make the game feel less intuitive and more complex, potentially increasing the learning curve for new players.
  • The card/character interactions of Agricola are largely missing here, reducing some variability and replay variability that players enjoyed in the card-driven version.
  • Artwork on the tiles and the board can give the impression of a spreadsheet rather than characterful game art, which some players miss.
  • The game can feel less dynamic in terms of player interaction beyond action-space blocking; direct interaction is more limited than in some other Euro games.
  • There is a known discussion around potential infinite loop scoring interactions on tiles, which can require rule tweaks or house rules to mitigate.
Thematic elements
  • Cavern development, dwarven family life, resource diversification (wood, stone, ore), animal husbandry, and cavern habitation as a core activity.
  • A subterranean dwarven world centered on carving out caves, expanding caverns with rooms, and managing the shared surface farm and mountain region.
  • engine-building with theming that emphasizes cavern expansion, animal management, and weapons/ expeditions as tools for progress.
Comparison games
  • Agricola
  • Farmers of the Moor
  • The Gates of Liu Yang
  • Lahav
Mechanics (from transcript analysis)
  • animal_husbandry_and_guardianship — Players place animals (sheep, cows, pigs, donkeys) and use dogs to guard them, enabling more flexible pasture placement and scoring variety.
  • cavern_rooms_and_furnishing — A room-building and furnishing mechanic where players construct cavern rooms and pay resources (wood, stone, ore, etc.) to gain points and access new abilities.
  • expeditions_and_loot — Dwarves with weapons go on expeditions to collect loot. Loot availability scales with weapon strength, creating a hierarchy of expedition options.
  • resource_production_and_conversion — Resources (food, wood, stone, ore, etc.) are produced and can be converted or spent to expand caverns, acquire rooms, and feed or sustain dwarves.
  • tiles_and_scoring_board_interactions — A dense board of tiles with various point-scoring interactions. Some combinations can create strong point accelerations if optimized.
  • weapon_and_tool_progression — Weapons on dwarves act as a progression mechanic. Upgrading weapons via expedition choices unlocks better loot and expedition capabilities.
  • worker_placement — Players assign dwarves to spaces to gather resources, build rooms, furnish caverns, and trigger a variety of actions that advance their board state.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "this is a very similar game to Agricola, it's essentially the same game"
  • "it's not an enhancement of Agricola; it is an alternative"
  • "this is a really good game"
  • "the tension in the game is significantly reduced as a result"
  • "it's an expensive game but packed full of stuff"
  • "if you like Agricola, maybe this will fix some of the problems for you"
  • "there's no cooking anymore... you can have food whenever you like"
  • "the cards we no longer have minor improvements and occupations"
References (from this video)
No references stored for this video.
Video l4w7UwOtPx4 Three Minute Board Games top_100_list at 2:23 sentiment: positive
video_pk 4879 · mention_pk 14506
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Overall sentiment (raw)
positive
Pros
  • deep, tight worker-placement loop
  • solid with expansions
  • thematic humor
Cons
  • older art and some pacing issues at scale
Thematic elements
  • Resource management and colonization in a subterranean setting
  • Dwarven caverns with mining and farming activities
  • humorous, competitive, sandbox-ish
Comparison games
  • Agricola
  • Dwarven-themed Euro games
Mechanics (from transcript analysis)
  • Resource drafting / engine-building — Balance mining, farming, and cavern expansion for points
  • Tile placement / area development — Construct rooms in your cavern and unlock production chains
  • worker placement — Send workers to take actions and harvest resources
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This top 100 is my top 100 and it doesn't really matter what your opinion is you can't really change what I think.
  • We don't do paid content we don't do ads we don't do Kickstarter promos and stuff.
  • it's one of the most original and Innovative games I've ever played.
  • it's aliens and I'm a sucker for anything connected to that franchise.
  • Spirit Island is the number one game on my list for the third year running.
References (from this video)
No references stored for this video.
Video XsFIzHduxWM Unknown Channel top_10_list at 9:50 sentiment: positive
video_pk 282 · mention_pk 861
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Overall sentiment (raw)
positive
Pros
  • deep engagement with planning and provisioning
  • strong thematic cohesion with farming-cavern hybrid
Cons
  • can be heavy and lengthy
  • theme and mechanics can be dense for newcomers
Thematic elements
  • cozy but strategic family farming with cavern features
  • fantasy/fantastical farming inside cave dwellings
  • eurogame with robust strategic depth
Comparison games
  • Agricola
  • Gloomhaven (comparative complexity)
Mechanics (from transcript analysis)
  • furnishing caverns / room-building — constructing rooms and structures to enable new actions
  • worker placement — placing workers on action spaces to develop lands and caverns
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • i haven't gone back and looked at all the video i watched about five seconds of it and then i was sick in my mouth because it was that bad
  • if your top 10 worker placement game ain't on this list that's because a [__] or b probably ain't played it
  • bollocks
  • there is literally no luck in this game
References (from this video)
No references stored for this video.
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