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User Rating Comment Status
Ben
United States
Washington
Dist of Columbia
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10
Feb 2013
Updated 7/12/10.

Cavum is simply infatuating. In just one month has shot right to the top my all-time favorites. Right out of the box, it contains some of the most beautiful components in my collection (and attractive box art to boot). Indeed, the aesthetic inspiration extended even to the punchboards, which are too beautiful to throw away (and now rest safely under the box insert). But it is the gameplay that won my heart. A route-building game tinged with a few auctions, some controlled destruction, and a lot of brain-burn, Cavum is a unique beast, and is probably the fastest game to have ever won my heart.

I don't want to simply regurgitate my review (find it HERE), but I feel like I should hit a few highlights. Although the game employs several familiar mechanics, it does so in often unexpected ways, and the result can be either intriguing or infuriating, depending on how you approach them. The communal board provides an unexpectedly collaborative game experience, but one with plenty of opportunities for sudden backstabbing. Nearly every item on the game board can be implemented to further very different strategies, and, indeed, the variability allows a game with an unusually level playing field (it's not a game about creating engines, that's for sure) to still offer success through specialization. Above all, the game is about creativity, which is why it deserves to be a 10. Not a game goes by where I'm not impressed with an opponent's new tactic that I had previously not considered. It's refreshing to have a game that serves as a vehicle for the kind of experience I want to create, rather than one that stands as a puzzle that I have to deconstruct. Cavum is that game.
2012-11-30
Owned
David S
United States
Seattle
Washington
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10
Mar 2013
A very good game that'll singe the brain nicely.
2013-03-21
Owned
Simon Weinberg
Netherlands
Wassenaar
Z.H.
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9.1
Feb 2011
Kiesling Kramer looks v good - review copy?
QWG 5-50 pre-order 801 32 eur
2008-10-21*
Owned
frank quispel
Netherlands
Oud-Beijerland
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9
Nov 2008*
Combine together tile placement, limited action points system (with 1-4 actions (of 12) per turn players end up the round at different moments, giving difficult tactical decisions), variable turn order (with different benefits for each player), "inverse" bidding system and an exciting end game count, and you get this excellent game. Played the prototype a lot, and highly liked it.
2008-08-09*
Owned
Want To Play
SC Shin
Canada
London
Ontario
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9
Jun 2015
One of the underrated games !!
Elegant game as other kk's games...
2015-06-01
Owned
Michael Christopher
United States
Burien
WA
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9
Aug 2009*
Excellent condition.
2011-07-18
Owned
Empress
Japan
Nogata, Nakano-ku
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9
Jan 2010
Love this game.
2010-01-25
Prev. Owned
Rafaël Theunis
Belgium
Antwerpen
Antwerpen
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9
Oct 2009*
Very nice game, deep and complex but not too much. Love it! extremely well designed but there are so many little exceptions per rule I highly recommend playing it first with someone who (like me) took the time to read the rules 3 bloody times to make sure they didn't miss anyhting!
2008-10-25*
Owned
Drew
United States
Wisconsin
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9
Jan 2012
Tentatively rated 7 until I can get some more experience with it.

Slightly disappointing Kramer/Kiesling game that feels like it needed one more polish, specifically in the area of scoring. I love the action phases, the tile placement and the outmaneuvering of your opponents. There's a bit of a spatial element, too.

I like the idea of collecting gemstones to fulfill the order cards. And I like the idea of collecting gemstones in order to sell at a fluctuating price. But I'm not sure both systems work together well. Or rather, one play is not enough to really see how the system works. There's a sort of zero-sum economics thing going on, and to get the most for your gems, you really want to monopolize an entire color.

I've only played the full game through as a two-player game, and I imagine with three or four players, the scoring would be very different.

UPDATE:

Raised my rating to a 9. Played this recently with three and four players, and I think once everyone gets the rules down, this is a good, crunchy, multi-valent game with lots of information to hold in the ol' brain pan.

I still think the scoring system could use a little polish, but perhaps that's just my inability to figure out the best possible way to score. Strategies are both subtle and broad (the broad part being DYNAMITE!). I want to play this a lot right now, because it's just a cool game to watch develop.

Possibly best with three.
2012-01-15
Owned
Kevin Beckey
United States
Minneapolis
Minnesota
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9
Jun 2013
I really enjoy Cavum. One minor knock is that the bidding for Sequence Tiles and the selling of Precious Stones lacks tension the first time you play. However, with more experience, stronger bids are made so that players are less likely to sell stones for 7-9 points and/or win start player/last player for 0-2 points.

There is a lot to like about Cavum. The timing of your actions (ala Bison) and the tile/route planning (ala Java) makes this a good alternative to my usual fare of Kramer Action Point games. Cavum also has an even wider range of possible actions than Bison, so with more experience I can see myself really loving this game.

Cavum is for the most part Kramer's reverse take on Age of Steam. I prefer Cavum to the standard Rust Belt map of Age of Steam, but AoS will probably win out in the end for there are plenty of expansion maps that offers a wider range of scenarios.
2009-11-16
Owned
Want To Play
Artur Roszczyk
Poland
Wroclaw
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9
Jan 2009*
Now I love it After you take some time to fully understand its rules - looking also at the forum here, at BGG, you'll probebly love it too Great game. Solid Euro Game with some innovative mechanics. Who wants to play?
2008-10-29*
Owned
Paul Nomikos
Canada
Kingston
Ontario
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9
Mar 2009*
This is an amazing game but it is not for all people. It is completely open on strategy and decisions are influenced by what the other player do or do not do. There is always interest about the next move. Now the problem is that you may end up with a lot of analysis-paralysis. Read carefully the rules (and read all the rule postings here). Components are functional but I wish they had used better components. Although the game is aesthetically not very pleasing, this is a GREAT game for gamers.
2009-03-21
James Klemm
United States
Walnut Creek
CA
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9
Aug 2009*
A wonderful find. I like the theme and the nuances more each time I play.
2009-08-18
Owned
Filipe Cunha
Brazil
Rio de Janeiro
RJ
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9
Feb 2010
Huge brainburner. A pretty nice game, with really interesting mechanics and a cunning system to really mess up with other player's plans.
2010-02-04
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Want To Play
Tony Hamen
United States
Austin
Texas
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9
Nov 2010
Played this tonight with 4, and it was a BLAST! (literally). Great game with wonderful components.
2010-08-21
Owned
Apple Paul

California
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9
Feb 2012
Wow, just wow. I give this game major props for incorporating so many different ways to "play" your options, and mess with your opponents in so many ways. True, my first game suffered from major AP because all the players really wanted to understand the game and the many different options on each turn. Unbelievable permutations.

All the players were kind of in awe of the option permutations, but I think we also reached a rough consensus that this game could benefit mightily from the use of a player turn timer to speed the game along. Our game took over 3 hours.

Curiously, this is a game that is perhaps hard to really love (not sure if there was sweet spot in there), but man, I respect this game for all the layers of screwage piled upon screwage.

After one play, I give this game a 9 simply out of respect for all its screwage layers, and want to play it again (with a timer) not because I find the game addictive or amazing, but out of an amusing respect for the designers' unflinching unabashed headlong dive into a sea of permutations. Want options to screw with the state of play on every single turn? You got a ton of them here. Interestingly, playing this game shows that it is sometimes just fun to swim in the peculiar world of a complex game...kind of a new experience for me.

What a long strange trip this game provides!
2012-02-17
Owned
Matt Logan
United States
Peoria
Illinois
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9
Apr 2012
This is an excellent route building game, with a neat little market to boot. You're building tunnels deep into the mountain to mine veins of gems. You then use the gems you acquire to make items worth VPs. You can also sell the gems themselves for victory points. Oh, and you can blow up tunnels with dynamite markers. What makes this game even more interesting is each player has the exact amount and type of actions to take each round, so games are won by he who maximizes his moves. One of the best in my collection.
2014-04-02
Owned
Karl Fast
United States
Minneapolis
Minnesota
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9
Nov 2013
I'm with Ben McJunkin (chally) on this -- Cavum is an underrated game and "infatuating," as Ben puts it, especially for people who like deep, thinky, strategy games. I find this game as satisfying as anything in my collection, and it provides tremendous opportunities for creative play. It always leaves me thinking about how to improve on my next play, which for me is an indication of a great game. This is one of the deepest, challenging, and replayable games I have encountered (for me, the clear winner here is Go, but that's in a class by itself).

In my first game with a friend who enjoys deep games, I made the first move and put down a few tiles. Then it was his turn. He played his first tile then started to play his second tile, pulled it back, and slowly breathed out "whooooaah!" as in "this is only my second play and my brain is already overloaded."

One downside of Cavum is a weaker 2p experience. The gem market, in particular, needs some rules tweaking. In most games I would overlook this, but it's a special problem with Cavum because it's difficult to get three players for this. However, I have a number of ideas for variant rules and hope to develop them further. Send geekmail if interested.
2014-08-15
Owned
Evan Dunn
United States
Brooklyn
New York
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Let's just play everything always.
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9
Jul 2014
Comment: Really impressive Kramer and Kiesling game. In this game, you play three rounds, digging routes, shipping gems like in steam and fighting for area control of the cities on the five sides of the play area. Between rounds, dynamite goes off clearing areas that once were filled, helping to mix the board state up. This was a very elegant game. In particular, the way your turn goes is you get minimum 1 maximum 4 actions depending on how fast you want to move. The round ends when each player has used all twelve of their actions but collecting gems (the point of the game) has to be done last. It's a fantastic little twist that adds this whole push your luck element to the game, where too slow and people will snatch your gems out from under you, and too fast and you miss out on the gem spots other players lay down.

Art and components
Innovative mechanics
Handles 5 or more players
Good with min or max players
Low time between turns
Comfortable complexity
Re-playability
Enjoyment
2014-07-07
Owned
Cristian Lorenzini
Italy
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8.75
Nov 2009*
The strategy game. Simple rules (only 6 pages with very big images and examples). Great interaction between players. Perfect with 3-4 players, very good with 2 players.
2009-11-05
Owned
Ryan Gatti
United States
Portland
Oregon
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8.5
Mar 2009*
Another excellent Kramer and Kiesling game. Kind of feels like Java/Tikal, even though the game play is completely different.
2008-11-10*
Owned
...
South Africa
Cape Town
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8.5
Jan 2010*
2010 Santa gift. Carrier pigeon failure caused a miscommunication, so this 2010 Secret Santa gift was something I already had. But I passed it on to someone who didn't already have a copy.
2010-12-27
Owned
Mick Cullen

Lindenhurst
Illinois
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8.5
Mar 2014
Just played for the first time with my wife after owning the game for 3 years. I love the visuals, right down to the stunning box. I love strategy games, and I confess that I nearly quit before we started due to the way the rules are explained in the booklet. My wife stuck it out, bless her heart. Once we started playing, it became clearer, but it also became obvious that a 2-player game limits the possibilities the creators envisioned. It's also clear there are a LOT of levels to the game and a lot more ways to screw with opponents than we initially used. I am very willing to play it again and I expect my rating will change-- which way, I'm not sure.
2012-12-25
Owned
Cedric Pin
Brazil
BRASILIA
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8.5
Jul 2013
Wonderful tile placement/network building/set collection game, wonderfully integrated.
2015-08-21
Owned
Kevin
United States
Portland
Oregon
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8.4
Dec 2013
Rating after one play. I really want to play this again. Despite other comments, the amount of analysis per turn was just about right. Each player must decide their actions on their turn (as advance planning can often be difficult due to others actions changing the board significantly) but with the right players who enjoy this kind of think-y game, it is great. I like the mechanic that allows you to take from 1 to 4 actions on your turn but everyone gets the same number of actions per round. The virtual absence of random elements (cards) bumps this game above Torres for me. Yes -- possibly prone to AP, but that doesn't bother me. Negatives: the initial auction of the round seems a bit inelegant and the box IS way too large.
2008-11-10*
Owned
Spencer Gay
United Kingdom
Nuneaton
Warwickshire
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I could kill a bear with this sharpened stick. Urrrghhhhhhh!!!!!!!!
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8.3
Aug 2009*
For sale
2012-06-09
Owned
J
United States
Hawaii
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8.2
Mar 2011
Played once at BGG.con '09. Fantastic game with a lot of depth. There is some chaos for sure but very little luck (if any). I need to play this one more. Rating might go down with more plays but probably not below 8.
2010-04-08
Owned
Joe J.
United States
Colorado Springs
Colorado
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8.116
Dec 2008*
So far it's a very cool game. High quality components and pleasing to the eye, but the rulebook is a mish-mashed jumbled mess that could use a good rewrite.
Still, incorrect play aside, I enjoyed my first game and rate it high for that reason. May drop after it gets played a few more times.
2008-11-30*
Owned
Want To Play
Magda G.
Poland
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8.1
Mar 2009*
well-written rules, risk of downtime, beautiful images of stones - I loved it from the first sight
2009-03-01
Want To Play
Chaddyboy
United States
Olathe
Kansas
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Bluuuuuurp.
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8
Jul 2010
A really neat route building game! I really like how everyone has the exact same 12 actions available to them each round, but are allowed to use them at their own pace. Sometimes it is advantageous to blow through your actions as quickly as possible to quickly mine before your route gets boned, and other times patiently saving your actions will yield a high reward. It all depends on the game situation. I also really enjoyed the dynamite, which while sometimes chaotic, added some unexpectedness to the game. My main complaint has nothing to do with the game, but the rule set, which leaves a lot to be desired. However, everything played smoothly once we were able to clarify some ambiguities. Overall, a pretty fresh offering from the double K duo if you like route building type games and don't mind a few finicky rules.

NOTE: My complaint about the rules refers to the English rules of the original QWG version. The FRED version has been significantly revised and is much much clearer.
2010-07-15
Owned
Daniel Danzer
Germany
Stuttgart
southwest
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8
Oct 2008*
Pre-ordered to pick up in Essen.
2008-08-07*
Owned
Josh Martin
Canada
Mississauga
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8
Dec 2008*
Tile-laying, set collection, route planning, and a somewhat unique action selection mechanic come together to make a good gamer's game with a decent theme.

The game is played over 3 rounds, and each round consists of: auctioning for player order, selecting gem order cards (a major way to score points), playing actions (you have 12 actions to choose from, and a turn consists of playing 1-4 of those actions, making for some interesting pacing decisions, and you will play ALL 12 actions), collecting gems (prospecting, your last action), city scoring (another way to score points), dynamite explosions, fulfilling order cards if possible, and gem auctioning (another way to score points). Repeat for 2 more rounds.

This is long awaited return by Kramer to deep gamer's games. It definitely feels reminiscent of games like Java (lots of AP, action selection), and has a hint of Bison with the way the actions are selected. The theme works well and the game scales well from 2-4 (although length/AP is a real issue).
2008-08-22*
Owned
Want To Play
Piet Lavens
Belgium
Deerlijk
West-Vlaanderen
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8
Aug 2008*
(Score based on one play of the prototype.)
Again, a big one of Kramer and Kiesling. Original concept and mechanics, but with a obvious 'Kramer-feeling'.
This is not the greatest game of K&K, but it is big fun during 2 hours.
Nice artwork.
2008-08-24*
Russ Williams
Poland
Wrocław
Dolny Śląsk
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8
Oct 2008*
Played and bought at Essen 2008. Almost pure strategy (there is randomness of 5 cards being dealt out in each of the 3 game rounds). Beautiful components. Interesting game play that has been rewarding replay with various aha-insights.

My only complaint is the stupid huge box that's twice as big as it needs to be. I'm sick of anti-environmental price-increasing over-sized boxes that waste my valuable shelf space and are hard to take to game club to show the game to other interested players. Lucky for Cavum I liked it as much as I did, or I'd have not bought it because of that damn giant box.

My review.
2008-08-30*
Owned
Morgan Dontanville
United States
Charlottesville
Virginia
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8
Mar 2009*
Yes, there is a lot of downtime, but it is a fascinating game. Much like Java, there is a lot to do and think about, with many clever ways to manipulate your situation. If you go into the game realizing this, it is worth the effort.

There is so much you want to accomplish, but there is also a whole other game going on where you want to time out your actions. Do you want to rush to get where you want to go and perhaps miss opportunities? Or, hold out to take advantage of a full board and perhaps lose position?

I've only played this with three, and that feels like the right number of players. With four the downtime and chaos vs opportunity might be too much for my taste.
2009-03-25
Owned
Mauro Di Marco
Italy
Firenze
Unspecified
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8
Oct 2011
Bought at Essen 2008.

Cavum is an interesting tile laying, route planning set collection game.

The route planning aspect is where the game shines, and has some resemblance with the 18xx routing scheme.

Rules are tricky to get around, and it's really easy to spoil the game playing it wrong.

There are lots of interesting decision to make, and this could undoubtedly lead to Analysis Paralysis with the wrong audience.
2010-06-28
Owned
John Squires
United States
Brooklyn
New York
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8
Apr 2009*
K&K have done it again and this time they bring some new slants to previous design ideas. The game has just the right amount of tension, plenty to think about and a dynamite mechanic that keeps the board play from being static without being too chaotic.

Cavum has an 18XX vibe with it's route-building and ability to button spots.

There's an interesting action selection / action point mechanic where each player has a menu of 12 actions to play in a round. On your turn you can play 1-4 of your remaining actions. This makes for some interesting decisions since timing is crucial; sometimes you'll want to compose a key early play (usually to sweep up gems or gain board position before it's blocked out) and sometimes your aim will be for a late play on the board.

There are many ways to score including route building to cities, set-collection and stock-market manipulation. Overall a fine game.
2009-04-13
Brian Moore
United Kingdom
Bolton
Lancashire
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8
Nov 2009*
keisling & Kramer are back on form with this one
2009-10-14
Owned
Shin Yoo
United Kingdom
London
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8
Oct 2008*
A solid design from Kramer & Kiesling, one of the most productive design duos(I think). The game allows you lots of freedom to do things, and I'm sure the game has significant depth in terms of tactics. It shares the spatial-puzzle element of Torres and Java, and I really like this element. Overall, it's a bit behind Kramer's indisputable masterpieces such as El Grande or Torres in terms of elegance in design (for example, the order card mechanism does not feel quite natural to me, due to the uneven number of orders each player will get), but nonetheless a very good design and a new release I thoroughly enjoyed in a long time.
2008-10-26*
Owned
Michael Longdin
England
Crawley
West Sussex
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8
May 2015
They don't get much more "brain-burnery" than this. Some of the rules take a while for you to get your head round and this is a deep game but with lots of opportunity to screw your opponenet. probably a bit too tactical for my overall taste as the options to play strategically are limited but worth exploring more
2012-11-06
Owned
Le Warpozio
Belgium
gent
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8
Feb 2009*
A bit too much analysis paralysis for my liking and the rules are not always clear who goes next. But everybody has the same set of tiles, not much luck and very Torres like.
Seems perfect for 3-players
2008-10-28*
Owned
Bart De Vuyst
Belgium
Mechelen
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8
Sep 2010
Real brain burner. Merciless when you make a mistake.
2011-09-01
Owned
Houserule Jay
Canada
Mississauga
Ontario
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8
Dec 2008*
Finally another Gamers game from the duo? Well for starters there is zero luck in the game, always a plus in a gamey title. I see it being compared to train games, I never got this feeling at all but the comparisons are apt for the most part and after more play it certaintly does resemble one, like a cross between a train game and Java.

Players are miners trying to build up tunnels in the mountains and cash in on veins to fulfill contracts. The theme comes through quite well for a Euro game and the game is mostly unique, no close comparison can be made but it is definitely related to Torres and the Mask series.

The game is 3 rounds with scoring at the end of each round. At the beginning of each round turn order is auctioned off and paid for with points. Each position also comes with a dynamite tile to be used during the round, I thought this was balanced with going first receiving the least powerful tile and last the most powerful however after our third game it seemed going last had a definite advantage in rounds 1 & 2 for board position and in round 3 going first might be best. However, going first will get you at least one more contract than at least one other player, this is why I think it has the weakest dynamite now but even after 3 games I'm still not sure about the turn order balance yet, either way it is auctioned off so you have choices here. Also, the contracts are great but there are also reverse auctions to get points too but these are not as reliable as having a contract as you have to compete to sell and you might not get to, at least until the end of the game and here prices can be lower.

The more you play, the more the subtleties appear in this one and the way things work seems to make more sense. At first it looked so simple, too simple, but then we were missing rules, there is a little more depth here than you will see in your first playing. The rules are quite simple on paper and there are not many of them, an elegant game for the most part for the depth involved and without rule exceptions. However, in practice, the rules are quite TRICKY to get right when playing and maybe even a little unintuitive (or just different than what were used to in a game like this) and one or two rules off does change how the game plays so becareful here (a few things are a little ambiguous also but answered in the forum).

Every player gets exactly the same tiles to start a round (except the one won in the auction) and every player HAS to play them all for the round to end. Next in turn order, contracts are selected, these are the main ways to get points, any not taken get 2 points added for the next round which are cumlative. These are filled by collecting the gems required. To get gems you build mountains into the tunnels and discover veins, you will need to build stations in order to mine the gems. Gems are used for contracts but also can be sold off in an auction at round end for points if the price is good, only one of each kind can be sold so this is, and should be, fought over but the price gets lower with each sucessive bid (reverse auction). Unfulfilled contracts will give you a small penalty at game end, there is a final selling of gems starting with who is losing which is a catch up mechanism (you could plan for this actually) and then the most points wins.

Essentially thats the game but there are some twists, as can be expected considering the creator. Tilebuilding can also be done upwards, each tile has a number of tunnel exits on it, 2 being the lowest and 6 the highest, to build on top the number of exits must be higher thus the 6 can never be built on. Dynamite, this actually sounds much nastier than it is. Just like it sounds it will blow stuff up, whats under it and whats around it. The big thing here is, scoring and prospecting always happans first, so the screwage effect is there but it is minimal and not as bad as it sounds, especially in the last round so complaints of chaos here might be from people playing with the wrong rules. With the correct rules, which again are clear mostly but just tricky, screwage can be difficult thus limited chaos, you have to remember that tiles can also be built on top of dynamite nulling their effect and stations for blocking can only be built on a tile YOU JUST placed and can not be built on level 2 or up, these are CRITICAL rules that are very easily missed believe it or not.

A pretty elegant and strategic game. Components are very nice as is the art from Mike D, the box is way too big however, another one like Dominion where the price gets jacked up with the unnecessary box size. (although price here is much better than for Dominion) It seems to me more than 15 contracts should of been included possibly, 5 come up every round so there are just enough, this means you know which ones are coming and they wont change game to game, this might actually be better for a strategic game but could hurt replay a little not sure yet but I don't think so.

We played this with 2, 3 and 4 players. 2 fell pretty flat and it was weird that some things weren't scaled down, it felt like the weight of Torres with only 2. 3 was great and I think maybe the perfect number, shorter and a little more control (caveat - I prefer 3 in many games) than a 4 player, now bordering on Java weight with 3. Our 4 player was cut short and we had some rules wrong but I think it will play pretty good overall, a little longer (2 hours roughly depends on players) , a little more AP possible and a little chaos possible however.

Great game after 3 plays so far

UPDATE: Yikes 4 player was WAY too long, best with 3 and the only number I will want to play with like Java in that sense, works great with 4 but not something I want to play due to length and downtime. STICK TO 3 PLAYER is my advise for anyone going to play, complaints and lower ratings are due to the 4 player for sure as its much more AP prone than 3.

Something else I noticed is the final auction seems to be too much of a catch up mechanism the way it is set out making results somewhat less meaniful, I'm not sure if it can be done any better either but its fine mostly, makes scores VERY close so far in our games.
2010-08-28
Owned
Matt Lindhout
Canada
100 Mile House
BC
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8
Jun 2009*
I think this will rate even higher with me after a few more plays..i really like it
2009-06-24
Owned
For Trade
Peter Hein
Netherlands
Delft
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8
Feb 2009*
Like Magna Grecia, this is a train game masquerading as something else. But it's a train game as done by Kramer and Kiesling, whose fingerprints are all over the place. The building of the infrastructure is very reminiscient of their AP-games.
This building aspect is something I very much like in their games, but it comes at the price of analysis paralysis, which I hate above all other things. Cavum adds to that that you get a speghetti dish with different tracks and stations, meaning that it's hard to keep track of which veins you can reach and which ones not.
But still, I enjoyed my one and only play. I just need to be sure I don't play this with the folks I don't want to play Java and its ilk with.
2008-11-02*
Prev. Owned
Keith Gray
Scotland
Dunfermline
Fife
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It's not real kidnapping. He'd have to be alive for it to be real kidnapping.
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8
Nov 2008*
Auctions, action points, tile-laying and route-building all rolled together into a very thinky but surprisingly thematic game. The only thing missing is the luck.
2008-11-04*
Owned
John Mellby
United States
Plano
Texas
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8
Oct 2009*
Not what I expected. A very nice looking game.
Lots of interaction, but a little chaotic.
2008-11-15*
Owned
A Derk appears from the mists...
United States
Portland
Oregon
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8
Dec 2008*
I like it. I've played three times, and it strikes a good balance between too heavy and too light, while still maintaining a 'heavy' feel to it, via the abstract board play. I'm good at the game, which I s'pose doesn't hurt...
2008-12-10*
Owned
Jarosław Czaja
Poland
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8
Jan 2009*
Very solid design, good and interesting mechanics with very climatic artwork.
2008-12-13*
Jason Leveille
United States
Colorado Springs
Colorado
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Get your game on!
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You know you want to play with purple, don't you?
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8
Dec 2008*
This rating is tentative, as we had a very stop-and-start first game, as the rules are ambiguous in a couple of spots. Overall, though, I find this to be a great route-building game with lots of interesting strategic decisions. I like how the dynamite alters the map and don't feel it's overly disruptive to planning.

UPDATE: Played this again, and now knowing the rules, continue to appreciate its strategic depth. The dynamite beautifully resets the board to a degree for each subsequent round.
2008-12-27*

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