Tactics & Tactility #6 – Caverna’s tiny architectures

[Tactics and Tactility is our column about the feelings, details and pleasures of tabletop gaming. This week Ava is looking at Caverna, and the gentle joys of piling up rocks.]

In front of me is a little board. Half of it is forest, half of it is mountain.

I do not understand the intricacies of the game I’m playing, Caverna, but I do understand that this tiny cardboard fiefdom is mine. Within the context of the rules, I can do what I want with it.

The game in Caverna comes from competition for the best spaces, picking the right order to do things in, making sure you can be as efficient as possible, and always having a back up plan. There’s a load of clever decisions to be made on the central board, and a few on your player board. Where you put things matters, but not as much as how quickly you got there, and just the simple binary question of whether you have enough space or not.

That’s the game. That’s the puzzle. That’s the beating heart of the design.

But that’s not what makes me love my time with it.

Caverna is a treasure trove of little wooden objects. Animals and resources all come in tiny wooden images. Rooms and fields are little cardboard tiles. You lay the tiles out, you find the right spaces for things, and then you’ve built a thing.

A home.

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GAMES NEWS! 17/02/20

Tom: Come one, come all! Hear two-and-a-half bundles of electrified meat ramble about board games, for exactly 1,736 words! I’ve had one coffee and now the world feels like it is made of bees and thinking.

Ava: Business as usual, then?

Tom: Bees knees as usual? Do bees have knees? How many? Ava this is too much for a Monday.

Ava: Let’s just shout lots.

Tom: GLASGOW!

Ava: New from Lookout Games, is Glasgow, a twenty minute two player roundabout of resource gathering and buildings building. Like Tokaido and Patchwork, being behind means it’s your turn, so you’ve got to weigh up jumping ahead for the best bits against giving your opponent everything you turned your nose up at. The buildings you choose to build will form a shared grid that dictates how you’ll score. It looks simple, variable and not very much like Glasgow.

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GAMES NEWS! 10/02/20

Tom: In today’s news we’re heading to the NEWS FACTORY WHERE NEWS IS MADE. I guess? What’s the introductory goof here? We’ve got to have that sweet  narrative wrapper or else people will think we’re really boring.

Ava: I’ve got no idea today. Though maybe news factory is a bit overdone? I certainly know I’ve said ‘news-spigot’ far too many times.

Tom: Damn. I guess we’re not doing a theme this week then. Does today’s news exist in a joyless void?

Ava: I’m definitely team joyless void.

Tom: That makes two of us!

Ava: When I say Joyless – you say Void! JOYLESS! …

Tom: … that’s already too much joy for me, I’m going to crack on with the news. This week, it’s The Roxley Round-Up! Gorilla Marketing is their first offering, slated for a March 2020 release – and we’ve got an exclusive SUSD scoop on this one, as I played it LAST NIGHT.

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GAMES NEWS! 03/02/20

Tom: See Ava, I told you that a board game camping trip would be a valuable team-building exercise for the two of us – isn’t this wonderful? The great outdoors, a roaring fire –

Ava: This isn’t anything to do with camping or board games. We’re just sitting in an underpass throwing dice into an empty KFC bucket.

Tom: Look, it might not be ‘fun’ or ‘a game’ but I’ve got to playtest Bargain Bucket Quest before it hits Kickstarter. Fancy a s’moredgame?

Ava: That’s just a marshmallow wedged between two Catan hexes.

Tom: Fine, if you’re going to smash my dreams one-by-one, then at least have the decency to do so whilst telling me about the latest board game news!

Ava: First up is the news that Castles of Tuscany is a thing that exists. This is a follow up to Stefan Feld’s Castles of Burgundy, but we have yet to see how similar it is, or how different it is, or just about anything about how it is. It’s coming soon from Alea, and I’ve rarely been so excited by simply the NAME of a thing.

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GAMES NEWS! 27/01/20

Ava: Tom, Tom, bring me a mug of hot lemon and ginger, a feather boa and five microphones.

Tom: Oh no.

Ava: That’s right! It’s time for BOADGAMESMNEWNS KAKAOAROAKE

Tom: Those aren’t real words!

Ava: When you flick at a fox and you write in a box

Tom: THAT’S SO-NO-RA!

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GAMES NEWS! 20/01/20

Ava: Sit down, esteemed guests, grab a stool and join us for the launch of the Literary Review of Games News. The place to go for the wittiest, smuggiest, and dare I say the most Lacanian dissection of play this side of Freud’s own daycare centre.

Tom: Brace yourselves for some nuanced analysis, enlightening discourse and an intellectual rigour that hasn’t been seen since my failure to get into art school.

Ava: I mean we’re just going to name drop a bunch of fancy theorists, talk in a haughty voice and smoke French cigarettes, right?

Tom: Don’t tell them that! The important thing is that we’ll feel superior.

Ava: We will. Let’s get to the news, dear friend.

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GAMES NEWS! 13/01/20

Ava: Welcome… to the Newsdome! And welcome our latest challenger, Tom Brewster, despoiler of news.

Tom: I WILL RIDE THE CARDBOARD CHARIOT OF NEWS INTO THE SUN.

Ava: Okay Tom, calm down a second, this is just what we call a riff.

Tom: TWO NEWS ENTER! ONE NEWS LEAVE!

Ava: *pinches nose* That’s not how this works! Not to mention I’m definitely Tina Turner in this situation. Let’s just write about some games.

Tom: MEDIOCRE.

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GAMES NEWS! 06/01/20

Ava: Oh my word, would you look at that, a whole fresh new year, hot out of the oven, gently cooling on the windowsill. The year is 2020, and I’m still hungry for news. Let’s cut a slice off the still-warm year, and spread some tasty melted news all over it.

Fort, coming soon from Leder Games, is an update to fellow four-lettered card game SPQF, with cuddly classical empires swapped for rival neighbourhood tree-forts. I skipped over this when it first got announced, but artist Kyle Ferrin has been posting some really lovely pieces of art and it gives me an opportunity to right that wrong.

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Tactics & Tactility #5 – The Clairvoyance of Failure

[Tactics and Tactility is our column about the feelings, details and pleasures of tabletop gaming. This week Ava is looking at Quacks of Quedlinberg and the perils of prediction.]

Ava: I’m a potion maker, I’ve got a bag of secret ingredients. There’s magic spilling everywhere. In this moment, I know the exact odds of failure, and I make the fatal mistake. I say it out loud.

‘There’s only one thing that can kill me, and there’s loads in here. Knowing my luck, I’m doomed.’

I pull out that one ingredient, my cauldron explodes, and so does the table. A wave of sympathy and laughter. Of course I did the thing. A one in six chance was the only possible outcome.

Quacks of Quedlinberg is a simple push your luck game wrapped in the right trappings to take it off the table and into your hearts. It’s built out of simple probabilities, a little calculation, and the illusion of control. You pull tiny cardboard chits out of the soft, black bag you’ve built for yourself. You always know exactly how many of the dreaded berries inside can ruin everything.

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GAMES NEWS! 04/11/19

Quinns: Ava, before we get started on the news, I have to tell somebody. I had the most fabulous time playing Don’t Get Got last night.

Ava: Oh yeah?

Quinns: Oh my goodness. The paranoia. The guile. The outraged howls outside the pub when I managed to win just before we all went home by getting another player to say “I love you.” It was exactly like someone scoring a goal in the closing seconds of the match.

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