Sam had recently bought Caverna, and since there’s a Caverna craze sweeping the nation we decided to see how it was as a two-player. However, as we were setting up, we discovered a missing piece of the board: and important part that included rounds one to three.
Sam quickly knocked up his own version of the missing part of the board in his own inimitable style. Say what you like about having kids: surely the main benefit is that you’re never far away from a felt tip pen.
As for the game itself, I went for the Joesian strategy of going for rubies. However, I hardly used them, meaning I had a healthy stash by the end of the game. Sam went adventuring. He ended with five family members, four of which had weapons. I had but one adventurer in my family of three.
It was also interesting in that the three non-harvest counters came up all in a row, allowing us (once we’d built up our food resources) two rounds of relatively care-free gaming. While Sam went out adventuring, I cleared the forest and dug tunnels. This gave me plenty of options for further works, and I ended a comfortable winner. Sam, though, had somehow convinced himself that there was one more round after the final one: a round where his four adventurers were about to really hit pay dirt. Although one extra round might not have been enough.
Nice to see that Caverna works well as a two-player. Now we just need someone to try the solitaire version, and a band of brave players to attempt scaling the seven-player version, and we'll have some idea of how many players would be best.
After this, we were faced with the dilemma of how to follow Caverna. We went for the silliness of Cube Quest as a suitable digestif. The first game began well for me. I played a sensible and somewhat lucky game, sending grunt after grunt into Sam's half the right way up. Sam started his match with all of his cubes shadow side up, and this seemed to jinx him, as all of his cubes landed shadow side up in my half and couldn't be saved with a roll. How I laughed as his team was decimated.
The mid-game casualties: Sam blue, me red.
But a desperate Sam is a dangerous Sam, and he took out my king with a single shot when the cards (or cubes) were stacked against him.
We set up for a second game, and it was a more even affair but with the same result.
Finally, with half an hour to spare, we got out the old faithful, 7 Wonders. Dirk joined us, and he seemed to have been drinking, since he had an empty wine glass next to his player mat.
I went for a little bit of everything: a cunning plan that had Sam thinking I'd come in last. Sam went for blue buildings and a bit of military. He also had a habit of getting up and standing at Dirk's player mat when thinking about Dirk's turn. I guess if you really want to understand Dirk, you have to see the world through his eyes. Dirk went for sciences. He usually does.
Although Sam was wrong about my failing wonder, he was right to be confident of a win.
A delightful evening. But, if you end with 7 Wonders and whiskey, it can never be anything else.