PLAYED FOR YOU

 

Cavemen

The Quest for Fire

 

Players are pre-historic leaders of their tribes, you hunt, grow your tribe and develop new technologies; if you are first to discover fire you win. Resources in the game are teeth and food. Teeth earn you prestige and you use it to pay for cavemen and caves and bid with them for the conch; food keeps the cavemen of your tribe alive.

If you hold the conch you are starting player, also for choosing cards from the pool, and you do an extra action at the end of the round. At the start of each round a certain number of cards is drawn for the pool in relation to the number of players. Then all players bid with teeth for the conch, if you pass you can re-enter the bid when it gets back to you and each bid must be higher than the previous, one. Then the holder of the conch pays one food for each cavemen, all other players pay one feed. If you do not have enough food you must discard a caveman.

In the Action phase you choose one action from Recruit, Hunt, Invent, Forage or Explore. In the Discard Phase the player to the right of the conch holder selects cards from the pool and discards them until only three are left; fire must be shuffled back into the pile. When you are the conch holder and your inventions add up to at least the cost for fire you have invented fire and taken your tribe into a new era.

The 21 inventions in the game and the different abilities of tribe members make for a sophisticated game with several possible strategies and a well-working interaction of topic and mechanism, including the very expensive advantage of the starting player in choosing cards first from the pool.

 

Players: 2-4

Age: 13+

Time: 60+

Designer: Dan Cassar

Artist: Claus Stephan, Magdalena Stephan, Ralf Gerski, Mirko Suzuki

Price: ca. 23 Euro

Publisher: Rio Grande Games 2012

Web: www.riograndegames.com

Genre: Card drafting, auction

Users: With friends

Version: de

Rules: de

In-game text: yes

 

Comments:

Expensive advantage for the starting player

Resources management and using of card advantages are deciding factors and allow for lots of strategies

 

Compares to:

Card drafting games using card relations and resources management

 

Other editions:

Currently none

 

Chance (pink): 1

Tactic (turquoise): 1

Strategy (blue): 2

Creativity (dark blue): 0

Knowledge (yellow): 0

Memory (orange): 0

Communication (red): 2

Interaction (brown): 2

Dexterity (green): 0

Action (dark green): 0