Caverna Variant

Dwellings

Elaborate Dwelling / 5 wood, 4 stone / *vp: Room for 1 dwarf. You can sow in dwellings that don't house a dwarf. End of game +2 points per dwelling.

Green Furnishings

Splice room / 1 wood / 1 vp: When you sow, you can add a wood, stone, or vegetable to the top of the stack from the general supply. (It will be harvested first)

Furnishing room / 2 wood, 1 stone / * vp: “Furnish a dwelling” becomes “furnish a cavern” for you. At the end of the game +1 point per furnishing.

Delving room / 2 wood, 1 ore  / 2 vp: Immediately place up to 2 twin tiles. When placing a twin tile you can choose any type and it can go in your cave or your farm area. (i.e can place farm tile in cave).

Pup room / 1 stone, 1 veg / 2 vp: your dogs breed and can watch boars.

Mary’s room / 2 wood, 1 grain / 1 vp: Immediately +1 cattle. You only need one of an animal to breed.

Leprechaun room / 1 wood, 1 stone / 2 vp: Immediately take a sow action. You can sow gold in empty meadows and pastures. (Plant 1 gold, then grow 2 if it's a meadow or 3 if it's a pasture).

Jewelry room / 2 stone / 3 vp: Immediately +2 ruby. You can sow rubies in fields (plant 1 ruby and grow 1).

Sitting room / 1 stone / 1 vp: You can furnish uncleared forests. Every time you do so: +1 food and +1 gold

Pasture room / 1 wood, 1 sheep / 2 vp: You can build pastures on uncleared forests. Every time you do so: +1 wood

Grain room / 2 wood / 1 vp: You can sow on uncleared forests. Every time you do so: +1 grain

Loot room / lvl 5+ weapon / 3 vp: During expeditions, you can take the same loot item up to 3 times (instead of 1 time).

Caravan room / 1 wood, 3 ore / 2 vp: During expeditions, you can take 1 additional loot item. (Tier 3 expedition becomes tier 4).

Adventure room / 3 wood, 3 stone / 3 vp: Immediately go on a tier 3 expedition with a level 14 weapon. You don't need a weapon to go on expeditions (always a level 7 weapon).

Gardening room / 2 wood / 1 vp:  Whenever you create a field, you can sow in it. If you try to create a field (with an action space) but don't have room, harvest the top item in up to 2 fields.

Sheppard room / 1 wood, 1 stone / 2 vp: Whenever you create a meadow +1 dog and +1 sheep. If you try to create a meadow (with an action space) but don't have room, breed up to 1 farm animal.

Green room / 1 wood / 3 vp: You can sow in this furnishing. During harvest, collect all the items on here (instead of only the top item).

Barn room / 1 stone / 1 vp: You can keep a pair of animals in dwellings that don't house a dwarf. Farm animals in each dwelling breed separate from other animals of the same type.

Welding room / 1 stone, 2-10 ore / 2 vp: Immediately forge a weapon for one of your dwarves equal to the ore spent. Your dwarves with weapons can go out of order for 1 ore instead of a ruby).

Bladesmith / 2 stone, 1 ruby / 3 vp: immediately +10 ore. When you forge a weapon, you can spend 1-14 ore (instead of 1-8 ore) and the created weapon level is 1-14.

Beggar / 2 stone, 2 food / 2 vp: Once per round, you may pass. When you do so: +1 wood, +1 stone, or +2 food. End of the game +2 point per set of wood, stone, and food.

Ruby miner / 2 stone / 2 vp: Immediately create up to 1 ruby mine. Start of round +2 ore per ore mine and +1 ruby per 2 ruby mines.

Hoarder / 1 wood, 2 stone / 3 vp: Whenever you pick up resources from an accumulating action space, you can take 1 extra of each resource.

Hunting cave / 2 wood, 2 stone / 3 vp: You can feed each adult dwarf with a whole animal (including dogs). End of game +4 points per set of dog, sheep, boar, donkey, and cattle.

Silicoid cave / 1 wood, 1 gold / 2 vp: During feeding, instead of eating food, eat 1 stone per 2 food needed. End of game +1 point per 2 food. 

Yellow Furnishings

Herd storage / 2 wood / 2 vp: Immediately create 1 small or large pasture pasture for free. Start of round +1 gold per 8 animals in a pasture.

Grass storage / 1 stone, 1 gold / 3 vp: Whenever you sow, you can turn 1 meadow or pasture into a field. If it's a meadow/small pasture/large pasture: +1/3/6 gold.

Gold storage / 1 wood, 1 ore / * vp: Once per round you may pass. When you do so: +1 gold. At the end of the game +1 point per 2 Gold.

Ore mine storage / 2 wood, 1 stone / 2 vp: Immediately create up to 2 ore mines. At the start of every round: +1 gold per 2 mines you have.

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