Admittedly, Spider-Man 2 is not the greatest movie ever made, but it's pretty dang good. Some true, un-hacky character development, a great foil in Dr. Octopus, great action sequences, J. K. Simmons as J. Jonah Jameson, Bruce Campbell being Bruce Campbell ... it's at least one of the best superhero movies and certainly the best Spider-Man movie.
And then along came Spider-Man 3. It had a lot of the same elements, plus a bunch more cool stuff, but yet, it was somehow ... worse. A lot worse. There was too much going on - too many villians, too many plot points to hit - everything felt rushed and unauthentic. I mean, we can all agree that emo Peter Parker was just plain silly.
So why am I talking about this 7 years after the fact? Because I think it's really the best way to sum up Caverna, Uwe Rosenberg's spiritual sequel to Agricola. Caverna is Spiderman 3 to Agricola's Spiderman 2: bloated and chaotic. It's still technically sound and fun to play, but something just feels off. It tries to be too much of a crowd-pleaser and ends up just being busy.
I don't know. It is possible I am being too harsh. Admittedly, the game I played of it was almost engineered for me to not like it. It was a 7-player game of all new players, and over half the table had never even played Agricola before. Yeah, that wasn't a typo. 7.
In fact, let's talk about that first, because, what? A list of games in which a player count of 7 is cool:
Despite Uwe's best attempts to explain it in the instruction manual, it really just makes no sense. I get the feeling that initially the mechanic was something like just doing extra work on the farm, and the level was just the experience of the farm worker, but then they decided to punch it up to make it more exciting. Adventuring, heck yeah! Dwarves with weapons! Awesome!
And then we've got the communal supply of 48 buildings, which I've already harped on. And, look, okay, I know this review has already gone super-negative, but in terms of differences between Caverna and Agricola, this is by far the WORST THING. Because what they've done here is remove the variable, player-specific hand of minor improvements and occupations, for a static, communal pool of buildings. The name of the game is variable setup, and Caverna has exactly zero. You're playing the exact same game every single time, and I can't imagine that would be all that interesting after 5 or more plays. After playing the game once, I can see maybe 3 or 4 different strategies I would like to pursue in future games (based on what buildings you would buy and whether you would go heavy into the expeditions), but after that, I don't know.
Every review of Agricola I have ever watched or read (including ones that I write) has extolled the virtues of how your starting hand of minor improvements and occupations makes the game completely different every time - your own little private puzzle to solve. I just have no earthly idea why they would get rid of that mechanic. I've heard complaints that it adds too much randomness, but just do a draft. A draft may be a little cumbersome for new players, but is it any less cumbersome that a giant array of buildings? It makes no sense...
Anyway, we've talked about the expeditions and the buildings. The other major difference, which was also kind of touched upon above, is just how much stuff you get to do on your turn. Each action space is either a huge pile of resources or lets you do 2 or 3 different things, or both. Honestly, it feels a little excessive. It basically allows you to get a lot more stuff done than you would normally get to do in Agricola, which can be nice and a definite positive for some people, but I rather like the scraping and scrabbling you have to do in Agricola to succeed. Feeding your family is a huge thing in Agricola, and you've gotta make your plan work, or it's gonna spell doom for you. In Caverna, it very much feels like an afterthought - a minor annoyance - "Let's do all this awesome stuff! ...and then I guess I should spend an action or 2 making sure I have enough food..."
Everything in the game just feels ... flashy, like too much of a good thing. There's too much stuff going on. So many things to think about, that it all becomes loose and disjointed. It's entertaining, and I'd love to play it again at a lower player count, but it's no Spider-Man 2.
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Learn more about the new Tags and Deck Building in Buttons & Bugs: Pub Crawlers from our Community Manager Pete K.
Introducing the newest addition to the Buttons & Bugs line, Pub Crawlers! This new expansion comes with 2 all-new Mercenaries and a whole new adventure in the Micro Mercenaries world of Gloomhaven.