This blog has long focused on the design of games, investigating how and why they work (or don’t). Usually, it’s picked apart existing games. However, there’s one sort of work that can offer particularly interesting insights into design: the revision. A revision can allow you to delve into a game, see what was there before, what was there afterward, and thus see how a change in design made a change in the game.
That’s why I’m going to be looking at Caverna: The Cave Farmers (2013) this week. Though it’s essentially the same game as Agricola (2007) in the big picture, it’s been revised, polished, and expanded rather thoroughly — providing lots of insight into the design process.
Please note that this article doesn’t try to be a complete list of changes, but rather is a look at the ones that are the most interesting.
The Furnished Rooms
In Agricola, each player gets a hand of occupation and improvement cards that he uses to specialize his farm. A very small set of just ten major improvements are available for all players. Conversely, in Caverna there are no individual cards. Instead furnishing tiles are available to all players, first come first serve.
Result: The change was probably a reaction to the randomness of the card draws in Agricola. If a player got lucky and got a nicely matched set of cards he could do very well, while an unlucky player with no synergy amidst his cards could lose the game before he even started to play. Obviously, having all the cards (tiles) available to everyone makes the game less lucky.