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Caveman Curling box art

Caveman Curling

Players

2-6

Time

?-?

Age

6+

Weight

1.15

Rating

6.23

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.3

Luck-sensitive

Table feel

Caveman Curling has a high level of direct confrontation and strategic depth in confrontation. Players frequently need to pay attention to and react to each other's strategies and turns. However, the game does not require much cooperation as players primarily compete against each other. Overall, Caveman Curling has a strong interaction score.

Replay value

Caveman Curling has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game also provides deep strategic possibilities and allows players to improve their tactics over time. The player interaction score is average, and the game scales well with different numbers of players. While it may take some time to learn, the game offers a good balance between easiness and depth. Overall, Caveman Curling has a strong replayability score of 7.95.

Luck profile

Caveman Curling has a moderate influence of luck. Random elements like dice rolls or card draws have a notable impact on the game outcome. However, players have substantial ability to mitigate randomness through strategic decisions and planning. The game is a balanced mix of luck and strategy, with luck playing a significant role but not being the sole determinant of the game outcome.

Overview

On an icy lake, two clans of prehistoric men clash in a match of Kairn, better known as Caveman Curling, this being an ancestor to the modern sport of curling. Players compete as individuals or are grouped into two clans, and they try to land their stones the closest to a target each round. On a player's turn he takes two actions: • He launches a stone across the ice, flicking it with his finger toward the target on the other end of the game board. • To improve the positioning of his stone or the chances of it staying in place, he can choose to use either a small or large hammer or a totem. With a hammer, the player moves the stone according to the size of the hammer. As for the totem, the player sets it on top of the stone; if the totem falls off the stone, the player can shoot it again on a later turn. If your player or clan has one or more stones closer to the center of the target than the other clan, you score points. The first player/clan to collect six points wins. A note about the different editions. Caveman Curling (2012) Kairn (2010) There are significant production differences between Kairn and Caveman Curling, though the game play is almost identical between the two versions. Kairn (200 copies) was designed and self-published by Daniel Quodbach in 2010. Blackrock Editions and Scorpion Masque produced 1000 copies of Kairn and released it at Essen in 2011. Gryphon Games version of the game has yet to be produced, pending the conclusion of a current Kickstarter campaign that was organized to gauge demand for its version. Caveman Curling is scheduled for mass production in January, 2012, and to be released in late February, 2012. The first and only production copy of the Gryphon version will arrive in the US on December 14, 2011 and a video will be made showing the differences between Kairn and Caveman Curling.

Editions

Edition Year Language Publisher / Region
No editions imported yet.

Files

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Credits

Designers

1
Daniel Quodbach

Artists

1
David Boniffacy

Publishers

4
Blackrock Games Eagle-Gryphon Games Jolly Thinkers Scorpion Masqué

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