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Uwe Rosenberg
TM
For Two Players!
With only two pairs of helping hands, you stand at the entrance to your new cave dwelling. There is much work to do and no time to lose! The nearby tribe is doing better than you and this cannot stand. Carve your way deeper into the mountain and create a cozy cave. Gather grain, flax, and building materials. Mine for precious metals and become wealthier than you, or your rivals, ever dreamed!
1-2 20-40 12+
There is a special challenge waiting for the Dreamer. When the sand time runs out, he has to repeat all the terms he guessed. Strictly speaking, he only has to name the correct answers – but at this point the dreamer doesn’t know which ones were right and which were wrong. If he remembers every- thing correctly, he gets two bonus points. Yes, there is actual scoring. The guess- ing game Concept that Repos Production released four years ago, in a similar white box, had a point system included in the rules. However, the instructions encour- aged players to ignore it. This often hap- pens, and will probably happen here too, although there is no actual recommenda-
tion to that effect.
A communication game is what the
group makes of it. It’s best when the play- ers are happy about each success, leaving out the bookkeeping for good. When I Dream has these qualities.
Nevertheless, I prefer having an overall winner because it makes for a bet- ter-rounded game, where everyone gets to be a dreamer. Unfortunately, the scor- ing is not very intuitive. The Dreamer col- lects one point for each correct answer, plus two bonus points for correctly
remembering all the answers he gave. The Fairies receive a point for each correct guess and the Boogeymen get a point for each wrong guess. The Sandman gets as many points as the Fairies and Boogeymen plus two bonus points if there is a tie between the right and wrong answers. If the stacks of good and bad guesses don’t have the same number of cards, you still count
points, but it is more complicated.
It is a shame that the point counting system does not drive the game more; when you think of it, it doesn’t give the Dreamer any incentive to play fast or guess a maximum number of cards. Fortu- nately, no one in my games ever picked up on this. So let’s leave it at that. This isn’t a tactical game. Just play and have
fun; that’s the motto for When I Dream. Harald Schrapers/tw
Title: Publisher: Designer: Artist: Players: Age: Duration: Price:
When I Dream Repos Production Chris Darsaklis
Gaël Lannurien et al 4–10
about 8+ years about 30 minutes about 30 €
Reviewer Playing appeal
Harald Schrapers . . . . . . . . . . . . . 8
Christwart Conrad* . . . . . . . . . 4/7 Stefan Ducksch . . . . . . . . . . . . . . . 7 Wieland Herold** . . . . . . . . . . . . 6
* See box
** Dreamlike feel, problematic point count system. If you are only after points, let the hourglass run out and only give one answer. But who would do that anyway?
* Poor scoring system
In non-player rounds, where points are often not counted because the system seems too complicated, players joke and laugh. However, the Boogeymen create more than enough havoc (rating: 7). Despite beautiful parts that go beyond the basic necessi- ties of the game, groups that play often will find this game somewhat misses the mark (rating: 4). The reason is that the point system rewards tongue-tied Dreamers, whereas subsequent successes are brushed aside. Functionally suboptimal, because the words are upside down for half the participants, costing time. Under these cir- cumstances they should have at least used all caps for the words.
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Copyright © 2017 “Caverna: Cave vs Cave” is copyright and trademark property of
Mayfair Games, Inc. and Lookout Games. All rights reserved.
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