Caverna: The Cave Farmers

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Just realized I haven’t blogged about “Caverna: The Cave Farmers” yet, the  heaviest board game I’ve bought so far, literally. By Amazon it weights 7.8 pounds. It took me more than 20 minutes just to punch out all the tokens.

Caverna is basically an “Agricola 2.0”. If you’ve played Agricola before, you can easily find lots of similarities in Caverna. Fixed number of rounds, sowing vegetables and harvesting crops, feeding animals and turning your farm to a zoo, and of course, feeding your family and struggling on the line of starving. Hence, it’s pretty easy for Agricola players to learn Caverna despite the length of the rule book.

But after a few plays I noticed there were some obvious differences between Caverna and Agricola, which actually made a veteran Agricola player like me feel weird. It was not until almost 10 games that I started getting the hang of it.

The first impression of Caverna was everything goes faster, twice faster. In Agricola the game gets more and more going on later in the game, the Caverna the “game accelerating trajectory” is even more dramatic. For example, Slash and Burn (build a field and sow) is an end-game “power move” in Agricola, but in Caverna it’s available from the beginning. In Caverna, a high-level dwarf doing a 4-loot expedition feels like he can single-handedly turn the farm over in one day, which gives you an exciting feeling that is rarely found in Agricola. On this point, I like Caverna better.

Another great part of Caverna is it increased the strategy diversity. In Agricola almost every game and everyone aims for the same main route: building rooms and adding family members. The strategy variety in Agricola greatly depends on the career/development cards. In Caverna because of the introduction of Expedition and the general increase of action capabilities, the value of an action can be much more dramatically different, so a smaller family size is not necessarily a huge disadvantage, in some cases it could even be an advantage (your higher-level dwarf can act earlier). Scoring changes for family members also reduced the importance of having more family members. Considering a few other scoring and rule changes, I feel Caverna really enables more feasible strategies in the base framework of the game, instead of relying on a huge set of random cards.

Using a fixed set of Furnishing Tiles to replace career/development cards is a bold design. Agricola’s great replayability mainly comes from the random cards, which is a double-edge sword. A strong hand or just one or two combos can sometimes give a player unfair advantages in a game; and new players usually cannot figure out their cards well that either slow down the game or make their winning chance very dim. Therefore I definitely welcome a try for a more transparent and balanced mechanism to provide similar replayability. So far I have mixed feelings about Caverna’s Furnishing Tiles. They’re public information so when a new player is confused you can easily explain. However they don’t seem to be very well balanced as far as I can see. There are obviously strong tiles and almost useless ones. Maybe I haven’t experimented enough strategies to see more usefulness from some cards. Anyway it’s still better to have all Furnishing Tiles in a public market so any player can buy, so the imbalance introduced by drawing is eliminated.

Overall I recommend this game to people who like Agricola and would like to experience something similar and new. Have the expectation that you might be confused for a few games and won’t immediately enjoy it even if you know Agricola well. It’s a real v2.0, not a v1.1.

试用Blue Apron

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xw和我已经大约有半年或者更久没在家做过什么比煮方便面和烤玉米更复杂的饭了,常态是在外面吃或者叫外卖。在纽约从不做饭是满平常的情况,外卖的数量和质量都很不错。但偶尔也会觉得放着厨房不用有点浪费,以及会想做点饭来娱乐一下。于是今年的New Year Resolution之一是在家做些饭。为了避免采买原料的麻烦,我们开始用Blue Apron。

Blue Apron是一个“菜谱加食材”的订阅服务。每周送一个箱子来,里面是三顿饭的菜谱和所需的所有食材,有二人份和四人份可选。二人份的话一周是60$,也就相当于每人每餐是10$。送来的菜谱不是自己可选的,大部分是比较西式的菜。每餐都有主菜副食的搭配,热量在500~700卡,比较健康。

实际用了三周以后感觉很赞。首先几乎所有的菜都很好吃,远好吃于10$在餐馆能买到的水平。菜系很广泛,有鸡肉乌冬汤面,炒年糕这样的亚洲菜,也有汉堡,炸鸡三明治这样的准快餐,不过更多的还是常见的一个沙拉加一个主食的标准西餐,意式法式都有。这样的好处就是大大拓宽了我们做饭的领域。像从鸡肉泥开始做肉丸放在Polenta里面这种意大利菜我们自己做饭的话想都不会去想,第一会觉得不见得好吃,第二采买不熟悉的原料会很麻烦,第三对于做陌生菜系也会比较没信心。但用Blue Apron到现在,这是我们觉得最好吃的一道菜之一。

每顿饭的实际操作时间以我们的熟练程度一般要30~40分钟。送来的原料配得很齐,质量上乘,基本上自己除了油盐胡椒之外就不用备别的了。每次打开那些包得很整齐,分量刚刚好的食材的时候都觉得很爽,比如一小瓶醋,一小块黄油,一小块萝卜之类。包装都可以用后即弃,很利落。菜谱描述详尽,即使是我这样的厨房生手也可以按部就班搞定绝大部分的步骤。

每周送来的都是一个固定大小的纸箱,下面有一大块保持低温的冷袋,就算放在门口几个小时再拿进屋里也没什么问题。收到之后一股脑儿放进冰箱就可以了。当然现在天气比较冷,我是有点好奇夏天那个冷袋够不够用。

总的来说我是强烈推荐这个服务的,但也并不是对所有人都适用:

  • 比如一个人住我觉得就算了。。。外面吃就好。
  • 这篇评论大多还是站在基本不做饭的人的视角来看的。对我来说去买菜是很麻烦也没什么乐趣的事情。平时就经常做饭的大厨请自行考虑。
  • 口味需要很开阔,送什么来吃什么。只吃得惯亚洲菜肯定不行。
  • 对厨具还是有一定要求的,各种基本的锅铲和烤箱器具得齐备。

Games I Played in 2015

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  • [Xbox One] Rise of Tomb Raider. Surprisingly good. Finished in a week. I never played through any previous Tomb Raider games and had pretty negative impressions on this series. But this one is done well: nice graphics, friendly to players, fighting is good enough. Lots of exploration makes this game fun.
  • [Xbox One] Fallout 4. Probably my choice of game of the year.  Played it through in about a month. Awesome graphic details and super flexible game system. Probably the only game I’d like to replay but may wait for a DLC upgrade.
  • [iOS] Blek. Light puzzle game. Stuck at level ~50.
  • [3DS] Xenoblade Chronicles 3D. Traditional JRPG. It was fun and nostalgic at the beginning but after 15~20 hours I gave up on it. The graphics on 3DS are just not good enough for me to enjoy it with a slow mood. Still bought Xenoblade Chronicles X Wii U version though. Hopefully will pick it up soon.
  • [iOS] Prune. Another light puzzle game featuring beautiful artwork. Finished in ~2 hours.
  • [iOS] Lifeline. Text adventure game. Basically a novel with a bit real life time flavor. Worth a try.
  • [Xbox One] Metal Gear Solid V: The Phantom Pain. Well it’s a great game but it’s not as good as Fallout 4 or even Tomb Raider. For those 2 games I couldn’t stop playing it. MGSV made me feel stressful and want to take a rest after playing for a while. It’s more for serious gamers or people who have plenty of time for gaming I guess. I’m still at ~30% progress and hesitating whether to pick it back up.
  • [Wii U] Splatoon. Nice shooting game on Wii with lots of innovations. I highly appreciate this game and enjoyed it for a few weeks. But multi-player shooting game just doesn’t engage me for long so now it’s on shelf.
  • [Wii U] Mario Maker. I simply don’t dig this game at all… Played maybe 2 hours top.
  • [3DS] Monster Hunter 4U. My family main game from Mar to May.
  • [iOS] Terra Battle. A mobile puzzle RPG? I’m not sure how to describe its type. Spent quite a lot of time on it in Jan/Feb. It had an interesting battle system and nailed the “growth” feeling in RPG well.

As expected there are more mobile game appearances in the list compared to previous years. However if we compare playtime, mobile games are still trivial for me and console games dominate living room time. This probably won’t change in the next few years. 

It’s worth-noting to me that there was a blank period between May and Sep/Oct. Possible reasons: 1. TV show season; 2. I was very busy…

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