AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Cavum is an abstract tile-laying strategy game by Wolfgang Kramer where players are miners digging tunnels through a mountain, establishing mining stations, mining precious gems, and selling them to fulfill contracts or on the open market. The game is played over three phases, with each player getting 12 actions per phase. Players build tunnel networks connecting stations to gem veins, compete for contracts, sell loose gems at market prices, and establish presence in surrounding cities. The player with the most points after three phases wins.
The game is played over 3 phases. Each phase follows this structure:
Place a Tunnel Tile (1 action): Place a hex tile with tunnel exits on an empty mountain hex. Tiles can be stacked on top of existing tiles if the upper tile has more exits than the tile beneath.
Place a Gem Vein (1 action): Place a vein tile on the board. Each vein contains 4 gems initially. Veins can be placed atop other tiles.
Place a Dynamite Tile (mandatory, 1 action): Each player must place their dynamite tile once per phase. At phase end, dynamite destroys all adjacent tiles (not veins or tiles with stations). This is both offensive and defensive.
Establish a Mining Station (1 action): Place a station token on a tile in the mountain or in a city hex. Stations anchor your tunnel network and protect tiles from dynamite.
Use Joker Token: Swap a joker for an item from the common pool, or discard it for 3 victory points.
Prospecting (mandatory final action): Your last action each phase must be the prospecting action. Trace an uninterrupted, unrepeated path from one of your stations to another, collecting gems from any veins along the path. Gems collected go to your personal supply for selling.
Three Scoring Methods:
Contract Fulfillment: Turn in the required gem combinations shown on contract cards to earn the listed victory points. Contracts taken but not fulfilled incur a penalty (lose some VPs). Contracts average a gem value of 7-8 points per gem, making them generally the most profitable way to sell.
Loose Gem Sales: At the end of each phase, for each gem color, players bid the lowest price they’re willing to sell at. The market value of a gem equals the lowest visible number on its track. When a gem is sold (via contract or loose sale), it is returned to the market track, reducing the price. Players compete to sell at favorable prices before the market drops.
City Presence: If you have an active station in a city (connected to another of your stations in the mountain), you score points equal to the number of empty hexes in that city. Stations must remain connected to be active.
Game End: After three phases, all remaining loose gems must be sold. The player with the highest total victory points wins.
| Action | Cost | Description |
|---|---|---|
| Place Tunnel | 1 action | Lay a hex tile with tunnel exits |
| Place Vein | 1 action | Place a gem vein (4 gems) |
| Place Dynamite | 1 action (mandatory) | Destroys adjacent tiles at phase end |
| Establish Station | 1 action | Place station in mountain or city |
| Use Joker | 1 action | Swap for item or discard for 3 VP |
| Prospecting | 1 action (mandatory last) | Trace path between stations, collect gems |
Market: Gem prices = lowest visible number on track (1-9). Selling gems returns them to track, lowering prices.
Scoring: Contracts + Loose Gem Sales + City Presence = Total VP. Highest VP wins.