6 Furnishing Tiles
Caverna has \(48\) unique furnishing tiles organized in \(4\) blocks of \(12\). Furnishings are the primary source of bonus victory points, and their synergies drive the dominant strategy. All tile data is cross-referenced against the official Caverna appendix.
6.1 Tile model
Each furnishing has: a name, category, resource costs (wood, stone, ore, gold, grain, vegetables, food), base victory points, and a bonus function. Categories are: dwelling, cooking, working, parlor, storage, and special.
The bonus points of many furnishings depend on game state. We define a \(\texttt{BonusContext}\) structure with \(14\) named fields: number of dwarfs, armed dwarfs, adjacent dwellings, dogs, sheep, etc. This replaces a 17-positional-argument function signature.
Each furnishing has a bonus function \(\text{furnishingBonusPoints} : \text{FurnishingId} \to \text{BonusContext} \to \mathbb {N}\) that computes conditional bonus points based on game state.
There are \(48\) unique furnishing tiles.
6.2 Key furnishing properties
\(\text{furnishingBonusPoints}(\text{stateParlor}, \{ \text{numAdjacentDwellings} := 4\} ) = 16\).
State Parlor gives \(4\) points per adjacent dwelling.
\(\text{furnishingBonusPoints}(\text{broomChamber}, \{ \text{numDwarfs} := 5\} ) = 5\).
Broom Chamber gives \(1\) point per dwarf.
Prayer Chamber gives \(8\) bonus points when no dwarfs have weapons, but \(0\) when any dwarf is armed. This creates a hard choice between the peaceful and weapon-based strategies.
By the bonus function definition for Prayer Chamber.
\(\text{furnishingBonusPoints}(\text{weaponStorage}, \{ \text{numArmedDwarfs} := 5\} ) = 15\). (Weapon Storage gives \(+3\) per armed dwarf.)
\(3 \times 5 = 15\).
\(\text{furnishingBonusPoints}(\text{foodChamber}, \{ \text{grainCount} := 4, \text{vegCount} := 4\} ) = 8\).
Food Chamber gives \(1\) per grain and \(1\) per vegetable, capped appropriately.