Cave-in – board game

Wealth and Glory awaits you!

Cave-In is a game for 2 to 4 players, competing to mine Hexis crystals. As a mining boss, you will have to recruit new mercenary laborers, use their skills, and collect precious artifacts. Never let your guard down though, as your competition is waiting for a chance to buy off your trusted men and steal the bounty from under your nose!


In the far future countless alien species explore the galaxy in search of fortune and fame. The last interstellar war ended over fifty years ago and since then peace treaties have been in power. Trade routes are set, civilizations flourish and a new source of power was discovered – the Hexis crystals. On moon Corund of planet Cyrkon Prime, space nations arrive to influence history once again…

Let your space adventure begin

The goal of the game is to get as many victory points as possible before the crystal mine collapses. To overcome your competition you will have to recruit mercenaries, use their skills to achieve your objectives, and collect precious artifacts. However, you’ll have to keep looking over your shoulder! Your fellow Guild members are only waiting for a chance to buy your trusted men off and steal the bounty from under your nose!

Unique “Discard building” mechanics

Star Scrappers: Cave-in introduces unique game mechanics called “discard building”. With every action taken, players put their mercenaries into their discard piles. The order of the discarded cards matters, because your top card is your Leader and gives you a special action at the beginning of your next turn. Beware, if your discard grows too much, it will draw the attention of other players who will not hesitate to steal cards from you – they’re just bribing your own men!


Cave-in: Rulebook


Cave-in introduces 6 exceptional races


Terrons are descendants of the humans that came to this Galaxy a long time ago. During a thousand years, united in the Interstellar Terron Federation, they have colonized many corners of the universe. At the base of they success lies ambition. Ambition that knows no bounds. This Terron trait drives them ever forward, to conquer new territories, to discover the unknown, to move the frontier of the Federation one step forward.


Metanels are strange machines endowed with artificial intelligence whose true origin is still a mystery. Metanels themselves claim that they come from the Hunter’s House, but the maps of the known Galaxy do not show anything of a similar name. This peaceful, mechanical race wanders through space in search of the traces of its mythical creators who have made the Metanels in their own image and then left for the stars.


The Hy’dran Empire is spreading over a large area in the known Galaxy. Dozens of legions called Shoals, under the leadership of all-powerful Primus warlords, are constantly fighting for influence and power. The Hy’dran Empire has been ruled by the iron tentacles of the oppressive Archprimus, uniting his minions by the power of the legions and the mysterious Church of the Deep Abyss.


Bizarre, large humanoids whose body is made of crystal. The quartz lifeform that developed in spite of all the known laws governing the universe is considered the oldest intelligent race in the Galaxy. Representatives of the crystal race are characterized by wisdom and possess unimaginable knowledge of the cosmos, transmitted from generation to generation. They are so long-lived that most organic species consider them immortal.


Weedlocks are biological beings that come in various shapes and sizes. No form of a Weedlock seems final. Continuous evolution and mutation ensure this race survives even in hostile conditions. The death of thousands of specimen is not a tragedy as such, but an adaptation mechanism that will provide useful genetic information for the future generations. It seems that the Weedlock community is always supervised by some higher being or some sort of collective consciousness.


Androids created by the Terrons as the ultimate weapon against the Hy’dran Empire. Deadly machines capable of independent, abstract thinking were supposed to win the war and ensure their creators’ dominance in the Galaxy. Historians argue what went wrong with the project, and conspiracy theorists point to sabotage as the cause of the rebellion. The fact is that the greatest achievement of the Terron technology and the culmination of the artificial intelligence program – cyber-witches – proved to be the end of it.
Hexy Studio