Evo: Rules

The Last Gasp of the Dinosaurs - A Game by Philippe Keyaerts

3 to 5 players, Difficulty: 3, Ages 12 and up, Playing Time: 1-2 hours

Each turn is divided into 6 phases, in which Dinos move, fight, reproduce and evolve to ensure that their species has the characteristics to survive the various perils of prehistoric life. Players earn and spend mutation points to adapt their species for survival. But don't spend all of them - the remainder are counted to determine the winner.

Game CHARACTERISTICS
Careful bidding, a sharply honed survival instinct and inspired foresight are the keys to winning EVO. With very few random elements, EVO combines diverse game mechanics to keep both a tactical edge and an unusual sense of whimsy. Varied enough to play over and over again, EVO is a game that the entire family will enjoy!

217,453,883 years, seven months and 26 days before our time, the first dinosaurs left their home in the sea and climbed onto the land. The ever-changing climate was their first adversary, forcing them to remain constantly on the move. But weather was not their only problem. In order to survive and flourish, they had to evolve, and to do it quickly!

In EVO, you control the survival and evolution of a species of dinosaurs called "Dinos". You guide their migrations to temperate climates, you acquire the perfect genes to develop your Dinos and mutate them, and you push out other creatures that have yet to learn the meaning of the term "dominant species." At the end of the game, you and your Dinos will not be the winners unless you've evolved more quickly and successfully than everyone else.

Note: All complaints regarding scientific precision should be addressed to Mr. C. Darwin or to his successors.

In Brief

At the start of the game, each player has one Dino from which to propagate their species. The big problem is that the Dino and its progeny must survive in a constantly changing climate. Spaces on the board are in 4 colors to represent the different climates, some of which are quite harsh. Because climates change every turn, the Dinos have to move constantly in order to survive.

A player can evolve a species by "buying" new genes. For example, the "Feet" gene make Dinos move farther, the "Egg" gene allows Dinos to have more baby Dinos, the "Fur" gene protects from cold, and so on.

On every turn, climate is determined at random. The Dinos can then move to escape the harsher climes. New Dinos are born, then some Dinos die due to cold weather or extreme heat. The survivors provide "Mutation Points" to their player, which can then be used to buy new genes in the bidding phase.

This continues until the meteor hits which ends the game (and the Dinos). The player who kept the most mutation points becomes the master of evolution.

Components:

  • 1 Game Board with 2 reversible halves. This allows the board size to vary depending on the number of players.
  • 50 wooden Dino Tokens (10 in each of 5 colors) and 50 stickers which must be applied to the tokens.
  • 1 Information Board with a Climate Chart showing the climate for the turn, an Initiative Track used to note turn order for each phase, a Turn Track to note the number of turns played. This board should be placed to the side of the board.
  • 1 Bidding Board - to place the bids for new mutations. The outside edge of the bidding board is numbered to keep track of each player's mutation points.
  • 1 Wooden Meteor Marker - to track the number of turns played.
  • 1 Wooden Climate Marker - to track the current climate.
  • 5 Wooden Initiative/Bidding Markers - to note player order each turn.
  • 5 Wooden Mutation Markers - to mark each player's mutation points on the numbered track around edge of the board.
  • 5 Dino Portrait Cards - to indicate the features of each player's Dino species.
  • 62 Gene Counters - used to mark the Dino's abilities on their Portrait Cards.
  • 26 Event Cards - to alter the normal course of play.
  • 2 player Aid cards.
  • 1 Cloth Bag - for drawing random gene counters.
  • 1 Die - for rolling random events and settling ties.
  • 1 Rule Book - you're reading it.

Object of the Game:
The object of the game is to have the largest number of mutation points on the mutation point track when the meteor hits.

Setup of the Game:
Set up the game board. The size of the game board depends on the number of players. The board always consists of both halves.

With 3 players, use both of the smaller sides.
With 4 players, use either of the smaller and one of the larger sides.
With 5 players, use the two larger sides.

  • To be sure that the boards are assembled correctly, you can check that there are the same number of white stars beside the beaches as there are players (the starred beaches are the starting spaces for the players).
  • The information and bidding boards are placed beside the game board so that all players can see them.
  • The climate marker is placed on the yellow space of the climate chart.
  • The meteor marker is placed on the turn track. Place it on the space indicated according to the number of players in the game.
  • Place the 62 gene counters into the cloth bag.
  • Shuffle the event cards and deal 3 cards face down to each player. Once the cards are dealt, the players may look at their cards. The rest of the deck is placed face down next to the game board.
  • Each player takes a Dino Portrait Card. Then, each player chooses a color and takes the 10 Dino tokens, the initiative marker, and the mutation marker in that color. The mutation marker is placed on space 10 of the Mutation Points track on the bidding board. The Dino tokens and the initiative markers are set aside in each player's "Dino reserve".
  • The starting spaces (marked with a white star) for each player are chosen at random. Each player places their first Dino token on the starting space. Each player should now sit next to their starting space.

Phases of a Turn:

One turn of EVO is divided into 6 phases. For phases 3, 4 and 5, only proceed with the next phase when all players have completed their actions for the current phase.

1. Initiative: Determine the order in which players will complete the rest of the turn.
2. Climate: Determine the current climate for the rest of the turn.
3. Movement: The Dinos move and fight. Continue to phase 4 only after each player has moved.
4. Births: New Dinos appear. Continue to phase 5 only after each player has completed their new births (if any).
5. Survival and Mutation: Some Dinos die, and survivors receive mutation points. Continue to phase 6 only after each player has completed their survival and mutation.
6. Meteor & Evolution: Move the meteor one space closer to impact. If the meteor has not yet hit the planet, players bid for genes.

Phase 1: Initiative.

The length of a species' tail determines initiative. The player whose species has the longest tail begins, followed by the player whose species has the second longest tail, and so on. If there is a tie, the player having fewer Dinos goes before the other. If there is still a tie, roll the die to determine initiative (low roll goes first). Note: On the first turn of the game, all players are tied, so die rolls will determine initiative order.

Mark the turn order with the initiative pawns for each player on the track provided.

The order is determined only at the start of each turn.

Phase 2: Climate.

The climate can change each turn according to a die roll. Before throwing the die, the starting player checks to see if any player wishes to play an event card to alter the climate. After that, the starting player rolls the die.

Depending on the result of the die roll, the climate marker is moved on the climate chart as shown below.

3, 4, 5 or 6: move the marker clockwise on the climate chart;
1: move the marker counterclockwise on the climate chart;
2: do not move the marker.

The board is divided into spaces of 4 different colors. These four colors are also shown on the climate chart.
- Yellow spaces are beaches, which are the hottest spaces.
- Green spaces are plains, colder than beaches, but hotter than the hills.
- Brown spaces are hills, colder than the plains, but hotter than the mountains.
- Gray spaces are mountains. These are the coldest spaces.

Whichever climate is currently occupied by the climate marker shows the color of the moderate zone. The color one space to the right on the climate chart is just a bit colder and is called the cold zone. The color one space to the left is just a bit warmer and is called the hot zone. Any other zones (very hot or very cold zones) are deadly to Dinos; any Dinos in these climates will die. The climate determines the survival of the Dinos: all Dinos survive in moderate zones, but survival is tougher in hot and cold zones, and impossible in deadly zones. Dinos in deadly zones will die during the Survival Phase of the game.

Example 1: If the climate marker is on a green space on the climate chart, it means that the green spaces on the game board are moderate zones, the browns are cold, the yellows are hot, and the gray spaces are deadly (very cold).

Example 2: If the climate marker is on the gray space on the climate chart, the gray spaces on the game board are moderate zones, the brown spaces are hot, there are no cold zones, and yellow and green spaces are deadly (very hot).

Phase 3: Movement and Combat.

Moving Dinos

  • The number of feet a species has determines how many movement points a player has between all of their Dinos. A movement point allows the player to move one Dino from a space to an adjacent space on the game board.
  • At the start of the game, all species have one foot. This means that only one Dino from each player may be moved only one space. If a species later gains a second foot, it can either move one Dino two spaces or two Dinos one space each.
  • Movement is to an adjacent space, regardless of color.
  • Movement is optional.
  • There may only be one Dino in each space.
  • If a Dino wishes to move into an space occupied by another Dino, it must fight the Dino currently residing there before moving (see combat below).
  • Dinos never attack their own species. It is therefore forbidden to move a Dino into a space already occupied by another Dino of the same species.

Note: Climate does not matter during movement. A Dino can move into or through a deadly zone, but it dies during the survival phase if it remains there.

Combat Resolution

  • Combat is handled by comparing the number of horns each combatant has, and rolling the die. The attacker (the Dino that is attempting to move into the occupied space) rolls the die. Note: Even if the attacker loses the combat, the attacker uses up one movement point for attempting the move.
  • The outcome of the attack depends on the difference of the number of horns owned by both species.
  • If both species have the same number of horns (as at the beginning of the game), the attacker wins on a roll of 1 or 2. Otherwise, the defender wins.
  • If the attacker has 1 more horn than the defender (1 vs. 0 or 2 vs. 1, for example), the attacker wins on a roll of 1-4.
  • If the attacker has a two or more horn advantage, the attacker wins on a roll of 1-5.
  • If the attacker has one fewer horn than the defender, the attacker wins only on a roll of 1.
  • If the attacker has a deficit of 2 or more horns, the attacker cannot attack.
  • Number of horns' difference between the attacker and defender.

The attacker has: It wins on: It loses on:
Equal # of horns 1 or 2 3, 4, 5 or 6
+1 horn 1, 2, 3 or 4 5 or 6
+2 (or more) horns 1, 2, 3, 4 or 5 6
-1 horn 1 2, 3, 4, 5 or 6
-2 (or more) horns Cannot Attack

The losing Dino is removed from the board, and placed back in the owner's Dino reserve.

After combat, a victorious attacker moves into the now empty space.

Phase 4: Births.

Each player places as many baby Dinos on the board as their species has eggs. (Only one baby Dino per player on the first turn, as each player has only one egg gene).

A baby Dino must be placed on an empty space adjacent to an adult Dino of the same species. An adult Dino is a Dino who was on the board before the start of the Birth phase.

Births must be placed unless there are no available spaces, or all 10 Dinos of a species are already on the board.

Phase 5: Survival and Mutation Points.

Determining Surviving Dinos

Remember: the climate marker indicates the color of moderate zones. The color to the right represents cold zones, the color to the left of the marker represents hot zones. The other zones are deadly.
- All Dinos in moderate zones survive.
- In cold zones, each species can only keep as many Dinos on the board as the species has fur genes.
- In hot zones, the player may only keep as many Dinos on the board as the species has parasol genes.
- All Dinos in deadly zones die, and are removed from the board and returned to their player's Dino reserve.

Each player chooses which Dinos of their species are removed from the board.

Example: The climate marker is on a brown space on the climate chart. Player A has a Dino on a beach, two on the plains, five on the hills, and two in the mountains. Player A's species has two furs and a parasol. The Dino on the beach is removed (deadly zone) and one of the Dinos on the plains is removed (it is a hot zone and the species has only one parasol). The two Dinos in the mountains are protected by their furs. If the climate marker was on the yellow space, Player A would have lost the five Dinos in the hills (very cold and therefore deadly), and the two in the mountains (also very cold). The parasol would have been useless (there is no hot zone.)

Assigning Mutation Points
Each player receives a mutation point for each surviving Dino on the board. Move the mutation point markers around the track to reflect the changes.

Mutation points are used to buy new genes to improve the survivability of the species of Dinos, but they also are used to determine the winner of the game (the player with the most Mutation Points at the end of the game is the winner).

Phase 6: Meteor and Evolution.

Moving the Meteor Marker

The meteor marker is advanced one space along the meteor track. If the meteor is moved onto a space that is marked by a number on a die, the first player rolls the die. If the number rolled is less than or equal to the number shown on the space, the meteor strikes the planet, and the game ends immediately.

If the game does not end, the players may now buy new genes.

Evolutionary Bidding

At the beginning of the game, all of the species of Dinos are identical. In this phase, players buy new genes (as described below) which modify the capabilities of their species. The gene counters are placed on the species portrait to note the enhanced ability. There is no bidding for genes on the last turn of the game.

The first player randomly draws from the bag as many genes as there are players in the game. These genes are then placed (one gene per row) in the empty spaces on the left hand side of the zero spaces on the bidding table.

The first player takes their initiative marker and places it on the bidding table, on a number in the row corresponding to the gene which they wish to buy. This number represents the starting bid price (This could be 0).

Each player in turn, marks one of the genes in the same way. Players who wish to bid for a gene which has already been bid on must place their marker on a higher value in the same row as the previous bid for that gene. When this occurs, the player who was just outbid must immediately place a new valid bid. The new bid may be a higher bid for the same gene, or a bid on a different gene.

Note: The bidding table goes high enough to cover most bids that players are likely to make. However, if players wish to bid more than 6 mutation points for a gene, they are allowed to do so. Keep track of these extremely high bids in a method agreeable to all players in the game.