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Board game "Evolution" - everything you wanted to know about animals, but were afraid to ask. Board game evolution Board evolution rules

In this game, you will create new types of animals, stuff them into water and holes, launch them into the air, make them predatory and poisonous. True, not all of your pets will survive in a hungry year, and the neighbors are not asleep, setting their monsters on you. Today on the Pink sofa we will deal with Evolution.

The Evolution game and its add-on Time to fly are published by the company Correct Games. This is a card game in which players act as creators - geneticists and grow something huge, predatory and poisonous from a small and fluffy one. And it's not enough to grow it - you also need to feed it, otherwise your pet will die under the approving comments of opponents and the malicious hiss of their living creatures. But everything is in order ...

Evolution.


So are we poisonous or not?
And then I accidentally bit my tongue.

The box is made in the form of a pencil case with a retractable cardboard insert.
Inside there is a deck of cards made on thick paper with high-quality printing, rules, a memo on properties, two dice and food markers.

The essence of the game is as follows: by laying out one or more cards face down, we will put other cards under the bottom - properties and develop our animal, giving it various skills that will contribute to its survival.

Let's see what can be done with our initially harmless pet.

Cards.

Losing weight in this game is not held in high esteem, so increase your “suffocation” fat reserve, and the more it is, the more chances you have to survive hunger in a lean year. Just like on cards with the Predator mod, here we see alternative use cases. You can shove your ward into a hole, feed him and calmly survive the attacks of predators, and by growing “eyepieces on sticks” for ourselves, we will be able to see “camouflaged” living creatures hiding in rough terrain.

And our acquaintance with the deck is completed by single cards, which can only be used for their intended purpose. But these properties are very useful - by discarding the “tail” (discarding any property of your animal), you can leave the Predator with nothing, and Mimicry will allow you to feed the “party ally” you don’t like instead of your attacked pet. Well, and water - having the “Waterfowl” property, your Big Burrowing Scavenger, having gone under water, will not remain there, but will emerge when Predators of opponents without such a skill run in a flock along the shore.

A game.

A detailed memo with pictures will tell you about how Mitina's evil hamsters mercilessly devoured Vanya's unfortunate gophers. It is very accessible and instructive, and most importantly, it shows the entire gameplay and possible errors by example. There is also a publisher support forum where you can find answers to all your questions.

The gameplay is quite simple:

Phase 1. Creator at work.

In addition to the basic properties, you can also make bonds between your animals, which will allow them to protect each other and get more food. For example, a burrowing Pirate will not turn into decay until its large and predatory waterfowl brethren die, which, in turn, feeds on a pair with a fast Scavenger.

Entire communities of living creatures, symbioses and mutually beneficial absorption of their own kind are obtained.

Phase 2. To eat or not to eat - that is the question?

Depending on the number of players, we roll the dice, add "2" if necessary and get food chips, which we will share among all players. In our case, two thinkers will share 7 chips (5 fell on the die and 2 we add according to the rules). Now the fun begins, because the one who does not eat, he dies.

Phase 3. Evolving with you - you will learn to eat all sorts of filth.

Each mutation on the table needs to be fed. And the pets eat a lot. If this is a simple burrowing Pirate, then one piece of meat is enough for him, when, as a large predator, as many as three are needed. You can’t take more than you can eat if there is no fat reserve. Here is an overweight, fast Scavenger, who can save some food for a hungry year. Predators can eat both their own and other people's animals, getting chips not from a limited supply of food, but from a reserve. Unfed individuals die and go to the player's personal discard pile. After that, we count the survivors and get cards.

When the common deck runs out, the game ends. The scoring is simple - for each surviving animal on the table, the player receives 2 points, 1 point for each ability, and additional points if they are indicated on the ability cards. In case of equality, we count the decks of personal discards.

If you look closely at the possible habitats of our mutations, then the first thing that comes to mind is “legs, tail, and where are the wings.” And this injustice was resolved in the supplement

Evolution - time to fly.


Born to crawl, let him soar.
From the Creator's drafts.

The same familiar pencil case, only small in size, contains a familiar set: cards, rules, a cube and markers.

Let's start with useful properties that will allow the weak and frail to be saved. Now you can hide in a shell or spit an ink cloud, confusing a predatory opponent.

We have already met predatory properties, but the Angler is something completely new. He is so scary that the master in the printing shop turned the stamp over, so this card is printed "in a mirror" from all the others. The terrifying pumpon fish has very peculiar properties and allows you to trap enemy Predators.

A viviparous can increase the number of your pets, and the new animal will be considered immediately fed.

All cards and markers fit seamlessly into the base game box, saving you shelf space.

There is another addition to the game "Continents", a review of which can be read by clicking on.

Game impressions.

After the first game, I sadly looked at the dead and eaten, and mentally cursed my opponents. After a while, the understanding of the mechanics came and the desire to play again. Subsequent games were much more logical and thought out. The addition eliminates many controversial points that I noticed when playing with the main set of cards (the complete lack of chances for survival of new individuals in the presence of Predators from the opponent, the invulnerability of developed predators - their extinction depended only on the amount of food, etc.). Therefore, it makes no sense to dwell on them, especially since the new revision of the rules also removes the biggest drawback - now, if all the animals die, the player takes 6 cards from the deck again, and does not sit, accumulating the deck and losing moves. And everything would be fine, and the game would have deserved an “excellent” rating, if not for a significant, in my opinion, shortcoming, which I will point out below.

Critical remarks.

Food markers do not stand up to criticism - thin, uncomfortable, incomprehensible color (especially fat reserves) flat plastic squares. Wooden colored cubes would look much better.

Design of cards "for an amateur" He either likes it very much or categorically does not like it. There is no middle. Sometimes one gets the feeling of flipping through some scientific reference book. My daughter and I like the design, my wife does not.

The game does not have a limit on the number of cards in a hand and the need to put them on the playing field (and this is very strange). You can just sit and accumulate properties, and at the end of the game lay out a whole army of predatory Lemmings and win. Although, if there is a hungry year and opponents have developed predators, then the chances fall, nevertheless - if all players adhere to such a strategy, then the game will look something like this: all participants, in turn, will draw the entire deck into their hand. Then the opponents will lay out all their animals in one turn, providing them with a mass of properties. After feeding and eating each other, the winner will be revealed. That is, a game for one effective move, the rest of the time is a simple collection of cards. If a player were required to put one card on the table at least once every two turns, and the number of cards in his hand was maximum ten .....

If the first two comments are not critical and are caused by personal preferences, then the last one, in my opinion, crosses out all the interesting game mechanics and needs to be improved.

In this regard, I contacted the director of the project "Correct Games" Ivan Tulovsky and received clarifications, the essence of which was as follows: this strategy of accumulating cards gives positive results only in 15% of cases, if other players do not follow this technique.

The developers know about this strategy, but, based on the percentage and results of the tournaments held, they do not consider it necessary to change anything in the rules.

Let's take our word for it and wish you good luck in future developments. Although my personal opinion is that the rules need to be improved.

Prehistory of the publication “Evolution. Natural selection” is very unusual. Initially, the game was invented by Dmitry Knorre, an employee of the Research Institute of Physical and Chemical Laboratory. The publishing house "Correct Games" released it. Foreign publishers really liked the idea of ​​the game and in 2014 they re-released it, having previously corrected the mechanics and completely redid the artwork. And now, we have before us the localization of a game released in the West, created on the basis of the Russian one - isn't it, it's already interesting!

Box of Russian localization - Evolution. Natural selection

In the box

Waterhole board, 24 animal boards, 180 double-sided food tokens, 48 ​​wooden markers, 129 property cards, 6 food bags, 1 Starter Player figure.

The quality of "localization"

The Russian version is published at a good level. The print is bright, beautiful, but not poisonous. Player boards and tokens made of very thick cardboard.

The only drawback is the insufficient thickness of the cards, but there are games with much worse quality on hand (hello "Master of Orion"). .

Quality cardboard and rich art

What is the game about

The name of the game is not taken from the ceiling, it is not due only to the presence of animals and their properties, the mechanism of natural selection is really perfectly shown here. At the beginning of the game, when players get their tablets, they don't know what kind of creatures they will create and what properties they will be given. But here are the cards in hand - you need to build on them.

Herbivores immediately begin to grow "Long necks", develop in themselves "Gluttony", or "Fecundity". But as soon as a predator appears in the habitat, herbivores immediately invent means of protection against it - someone grows a shell, someone crawls into trees, someone begins to graze in herds. This is the moment I like the most in the game - for every external factor, after a short time, a countermeasure appears, ensuring the survival of the species.

Rules (how to play)

All players are dealt an animal board, which indicates the body size of this species and its population (number of individuals). Then three cards are dealt, plus one card for each type of animal (on the first move, all 4, and then - who will develop how). One card is played per waterhole. Further, starting from the first player, you can play cards from your hand (you may not play them) in several ways:

  1. For a discarded card, take a tablet of a new type
  2. Give an ability on the ability card to an animal species by placing this card in front of it (but no more than 3 properties)
  3. Discard a card and raise the population of the animal by 1 level.
  4. Discard a card and raise the animal's body size by 1 level.

After the cards are played, food cards are revealed - what number is indicated on the played card, how much food will appear at the watering hole. Then, starting with the first player, the owners feed their animals by placing food tokens on the species boards. Food should be enough for the size of the population of this species. If the animals do not have enough food, then the size of the population is reduced to the size of a fed population or the species dies. All food tokens are removed into the players' personal bags - they become the main base of victory points. The right of the first move is transferred to the next player, and the game continues until the stack of cards runs out. The game chips from the bags are counted, the sizes of animal populations and the properties of these animals are added to them - the winner is determined by the result.

Who is the game for?

It should be noted that the game "Evolution" cannot be recommended to absolutely all game cells. Due to the presence of several characteristic features.

  1. Conflict - although I would not classify this game as a very conflicting one, it’s worth recognizing that not everyone will like it when a predator eats their animal. Therefore, if your priority is cooperative adventures and indirect effects on other players, this game will not work.
  2. An insufficient number of animal properties is a minus on the one hand: you want more and more diverse properties so that you can create very, very many viable species. On the other hand, a large number of properties will not allow you to create exactly the animal that you intended, since the necessary cards will come across less often and this will cause a large amount of randomness.

Player bags

Important! Those who wish to get to the bottom of effective combinations on their own can skip this item.

Upgrading the Predator

In my opinion, there are two main options for the development of a predator:

  1. To endow the predator with "intelligence" and "packing" in order to cancel the properties of herbivores that prevent the saturation of our little animal, and add the size of the population to the body size. However, this option is not final - it may well turn out that the herbivore will go into a deaf defense and will grow, in addition to "herding", also "shells", and climb trees - you can’t cancel all the properties here.
  2. Endowing a predator with the properties of "scavenger" and "gluttony" is also a very effective combination, but such a predator will receive a food base by feeding another predator. If there is no second predator, and other players have all herbivores reliably protected, you can grow a herbivore prey yourself.

Leveling up the herbivore

There are more options to grow a herbivore that will bring victory:

  1. If no one develops predators, then the number of herbivores will be large and, most likely, not everyone will have enough food at the watering hole, so the bundles of “intelligence” and “gluttony” will be effective - then the player, discarding cards, will be able to feed his animal not from the watering hole, but from the general food supply. You can also add "long-necked" or "cooperation" here to increase the feeding of the first or give food to the second, third, etc. mind.
  2. If there are predators, then it becomes important to collect both the properties that allow you to feed and defend yourself:
  • collect "Herding", "Gluttony", "Long Neck" and grow a larger body so that the predator, canceling the herd and attacking, could be saturated immediately and not attack again.
  • collect "Intelligence", "Gluttony" and "Nornost". By combining: "Intelligence" + "Voraciousness" to be satiated, and using "Nornost" to prevent the predator from attacking if they are full.
  • collect "Shell", "Herding", "Climbing". Such a herbivore will be too tough for a predator, but it will be harder to solve the problem with its own nutrition.
  • collect “Horns”, “Fecundity”, something for food - the population will grow, and the horns will scare away the predator.
  • grow several interdependent animals using the properties - "Cooperation", "Symbiosis", "Cooperation".
  • to grow an animal specially without properties to feed predators, so that it would be expensive to attack other species.

Not all interesting combinations of animal properties are given, and you will surely find many more interesting ones on your own!

  1. At the beginning of the game, the Fertility property is very beneficial - it will allow you to increase the population and save a lot of cards.
  2. It is very dangerous to leave an animal with a minimal population - if attacked by a predator, you can lose the species forever.
  3. When playing as a herbivore, it is beneficial to raise the body - the faster the predator is satiated, the less animals it will eat.
  4. The points you get are directly dependent on the population - it is very profitable to raise the populations of your animals as quickly as possible.

Opinion

"Evolution. Natural Selection is a simple, beautiful game that perfectly shows the mechanism of natural selection. Along with beautiful design and interesting mechanics, there are some features - conflict and insufficient variety of animal properties. Nevertheless, the children and I liked Evolution, but my wife remained indifferent to it, perhaps this topic is simply not hers. If possible, try it - the game deserves attention and is able to interest both beginners and experienced players of all ages.

Grade: 6/10

  • (Evolution)
Simple
Simple
Moderate. It is expressed in the eating of herbivorous animals by predators.
Good (the art is beautiful, the tablets and tokens are even).
Pretty well represented due to the properties of animals, feeding, predator attacks, etc.
Moderate. Due to the small number of abilities, after a few games you want more variety. They promise to fix it with additions.
ImpressionA good game with interesting themes and mechanics.
Game time, minAround 60 minutes.
Company, people2-6
How much spaceMedium size table.

Today, about 8.7 million species of living beings live on Earth - from unicellular to mammals. There are many more species - about half a billion! - inhabited our planet in the past, but did not survive to this day. All these creatures were born - and left it - thanks to a single process of evolution, the essence of which can be summed up in three words: survival of the fittest.

"Evolution" is a desktop simulation of the development of life on Earth, based on the Darwinian principle of natural selection. Each player develops his own population of living creatures, endowing them with various properties - adaptations to environmental conditions. Properties help animals compete for food resources that are limited and change unpredictably over time. Creatures that do not get food die, and survivors allow even more animals and properties to be introduced into the game. The winner is the opponent whose population will be the most developed and numerous by the end of the game.

Living creatures and their properties are represented in the game by cards. Their shirt features a lizard, the symbol of the animal. Each card that is face down on the table in front of a player counts as one of his creatures. On the front side of the card, the property is indicated: "Predator", "Waterfowl", "Symbiosis", "Mimicry" - a total of 19 different ones. An ability can only be played on an animal, placing the card face up under the creature so that all players can see what property the animal now has. On some cards, two properties are indicated at once: in this case, the player must choose which one he wants to give his creature, and turn the card to the desired side up. When an animal dies (from starvation or for any other reason), it, along with all its properties, is sent to the owner's discard pile.

Each player starts the game with six cards in their hand. The game lasts several turns - usually 10 to 15 - until the cards in the deck run out. The turn consists of four phases: development, determination of the food supply, nutrition and extinction. In each phase, the opponents act in turn, starting with the first player. At the end of the turn, the right to act first passes clockwise.

In the phase of determining the food supply, it is known how much food is available to animals this turn. This number depends on the number of players. For example, in a two-player game, the first player rolls one die and adds 2 to its value, and in a three-player game, he rolls two dice and sums up the numbers that have fallen on them. Then the required number of red food chips is laid out in the center of the table. In addition to them, there are also blue and yellow chips in the game, but they are used in a special way. Blue tokens are food from additional sources (for example, when a predator eats another creature, it gets exactly blue tokens), and yellow ones are fat accumulated due to the “Fat Reserve”.

When the chips in the food base are over (or all the players' animals have eaten), the extinction phase begins. Each creature that lacks at least one food token to be full dies and goes to the discard pile with all of its properties. To survive hunger, the animal can hibernate (but this property is applied only once every two turns) or use the fat reserve - if it has accumulated it during previous turns. Finally, each player counts how many creatures they have left and draws one card from the deck for each, plus one more card on top.

If, after the cards are dealt, the deck is exhausted, the opponents play out the last move and then count up the victory points. Each surviving creature is worth 2 points to its master, and each property is worth 1 point. In addition, additional points are given for cards that increase the need for food. The one with the most points at the end is the winner.

"Evolution" is one of the most popular domestic board games, well known both here and abroad. It is willingly played by those who like simple short board games, and those who like to build complex multi-way strategies. "Evolution" is both an exciting intellectual competition for all ages and an entertaining biology lesson. No wonder "Evolution" was highly appreciated not only by the players, but also by scientists and teachers.

If you have any questions about the rules of our game, we will be happy to answer on a special forum about it on the international portal BoardGameGeek in Russian.

Recognition of evolution

Immediately after its birth, "Evolution" collected a whole bunch of board game awards and titles. It was recognized as the best game of the Krasnoyarsk Meeple-2010 exhibition and received the Tesera-2011 award as the best card game. In addition, it became the game of the year according to Boardgamer.ru, Boardgames and Uncut Board Games. In 2013, "Evolution" became one of three nominees for the international Toy Award, which is presented at the largest toy exhibition in Nuremberg, and also received the Start Up children's festival award.

In 2011, "Evolution" came to education. The presentations of the game were held as part of the Tenth Moscow Pedagogical Marathon of Academic Subjects and the All-Russian Congress of Biology Teachers. Articles about "Evolution" have been published in Russian and Ukrainian pedagogical publications, and in 2013 the American University of Minot included the game in the course of general acquaintance with biology.

The review turned out to be positive, the author liked the game mechanics and even the non-standard design of the cards also appealed to him. Also in the review, the pros and cons of this board are given and several ideas are expressed about possible additions for Evolution.

Once upon a time, dinosaurs reigned on Earth, actively eating each other. But evolution did not stand still, and now people consider themselves the crown of creation ... who, however, no longer eat each other, although they still fight. Progress! 🙂

But in the reviewed game, the matter has not yet reached the people. What does this mean in light of the previous paragraph? Right! Have to eat. Everyone wants to eat, and without eating someone, evolution is simply impossible.

In general, the game is able to please not only supporters of evolutionary theory. Proponents of creationism will also find very pleasant aspects in it - and above all, the opportunity to have fun with the creation of living organisms. And how viable these organisms will be ... well, practice will show. The strong and cunning will survive. Others, alas, are the opposite. Evolution!

The Right Games project brought to our attention a new Russian development - so let's take a closer look at it.

The game "Evolution" is a card game and is designed for 2-4 players. The popular-cognitive aspect is especially stated (one of the authors is a biologist). About the number of players and cognition, the conversation is still ahead, but for now, let's start with the components.

The cards do not cause the slightest criticism - they are dense, excellently cut, and the printing is quite high quality. The box is traditionally too big and uncomfortable, but this is just as traditionally treated by shifting the deck into a standard CCG deckbox. I don't even consider this a disadvantage. 🙂 In addition to cards, the game uses 2d6 dice and colored counter tokens.

That's interesting with tokens. The game is available in two versions, which are just the tokens and differ. The standard option is simple plastic squares. A more expensive option is that the counters are made from painted acorns. When I found out about this, I was a little puzzled.

In general, of course, the practice of releasing regular and deluxe versions of games exists. But usually they have some very noticeable differences that warm the soul of the aesthete-collector. 🙂 Here, all the difference lies only in these tokens. Well, deluxe boxes also have a corresponding inscription. That is, it doesn’t really pull on the “deluxe”, although it will cost, of course, more. Taking into account the fact that these tokens are easily replaced by any material at hand - even coins, even multi-colored pieces of wood from other desktops - such marketing seems somewhat doubtful. However, I'm not a salesperson...

Let's continue the topic of marketing and components. Those who follow the Russian gaming blogosphere should remember that even before Evolution appeared on the general market, many turned up their noses at art and card design. Yes, and now they are turning back, what is already there.

And here I will express my personal, but categorical opinion: guys, the maps are drawn very well! The emphasized simplicity of the design style is quite appropriate and has a certain charm. If you hold the cards in your hands, then it does not cause any rejection - after all, this is not a fantasy CCG with colorful multi-colored pictures ... which publishers often use as an excuse to steal extra money from the buyer, in every possible way emphasizing the coolness of "specially invited artists". 🙂 This graphic has its own style, it is informative and moderately funny. This is exactly what is needed. By the way, the lizard depicted on the shirt (see the very first image) is used in the text as a substitute for the word "animal" (see three other images).

But the box is yes. Her design is not very good. From the picture in the "header" it can be seen that a set of pictures illustrating the properties of the cards is simply used here. It didn't have to be like that. Well, what was it worth choosing three property cards in an unusual combination and drawing the corresponding miracle Yudo all in the same style? And then another. And on their cover, so that they would sit there and look at each other badly, holding in their paws those very cards of their own properties. 🙂 The back side of the box is decorated quite well.

And one more thing about the design. This fact has also been widely discussed and caused considerable bewilderment. For some reason, the English names of properties are given on the maps. Why - and who would know. For a presumably foreign audience, it is useless: the main text is in Russian. True, there is an insert in the box, where the properties are written in two languages ​​in parallel ... but the rules are still given only in Russian. 🙂 And now look at the third image. When I first saw this card, my eyes, jumping from the English word “burrowing”, by inertia read the following word, also in Latin: “ burrowing hophoe". 🙂 After that, the brain loaded for a long time, what would that mean. And I would also write off what happened to my beloved (at work I have to read in English more than in Russian) ... but then another person admitted to me the same thing.

In general, the “external” part of the review can be summarized as follows: the art is quite adequate, but the box in front should be redrawn, and the design of the cards could be improved somewhat.

And now let's move on to the "internal" part, that is, the game itself with its mechanics.

The mechanics are very vaguely reminiscent of those very fantasy CCGs. You know, the player brings creatures (or allies, or whatever they are called) to the table, subsequently fighting each other. But there, each creature initially has some special properties and advantages, and in the "Evolution" they are all initially the same and extremely primitive - the main idea is just to develop them for further most effective survival. Development takes place... well, in terms of the CCG, about the same as auras are hung on creatures.

Let's look a little higher at the cards. There are 84 of them in the deck, and each can be used in two or even three ways:

  • Put it face down, and then it will be the same original animal. Unit. Extremely primitive - such an animal is not yet capable of anything, and only wants to eat so as not to die of hunger.
  • Place face up on an already existing animal, which in this case evolves and gains the property described by the card.
  • Some cards are overprinted with one of two "base" properties: "predator" or "fat". Such a card can be played as in the previous case, but use not its main property, but the overprint property.

Each move (although here it is possible to consider turns as rounds) consists of two main and two auxiliary phases.

The first phase is pure creationism. 🙂 Players create and develop animals in the ways described above. You can put cards from your hands (this is done in turn: one player one card at a time) until everyone has passed (depletion of cards in the hand also counts as a pass).

The second phase is auxiliary - based on the cubes, it is determined how much food nature has deformed. Both abundance and global crop failure can happen. This is where counter chips are placed on the table, indicating the amount of food available.

The third phase is the most interesting. This is where the actual evolution begins. 🙂 Animals brought to the table begin to eat the unborn food, sharply competing with each other. And also to eat each other - do you remember the “predator” property? All other abilities played are triggered immediately. Units with the "interaction" property stuffed for food quickly, decisively and, most importantly, together - leaving others less chance to eat. Burrowing animals, having eaten, hide in their cozy minks, quietly laughing at the predators. Big animals from the height of their height wanted to spit on the attempts of small predators ... however, they need to eat more than the rest. Fast hustlers just run away - at least they try (throw to wash a la Munchkin, yeah). Particularly sophisticated in the art of disguise brazenly pretend that they were not here ... 🙂 And so on.

The interest, in fact, lies in how animals with all their properties can (if they can) get out against the whims of mother nature. Indeed, in the first phase, when creating animals, the players have no idea what will fall out in the second. And the third phase will actually check what their creations are worth in the face of harsh reality. That's what evolution is for: the strong survive, the weak... alas.

The fourth phase is purely technical: all animals that do not have enough food tokens to feed them die out. The cards that make them up are discarded. And the players collect new cards, and their number will be determined by the number of surviving animals under control. Life is a dishonest thing: woe to the vanquished!

The game ends when the deck is depleted, and the winner is determined by points. Surviving animals and their level of development (that is, the number of properties) are taken into account. Based on several games played, I got the impression that the game is noticeably more interesting for 3-4 players than for two: temporary game alliances with the collective suppression of the strongest become possible, while with two players one mistake can decide the outcome of the game. But you can also play together, and it's quite normal.

The gameplay turned out to be quite non-trivial. Each time in the first phase, you have to decide how many cards to withdraw as new units, and how many (and which ones) to play in development. At the same time, it is also necessary to take into account the actions of opponents (if there are a lot of predators, then they will devour them! But if there is an interacting flock?!) and somehow proceed from possible crop failures. Yes, and when feeding, you need to think (see the training game attached to the rules). In general, it is non-trivial.

The educational goal, I believe, has been successfully achieved. The game, of course, is not an independent manual on biology, but it is quite possible to arouse interest and enthusiasm. If I were the author, I would try to come up with an example of a game that could be paralleled with some real example from biology - even the simplest, but real. Surely it can be done. And to his website.

What I also liked about Evolution was the good development potential. Even without being a biologist, I can immediately name a few ideas for releasing add-ons. By itself, more complex properties arise that work either in combination or are mutually exclusive with other properties. For example, the Amphibian trait can only be played on an animal with the Aquatic trait, and when played, will prevent all predators that are not themselves amphibians from eating that animal. The Flying property, on the other hand, is incompatible with the Waterfowl and Burrow properties, and an animal with this property can only be eaten by a flying predator... In general, you can make at least one addition, and let's hope it comes to that.

In the game "Evolution" you are invited to combine various properties (adaptations) of animals and develop your own population in the face of a constantly changing amount of resources - food. By regulating animal populations, gaining new beneficial traits, and countering rivals, the player's population must survive and dominate the ecosystem by the end of the game.

victory condition

The winner is the player with the most points at the end of the game. The player receives points for all his surviving animals and the properties they acquired.

Preparing for the game

Mix the deck thoroughly and give each player six cards from the top of the deck - this will be the player's hand. Place the deck face up in the center of the table. Place food chips nearby: red ones are “food base”, blue ones are “additional food” and yellow ones are “fat reserves”. Then, by lot, determine which of the players will go first (hereinafter referred to as the first player).

Turn order

The game is moving along. The turn is divided into phases:
  • development phase;
  • phase of determining the food base;
  • power phase;
  • extinction phase and getting new cards.
  • In each phase, the players act in turn, starting with the first player and proceeding clockwise. The development phase and the feeding phase of the animals include several circles: after the end of the first circle, the first player again acts, and so on. A player who for some reason can no longer act in the current phase skips his turn.

    Development phase

    During this phase of the turn, players may play cards from their hand onto the table. The cards used in the game have an image of an animal on one side and a description of some property on the other. Each card can be played either as an animal, in which case it is placed face up, or as an ability. In this case, the card with the ability is placed under the card of the animal on which it is played. Some cards contain two properties (the second property is indicated at the bottom of the card, for example, "Predator"). When laying out such a card, the player must decide which of the two properties he will use, and put the card up with the side on which the desired property is indicated. This decision of the player is final, he will not be able to turn over the card and use the second ability in the future. Cards played on a pair of animals, such as "Interaction", are placed between the cards of the animals on which they are played. The development phase includes several circles. Players lay down cards one at a time, starting with the first player, then clockwise, then the second round begins, and so on. During this phase, a player may play any number of cards from their hand. If the player doesn't want to bring a new animal or a new property into play, they say "pass". The saver cannot play any new cards during this phase of the turn and will skip their turn. If the player runs out of cards in his hand - he must say "pass". When all players have passed, this turn phase ends.

    The forage base determination phase

    This phase determines how much food will be available in the current turn. It depends on the number of players and the results of the six-sided die roll:
  • 2 players - 1 die result +2
  • 3 players - result of rolling two dice
  • 4 players - 2 dice result +2
  • The first player rolls the dice. When the amount of food is determined, the corresponding number of red chips is placed in a separate pile in the center of the table - this is the food supply for this turn.

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