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Figure 1.
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Figure 2.
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Every player takes one of the cups to store their Colonies in. Keep
this 'main store' near your Gene Pool.
Remove the "Survival Handicap" card and the two "Survival Advantage"
cards from the Ecological Niche pack, and the two "Species
Overspecialised" cards from the Mutation pack. You will not need them
in this first learning 'phase'.
ALSO you will only need 25 cards in the Natural Selection pack. They
are 8 x "Plague", 5 x "Colonisation", 2 x "Change The Environment", 8
x "Rapid Speciation" & 2 x "Jump To The Evolution Square". Remove
all other cards from the pack and return them to the game box (for
later learning 'phases').
Shuffle each of the three main packs and place them (face down) on
the Main Card Stack. Also place the spot dice, the coloured dice and
the four coloured Specialisation packs in their designated positions
on the other side of the Game Board. The two (black) Population
Control Dice will not be needed until PHASE TWO.
Each player takes 8 Specialisation cards (2 of each colour) and
arranges them (in any order they wish) on their Gene Pool, one in
each compartment, so that they cover the eight black boxes.
Every player is dealt SEVEN Ecological Niches. Display them (face up
in full view of the other players) somewhere near your Gene Pool.
Place each one the right way up to align their letters with the
letters on the Environment and on the Gene Pools.
Each player puts one of their coloured Colonies in the Precambrian
box and places another FIFTEEN Colonies beside their Gene Pool.
Roll the Time Dice (the white one numbered with black spots) to see
who will go first. Play follows clockwise around the board.
Setting up the
Environment: The first player rolls the Environment Dice (the one
with coloured faces) and places a Specialisation card of the rolled
colour (take it from the Card Stack) into the empty half of Domain A
(as in Figure 2 above). The next player does the same for Domain B
and the next player for Domain C, etc. until all eight Domains have
been rolled for
IF YOU ROLL WHITE; leave that Domain empty.
IF YOU ROLL BLACK; choose the same colour as you have in the
equivalently lettered compartment of your own Gene Pool.
* Being Adapted * IMPORTANT CONCEPT
#1
Now compare the colours on your Gene Pool with the colours
in the Environment. If your A compartment carries the same
colour as Domain A, you are said to be Adapted to Domain A.
The same idea applies to the other seven Domains. Check how
many of your Gene Pool cards match up with their
correspondingly lettered Domains.
If a Domain has been left empty, every player is
automatically Adapted to it, regardless of the colour in
their own Gene Pool compartment.
If you have the wrong colours for any of the Domains, turn
those cards into a horizontal position to expose the words
'Unadapted'.
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If you have been unlucky and find yourself
Unadapted everywhere, exchange one of your Specialisation cards (you
choose which) for a correct one from the Card Stack, so that you will
be Adapted to at least one Domain at the very beginning of the
game.
Using Mutation Cards
* Getting Adapted * IMPORTANT
CONCEPT #2
During the game, it is
important to be Adapted to as many Domains as possible. If,
at any point, you are Unadapted to a particular Domain, you
can correct the situation by using Mutation cards. We will
explain later how you get possession of Mutation cards. For
the moment it is enough to understand how to use them for
Adapting. Let us imagine that Domain F is ORANGE, but in
your Gene Pool's F-compartment you have a LILAC-coloured
card. This means that you must exchange that lilac-coloured
card for an orange one. A Mutation card with a lilac stripe
and an orange stripe will do this for you. Put the Mutation
card back on the bottom of the pack and make the necessary
exchange with a Specialisation card from the Card stack. You
are now Adapted to Domain F.
If you don't have exactly that 'lilac-orange' Mutation card,
there may be other ways to achieve the same result. You may
use a Mutation 'joker' (which has all four colours
displayed), or you may use a card with three stripes, as
long as two of the colours shown are lilac and orange.
Another possibility is to combine two or even three Mutation
cards in a chain. The examples below will make all of these
ideas clear.
Various ways of converting a
lilac Specialisation card into an orange one.
Figure 3.
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Placing Colonies into the
Environment: You will now try to place your 15 Colonies into the
Territory squares of the Environment. Take turns around the table to
place one Colony each of your own colour. Do this again and again,
Colony by Colony, until every player's supply is exhausted. Only one
Colony may be placed in any single Territory square. When 9 have been
placed in a Domain, that Domain is full. AND....
* You must be Adapted to enter a Domain *
IMPORTANT CONCEPT #3
You may only place Colonies into a
Domain if you are yourself Adapted to it!
If the central Dominant Position is free, you should always take the
chance to occupy it. The Dominant Position carries certain advantages
which will be explained later in PHASE TWO and PHASE THREE.
If you are unable to place all fifteen Colonies because every Domain
that you are Adapted to is now full, the remaining unused Colonies
are lost. Return them to your main store. You may not save them for
later.
* Being Established in an
Ecological Niche * IMPORTANT CONCEPT #4
Now take a look at one of your
Ecological Niches. It will display one, two, three or four
letters, corresponding to the lettered Domains.
(i) Are you Adapted to all of the Domains shown on the
Niche?
(ii) Do you have at least one Colony placed in each of those
Domains?
If you fulfill both of these requirements, you are said to
be Established in that Ecological Niche.
How about your other Ecological Niches? During the game, you
will try to be Established in as many of them as
possible.
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The game really begins: You are now ready to
start playing in earnest! If you are the player to go first, take one
more Colony from your store and place it on The Evolution Square (see
Figure 1). Roll the Time Dice and move this 'counter' around the Time
Circuit (in a clockwise direction) according to the number rolled.
The square that you land on carries a symbol and this symbol
represents a set of instructions which you will then follow (see
later). The next player follows the same procedure with a 'counter'
of their own colour; and so on, until every player has entered the
Time Circuit. Play then continues indefinitely, taking turns
clockwise around the table.
* Only one 'counter' per square in the Time
Circuit * IMPORTANT CONCEPT #5
Two 'counters' may never occupy the
same square in the Time Circuit. When moving around the Time Circuit,
if you meet another player's counter ahead of you, jump straight over
it. Do not even include that square when counting out your move.
Completely ignore it.
Survival Squares
The four larger squares in the Time
Circuit are called Survival squares. They have a very
important function in the game which we must now
consider.
* Survival through the Geological
Sequence * IMPORTANT CONCEPT #6
You will remember that, at the
beginning of the game, every player placed one Colony in the
first box of the Geological Sequence; the Precambrian. Your
main objective in the game is to survive through the
successive stages of the Geological Sequence and eventually
reach the Pleistocene. Advancing from one stage to another
can only be done at Survival squares.
To survive into the next stage you must .....
(i) Land on one of the four Survival squares and , at the
same time, ....
(ii) Be Established in one of your Ecological Niches.
If you can fulfill both of these conditions, you are
entitled to 'survive' (i.e. advance) one further stage in
the Geological Sequence. Add a new Colony to the next
(clockwise) compartment in the Sequence. Do not remove your
counters from the earlier compartments. (They remain as
'fossils' in the Geological Record!)
If you are Established in more than one Ecological Niche,
you may also advance more than one stage simultaneously. You
will return all the Ecological Niches that you have used for
your advance to the bottom of the Ecological Niche
pack.
* The 'minimum' number of
Ecological Niches * IMPORTANT CONCEPT #7
Look at the Game Board. You
will see that between every pair of compartments in the
Geological Sequence there is a small number placed in a
circle. This represents the 'minimum' number of Ecological
Niches that you should be holding when situated in either of
those two stages in the Geological Sequence. For example,
the 'minimum' for the Precambrian / Cambrian pair is 7. That
is why you received 7 Ecological Niches at the beginning of
the game. By the time you reach the Pliocene, your 'minimum'
will have dropped to 0.
* The first player to reach the
Pleistocene wins the game * IMPORTANT CONCEPT #8
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The Time Circuit: We shall now review the
instructions for the various symbols found in the Time Circuit. You
may deal with each one as it crops up naturally during play. For now,
just glance at IMPORTANT CONCEPTS #11 & #12.
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Mutation
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Count how many Domains you are currently
Unadapted to. Draw that number of Mutation cards from the Card Stack
and display them (face up) near your Gene Pool. You may not use them
yet. You must wait until the beginning of your next turn.
* Use Mutation cards before rolling the Time
Dice * IMPORTANT CONCEPT #9
If you wish to use any of your Mutation
cards to Adapt, you must do it at the very beginning of a turn,
before rolling the Time Dice. If you forget, you will have to wait
until the following turn to make the desired Adaptations.
You may use as many Mutation cards as you like in a single turn to
Adapt to one or more Domains simultaneously.
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Population Growth
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What number did you just roll on the Time
Dice? Draw the same number of new Colonies and place them into empty
Territory squares AND/OR 'supplant' other players' Unadapted Colonies
(see IMPORTANT CONCEPT #10). As usual, you may only enter Domains to
which you are Adapted. Unplaceable Colonies cannot be saved for
later. Return them to your main store.
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Mutation / Population
Growth
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You may use this square EITHER as a
Mutation square OR as a Population Growth square, whichever is more
useful to you.
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Environmental Change
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The letter in this square refers to one of the eight Domains. Roll
the Environment Dice (the one with coloured faces) and change the
Specialisation card for that Domain accordingly. If the colour you
roll is the same as the existing Specialisation card, no change will
be necessary. If the Domain was previously empty, now add a
Specialisation card of the correct colour. (REMEMBER! You are
changing the Specialisation card on the Game Board - NOT on your own
Gene Pool!)
IF YOU ROLL WHITE; return the present Specialisation card to the Card
Stack and leave the Domain empty.
IF YOU ROLL BLACK; choose the same colour as in the equivalently
lettered compartment of your own Gene Pool.
* Unadapted Colonies are vulnerable *
IMPORTANT CONCEPT #10
If some of your Colonies are now
Unadapted, they may stay where they are, but they are vulnerable.
Another player who is Adapted to this Domain may, when putting in new
Colonies, replace your Unadapted Colonies with their own; as if the
squares were really empty. Your 'supplanted' Colonies are lost and
must be returned to your main store. For this reason, it is important
to try to get Readapted as soon as possible.
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Transition
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* You may stop short on a Transition
square * IMPORTANT CONCEPT #11
You need not throw the exact number to
land here. Provided the Transition square is unoccupied, you may stop
short on it and ignore the remainder on the Time Dice. OR you may
choose the full dice roll and move on to the 'correct'
destination.
Transition squares are also Survival squares and may allow you to
advance further in the Geological Sequence (see box above).
Return any Ecological Niches that you have used for advancing this
turn to the bottom of the pack. Check the 'minimum' for your present
stage in the Geological Sequence. Draw as many new Ecological Niches
from the top of the pack as are necessary to bring you up to your
'minimum' number. Your turn then ends.
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The Evolution Square
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* If The Evolution Square is free, you
must land on it * IMPORTANT CONCEPT #12
If this square is unoccupied, you may not pass
it. You must land here and ignore any remainder on the Time Dice.
Immediately on landing, advance one stage in the Geological Sequence
automatically. This is a 'bonus' and does not require the use of any
Ecological Niches. As this is one of the four Survival squares (see
box on previous page), you may use any Established Ecological Niches
to advance still further in the Geological Sequence. Return these
Ecological Niches to the bottom of the pack. Also return all
remaining unused Ecological Niches and Mutation cards to their
respective packs. Check the 'minimum' for your present stage in the
Geological Sequence. Draw that 'minimum' number of completely new
Ecological Niches from the top of the pack and display them next to
your Gene Pool. Your turn then ends.
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Natural Selection
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Draw a card from the top of the Natural
Selection pack. Follow its instructions (see below) and return the
card to the bottom of the pack.
"Plague" :
Remove every Colony that you have in the designated Domain and return
them to your main store. This card only affects the player who draws
it. All other players' Colonies may remain.
"Colonisation" : Are there any Domains to which you are Adapted but in
which you have no Colonies? If so, you may now place one new Colony
in each of those Domains (provided there is room for you). Remember
that you may replace another player's Unadapted Colonies with your
own (see IMPORTANT CONCEPT #10).
"Change The Environment" : Move your 'counter' directly to the next free
Environment Change square in the Time Circuit, even if it involves
jumping over one or more unoccupied Survival squares!! (This card is
an exception to IMPORTANT CONCEPTS #11 and #12.) Change the
Specialisation colour in the designated Domain so that it matches the
colour in the correspondingly lettered compartment of your own Gene
Pool. (This is the same operation as when you roll a BLACK with the
Environment Dice!)
"Rapid Speciation" : If you are Unadapted to any of the four Domains shown
on the card, you may now Adapt automatically to them (all four of
them), without using any Mutation cards. In addition, check the
number you just rolled on the Time Dice. If you have fewer than that
number of Colonies in any of the four Domains you may now add enough
new ones to build up to that number in each of the designated
Domains. As usual, you may only place Colonies in empty Territory
squares or replace other players' Unadapted Colonies (see IMPORTANT
CONCEPT #10).
"Jump To The Evolution
Square" : Your 'counter' must move
directly to The Evolution Square. Follow the normal instructions for
landing there (see above). If The Evolution Square is occupied by
another player's counter, jump over it and land on the next available
empty square following. Follow the instructions for that square
instead.
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Population Control
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Remove one Colony from each of the Domains
that you presently occupy. Return these 'lost' Colonies to your main
store.
PHASE TWO
After playing PHASE ONE for a while, you may
feel confident enough to progress to this next PHASE.
Add 5 more cards to the Natural Selection pack; 2 x "Immunity To
Disease", 2 x "Escape Starvation" & 1 x "Population Explosion".
In future, when drawing a Natural Selection card, do not read the
instructions from PHASE ONE above. Instead, refer to "Detailed
Instructions for the Natural Selection Cards" (mounted in a separate
laminated sleeve). You will notice some variations and additions to
the earlier instructions. When landing on The Evolution Square, any
Natural Selection cards remaining in your hand must (like unused
Ecological Niches and Mutation cards) be returned to the pack.
Read section 12 in the Rules of Play booklet concerning "Integration
Rules". It will now sometimes be possible to replace other players'
ADAPTED colonies with your own.
Also return the two "Species Overspecialised" cards to the Mutation
pack and read sections 9(a), (d) & (e) in the Rules of Play
booklet. The instructions given there will now supercede the earlier
PHASE ONE instructions for landing on these squares. You might also
wish to check sections 9(b), (c) & (f) for clarification of three
other square types.
PHASE THREE
Add 6 more cards to the Natural Selection pack;
3 x "Competition Advantage", 1 x "Competition Handicap" & 2 x
"Lose All Dominant Positions". Read section 9(g) in the Rules of Play
booklet. Competition may now be included in the game.
PHASE FOUR
Return the "Survival Handicap" card and the two
"Survival Advantage" cards to the Ecological Niche pack.
Use the complete Natural Selection pack (48 cards total). Read the
sections entitled "Survival Cards" & "Extinction" in "A Quick
Summary of the Standard Rules" (see separate laminated sleeve). More
detailed information about "Extinction" may also be found in section
13 of the Rules of Play booklet. You are now playing according to the
full Standard Rules.
PHASE FIVE
For a complete overview, it might be wise to
now read the complete Rules of Play booklet, at least as far as
section 13.
Section 14 contains many optional extras. These are highly
recommended. They add tactical complexity and invariably generate an
exciting 'end-game'. Once you have mastered all of these additional
rules, you may consider yourself a true 'aficionado'!
© Simon Boswell &
Phillip Lewis 1997