Bios Megafauna Living Rules The continuing contest between dinosaurs and mammals. These updates are from player feedback; please submit to http://games.groups.yahoo.com/group/Megafauna/ By Philip Eklund, Copyright © 2011 by Sierra Madre Games Co. Living Rules: Version 2 February 2012 Incorporates ideas from the Foukarakis-Ardila variant SUMMARY: There are four rules changes: 3.5d During set-up, immigrants are discarded instead of being returned to the pool. 3.5e During set-up of the 3 and 4 player game, use two displays instead of one. Per 5.0d, ignore the events for the upper display. 9.2e Homelands being farmed are immune to extinction. 11.0 P DNA adds to migration range. There are four new optional rules: 3.5e Experimental Scythian Set-Up 4.1e and f. Two optional rules for roadrunner and genetic drift. 18.0b Optional rule to draw from Cenozoic as soon as Mesozoic runs out.Also a 2-action variant (4.5) CONTENTS 1.0 Introduction 2.0 Components 3.0 Set-Up 4.0 Sequence of Play 5.0 Purchase a Card 6.0 Resolve the Event 7.0 Play a Card 8.0 Resize One of your Species 9.0 Acculturate One of your Species 10.0 Expand an Animal 11.0 Migrate 12.0 Rooter Biomes 13.0 Herbivore Contests 14.0 Carnivore Contests 15.0 Greenhouse 16.0 Extinctions 17.0 Episodes 18.0 Ending the Game 19.0 Solitaire Rules 20.0 Example of Play 21.0 Tips on how to Play 22.0 Milieu 23.0 References 24.0 Credits 25.0 Player Resources Endnotes Sequence of Play and Game Summary Continental Drift Size competition for predators Omnivorous mmm Biomass Hex Capacity Orientation Hex NOTE: If you have played the 2nd edition, keep in mind this Edition makes the following obsolete: Catastrophe Card Physiology sheets Starburst cards Bridge markers Tents Timeline Borderlands Displacement Arrows, displaced biomes Climate preference Size arrow, size dial Heritage DNA Physiological DNA location Land Drier, wetter, blooms, seasonal, doldrums W, a, X, and “wings” DNA 1 Note: This game uses no dice. Important: This game is deliberately limited to the components provided. If during play the Era tile pool runs empty, see Ending the Game (18.0). 1.0 INTRODUCTION A quarter billion years ago, the Permian Extinction killed off almost all plants and animals on Earth. Two surviving groups, both lizard-like, struggled to emerge as the dominant megafauna on the planet. Today they have evolved into many forms, yet these groups can still be differentiated by their teeth. The ancestor of dinosaurs had a sloppy bite, using uniformly-shaped teeth that were constantly replaced. The ancestor of mammals had a precision bite, using one set of teeth lasting its entire life. 2.2 Dentition Code and Dynasty.1 Your dentition code defines how many teeth all of your animals have. This is listed on each of your four placeholder cards, and is a permanent value for all your species.* The more teeth you have, the better your animals are at being a herbivore. The fewer teeth you have, the better your animals are at being carnivores. Example: The placeholder shown is for player Orange. Note: The paleontologist silhouette on the placeholder cards indicates the size of a 6-foot tall human in scale to the animal shown. a. Least-Teeth Order. The Least-Teeth order is: 2-teeth (Red), 3-teeth (Orange), 4-teeth (Green), and 5-teeth (White). This order is used to see who goes first (4.1) and during scoring ties (4.4b). b. Dynasty. Players are either Dinosaurian or Mammalian. This distinction is used when generating genotypes (7.4). c. Player colors, dynasties, and dentition codes. These two groups fought for global dominance for 50 million years, but by the close of the Triassic, the dinosaurs reigned supreme. Unchallenged for 130 million years, they met their doom in a gigantic asteroid strike. Opportunistic mammals have dominated for the last 65 million years… but the contest isn’t over. Bios Megafauna re-enacts the roller-coaster struggle for terrestrial supremacy. 1.1 Bios Series Bios Megafauna is the successor to American Megafauna, which has been for 20 years the definitive evolution game. The Bios series is a set of natural history games spanning all of Earth’s history. The first one published was Origins, the only civilization game covering the last 125,000 years. Future publications: Bios Genesis (Earth’s first 4 billion years); Bios Insecta, and Bios Technium (the evolution of technology). 1.2 Overview of Play From 1 to 4 players start as a small unspecialized species of protodinosaurs (red or green figures) or proto-mammals (white or orange figures). These creatures are distinguished by dentition; some have long batteries of teeth better suited for masticating plants, while others have fewer teeth better suited for meat-eating. Each player starts with genes used to purchase mutation and genotype cards. Stacks of cards and inheritance tiles indicate the dietary DNA of your species, giving it adaptations such as long necks for browsing treetops. Markers on tracks record roadrunner DNA, attributes that help your species catch prey or avoid being prey, such as swiftness or aggressiveness. Tiles that have gone extinct are collected in an area on the map called the “tarpits”. These tiles are distributed among the most populous players as victory points during four scoring rounds. COLOR in least-teeth order DYNASTY Dentition Code 1. Red Dinosaurian Dino-croc archosaur 2-teeth Dinosaurs (crocodiles & birds) 2. Orange Mammalian Dog-face cynodont 3-teeth Placental Mammals (primates, ungulates, carnivora, rodents, etc.) 3. Green Dinosaurian Chisel lizard diapsid 4-teeth Rhynchosaurs (snakes & lizards) 4. White Mammalian Two-tusker synapsid 5-teeth Extinct Mammal relatives Today’s Survivors 1.3 Game Scale (footer) Each turn is 2 million years; each card draw is 10 million years. Each habitat represents a physiographic region 1000 km across, supporting 4000 megatons of vegetation, arthropod, or seafood biomass. Each animal represents 60 megatons if herbivorous, or 2 megatons if predatory. (A "megaton" is a million tons, where each ton is about 1000 kg.) 2.0 COMPONENTS 2.3 Cards and Tiles with DNA. Cards come in three types: placeholder (2.7), mutation (7.1), and genotype (7.4). Tiles come in two types: era (2.4) and inheritance (10.3c). a. DNA Code. DNA is encoded on cards and tiles by upper-case letters of the alphabet. Each letter records one attribute. The two kinds of DNA are Dietary and Roadrunner. Dietary DNA is in dark blue letters, and roadrunner DNA is in red letters. 2.1 Components List 1 Rulebook 1 Mounted Map 108 Mutation, Genotype, & Placeholder Cards 144 Era and Inheritance Tiles 128 Wooden Animals (64 dinosaur, 64 mammals) 15 white gene chips, 3 red marker chips b. 2 Dietary DNA Codes. c. d. e. f. B = Browser (ability to eat trees) 2 G = Grazer (ability to digest grass and shrubs) 3 H = Husker (ability to shell nuts) 4 I = Insectivore (ability to eat small invertebrates) P = Physiology (behavior and climate adaptations) Roadrunner DNA Codes. Roadrunner DNA describes adaptations to catch prey, or to avoid becoming prey. Roadrunner DNA (the term is inspired by the Warner Brothers cartoon) comes in four kinds: A = Aggressive or Armored M = Marine N = Nocturnal or Burrowing S = Speedy Species Genome. The mutations of a species are encoded by a string of DNA letters called a genome. The dietary genome of a species is recorded on the cards and tiles in its stack. The roadrunner genome of a species is recorded by animals in four roadrunner tracks (2.5b). Multiple Specializations. If a species has more than one copy of a DNA type, the results are cumulative. Example: An animal with SS is speedier than an animal with just S. Stack. A species’ dietary DNA is defined by its stack, composed of mutation cards (7.1), genotype cards (7.4) and/or inheritance tiles (10.3c) stacked on a placeholder card (2.7). It’s possible for a stack to be active with only the placeholder card, as long as it has animals on the map. e. f. 2.4 Era Tiles (Immigrants & Biomes). a. Colors. Era tiles are divided into two groups: those with blue backs and pink frames (drawn during the Mesozoic Era), and those with white backs and white frames (the Cenozoic Era). The faces are also color-coded: orange = orogeny (mountainbuilding) biome, green = terrestrial biome, blue = sea biome, yellow = land immigrant, and light blue = sea immigrant. Orange and green biomes are collectively called land biomes. 5 b. Requirements. DNA is required to eat all biomes (except for homelands, 2.4f). These required adaptations are shown on the top of the tile, as a DNA code (2.3a). snowflake, leaf, sun, raincloud, or triangle. This indicates the row of habitats that the biome starts in. A climax number is listed within the latitude icon, on a scale of 1 to 99. The lower the climax, the more likely the biome is to go extinct. Orogeny Biome. These biomes are orange with a triangular latitude icon. The orogeny shown is volcanic (6.1e) with a climax of 93. Orogeny biomes only occupy mountain ranges and do not displace during greenhouse level changes (15.1a). Homeland Biomes. Four biomes represent the starting homelands of the players. They are unique in four ways: (1) They start in a specific slot on the map. (2) They have no requirements (2.4b), so any herbivore may eat them. (3) They have a color niche (13.2c). (4) The player Color is shown on their reverse. g. Immigrant Era Tiles. Some era tiles represent foreign invading animals. They are labeled as “herbivore” or “predator” plus a dentition code. In the lower left corner is a latitude icon, the row of habitats it enters. The immigrant’s size is as marked if it’s a herbivore. Predator immigrants are always the same size as their prey. Quic kT i me™ and a T IFF (LZW) dec om pres s or are needed t o s ee thi s pi c ture. Immigrant Era Tiles have no climax numbers. c. d. 2.5 Map Tracks a. Size Track. Each species uses an animal in this track to show its size. The sizes are abstracted from one (22 kg) to six (40 tons). b. Roadrunner Tracks. Four tracks show levels of roadrunner DNA (2.3c): speedy (S), marine (M), nocturnal (N) and aggressive (A). c. Cultures. Six areas indicate species tools and techniques, see 9.2. d. Tarpit. This area stores dead plants and immigrants, see 16.1a. e. Greenhouse Level. This scale tracks global climate, see 15.0. f. Ammonite and sunflower. Removal of disks from these spots trigger episodes per 17.0. Example: The plankton tile shown has requirements “MM”. To eat this tile, an herbivore needs at least two “marine” DNA. Niche.6 All biomes have a niche listed in the small white square in the top right corner. It is not part of the requirements, but rather is used during herbivore culls (13.2). Example: The plankton tile shown has a niche “size”, see 13.2b. Latitude and Climax.7 Each biome lists a latitude icon: a 3 each. 2.6 Map8 The map shows North America as it was in the early Mesozoic Era. a. Habitats. The map is divided into 26 habitats, each with a square slot and two triangles. Each slot contains a climax number on the same scale as those on biomes (2.4d). See diagram below: b. c. d. e. 3.3 Start with 5 inheritance tiles. Each player takes the five inheritance tiles (10.3c) marked with his Color. Note: Your stacks and genes are open and can be freely examined. Optional: The 16 roadrunner tiles (an example is shown) may optionally be used by any player to help keep track of his species’ roadrunner DNA, but they have no effect on gameplay. 3.4 Start the Mesozoic and Cenozoic Era pools. Divide the era tiles into two face-down pools according to the color on their reverse side: blue (Mesozoic) and white (Cenozoic). Set aside the four homeland tiles (2.4f). Predator and Rooter Triangles. Each habitat contains an upper and lower triangle. The upper one is called the predator triangle, and the lower one is called the rooter triangle. Animals placed into the upper triangle are carnivores. They eat animals in the biome and rooter triangle called herbivores. Animals placed into the lower triangle are rooter herbivores that are eating nuts or roots (12.0b). Mountain Ranges.9 There are two north-south mountain ranges marked in orange on the map. Each range has three slots, bordered in red. Mountain-building tiles called orogeny biomes (2.4e) will appear in these two ranges during the game. Either orogeny or non-orogeny tiles can occupy a mountain range slot, however. Latitudes. Each row of habitats is called a latitude. These are labeled "arctic", "jet stream", "horse latitude",10 and "tropical" latitudes. Note there are two rows of tropics. 3.5 Place random biomes on the map. Draw 22 Mesozoic Era Tiles at random and put each on the map as follows: a. Non-orogeny Biomes. If a terrestrial or sea biome is drawn, put it into the latitude indicated by its latitude icon (2.4d). Choose the slot in this latitude having the lowest-climax per 3.5c. If this slot is occupied, replace it with the new biome. Put the old biome in the tarpit (16.1a). b. Orogeny Biomes. An orogeny biome is always put into one of the six slots in a mountain range (2.6c). For the set-up only, choose the lowest-climax slot in the eastern (Hercynian) mountain range. Again, if this slot is occupied, replace it with the new biome. c. Determining the Climax of a Slot. If a slot is empty, its climax is as printed on the map (2.6a). If a slot is occupied (by a previously-placed biome), the climax is as printed on the biome tile occupying the slot (2.4d). d. Immigrants. Tiles with no listed climax are immigrants, see 2.4g. Each one drawn is discarded out of the game without being replaced. Note: Ignore the greenhouse shifts of volcanos that appear during set-up. e. Scythian Set-up Variant (Experimental, courtesy Steve Carey): When setting up the game, discard out of the game the first 6 revealed immigrant tiles without replacing them. Upon revealing the 7th (and any subsequent) immigrant tiles, set them off to the side in a separate pile and redraw a new Mesozoic Era Tile to replace it. If another immigrant, redraw again until a biome is drawn. Continue this process until 16 biomes and 6 immigrants complete the 22 Mesozoic Era Tiles specified for set-up (3.5). Then mix the 7th (and any subsequent) immigrant tiles back into the Mesozoic Era Tile pool before beginning play. Empty Habitats. Habitats that don’t contain a biome are sea if the greenhouse level is very high (top two spots), and land otherwise (see 15.2). This is significant during migration (11.1). 2.7 Placeholders Sixteen cards in the deck act as placeholders for the player’s species stacks. Each player gets four of his Color, each with a different silhouette (animal token shape). 2.8 Animals Each player Color has 32 wooden animals. These are in four shapes, representing the four species that each player is allowed. 11 Note: This variant does not guarantee that 16 Biomes will begin on the map as some may be displaced to the tarpit as latitudes potentially fill up, per the normal set-up rules (3.5a). 3.0 SET-UP 3.1 Each player is randomly assigned a Color. The player gets the 32 animals and the 4 placeholder cards of this color. Historical Note: The Scythian Set-up Variant is named after the horse-riding pastoralist hordes who in the 7th century BC swept through and devastated the Ukraine and Central Asia. The local peoples impacted not only survived but thrived in the post-Scythian years, in a manner analogous to the recovery of 3.2 Receive Starting Genes. The player with the least-teeth (2.2a) gets 3 genes (white disks simulating genetic variation). The remaining players get 4 genes 4 life on Earth after the Permian Extinction Event(s). The Scythian Epoch is the geological term used to describe the Early Triassic period (where Bios Megafauna begins). This epoch was marked by barren sand dunes and occasional weeds, and not until the end of the Scythian four million years later is there a measurable increase in speciation, and thus the onset of recovery. (It would take another 11 million years for evolutionary processes to resume their former vitality, on a new playing field.) The “kinder-gentler” Scythian Set-up assumes a much faster recovery (similar to the rebound after other mass extinction events such as the K-T). The Scythian Variant starts the post-holocaust world as a greener place intended to alleviate "Gilligan's Island" species isolations and frustrations. It also doesn't gut the immigrant pool, putting any drawn beyond the initial 6 back with the Mesozoic Tiles for entry into the game later. a. Atlantic Rift and Era. Place a clear red disk in the “ammonite” (Atlantic Rift”, 5.2d) and “sunflower” (Era Disk, 5.2d) spots. b. Greenhouse Level. Place a clear red disk on the Greenhouse track on the map, in the 800 ppm “start” spot. See Greenhouse (15.0). 4.0 SEQUENCE OF PLAY 4.1 Player Order. The player with the least-teeth (2.2a) goes first, thereafter play goes in clockwise order. 4.2 Choose an action to perform. The current player chooses one of the following four (optional: five or six) actions to perform: a. Purchase and play/discard a card. Purchase one card in either of the displays per 5.0, and play it per 7.0. Then draw a new card, resolve its event per 6.0, and finally use it to replenish the display. See 20.0 turn 2. “In my view, during some mass extinctions, the board collapses entirely, and as the game resumes, it becomes half chess and half backgammon, with some rules drawn from poker.” Doug Erwin, Extinction, How Life on Earth Nearly Ended 250 Million Years Ago, 2006. 3.6 Place your placeholder cards and animals. Place your four placeholder cards (2.7) in a row in front of you. These cards are permanent, and indicate where your four species stacks will go. Put all the animals of your Color on or near the placeholder card with the matching silhouette. Each card should have 8 animals. 3.7 Place your size animal, map animal, and homeland. Your starting species is the placeholder card labeled archetype. 12 a. Place Size Animal. Archetypes start at size one. Place one of your archetype animals in the size one block of the size track (2.5a). b. Place Homeland and Population. Place your homeland biome (2.4f) face-up in the biome slot identified with the silhouette of your color. Remove any biome already occupying the homeland slot and put it into the tarpit (16.1a). Place one archetype animal on top of your homeland. Note: Do not use homelands for players not in the game. Displays. 13 3.8 Start the four Period Decks and the two Shuffle the deck and place cards face-down into four side-by-side decks as indicated below. You may store these in the box lid, which has indicators for these decks. a. Triassic Period Deck – A number of cards = 3 times the number of players. b. Jurassic Period Deck – 5 cards. c. Cretaceous Period Deck – 8 cards. d. Tertiary Period Deck – 7 cards. e. Display. Draw 10 random cards from the general deck and lay them face-up side-by-side in two rows of five, one above another. The lower row is the Lower Display, and the upper row is the Upper Display. Note: In the two-player game the use of the Upper Display is optional. For instance, the example 20.0 does not use the Upper Display. Beginner’s Game: Remove all the Genotype Cards (see 7.4 & 7.5) before starting the decks. b. Resize one of your species. Move a size animal one spot per 8.0. See 20.0 turn 1. c. Acculturate one of your species. If you have the two requirements, add an animal from your reserves to a culture per 9.0. See 20.0 turn 18. d. Expand an animal. Add an animal from your reserves to a habitable habitat within its migration range (11.0) from a chosen parent per 10.0. You may expand with the same silhouette as the parent, or a new one. Your destination can be any habitable triangle or biome. See 20.0 turn 4. e. Roadrunner action (optional). Place 2 genes on the leftmost card in the Lower Display, and adjust the roadrunner of one of your animals by a step. If this animal has predator(s), they may similarly adjust a step (for free). f. Genetic Drift (optional). Steal one gene from the player who has the most genes, or is tied for the most genes. Important: Because one animal is dedicated to tracking the size of a species, all species are limited to seven animals on the map, cultures, and roadrunner tracks. If you run out, you can’t acculturate, expand, or mutate new roadrunner with that species. 4.3 Herbivore & carnivore contests, and final culling. To end your turn, perform herbivore contests per 13.0, and then carnivore contests per 14.0. Cull (remove from the map) any animals or immigrants that have lost contests or have no food. Check the game pieces at the end of the turn for the following: a. Habitats. Every biome and triangle should have no more than one animal. (Exception: a predator triangle above a rooter biome with both an herbivore and a rooter might contain 2 animals). b. Food. Cull any carnivore unable to eat its prey due to roadrunner or size (14.1), and any herbivore not adapted to eat the biome it is on. c. Stacks. Discard any card or return to your reserves any tile outside its size-range (7.2). 3.9 Place the Atlantic Rift, Era, and Greenhouse Disks. 5 d. Display. Per 5.0e, each display should have 5 cards. c. 4.4 Scoring Rounds A scoring round occurs at the end of a turn that the last card of each Period Deck (3.8) is drawn. During each scoring round, tiles from the tarpit (16.1a) are awarded to the most populous players. a. Count Population. Your population is the sum of all animals on the map for all your species. Animals in superfern habitat (6.1f) count triple. Example: A rooter habitat contains two herbivores (one is a rooter) feeding on it, and two carnivores in its triangle. Each of these animals scores one population. b. Determine the Leader. The leader is the player with the most population (4.4a). Ties go to the player with the most genes. If there is still a tie, go in least-teeth order (2.2a). c. Determine the Second, Third, and Fourth Place. These players are determined by the same method as for the leader. d. Award the Tarpit Tiles. The leader draws half of the tarpit tiles, rounding up fractions. Thus, if there is one tile in the tarpit, he gets it. If there are three tiles, he gets two. If there are tiles remaining, the second place player takes half of the remaining in the same way. And the third, and finally the fourth place players take their share. e. Fossil Record. Keep your tarpit tiles as a permanent fossil record. Each is worth a victory point at the end of the game (18.1). Important (Lazarus Players): You must have map animals to be awarded tiles from the tarpit. Example: There are 10 tiles in the tarpit when the scoring occurs. Red and Orange have three map animals and no genes, White has one map animal, and Green is a “Lazarus” with no map animals. Red gets 5 tiles, Orange gets 3, White gets one, and one remains in the tarpit unclaimed. Note: Unlike many Sierra Madre Games, players are not allowed to sell, donate, or exchange cards, tiles, or genes. d. e. f. he takes the card and plays or discards it, and pockets the gene that was on it. Play Card. The card you purchased must be played immediately per 7.0, or else discarded out of the game. There is no hand. Note: You may purchase a card just to discard it and get the genes that were on it. Draw New Card. After purchasing a card from the Lower Display (3.8e), draw a new one from the top of the current Period Deck (3.8) and resolve its event per 6.0. This impacts all players. After purchasing a card from the Upper Display, draw a new one from the general deck, but ignore its event. Replenish Display to 5 Cards. After the event is resolved, then place the new card into the rightmost position in the display row. This brings the display back to 5 cards in a row. Shift cards to the left to fill the gap left by the card removed. See 20.0 turn 2. Scoring Round. If this was the last card of the Period Deck, perform a scoring round per 4.4 to end the turn. 6.0 RESOLVE THE EVENT14 Events are listed in the dark blue band of every card. There are 4 types: New Era Tiles, Catastrophes, Milankovich, and Erosion. 6.1 New Era Tiles event. Pick and place two new era tiles on the map. After placing the first, resolve its effects (including Greenhouse shifts) before drawing and resolving the second. a. Era. Era tiles come in two eras: Mesozoic (blue back) and Cenozoic (white back). Draw the two tiles at random from the current era (17.2). b. Biome Map Placement. If the tile drawn is a biome, put it in the lowest-climax slot (3.5c). An Orogeny tile is placed in lowest-climax slot in either of the two mountain ranges (2.6c). A non-orogeny tile is placed in the latitude corresponding to their latitude icon (2.4d). Note: A non-orogeny biome can be placed in a mountain range. c. Replacement of Previous Biome. If the lowest-climax slot is occupied, that biome goes extinct and is replaced by the new biome. The old biome goes extinct even if its climax is higher than the biome replacing it. Example: During the Mesozoic, the “Petrified Forest” biome is drawn. This has the “sun” icon, so it goes somewhere in the horse latitude. All the slots are occupied, and the lowestclimax is sea lilies. The forest replaces the sea lilies. d. Seas and Ice. If the greenhouse is at 3200 ppm, a new biome with a blue star enters flipped over. It is treated as an uninhabitable sea biome (15.1e). If the greenhouse is at 200 ppm, a new biome with a white star enters flipped over. It is treated as an uninhabitable and impassible land biome (11.1d). 4.5 Experimental 2-Action Variant You may perform up to 2 actions instead of 1 during your turn BUT not the same one twice. You may pass one or both actions. Note: The roadrunner action (4.2e) requires both actions (and 2 genes) to perform. Example: A player can mutate his amphibian into a sea animal and expand to an MM biome for his second action. 5.0 PURCHASE A CARD If you have enough genes, you may purchase one of the five cards in one of the displays. The ones to the right are the most expensive. a. Cost. The cost of each card in a display is determined by its position in the row. The card furthest to the left is free. The cost of each of the other cards costs one additional gene as you move to the right. You pay this cost by dropping one gene on each of the cards situated to the left of the card you are purchasing. b. Genetic Enrichment. If the card you select contains genes (dropped by players who previously passed up this card), you acquire these genes (only after you pay for the card, however). Example: A player wishes to buy the genotype card that is the third from the left, which has one gene sitting on it. First he puts one gene on each of the two cards to the left of it. Then 6 e. Volcanos. If the tile drawn is an orogeny biome marked with the volcano icon and the “greenhouse rises” arrow, raise the greenhouse level a step (displacing nonorogeny biomes north, etc. per 15.1). f. Azolla Event.15 If the tile drawn is marked with the “super- fern” and the “greenhouse down” icons, drop the greenhouse level a step per 15.1. Note: This biome doesn’t displace during Greenhouse events, and animals there score triple population (4.4a). g. b. Immigrants. A yellow or light blue tile indicates a land or sea immigrant has invaded over a bridge from another continent. This invader often has the upper hand until the locals evolve defenses against it. It enters in the latitude specified on its tile, stopping on the lowest-climax biome (not slot) that it is adapted to eat. For an herbivore immigrant, this is any biome or rooter triangle it has the DNA for (13.1). For a predator immigrant, this is any habitat containing prey animals it has prey suitability for (14.1). If no habitat in the latitude is habitable, move the immigrant to the tarpit. Note (phenotype):16 Sea immigrants (light blue) skip land habitats. Land immigrants (yellow) skip sea habitats. Amphibians (half blue/half yellow) can go to either. Important (competition): An immigrant will not enter a triangle or biome occupied by another immigrant. It will only enter a place that is unoccupied or occupied by player species. Placement: Place the immigrant tile offset under the biome tile it’s eating (if herbivore), in the predator triangle (if predator), or in the rooter triangle (if rooter). and player stacks. Example: An asteroid hits the Earth. The card states “Extinct if ≥ 5 DNA.” (The notation “≥” means “greater than or equal to”.) An animal with BGGAN would be killed, because it has five DNA. An animal with PPAM is spared. Episode Trigger. The first and second Catastrophe event of the game triggers an episode (17.0), after all other catastrophe effects are resolved. 6.3 Milankovich event.17 Earth goes through periodic oscillations in its orbit that change its climate. Each Milankovich event specifies one or two latitudes, and the lowest-climax biome in each latitude specified goes extinct (16.1). Example: A Milankovich P event alters the arctic and horse latitudes. The lowest-climax in the arctic are gingkoes, and in the horse latitudes are horsetails. These go to the tarpit. Any herbivores eating these biomes, plus any carnivores eating the herbivores, are culled. 6.4 Erosion event.18 This lowers the greenhouse as well as mountains, but shuts down during an ice age. If the greenhouse level is 800 ppm or more, lower it one step per 15.1, and remove as extinct the highestclimax orogeny biome. 7.0 PLAY A CARD The two kinds of cards in the playing deck are Mutation and Genotype. 7.1 Playing a Mutation Card. Mutate a living species by playing the mutation card you just purchased into its stack. This gives it the DNA attributes and instinct icons encoded in the upper right corner of the card. Example: The card shown has BA DNA. Important: Inheritance tiles cannot be used for mutating. Example (carnivore): An AAMM eel whale immigrates into the tropics. The land biomes are skipped. The lowest-climax sea biome with prey has nocturnal prey, so this is also skipped. The next lowest has immigrant sea turtles, which the whales can eat. The whale tile goes into this predator triangle. Important: An immigrant competes with player animals during all culling phases per 13.5 and 14.4. Example (herbivore): A deer with the adaptations BGPP immigrates into the arctic. The lowest-climax biome that is edible is the ginkgoes (B), but sloth immigrants are already eating this. The only other alternative is the homeland for the Green Player. This biome is edible, so the deer tile is placed under it. Unfortunately for them, Green has an herbivore there, which enjoys the niche advantage. So the deer lose the herbivore contest and go to the tar pit. 6.2 Catastrophe event. A catastrophic event kills off overspecialized animals, then shifts the greenhouse up or down per 15.1. The first catastrophe splits the continent; the second advances the game into the Cenozoic Era. a. Catastrophe Level. A catastrophe level, from 4 to 7 as printed on each catastrophe, describes the amount of DNA in a species’ genome (2.3d) that will drive it extinct. Count the number of DNA letters in a species’ genome, including the dietary DNA listed on its cards and tiles, and the roadrunner DNA listed on its roadrunner tracks. If the number of letters is greater than or equal to that specified by the catastrophe level, that species becomes extinct (16.0). Note: Catastrophe level extinctions impact both immigrants 7.2 Mutation Size Limits. You may only mutate a species that has a size within the size-range listed on the card used to mutate. Example: A species at size 5 is not allowed to get feathers,19 which have a 1-4 size-range. 7 range = 1, DNA HSSS) into his “eagle” placeholder. He uses a tiny parent species with foregut digestion (HG) and hopping (S), and thus meets the size and DNA requirements. He replaces one of the parent animals with an animal with the “eagle” silhouette. 7.3 Adding Roadrunner DNA. If you mutate using a card with roadrunner DNA, your new roadrunner genome is reflected by adjusting the appropriate roadrunner tracks (2.5b), Your marker remains at three even if you have more of that roadrunner type. a. New Roadrunner Animal. If the card used to mutate contains roadrunner DNA that you do not yet have, add an animal to that roadrunner track (S, M, N, and/or A) to reflect the amount of roadrunner acquired. This animal is called a roadrunner animal. If you are out of animals, you must discard the card instead of mutating with it. Note: Each species can have only one animal in each roadrunner track. b. Wings. To move the roadrunner animal from SS to SSS, the species must be size 1, allowing flight (11.0a). Even if you have more than two S’s in your stack, your roadrunner animal remains at SS until you meet the size requirement. c. Subterranean Colony. If you have three or more N DNA, and you are size 1, then you become a subterranean colony with the social skills instinct (9.1c). Example: Your species, starting with an NN roadrunner animal, is mutated using an IN echolocation card. Assuming you are size 1, move your NN animal to the NNN position. You are now a subterranean colonial animal. d. Whale pods. A species at MMM automatically has the language instinct (9.1d). e. Fire-Bearing. A species at AAA automatically has the natural history instinct (9.1b). It may also prevent its homeland from being inverted at 200 ppm (15.1d). f. Amphibian. If a species with one M DNA (11.1c) gains more, it becomes a sea animal and all its animals in land habitats will die. If instead it loses its M, all its animals in sea habitats will die. 7.5 Playing a Genotype Card (Fossil Record). If you purchase a genotype card for a species that is already in use, then instead of creating a new species, you add the card to your fossil record (4.4e), where it will count victory points at the end of the game per 18.1a. a. Parental Requirements. Under this option, the parent species must match the silhouette, size-range, and at least half the DNA of the genotype card. The parent species does not change as a result of this play. Example: White buys a tillodont card (size range = 1-3, DNA HN). His existing “bat” species are size 3 and nocturnal, so they meet the parental requirements. He adds the card to his stack of victory tiles. Also see 20.0 turn 15 for a further example. 7.4 Playing a Genotype Card (Speciation). Play a Genotype card to start a new species stack with a silhouette matching the one on the card. You must choose a parent species which has a size within the range specified on the card, and which has at least half the DNA specified on the card (rounding up). For instance, if the genotype card has DNA HSSS, the parent must have either HS or SS DNA in its genome. Replace one map animal of the parent with a map animal of the child species per 7.5. The child gains only the attributes listed on the genotype card (i.e. no inheritance per 10.3c). a. Child’s Dynasty. The Red and Green are proto-dinosaurs, and must play the dinosaur side of the genotype card. White and Orange are proto-mammals, and must play the mammal side of the card. Apologia: Sometimes the dinosaur side will include creatures that are related to the dinosaurs, but not actually dinosaurs. b. Child’s Map Animal. You must replace one map animal of the parent with a map animal of the child. This must be in a place where the child can survive. Note that this replacement may drive the parent extinct. c. Child’s Size and Roadrunner Animals. Place a size animal at the same size as the parent. Place roadrunner animal(s) according to the roadrunner DNA (if any) on the genotype card. Example: Green buys and plays the dove genotype card (size 8.0 RESIZE ONE OF YOUR SPECIES. You may grow or shrink your species by one step on the size track (2.5a). a. DNA Recession.20 If your species size goes beyond the range listed on a mutation card, that card is discarded out of the game. If your size goes beyond the range listed on a genotype card, put it into your fossil record (4.4e). If your size goes beyond the range listed on an inheritance tile, return that tile to your reserves. Note: You may not voluntarily recess DNA from a stack. Reminder: Adjust the roadrunner track if you lose roadrunner DNA. Note: Loss of a mutation card doesn’t recess tiles inherited from it by the species’ children (10.3c). b. Extra Predator Size Adjust (important). If your herbivore changes size, all predator species of that herbivore (both yours and your opponent’s) may immediately adjust their size by one as well. 9.0 ACCULTURATE ONE OF YOUR SPECIES.21 Acculturate a species by playing one animal from your reserves into one of the culture areas on the map. The species must have 8 mutation cards containing the two instinct icons listed on the map as requirements. 9.1 Instinct Icons (found on some mutation cards). You may expand by adding an animal from your reserves to a habitable habitat on the map within its migration range (11.0) from a chosen parent. 10.1 Choose Parent. The expanded animal is called a child. Choose one map unit to be its parent. a. Manual dexterity (ability to manipulate objects) is a requirement for cultures 9.2a, b, c. b. Natural history (conceptual memory of natural phenomena) is a requirement for cultures 9.2b, e, f. c. Social skills (the ability to specialize in a cooperative effort, and recognize individuals) is a requirement for cultures 9.2a, d, f. d. Language (the ability to mentally store verbal concepts, and thus primarily used for communicating with yourself rather than others) is a requirement for cultures 9.2c, d, e. Note: Instincts are not inherited (10.3). However, subterranean colony, whale pod, and fire-bearing DNA can be inherited, which confers instinct icons (7.3c, d, e). Instincts can be worth victory points, see 18.1b. 10.2 Choose Child Silhouette. The child may have the same silhouette as its parent, or may be a new unused silhouette of your Color. If the child uses a new silhouette, it forms a new species stack that may inherit attributes from its parent per the next paragraph. 23 10.3 Inheritance.24 If expanding by creating a new species, the child inherits the size of its parent, and may also inherit one roadrunner and one dietary DNA type. a. Size Inheritance. Place a size animal of this new child silhouette on the size track (2.5a), matching the size of the parent. b. Roadrunner Inheritance. The child may inherit some or all of the parent’s roadrunner DNA from one roadrunner track. Adjust the roadrunner animal per 7.3. Example: Your archetypes are cat-eyed hoofed animals, with a NSS genome. Your child species can inherit the N, one or both S, or nothing. c. Dietary Inheritance. The child may also inherit one or more dietary DNA owned by the parent, using a maximum of one inheritance tile from your reserves. Pick a tile that matches the DNA to be inherited and put it on the child’s stack. Each tile may be inherited either on its front or reverse side. (The reverse side of B, G, and P DNA is BB, GG, and PP respectively. The reverse side of H is B, and of I is G). Important: Use inheritance tiles to show what dietary DNA a child has inherited from a parent who already has that DNA. Never use them to mutate a species! Important: Cards or tiles in the stack of the parent may not be donated to its child. Note: All inheritance tiles list a size-range. A child may not inherit a tile if it is outside the size-range specified. Example: A child expands from a saber-toothed (AA) trunked (B) parent. The player decides the child will inherit AB. He adds a roadrunner animal to the A spot in the track, and uses his B inheritance tile to represent its inherited trunk. 9.2 Benefits of Acculturation. Each culture animal awards the benefits listed below. Important: Each species may have only one culture animal in each culture area. It is removed only if the species goes extinct. In particular, the loss of a card with the instinct icon will not change the cultural advancement. Culture is not inheritable. a. Tool Use Culture. Requires manual dexterity and social skills. Special: This species ignores size limitations on all mutation cards and tiles. It must still be at size 1 for flight or subterranean colonies. Example: A tool-using animal growing to size 5 keeps its feathers (as a cloak?), its IN (acorn) digging claws (shovel?), and its H inheritance tile (nutcracker?). b. Bone-Cracking Culture. Requires manual dexterity and natural history. Special (hand-axe scavenging of bone marrow): Carnivorous animals of this species ignore all size characteristics of its prey (14.1a). c. Projectile-Hunting Culture. Requires manual dexterity and language. Special (atlatl): Carnivorous animals of this species ignore one roadrunner type possessed by its prey (14.1b-e). This may be a different type for each prey animal. (Projectile-hunters still need M DNA to enter sea habitats, however.) d. Division of Labor Culture. Requires social skills and language. Special: Animals of this species always win dentition contests against those without Division of Labor. e. Agricultural Culture. Requires natural history and language. Special: Herbivorous animals of this species treat empty slots next to your homeland (to the north, south, east, and west) as habitable habitats called farms (even if the homeland is inverted). This assumes you have the adaptations to enter them per 11.1a or b. Homelands being farmed are immune to extinction. f. Male Contests Culture.22 Requires natural history and social skills. Special: Children of this species are not limited in their inheritance by 10.3b and c. They may inherit multiple types of roadrunner and dietary DNA. 10.4 Choose Destination. The child may enter a habitat no further from its parent than the child’s migration range (11.0). If the destination is a biome or rooter triangle, the child must have the DNA to eat it. If the destination is a predator triangle, the prey there must be suitable for the child to eat per 14.1. Note (omnivorous): It is possible for a species to have both carnivores and herbivores.25 It is even possible that a species can be a predator of another species in one biome, yet be predated by that same species in another biome. However cannibalism is disallowed; a predator may not feed on an herbivore of the same species. Note: An animal may be placed in an overcrowded habitat, but if it 10.0 EXPAND AN ANIMAL. 9 loses the contest, it will be culled at the end of its turn. Example: A chipmunk eating nuts in a rooter triangle notices a small defenseless prey animal nearby. The chipmunk expands a new animal that moves to the predator triangle of the prey’s habitat. 11.0 MIGRATION RANGE. 26 Rooter biomes have 2 rows of requirements (2.4b). The upper row is for herbivores that eat leaves, and the lower row is for rooters that shell nuts/seed-cones (H husker DNA) or dig for tubers/rhizomes (N burrowing DNA). Thus, a rooter biome is effectively two biomes, able to support four animals: one eating foliage (on the biome), one eating nuts/roots (in the rooter triangle, 2.6b), and two carnivores (in the predator triangle). a. Niche. Regardless of whether foliage or nuts/roots are eaten, the niche is the same (listed in the white square). b. Rooters. An animal in the rooter triangle, called a rooter, is herbivorous and generally follows all the rules for herbivores. Example: The cycadeoid biome shown can support an herbivore with B DNA, plus a rooter with H DNA. The two animals can be the same or different species. The niche for both is “S”. A species’ range is a maximum number of habitats it is allowed to spread while expanding to a new habitable habitat. This range is a path moving from habitat to habitat, moving directly north, south, east, or west. You may not move diagonally. The range is equal to the species size, as shown on the map size track (2.5a). a. Flying Animals. Any animal or immigrant with SSS roadrunner DNA has wings (7.3b) with a range of 7 habitats, and the ability to enter land, sea, or ice habitats. b. Physiology. An animal increases its migration range by one for each P DNA it has. 11.1 Migration Obstacles. 27 The S and M roadrunner tracks list limitations on the habitats that animals may enter while tracing the migration path. a. Land animals. Animals (including immigrants) with no M DNA may not enter sea biomes or slots (2.4a and 2.6e), unless they can fly. Note: Animals are allowed both S and M DNA at the same time. b. Sea animals. Animals with two or more M DNA may not enter land habitats or slots (2.4a and 2.6e), unless they can fly. c. Amphibians. Animals with exactly one M DNA are called amphibians. They can enter land and sea biomes and slots, but their migration range is one less, as marked on the roadrunner track. Example: A size one seal may only migrate within its habitat. It may, for instance, switch from the predator triangle to the biome. d. Ice Habitats. Only flying animals are allowed to enter ice habitats (biomes inverted per 15.1d during a 200 ppm greenhouse). Example: In the map shown, the Greenhouse is at 1600 ppm, so that all empty slots are sea. Two parents are shown, one a size 2 sea animal, the other a size 3 land animal. Since range = size, the sea animal may expand a child to place no more than 2 habitats distant, as shown. It travels over sea biomes or slots only. The land animal expands a child to a place 3-habitats away, traveling over land. It is assumed that the Atlantic has not yet formed. 13.0 HERBIVORE CONTESTS Each biome can support one herbivore, plus (if a rooter biome, 8.3) one rooter. For each overcrowded biome (in any order), perform an herbivore contest by following steps 13.1 through 13.4 below to identify the losers. In case of a tie, go to the next step, until only one animal is left. 13.1 Biome Habitability. Herbivores not meeting the biome requirements (2.4b) lose. 13.2 Niche Contest. Each biome tile has a niche listed in the white box in the corner. The herbivores with the least amount of the niche attribute lose. a. DNA Niche. If the niche is a DNA code (2.3a), the herbivore species with the least amount of that DNA in their genome lose. Example: Both Orange and White have an herbivore in a habitat containing the Iberian Bog biome (niche = I). The white species has one I DNA, while the orange species has two. White is culled (removed) because it has less of the insect-eating DNA. b. Size Niche. If the niche is "SIZE", the smallest herbivores lose. c. Color Niche. For the homelands, the niche is the player color. However, farms associated with homelands have no niche (9.2e). Example: The cloud forest has niche “orange”. Therefore, an herbivore of a different color loses if Orange has an herbivore there. 13.3 Predator-Defense Contest. Herbivores edible by one or more carnivores in the habitat lose. See prey suitability (14.1) to see if a carnivore can eat an herbivore. Example: A moose and squirrel sit in a prairie. Since a biome can only support one herbivore, one must lose. The niche is “S”, so if 12.0 ROOTER BIOMES 10 the squirrel is faster, he will prevail. But suppose neither is faster, but a predatory eagle too small to eat the moose is present. Now, it is the moose that wins. e. Marine. Must have the same number or more "M" DNA than its prey. Note (cannibalism): A carnivore cannot eat its own kind. 13.4 Herbivore Dentition Contest. Herbivores with fewer teeth lose against those with more. Thus, 5teeth wins over 3-teeth. Note: If you have more than one adapted herbivore species of your color in a habitat, and neither has an advantage in niche or predator-defense, you choose which ones are removed. See 20.0 turn 20. 14.2 Physiology Contest. Carnivores lose against competitors having more P DNA. 14.3 Carnivore Dentition Contest. Carnivores with more teeth lose against those with fewer teeth. (The fewer the teeth, the better the carnivore!) Note: In a carnivore dentition contest with more than one species of your color in a triangle, you choose which ones are removed. 13.5 Competition with Immigrants. An herbivore immigrant tile is treated exactly as an animal, using the DNA and dentition code shown on its tile. Since all immigrant herbivores have 6-teeth, they win dentition contests (except per 9.2d). If after a greenhouse shift two immigrants are in competition, the one that is in the habitat first is the winner. Example: Before culling, dino-crocs and chisel lizards both have a carnivore (without P DNA) in a triangle of a habitat containing both rooter and herbivore prey. Suppose dino-croc expands an additional predator into this triangle. If the dino-croc can eat both kinds of prey, the chisel lizard loses the dentition contest and is removed. If the dino-croc can eat just one kind, then the additional dino-croc animal has no suitable prey and is removed. 13.6 Losing a Contest. Any animal or immigrant losing a contest is culled (returned to its owner or the tarpit respectively). Exception: If in the same habitat, there is an empty biome or triangle that is habitable, the animal or immigrant moves there instead of being culled. 14.4 Competition with Immigrants. A predator immigrant tile is treated exactly as a carnivore animal, using the DNA and dentition code shown on its tile. a. Size. Immigrant predators are automatically the same size as their prey. b. Immigrant Dentition. The dentition code of immigrant predators is only one-tooth. Example: Three carnivores are competing to eat an herbivore in a habitat. The 1-tooth immigrant and 3-teeth carnivores have no P DNA, and the 5-tooth carnivore has one P DNA. The 5-tooth carnivore wins the physiology contest, so the others starve. Example: An herbivorous animal belong to the Red player is eating cycads. But a Green herbivore invades, and beats Red in a dentition contest. Red is allowed to move his animal to the unoccupied predator triangle of the cycad habitat, assuming he is suited in size and roadrunner to eat the invading Green animals. 14.0 CARNIVORE CONTESTS Each predator triangle can support one carnivore (or two if there are two prey animals, possible only in a rooter habitat, 12.0). For each overcrowded triangle (in any order), perform a carnivore contest by applying rules 14.1 through 14.3 below to identify the losers. In case of a tie, go to the next rule, until only one animal is left standing. If an animal or immigrant loses a contest, move it to an unoccupied biome slot or rooter triangle in the same habitat, if it has the DNA to live there. Otherwise, it goes extinct. Important (circle of life): Herbivores are never removed from the map just because they are being preyed upon (but see 13.3). 15.0 GREENHOUSE28 A red disk in the chart on the west map edge monitors the Earth's Greenhouse Level. The higher the level, the hotter the climate. The Greenhouse can end the game, see 18.0c. 15.1 Greenhouse Habitat Displacement. During global warming, the greenhouse level disk goes up one step, and the habitats displace north to stay cool. During global cooling, the disk goes down and the habitats move south to stay warm. a. Habitat Displacement. If the greenhouse rises, move every habitat (including its biome, and all its animals and immigrants) north to the slot directly above. (Its best to start with the most northerly biomes.) If the greenhouse falls, move every habitat south to the slot directly below. If it cannot move because it is at the map’s edge, it remains where it is. Exceptions: Orogeny biomes (2.4e) and super-ferns (6.1f) do not displace during greenhouse events. The habitat directly north or south will displace into its slot, and then the lowerclimax biome goes extinct. Note: Farms (9.2e) displace with their homeland. b. Biome Competition. If after the habitats are displaced, two biomes are stacked together, the lower climax biome goes to the tarpit. The animals on the extinct biome also are lost, unless they can live in the winning biome. 14.1 Prey Suitability. Carnivores can only eat herbivores, either player animals or immigrants. Carnivores not suited to eat their prey because of size or roadrunner die. a. Size. Must be no more than one size different from its prey. For instance, if the prey is size 2, the predator can be size 1, 2, or 3. b. Speed. Must have the same number or more "S" DNA than its prey. For instance, if the prey is SS, the predator must also be SS or faster. c. Nocturnal. Must have the same number or more "N" DNA than its prey. d. Armor/Aggressive. Must have the same number or more "A" DNA than its prey. 11 c. d. e. Melting of the Ice-Caps.29 If the Greenhouse moves into the 3200-ppm spot, each biome marked with a blue star is flipped after it is displaced, now representing a barren sea biome. If the greenhouse drops from 3200 ppm, flip each back to its face-up side. b. Animals of Extinct Species. Return all map, size, roadrunner, and culture animals to your reserves. 16.3 Lazarus Player.30 Whenever your last species goes extinct, so you have no map or size animals, continue to play as a “Lazarus” player. If you purchase a card, you must either use it for resurrection (see below) or discard it. Furthermore, you cannot collect tarpit tiles during scoring (4.4d). a. Raising from the Dead. As a Lazarus player, you may perform a special resurrection action by buying a mutation card per 5.0, using it to mutate any of your four species per 7.1, and placing a map animal of that species anywhere on the map where it can survive. Set your size animal at any desired size within the limits of the card, and set a roadrunner animal if the mutation card includes roadrunner DNA. Once resurrected, you are no longer a Lazarus. Ice-Cap Formation. If the Greenhouse moves into the 200 ppm spot, each biome marked with a white star is flipped after it is displaced, now representing an ice habitat (11.1d). If the greenhouse rises from 200 ppm, flip each back to its face-up side. Inverted Biomes. A biome inverted by a high or low Greenhouse is uninhabitable (and, in the case of low Greenhouse, impassible to flightless animals as well). It is considered to have a climax of 100 plus its original climax. For instance, climax 63 goes to 163. 17.0 EPISODES 17.1 Atlantic Rift. Right after the first Catastrophe event of the game is resolved (6.2), remove the Atlantic Rift Disk (3.9a) on the ammonite to indicate the creation of the Atlantic Ocean. This ocean, shown as a dark blue valley on the map, forms a barrier that can’t be crossed except by sea animals (those having 2 or 3 marine (M) DNA). Not even amphibians (only 1 M DNA) or flying animals (SSS DNA) can cross. This barrier is treated as the edge of the map during Greenhouse shifts (15.1a). Note (currents): A sea animal pays no extra movement cost to cross the Atlantic. Example: A volcano raises the greenhouse on a turn after the Atlantic has formed. Biomes in the furthest east slots in the arctic and horse latitudes do not displace because they are at the edge of the map. 17.2 Current Era.31 Right after the second Catastrophe event of the game is resolved (6.2), remove the Era Disk (3.9a) from the sunflower, changing the era from Mesozoic to Cenozoic. The remainder of the game will introduce Cenozoic rather than Mesozoic era tiles (see 6.1a and 6.2b). Example: The Greenhouse falls. The orogeny biome doesn’t displace. Biome A also doesn’t displace, since it is at the edge of the map. Biome B moves south on top of Biome A. Since Biome A has the smaller climax, it goes extinct. Note if the Atlantic Ocean has formed, Biome B would be blocked from displacing, and nothing would change. 15.2 Empty Slots. a. Archipelago. If the Greenhouse disk is at 1600 ppm or higher, then empty biome slots are seas (because of flooding from ice-cap melting). b. Continent. If the Greenhouse disk is at 800 ppm or lower, then empty biome slots are land. 18.0 ENDING THE GAME The game ends at the end of the turn during which one of the following happens: a. The last Period Deck (the Tertiary, see 3.8) runs out of cards. b. Either the Mesozoic or Cenozoic Era Pool runs out of era tiles. Optional: If the Mesozoic Era Pool runs out, start drawing from the Cenozoic. c. The Greenhouse goes to Snowball Earth or Hothouse Earth (see map). Note: The game continues even if all players have lost their populations. Important: A scoring round (4.4) occurs when the game ends. 16.0 EXTINCTIONS Note: Voluntary extinction is not allowed. 16.1 Extinction of Biomes or Immigrants. a. Tarpits. If a biome or immigrant is removed from the map (as a result of a catastrophe or culling), put its tile into the tarpit area of the map. 16.2 Extinction of Player Species. a. Stack Cards and Tiles of Extinct Species. Any species without map animals is extinct. Discard the mutation cards in its stack out of the game. If there are any genotype cards in its stack, put them into your fossil record. Return its inheritance tiles to your reserves. If all species of a Color are extinct, see 16.3. 18.1 Determining the Winner. After the final scoring round (4.4), each player counts the tiles in 12 his accumulated fossil record (4.4e). Each is worth one victory point (VP). Additional VP are awarded as follows: a. Genotype cards. Genotype cards in your fossil record count as a number of VP equal to the length of the DNA attributes on the card. For instance, a GAA genotype is worth three VP. b. Ending Population and Culture Animals. Each map animal and culture animal (9.2) is worth 1 VP. c. Tiebreaker. The most number of genes. cards that would cause it to become a sea animal (more than one M DNA). It will skip its turn if this is its only option. Victory. You win if at the end of the game you have at least 10 victory tiles and you beat the two-tusker score. 19.2 Paul Harford version of the Solitaire Game (recommended). Same as 19.1 except as noted. Using Living rules 3.5d, 9.2e, 11.0, 4.1e, 4.1f, 18.0b Additional Set up: Set aside eight silhouettes, and one placeholder of one type of two-tusker, for a potential MM species. Remove genotype cards from deck that do not bear G, B, or I, or are less than size 3 for a mammal. 18.2 Flowing this game into an Origins Game. At the end of the game, you may decide to start an Origins game (Sierra Madre Games, 2007). Use one of your species and its acquired instinct icons (9.1) as your starting hominid in the game. a. Purchasing Instincts. After the Bios Megafauna game has concluded, you may buy additional instincts by paying 4 genes each. b. Brain Map Assignment. Then, the player with the most instincts is awarded first choice of brain maps; the second most has second choice, etc. (The tiebreaker is victory points). c. Starting Encephalization. All brain maps start with the instinct icons uncovered that your best surviving species has acquired in Bios Megafauna. Extra cubes needed to cover icons come from population, and excess cubes not needed on the brain map go into the innovation track. Note: Players without instincts are disqualified from entering the Origins game. d. Greenhouse. The Origins Game starts in an Ice Age if the Megafauna Greenhouse ended at 400 ppm or less, and in a Tropical Age otherwise. How the Two-tusker Plays: On your Opponent's turn. On every two-tusker turn, consult this list and perform the first one possible, if the two-tusker has the genes for it. 1).Acculturate either species (if it has the requirements). 2).Expand into the lowest-climax habitable biome in range. • If it has a choice in a given habitat, it will expand into the rooter triangle first (if suited), then the herbivore slot, then the predator slot. • If it has a choice of species, it will expand the one with the lowest population. 3).Buy the cheapest gene-code (road-runner, or card) allowing expansion of either species (giving preference to one with the lowest population) into a biome where it can survive, or that develops it towards being able to expand, giving preference to genes which reduce current predation. This may mean genes allowing it to predate, or win culling contests. 19.0 SOLITAIRE GAME Example: There are no viable biomes for expansion, and no genes allowing immediate expansion on the next turn. There is an AM biome within range – however the two-tusker has neither A nor M genes. The display contains an A card in the fourth position, meaning it would cost three genes; the two-tusker accordingly buys either A or M from roadrunner at a cost of 2 genes. (If there were two genes on the A card, it would take the card: net cost would be only 1 gene) [If there is a choice of genes, it will take for preference from display and then whichever roadrunner gene most reduces current predation. If things are still a tie, it will choose whichever gene the player would rather it didn't!] 19.1 When Two-Tuskers Ruled the World (Solitaire). The Triassic was a time of struggle between dynasties. Shortly after the holocaust, one species of two-tuskers represented 90% of megafaunal populations world-wide. By the end of the Triassic, the two-tuskers (along with the chisel lizards and dog-faces) went extinct or almost extinct, leaving the dino-crocs supreme. Your Opponent is the two-tusker. Its animals are always size 3 herbivores of its archetype species. All 24 of its white animals are considered this species, so ignore their silhouette. It collects tarpit tiles normally during scoring rounds. If it goes extinct, it is out of the game (but you continue playing). 4).If the only gene available that would allow expansion is an M gene that would give MM, and if the two-tusker has at least two map animals and only one species, the two-tusker will buy that gene and generate a new species. One map animal, the parent, is replaced with a silhouette of the new child species. This map animal must be in the lowest climax sea biome from which it is possible to migrate to the intended MM biome. The new species inherits the MM genes, and any other genes required to survive in the biome of it's parent animal, adding map, roadrunner and size animals as appropriate. Set-up. The two-tusker starts the game at size 3 with 10 genes, while you start with zero. The rest of the Set-up is per 3.0 On your Opponent’s turn. On every two-tusker turn, consult this list and perform the first one possible, if the two-tusker has the genes for it. 1). Acculturate (if it has the requirements). 2). Expand into the lowest-climax habitable biome in range. If it has a choice in a given habitat, it will expand into the rooter triangle first (if suited), then the herbivore slot. 3). Buy the cheapest mutation card allowing expansion into a biome where it can survive. However, the two-tusker will never purchase a card that would cause it to become a sea animal if played. 4). Buy the cheapest card, and play it if can, and discard it if it can’t. Note: The two-tusker will not buy genotype cards, or mutation 5).Either buy the cheapest card, and play it if can (giving preference to the species with the shortest genome, or a species which would achieve acculturation requirements) and discard it if it can't OR steal a gene from the player if they have the most whichever gains most genes. In case of a tie, buy the cheapest card. 13 Additional Special Rules: • Lazarus. Once extinct, the two-tusker player may Lazarus in the same way as the player. If neither the player nor two-tusker can afford to Lazarus from available display cards, alternate turns buying the free card until sufficient genes have been collected and/or viable DNA appears. If necessary, the two-tusker will resize if the only viable DNA requires a size less than 3. It is then fixed at this size (at least until it's next extinction!). After the first catastrophe two-tusker will Lazarus only onto the main continent, and to the lowest climax viable biome. • Genotype cards. These may be used in 2 ways: 1. By the player, as per normal rules. 2. By either the player or two-tusker as crossbreeding. To crossbreed it is necessary for the target species to match the silhouette and size range on the genotype card (for two-tusker this means one of three silhouettes for the main species, or the silhouette set aside for the MM species). In crossbreeding the target species inherits up to half the genes from the genotype-card species (player's choice) – these genes are added to the species genome, and must be supplied by available inheritance markers – if no markers available, then no inheritance! The genotype card is then discarded from the game rather than added to the fossil record. Turn 3: Purchase a Card. Dino-croc mutates his gators by purchasing the digging claw NI DNA for 3 genes. He places an archetype roadrunner animal in the N slot. They are now burrowing gators. a. Event & Display. The new card is a Duckbill genotype, which triggers the new era tiles event before being added to the display. 20.0 EXAMPLE OF PLAY This example shows the first 21 turns (stopping in the midJurassic) of a two-player game of Bios Megafauna. The dinosaur player is the dino-croc (2-teeth, Red) and the mammal player is the dog-face (3-teeth, Orange). Set-up. The starting Map and Lower Display are shown. This example does not use the optional Upper Display. Dino-croc starts with 3 genes and goes first; dog-face starts with 4 genes. QuickTime™ and a TIFF (LZ W) decompressor are needed to see t his picture. QuickTime™ and a TIFF (LZW) decompressor are needed to see this picture. b. Turn 4: Expand an Animal. Dog-face expands a child (of the same archetype species) from his homeland, which travels to the meadow directly south. This meadow needs insect-eating DNA to enter, which dog-face has. Turn 5: Expand an Animal. Dino-croc expands a child (of the same species), and moves it two spaces east, into the predator triangle of the meadow. The digging-gator now eats the anteaters. Turn 6: Resize a Species. Dog-face moves his size animal from one to two. Turn 7: Expand an Animal. In the meadow, dino-croc expands from the predator triangle to the meadow biome. This new herbivore is competing with the anteaters. The niche is N, and so the digging gators win the niche contest, and the anteaters die. The predatory gator-parent in the meadow also dies, since cannibalism is not allowed. Turn 8: Purchase a Card. Dog-face buys the bloodhound N DNA card. He plays it into his archetype stack and places an N roadrunner animal.. Turn 1: Resize a Species. As his action, dino-croc moves his size animal from one to two. Turn 2: Purchase a Card. Dog-face purchases (for free) the anteater tongue card with II DNA, and plays it under his archetype. He offsets the card a bit so he can read the relevant information, as shown. a. Reveal the next card. It’s the biped card. b. New Era Tiles event. The card’s event brings two new era tiles onto the map. c. Replenish the Display. The biped card is added to the rightmost position in the display. 14 two players are tied in population at 3 each. But dino-croc has more genes, so he takes 3 victory tiles, and dog-face takes one. Turn 9: Expand an Animal (new species).* Dino-croc expands a new species of the “sailback” silhouette into the predator triangle of his opponent’s cloud forest homeland. It inherits N DNA so as to be able to eat the nocturnal anteaters. Size-2 and N roadrunner animals are placed.. Turn 10: Expand an Animal. Dog-face expands an anteater child (of the same species) from his homeland, to compete with the gators in the meadow. During culling, both competitors have the niche, and there is no carnivore so predator-defense is not relevant. But dog-face has more teeth, so it wins the dentition contest. However the digging-gator is not dead; it moves to the predator triangle of the same habitat and becomes a predator of the anteater. Turn 11: Resize a Species. Dino-croc shrinks his size animal from two to one for his archetype species. Turn 12: Purchase a Card. Dog-face mutates his bloodhounds by buying and playing the biped (B) card. Turn 16: Resize a Species. Dog-face anteaters move to size 3. This is beyond the size-range of their anteater tongues, which are discarded. The gators, since they are predators of the anteaters, are allowed to adjust their size. Since otherwise the anteaters would be too large to eat, the gators move to size 2. Their spines, which are a size-one only card, are discarded. a. Culling. Since the bipedal bloodhound is no longer insectivorous, it dies off in the meadow. Its predator switches to plant-eating and moves into the biome. Turn 17: Expand an Animal. Dino-croc expands to the calamites thicket as a predator. Turn 18: Acculturation. Since the biped bloodhounds have the acorn and manual dexterity instincts, dog-face is able to place one of his archetype animals into the bone-cracking culture. Turn 13: Purchase a Card. Dino-croc buys for free the spines (AA) card (and gets the 3 genes that are on the card.) He mutates his archetype into spiny digging-gators. Turn 14: Expand an animal. Dog-face expands his bipedal anteaters by moving a child of the same species to the adjacent calamites thicket biome. Turn 15: Purchase a Card. Dino-croc buys the Carnosaur (AA) genotype card. His spiny-gators have the correct size, and over half the DNA, to be the parents.32 Because the parents have the same silhouette as the genotype, the card goes into his fossil record per 7.5. a. Scoring for the Triassic. There are 5 tiles in the tarpit. The 15 At this point (mid-Jurassic), both players are down to one species. Dog-face has 1 population, no genes, and 3 fossil record (including two for the BA genotype). Dino-croc has 3 population, 4 genes, and 5 fossil record (including two for the AA descendant). 21.0 TIPS ON WINNING 21.1 Grab valuable DNA The goal is to play DNA from which you can establish four species with robust (but preferably short) genomes before each scoring round. a. Amphibious Predators. Red and Orange, whose dentition favors predation, should buy P and useful roadrunner DNA. Perhaps the most valuable roadrunner is marine. Your first amphibian can be a seafood-eating “herbivore”. Then you are free to speciate an amphibian predator to eat your herbivores. b. Dietary DNA. Perhaps the most valuable dietary DNA is BB in the Mesozoic, and G and H in the Cenozoic, followed by M and I. P DNA is valuable for predators, but less so for herbivores until the flowers, grasses, and deciduous trees start arriving later. Turn 19: Purchase a Card. Dino-croc purchases and discards the duckbills/swine card. a. New Era Tile Event. Immigrant titanosaurs (armored brontosaurs) from South America! They enter the lowest-climax biome in the tropics, namely the calamites. 21.2 Size roadrunners. If your opponent has more teeth than you and equally adapted for the biomes, your herbivores can survive by becoming “size roadrunners”: species too big or too small for the local predators to eat. a. Tiny “Size-Roadrunners”. If the local predators are size 3+, then going to size one gives you the roadrunner advantage, as well as positioning you for expressing valuable husking, insect eating, and flight DNA. Watch out for the very limited range, however. b. Big “Size-Roadrunners”. Large herbivores additionally dominate in “size” niches, and are able to migrate farther. c. Predator’s Dilemma. Predators should avoid habitats with edible herbivores that are accessible to inedible herbivores. Otherwise the herbivore enjoying the roadrunner advantage could invade and drive you and your prey extinct. b. Culling. At the end of the turn, the titanosaurs win the predatordefense contest, since they are too big and too well armored for the burrowing gators to eat. Normally, the gators would die, as would the bloodhounds. But both are adapted for rooting, and the biome has a rooter triangle (requirement N). Both animals enter this triangle, but the digging-gators enjoy the niche (I). So the bloodhounds switch to the predator triangle, eating the nowspineless gators! Turn 20: Expand an Animal (new species).33 Dog-face buys and plays the chalicothere genotype (a horse that wants to be a gorilla!). The biped bloodhounds, at size 3 with BN DNA, become the parents. He replaces his homeland animal with a “rhino” animal, and also places “rhino” animals in size 3 and the A roadrunner positions. a. Culling. The ‘sailback” nocturnal predator in the dog-face homeland, unable to eat the aggressive new horse-gorillas, goes extinct. b. Erosion Event. The dog-face homeland is the only mountain on the map, so it erodes away. The short-lived horse-gorillas go extinct; its card goes into the dog-face fossil record. Then the greenhouse drops, displacing the dino-croc homeland and the calamites habitat south. 21.3 Overspecialization. Keep expanding your animals into new species to keep them from being overspecialized. For 5 card draws (50 million years), a species with a genome length of 4 DNA has about a one in ten chance of going extinct from a catastrophe. For a length of 7+, the odds increase to one in three. Such “comet bait” species may be useful as a sacrificial master race from which you spawn as many less-specialized derivatives as possible. 21.4 Predatory child. A good time to create a new species is right after your first roadrunner. This new species can inherit the roadrunner and 16 Vegetable Emperors. During the Cretaceous, an organism developed more fearsome than all the dinosaurs stomping around. The first flower bloomed. Angiosperms use flowers to employ legions of insects to handle their pollination, and use fruits and nuts to employ animals for seed dispersion. At 50 million years ago, and again 38 million years ago, the greenhouse fell dramatically. As usual, the climatic effects were magnified in America. The rainforests opened up as things got drier. As seasonality increased (i.e. greater differences between summer and winter), the first angiosperm weeds developed, annuals that die off every winter to be reborn. And the first wind-pollinated grasses bloomed, the most successful and advanced of the angiosperms, which actually tamed fire before the animals did. The increased seasonality also gave angiosperm deciduous trees the edge over conifers. By dropping leaves in the winter, a deciduous tree can handle winter drought better. And it can recoup much of the nutrients expended to make the lost leaf when the leaf rots the next spring. In regions where tropical summers follow arctic winters, deciduous trees have the edge. Where the summers are not quite so balmy, evergreens have the advantage. And where the winters are not quite so frigid, angiosperm evergreen broadleafs have the advantage. choose to be a carnivore on its parents. 21.5 Crossing the Atlantic. Suppose you have a land animal that wants to expand into nearby sea biomes. Or worse, wants to reach biomes across the Atlantic, which requires MM to cross. Invading the water from land, and vice versa, is tricky because you must become an amphibian first. a. The Migration of Frogs. The first step is to become an amphibian by playing a marine mutation. Remember that this cuts your migration range by one. In fact, if you are a size one amphibian, you may only migrate between the biome and triangles of the same habitat! b. Learning to Swim. Because the rules do not allow you to migrate the same turn that you mutate, adding a second M DNA to a species living on land would kill it off before it could enter the water. The lesson: learn to swim in a pond before you attempt the Atlantic! In other words, expand your amphibian to a sea biome with no more than one M requirement. From here, you can safely adopt a second M card, so as to be able to cross the Atlantic. c. Tail Fin. If you mutate with the caudal fin (MM) card, your species becomes a sea animal instantly. All its animals living on land would die that same turn. So obviously you must be living in a sea biome with at least one animal before trying to purchase this card. Note that after you play the caudal fin, you will have an MMM whale pod species! Dinosaur Mysteries Perhaps while playing this game, you can figure out the three fundamental dinosaur mysteries: a. Dinosaurs are big. Reptiles, birds, and mammals developed tiny species, but never dinosaurs. b. Dinosaurs are terrestrial. Reptiles, birds, and mammals have had marine and flying forms. Not dinosaurs. c. Dinosaurs are dead. Reptiles, birds, and mammals all had survivors. Dinosaurs didn't. Size Matters. This is a game about megafauna, animals 100 kg (220 lb) or more. In the history of life, animals this size were rare until the Mesozoic Era began a quarter billion years ago. Why be big? Megafauna gain a disproportionate share of the resources in an area. Large animals are often faster, migrate further, and can catch bigger prey than small ones. Weight per weight, megafauna need less food than small animals and do not need a high metabolism for the same activity level. Finally, large animals have smaller populations than small ones, given a constant resource. Smaller populations exhibit more speciation, at the price of greater genetic drift. 22.0 MILIEU Catastrophe Species. This game starts in the aftermath of the biggest disaster ever recorded, the Permian extinctions. The rock layers before this incident record wet forested jungles and coals. Afterwards are the sandstones of the Early Triassic, monotonously barren the world over. For a game turn (10 million years) the plant record shows only a few “disaster species”, cosmopolitan weeds such as spiky quillworts, shrubby lycopods, a seed fern, horsetails, and dwarf conifers. The marine fossils are also opportunists: small scallops or brachiopods adapted for low oxygen waters. The first trees and conifer forests appear halfway through the turn, populated by small unspecialized archetypes such as those in the game. Biodiversity and biota were still recovering through game turn two. It is estimated that over 90% of the animals worldwide were a single species of two-tusker. Warm-blood vs. Cold-blood. Large creatures can maintain their temperature at metabolic optimums easier than small ones. One can visualize this principle by observing how fast a given amount of ice melts in cubes compared to if it is in one big block. Creatures with a relatively constant body temperature are called homoiotherms. Some megafauna, such as crocodiles and big turtles, are low metabolism homoiotherms and maintain their body temperature through thermal mass. Other animals, with higher metabolisms, must expend energy to maintain a higher body temperature. A 50 kg cougar eats five times that of a 50 kg alligator. A body temperature of ~38°C is optimal for chemical reactions (including digestion and Krebs cycles) and muscle performance. Tiny homoiotherms like shrews and hummingbirds must eat continuously to maintain this temperature. The Struggle of Dynasties. The Triassic Period, a time of struggles for megafaunal world domination, lasted for 5 game turns. The two-tuskers, the top herbivores, were edged out by the chisel lizards and dog-faces. The top carnivores were also dog-faces. But at the end of the Triassic, Pangea split along the Atlantic Rift, erupting huge flood basalts34 and skyrocketing the Greenhouse. In the resulting mass extinction, dog-faces, chisel lizards, and two-tuskers died out, and a previously obscure group gained the field, the dinosaurs. Foregut vs. Hindgut Digesters. Most of the energy of a leaf is locked up in cellulose, the most common component of fiber. No known animal can digest cellulose without lengthy digestive tracts filled with special bacteria. These tracts include the foregut (stomach or crop) or hindgut (colon or intestine). The hindgut fermentation digesters include elephants, rhinos, hippos, horses, and extinct sloths, ankylosaurs, and pachycephalosaurs. A large amount of foliage can be processed rapidly in the hindgut, but the droppings will contain much undigested food. Elephants spend 77% of their time eating because of digestive inefficiency. Foregut digesters, such as ruminants, are more efficient because the vegetation in the crop can be regurgitated forward for additional processing and mastication. Deer, giraffe, camels, goats, bison, and cattle are today’s foregut digesters. American Megafauna. The north-south orientation of the two American mountain ranges act as a “climatic trumpet”, magnifying the effects of Greenhouse levels. America’s ice-sheets were the most extensive in the world, and its Eocene tropics were the balmiest in the world. The collision of funneled arctic blasts with tropical air spawns most of the world’s tornados. These extremes have forged America into a kind of megafaunal evolutionary superpower. It has spawned the biggest and the most dinosaurs, and appears to be the origins for the ruminants (cud-chewers such as cows, sheep, deer), camels, and perissodactyls (horse, rhinos, tapirs). (However, few if any bird orders originated in America for some reason.) Mammal diversity peaked 15 million years ago in the Miocene, with American savannas resembling the Serengeti. America lost its megafauna during the Pleistocene ice ages, likely because of human invasions over Beringia. 23.0 REFERENCES 17 Alexander, R. McNeill. (1989). Dynamics of dinosaurs and other extinct giants. Columbia University Press. Bakker, Robert T. (1986). The dinosaur heresies. William Morrow. Benton, Michael. (1996). The historical atlas of the dinosaurs. Penguin Books Ltd. Dixon, Dougal et al. (1988). The Macmillan illustrated encyclopedia of dinosaurs and prehistoric animals. American Museum of Natural History. Erwin, Douglas. (2006). Extinction, How life on Earth nearly ended 250 million years ago. Princeton, NJ: Princeton University Press. Farlow, James and M.K. Brett-Surman. (1997). The complete dinosaur. University of Indiana Press. Fastovsky, David and David Weishamel. (1996). The evolution and extinction of the dinosaurs. Cambridge University Press. Flannery, Tim. (2001). The eternal frontier. The Text Publishing Co. Lunine, Jonathan. (1999). Earth: Evolution of a habitable world. Cambridge University Press. McGowan, Christopher. (1991). Dinosaurs, Spitfires, and Sea Dragons. Harvard University Press. Paul, Gregory S. (1988). Predatory dinosaurs of the world. Simon and Schuster. Powell, James. (1988). Night comes to the Cretaceous. W. H. Freeman and Company. Ridley, Matt (1993). The Red Queen. Penguin Books Ltd. 24.0 CREDITS Designer: Phil Eklund (phileklund@aol.com), (520) 324-0523 2525 E. Prince #72, Tucson, AZ 85716 (www.sierramadregames.com) Art, Map, Layout: Phil Eklund Cover: Jenny Dolfen Bios Logo & Map Art: by Tim Park Rules Editing: Rick Heli, James Sterrett, Brian Leet, Bill Su. Playtesters: Mark Buckley, Cedric Chin, Dustin Crowl, Matthew Eklund, Alex Hazlett, Derek Long, Phillip McGregor, James Scheiderich, Thomas Blaine, Alan Bargender and the Bargender family, Donald Acker, Kristina Stipetic, Brittany Sturdevant, Nicole Morper, Andy Graham, Jim Gutt, Andro Hsu, Zack Mensinger, Dave House, Joe Delaney, David Morneau, Ryan Frans, Lucas Wan, Ross Mortell, Rick Taylor, Marc Williams, G. Thomas Wells, Chris Peters, Martin Vallance, David Ells, Eric Cochenet.In memory of our slain playtester Gabe Zimmerman. Special Consultants: Rick Heli of Spotlight on Games, Manuel Suffo, Wilhelm Fitzpatrick, Franco Momoli, Bob Butler of the University of Arizona (tectonics), Dr. Jonathan Lunine of the University of Arizona (Earth), Dr. Paul Martin of the University of Arizona (blitzkrieg), Neal Sofge of Fat Messiah (dinosaurs), Dr. Jim Kirkland (discoverer of Utahraptor), Dr. Robert McCord of the Mesa Southwest Museum (immigrants), Dr. Darin Croft, anatomy professor at Case Western Reserve University (notoungulates), Dr. Patrick Ross, Professor of Biology at Southwestern College, Dr. Andro Hsu, Product Manager at NextBio. Dr. John Douglass (erosion), 25.0 PLAYER RESOURCES Megafauna online discussion: http://games.groups.yahoo.com/group/Megafauna/ Sierra Madre Games homepage: http://www.sierramadregames.com Rick Heli’s Spotlight on Games: http://spotlightongames.com/summary/amf.html BoardGameGeek: http://www.boardgamegeek.com/boardgame/97915/biosmegafauna "In any non-self running simulation, there must be Lamarckian appeals." Mike Wasson 18 Endnotes lush with rain-forests all the way north to Greenland, which actually lives up to its name. The interior is mainly barren sand dunes, stirred by easterly winds desiccated by passage over the Hercynians. 1 DENTITION Mammal teeth come in two sets: milk teeth and permanent teeth. Both sets are sculpted to fit together precisely (called an occluded bite), contrasted to the dinosaur’s rather sloppy bite with dental batteries that are continually replaced. The life span of mammals is limited by tooth wear; consequently most of them plateau at a maximum adult size. Dinosaurs, with their uniform ever-growing teeth, themselves grew throughout their lives, up to the biggest land beasts ever. a. b. c. d. 9 OROGENIES are mountain-building processes. The impact of Africa into Laurentia at the beginning of the game caused both the supercontinent of Pangaea and the Hercynian orogeny. The Hercynians, as tall as the Himalayas, blocked the trade easterlies and turned the interior seaway into a series of hypersaline ponds and salt deposits. The western orogeny is the Laramide, which up-lifted the Rocky Mountains and formed the Sierra Nevada and Coastal Ranges. The 4-tooth dentition, based upon the peculiar herbivorous rhynchosaurs, features biting tusks (actually extensions of the jawbone), and shearing ‘blade and groove’ teeth. The teeth were not replaced in the conventional reptilian fashion. Instead they were shuttled into the tooth-field in a conveyor-belt manner superficially similar to the elephantine system. HORSE LATITUDES contain most of today’s great deserts. At around 30° latitude, desiccated air of the circum-global Hadley cell descends and diverts trade winds from carrying rainwater from the oceans to these regions. 10 The 5-tooth dentition augments the usual mammalian arsenal of incisors, tusks, and cheek teeth with reptilian beaks and horny palates. It is based upon the dicynodonts. The lower jaw retracts as the jaw closes, providing shearing action and grinding of vegetation on the palate. 11 Animals with minimal dental formulae are favored for the "snatch and gulp" or "slashing cookie-cutter" predatory methods. They have semispecialized teeth that are curved, flattened, and serrated for cutting off chunks rather than grabbing. These are continually replaced as they are lost. The “species” in this game actually represent animal orders. 12 ARCHETYPES are the original forerunners of a group of animals or plants. In this game, the dinosaur archetypes are archosaurs and rhyncosaurs, and the mammal archetypes are cynodonts and dicynodonts. Starting small and unspecialized, the four differ mainly in dentition. All have general digestion, unspecialized five clawed toes, and plantigrade locomotion (walking on soles) with an up and down backbone flexure. Mammals with 3-tooth dentition have four kinds of teeth: incisors for biting and cropping, canines for holding prey, pre-molars for crushing, and molar “cheek teeth” for chewing. (In most mammal herbivores, the canines are absent, leaving a gap called the diastema between their biting and chewing teeth.) 13 PERIODS. Historically, the Mesozoic Era started with the Triassic Period, and ended at the K-T catastrophe at the end of the Cretaceous Period. In this game, the K-T catastrophe ending the Mesozoic can happen at any time. 2 BROWSERS are animals that eat the leaves of shrubs and trees. Low plants have made themselves more and more indigestible, while the higher tree foliage remains more succulent. Only 30 to 70% of the contained energy of leaves is usable, compared to 70 to 90% for fruit, meat, insects, fish, and seeds. Browsing requires a long neck, arms, tongue, or trunk to reach these high leaves. Or strength: elephants will knock a tree over to get a few leaves at the top. Browsers, such as elephants and rhinos, tend to be larger and more intelligent than grazers. 14 A CATASTROPHE is a sudden environmental change. Controversy continues whether the major factors in the survival or extinction of life are catastrophic or gradualist. Equally controversial is whether survival or extinction is due to opportunism or evolutionary competition. Life seems to be at maximum risk when at equilibrium. 15 AZOLLA EVENT. During the Eocene, a bloom of the freshwater Azolla fern turned the entire Arctic Ocean solid green. Dead ferns dropping into the hypoxic depths sequestered enough carbon to drop greenhouse levels from 3500 ppm to 650 ppm. No known creature is able to consume this “superfern”. 3 GRAZERS are adapted to eat ground cover or, during the Cenozoic Era, grass. (Grass, a wind-pollinated angiosperm, appeared after the age of dinosaurs). Grass contains spicules, and these needles of glass require high crowned teeth with cement to process them. In order to obtain an adequate diet, grazers must repetitively munch and grind the grass, and all this mindnumbing mastication dominates their daily routines. Cattle, deer, and other ruminants are today's most advanced grazers; such cud-chewers are currently driving the larger hindgut digesters out. Rhinos, elephants, and horses will be extinct in a million years or so unless man gives them sanctuary. 16 PHENOTYPE includes the distinguishing features of an individual resulting from both its genotype and its environmental interaction. 17 MILANKOVICH CYCLES describe how climate is nudged by periodic 4 HUSKERS are animals adapted to crack the husk of mast and obtain the high energy contents inside. Today, the dominant huskers are rodents, sparrows, and pigeons. A uniquely American rodent husker is the squirrel, which has co-evolved alongside acorns, beechnuts, and chestnuts, etc. Such trees find the squirrels useful to disperse their seeds, not all of which are subsequently eaten after being squirreled away. In competition for the services of squirrels, many American trees have made their seeds as thinskinned and squirrel-sized as possible. This is in sharp contrast to other continents that have no squirrels. In South America, for instance, Brazils and Macadamias are heavily armored. oscillations in the Earth’s orbit. These oscillations are caused by the alignment of the planets, especially Jupiter. (I bet you weren’t expecting astrology to enter this discussion!) There are three sorts. Changes in the Earth’s eccentricity (E cycle) reapportion annual solar energy to different parts of the year. Changes in the Earth’s precession (P cycle) alter the seasonality (temperature differences between poles and equator) that drive the equatorial winds and weather. Changes in the Earth’s tilt (T cycle) change the amount of midnight sun and seasonality, especially at the poles. 18 EROSION AND GREENHOUSE. The greenhouse gas carbon dioxide (CO2) rises and falls in response to biological and geological forces. Over the long run, CO2 levels have been falling unsteadily due to carbon sequestering into rocks. This sequestering occurs during rock weathering (especially hydrolysis), and by coal formation (mainly from plant lignins which resist decomposition). Some of the sequestered carbon is returned by volcanos, but most of it is buried forever. And so temperatures have been falling since the time of the dinosaurs, especially when erosion is accelerated by mountain growth. Our current ice age is mainly due to the growth of the Andes and Himalayas, although the American Laramide Orogeny contributed as well. 5 A BIOME is an ecological community or environment characterized by distinctive geology, vegetation, invertebrates, or fish that can be exploited by adapted animals. 6 NICHE defines the competition of species for a certain natural resource. No two species can simultaneously exploit the same resource, as the more efficient exploiter will eventually prevail. 7 CLIMAX, a mature plant community as a culmination of an ecological or evolutionary succession. 19 FEATHERS are scales modified to insulate an animal's body by trapping a layer of air (air is a superior insulating material). Feathers are better than fur for insulation and shielding from solar radiation. Only later were they adapted for flight purposes. Feathers are high maintenance, requiring bathing, preening, and periodic replacement to keep from getting matted or infested with parasites. They also preclude the use of sweat glands, which is why birds pant rather than sweat. 8 The MAP diagrams the North American portion of the supercontinent of Pangaea during the early Mesozoic Era (200 million years ago). Pangaea is beginning to split into a northern half (Laurasia) and a southern half (Gondwanaland). The sea forming between them is the Tethys. The Hercynian range to the east is the remnant of a plate collision. Its slopes are 19 atmospheric carbon dioxide by volume. High levels trap solar heat, melting the icecaps and rising sea levels. Low levels cause global cooling and ice-cap formation. The Permian Catastrophe rocketed greenhouse levels from a 250 ppm ice age to an 1800 ppm hothouse, a temperature rise of about 10°C. Greenhouse levels soared over 2500 ppm during the late Mesozoic Era, but have been falling ever since. This decline, caused in part to the formation and erosion of the Tibetan plateau, has led to today’s ice age, which oscillates between a 280 ppm deep freeze and a 400 ppm interglacial. For the last 15,000 years, the climate has been climbing out of the last deep freeze. Today’s value is 388 ppm, and if it follows the last dozen cycles, it will peak at 400 ppm before falling into the next deep freeze. The situation is like a brisk September morning. In the short run it will get hotter as midday approaches, yet over the longer run it will get colder as winter sets in. Today’s air is so impoverished in CO2 that plants struggle to breathe, having been adapted to levels ten times higher throughout most of Earth’s history. 20 RECESSED DNA encodes latent characteristics, represented in the game by hand cards. 21 ARCHAEOLOGICAL CULTURES are consistent and diagnostic assemblages of tools and techniques. These include hand-axes (3 million years ago), fire-bearing (one half million years ago), and Mousterian thrusting spears and Levalloisian blade spears (one quarter million years ago). Multipart tools need to be visualized prior to assembly. This visualization is accomplished in the brain using stored lingual concepts, which is why language is necessary for true technology as opposed to instinctive tool use. The origin of consciousness (driven both by natural selection and the evolution of language) is covered by the next game in the series: Origins, how we became human. 22 SEX is the intermingling of genetic material like DNA, and the activities that enhance this. Cards with the alpha (social skills) icon represent a variety of sexual intimidations, advertisements, displays, and leks. (Leks are sexual arenas where males peacefully congregate to perform their courtship displays, and females make their choice. This system works well for monogamous species whose offspring need a lot of parental effort, like birds.) 29 SEA LEVELS were close to present levels at the start of this game, covering a shallow continental shelf off Pangaean shores. They rose dramatically during the Jurassic, inundating the Midwest and separating America into east and west ranges by the Cretaceous. They dropped again during the Cenozoic. The formation of ice-caps during the Pleistocene dropped levels 130 meters below present, exposing bridges to Asia and Greenland. 23 SPECIATION is the Darwinian process by which a new species arises. There are different modes of speciation, including allopatric (a new species arises as a result of a geographic barrier such as a mountain range) and sympatric (a new species arises as a result of a specialization within a population). The silhouettes in this game correlate to ecomorphs, megafaunal bodyplans that have withstood the test of time. One ecomorph is the tank, a quadruped with a low grazing mouth, a huge hindgut digestive vat, and a generally surly disposition. Rhinos and ankylosaurs, for instance, are tanks. A common browsing ecomorph is the biped, which may run on four legs, but stands up on two for browsing. Some bipeds use claws on their hands to defend themselves, like ground sloths and iguanodonts. 30 LAZARUS SPECIES are creatures missing from the fossil record for many millions of years before mysteriously "rising from the dead". This is an observational artifact caused by incomplete fossil records. 31 THE K-T CATASTROPHE was an extinction event at the CretaceousTertiary boundary (abbreviated K-T) some 65 million years ago. This event, associated with the Chicxulub impact crater in Yucatán, ended the Mesozoic Era and began today’s Cenozoic Era. On the land, the dinosaurs and pterosaurs died. Most of the birds and mammals died as well, but at least a few survived to radiate spectacularly in the Cenozoic. In the oceans, the rudistids (coral-like oysters), great sea reptiles and lizards, ammonites, and much plankton went extinct. Small and generalized cold-bloods, like fish, turtles, insects, crocodiles, seemed totally unscathed, as did plants, including the recently-evolved flowering plants. Many of the survivors were acidtolerating or lived on acid-buffering soils. 24 GENOTYPE is a population of individuals sharing a specified genetic makeup (in this game, an order of related animals). 25 TROPHIC LEVEL is a nutritional hierarchy of life. In the simplified 3-level trophic triangle used in this game, top carnivores occupy the apex, feeding on the next trophic level, the herbivores. The lowest trophic level contains the energy-producing plants. The passage of energy between each trophic level determines its biomass. Note that insectivores and sea-food eaters are treated just like herbivores in this game. Dinosaur and bird orders can be divided into meat-eaters and leaf-eaters, (most lizard-hipped dinosaurs are carnivores, and all bird-hipped seem to be herbivores), while mammal orders cannot be so cleanly divided. This indicates that reptiles and birds are less versatile in their trophic choices than mammals. Furthermore, because of the specializations required to masticate and digest plants, it is generally easier for plant-eaters to evolve into meat-eaters than vice-versa. A giant bolide 10 km in diameter can be expected to smite the Earth every 200 million years (My). The K-T bolide rebounded the crust an estimated 13 on the Richter scale, and generated world-wide tsunamis a hundred meters tall. The crater was 170 km in diameter. The re-entry rain of ejecta was offset like a shotgun aimed at the American heartland. It actually ignited the lower atmosphere, burning everything combustible. A curtain of nitrogen oxide smog and soot shut down photosynthesis for months, and destroyed the ozone layer. The gloom plunged Earth into a decades-long impact winter, with average temperatures below freezing. Since ground zero happened to be rich in sulfur, acid rain sulfates pelted the world for decades. 32 The theory that new species arise within populations without migration is called sympatric speciation. 26 MIGRATIONS are the mass movements of organisms from location to location. These may be seasonal or in response to climatic change or hardship. The game migration rate is based upon the annual migrations of size three American animals like bison and caribou, which travel 2500 km annually. 28 33 The theory that new species arise as the result of migration is called allopatric speciation. 34 The Central Atlantic Magmatic Province (CAMP) was the largest area flood basalt vulcanism in the solar system (10 million square km). There were perhaps 3 million cubic kilometers of extruded basalts. Each flow was several thousand years long, covering America east of the the Appalachians, as well as Morrocco and Brazil. GREENHOUSE LEVEL is measured in parts per million (ppm) of 20 Bios Megafauna Player Aids ON YOUR TURN, PERFORM ONE ACTION: 1. Purchase and play/discard a card. Purchase a card of your choice by dropping one gene on each card to the left of it in the display. Either play it on one of your species or discard it; you may not hold cards. Then draw a new card and (if it goes into the Lower Display) resolve its event. Finally replenish the display with the drawn card, putting it into the rightmost position in the display row. 2. Resize one of your species. Move a size animal up or down one spot. >If you grow outside of the size-range of a mutation card, discard it. >If you grow outside the size-range of an inheritance tile, return it to your reserves. 3. Acculturate one of your species. If your species has the necessary two instincts, add a species animal from your reserves to the appropriate culture area on the map. This gives the species the special power listed. 4. Expand an animal. Choose a parent, then add an animal from your reserves to a habitable habitat within the migration range of that parent. You may expand with the same silhouette as the parent, or a new one. Your destination can be any habitable triangle or biome. 5. Roadrunner action (opt). Pay 2 genes, adjust one roadrunner DNA. 6. Genetic drift (opt). Steal a gene from the player with the most genes. After your turn, cull any animals that have been adversely impacted by your turn, starting with the herbivores. THERE ARE 4 KINDS OF EVENTS: 1. New Era Tile: Draw two Era tiles at random from the current Era pool. >If Orogeny Biome Tile. Place into lowest-climax biome or slot in one of the mountain ranges. A replaced biome goes into the tarpit. >If Non-orogeny Biome Tile. Place into lowest-climax biome or slot in the latitude specified on the tile. >If Immigrant Tile. Place into lowest-climax habitable habitat in the latitude specified on the tile. 2. Catastrophe: >Perform Extinctions. The Catastrophe level drives animals and immigrants extinct that have that much DNA or more. >Move Greenhouse Disk one higher or lower, as specified. A rising level displaces all non-orogeny biomes north, along with the animals in them. A falling level displaces them south. If 2 biomes end up in the same habitat, the lower climax one goes to the tarpit. If the greenhouse is at its highest level, all biomes with a blue star are inverted. If the greenhouse is at its lowest level, all biomes with a white star are inverted. > Episodes. Right after the 1st catastrophe of the game, the Atlantic opens up. You need MM DNA to cross the dark blue line. Right after the 2nd catastrophe of the game, the Era changes to the Cenozoic. Thereafter, new era tiles come from the modern era. 3. Erosion: If the Greenhouse is 800 ppm or higher, send the highest-climax orogeny biome to the tarpit, and then lower the greenhouse. 4. Milankovich: Put the lowest-climax biome of the latitude(s) specified into the tarpit. MIGRATION LIMITATIONS. Range: During expansion, a newly-created animal may migrate up to a number of habitats equal to its size plus its number of P DNA. Diagonal movement is not allowed. Wings may migrate up to seven habitats (but not over oceans). Amphibians. Those with one M DNA migrate 1 less. Land Habitats may not be entered by animals with 2+ more M DNA. Sea Habitats may be entered by species with flight or at least one M DNA. Ice Habitats may be entered only with wings. Must end in a habitable triangle or biome. HERBIVORE CULLING RULES. In each overcrowded biome or rooter triangle, keep applying culling rules (in the order listed) until there is one animal left: 21 1. Suitable: Those without the DNA required to eat the biome die. 2. Niche: Those with less of the Niche DNA die. 3. Predator-Defense: If (and only if) there are one or more predators present, then those inedible to all the predators survive; the others die. 4. Dentition: Herbivores with the most teeth survive. CARNIVORE CULLING RULES. In each overcrowded predator triangle, keep applying culling rules (in the order listed) until there is one animal left. 1. Suitable: A predator must be within one size of its prey, and have at least as much roadrunner in all 4 categories as its prey. 2. Physiology: Those with more P DNA survive. 3. Dentition: Those with fewer teeth survive. EXTINCTION. A species with no population discards all its cards and returns all its tiles to reserves. Extinct era tiles go to the tarpit.. LAZARUS PLAYER. A player with all 4 species extinct can resurrect by buying and playing a mutation card, and starting a map and size animal.. THERE ARE 4 PERIOD DECKS. The number of cards in each deck is 3N, 5, 8, and 7, where 3N = three times the number of players. Both displays have 5 cards each. Scoring occurs at the end of the last turn of each period. The game ends at the end of the last period. It can also end if the pool runs out of Era Tiles, the greenhouse goes high or low. IF A DECK RUNS OUT, PERFORM SCORING. at the end of the turn that each of the 4 Period Decks run out. For each scoring, the player with the most map animals takes half the tiles in the tarpit, rounding up. Then the next most populous, etc. Players with no population do not take any tarpit tiles. HABITAT. Animals trying to be predators move to the upper triangle, rooters to the lower triangle. Other herbivores are placed on the biome tile. A species within range can freely expand into any of these areas, as long as it is habitable. PLAY CARDS. Mutation Cards. Play on a species stack that is in the card’s size-range. Genotype Card. To play this, you must have a parent matching the size and at least half the DNA (rounding up) on the card. If so, play it to start a new species stack, or (if the parent is already using the genotype’s silhouette) play this into your fossil record for endgame victory points. INHERITANCE. If expanding a new species, the child starts as the size of the parent, and may inherit Dietary DNA (maximum of 1 inheritance tile) and Roadrunner DNA (maximum of 1 roadrunner track value). EASILY MISSED RULES. >You may not use your inheritance tiles to specialize a species. You may only use it to show dietary DNA inherited from its parent. >Any expanded animal can migrate into a predator triangle if it is within one size of its prey and matches its prey’s roadrunner DNA. >If you have a predator, and its prey changes size, you are allowed a free and immediate one-step size change with that predator species. >The number of genes in the game is constant. >Once you place an animal, it cannot move to a new habitat. 25.0 Odds for a catastrophe not happening (courtesy Bill Su) 1 draws: 92.391304% 2 draws: 85.284281% 3 draws: 78.651059% 4 draws: 72.465021% 5 draws: 66.700758% 22 6 draws: 61.334030% 7 draws: 56.341725% 8 draws: 51.701819% 9 draws: 47.393334% 10 draws: 43.396306% 11 draws: 39.691743% 12 draws: 36.261592% 13 draws: 33.088703% 14 draws: 30.156793% 15 draws: 27.450414% 16 draws: 24.954922% 17 draws: 22.656442% 18 draws: 20.541841% 19 draws: 18.598694% 20 draws: 16.815257% 21 draws: 15.180441% 22 draws: 13.683777% 23 draws: 12.315400% 24 draws: 11.066011% 25 draws: 9.926863% Bios Megafauna is the greatest evolution game ever made, from the designer who made the best rocket game ever (High Frontier), & the best civilization game (Origins). You start as a proto-dinosaur or proto-mammal, just after the Permian apocalypse that destroyed 96% of the planet. You must mutate and speciate in the face of global changes, and competition from each other. Create bizarre chimeras, from vegetarian velociraptors to flying dolphins. Establish subterranean civilizations, tame fire, or just be super-sexy. This deluxe edition comes with mounted map, 108 Cards, 126 die-cut counters, 128 laser-cut wooden animals, and 44 gene chips. For 2 to 4 players, teenager and up. 23