EVO TURN SUMMARY 1. Initiative Determine player order for this turn: Longest Tail first. If tie, least Dinos first. If still tie, roll dice. Mark order with pawns on initiative track. 2. Climate Check if any player wants to play an event card to alter climate (only 1 can be played). Then first player rolls the die and moves the Climate marker. 3. Movement & Combat In player order, move Dinos. Number of Feet determines how many movement points can be spent. Each combat is resolved immediately. Attacker Horns minus Defender Horns = <= –2 –1 0 +1 +2 => Attacker Wins on 4. Births – 1 1–2 1–4 1–5 In player order, hatch new Dinos. Place as many new Dinos as Eggs, in empty hexes adjacent to adult Dinos. If player has no adult Dinos, place new Dinos anywhere on board but all must be adjacent to each other. 5. Survival & Mutation Cold Zones Hot Zones Deadly Zones Dinos in excess of Fur genes are removed Dinos in excess of Parasol genes are removed All Dinos are removed Each player receives a mutation point for each surviving Dino. 6. Meteor & Evolution GENE Tail Foot Horn Egg Fur Parasol Mutant Card Move meteor one space closer to impact. If space has number, first player rolls die. If greater than number, no impact. Draw new genes from bag and bid in player order. QUANT BENEFIT 6 12 8 8 8 8 6 Longer tails gain initiative Determines movement points Advantage in combat Each egg hatches a new Dino Survive in Cold zones Survive in Hot zones Reduces cost of new genes 6 Receive event card (discard gene) EVO TURN SUMMARY 1. Initiative Determine player order for this turn: Longest Tail first. If tie, least Dinos first. If still tie, roll dice. Mark order with pawns on initiative track. 2. Climate Check if any player wants to play an event card to alter climate (only 1 can be played). Then first player rolls the die and moves the Climate marker. 3. Movement & Combat In player order, move Dinos. Number of Feet determines how many movement points can be spent. Each combat is resolved immediately. Attacker Horns minus Defender Horns = <= –2 –1 0 +1 +2 => Attacker Wins on 4. Births – 1 1–2 1–4 1–5 In player order, hatch new Dinos. Place as many new Dinos as Eggs, in empty hexes adjacent to adult Dinos. If player has no adult Dinos, place new Dinos anywhere on board but all must be adjacent to each other. 5. Survival & Mutation Cold Zones Hot Zones Deadly Zones Dinos in excess of Fur genes are removed Dinos in excess of Parasol genes are removed All Dinos are removed Each player receives a mutation point for each surviving Dino. 6. Meteor & Evolution GENE Tail Foot Horn Egg Fur Parasol Mutant Card Move meteor one space closer to impact. If space has number, first player rolls die. If greater than number, no impact. Draw new genes from bag and bid in player order. QUANT 6 12 8 8 8 8 6 6 BENEFIT Longer tails gain initiative Determines movement points Advantage in combat Each egg hatches a new Dino Survive in Cold zones Survive in Hot zones Reduces cost of new genes Receive event card (discard gene) EVO TURN SUMMARY 1. Initiative Determine player order for this turn: Longest Tail first. If tie, least Dinos first. If still tie, roll dice. Mark order with pawns on initiative track. 2. Climate Check if any player wants to play an event card to alter climate (only 1 can be played). Then first player rolls the die and moves the Climate marker. 3. Movement & Combat In player order, move Dinos. Number of Feet determines how many movement points can be spent. Each combat is resolved immediately. Attacker Horns minus Defender Horns = <= –2 –1 0 +1 +2 => Attacker Wins on 4. Births – 1 1–2 1–4 1–5 In player order, hatch new Dinos. Place as many new Dinos as Eggs, in empty hexes adjacent to adult Dinos. If player has no adult Dinos, place new Dinos anywhere on board but all must be adjacent to each other. 5. Survival & Mutation Cold Zones Hot Zones Deadly Zones Dinos in excess of Fur genes are removed Dinos in excess of Parasol genes are removed All Dinos are removed Each player receives a mutation point for each surviving Dino. 6. Meteor & Evolution GENE Tail Foot Horn Egg Fur Parasol Mutant Card Move meteor one space closer to impact. If space has number, first player rolls die. If greater than number, no impact. Draw new genes from bag and bid in player order. QUANT 6 12 8 8 8 8 6 6 BENEFIT Longer tails gain initiative Determines movement points Advantage in combat Each egg hatches a new Dino Survive in Cold zones Survive in Hot zones Reduces cost of new genes Receive event card (discard gene) EVO TURN SUMMARY 1. Initiative Determine player order for this turn: Longest Tail first. If tie, least Dinos first. If still tie, roll dice. Mark order with pawns on initiative track. 2. Climate Check if any player wants to play an event card to alter climate (only 1 can be played). Then first player rolls the die and moves the Climate marker. 3. Movement & Combat In player order, move Dinos. Number of Feet determines how many movement points can be spent. Each combat is resolved immediately. Attacker Horns minus Defender Horns = <= –2 –1 0 +1 +2 => Attacker Wins on 4. Births – 1 1–2 1–4 1–5 In player order, hatch new Dinos. Place as many new Dinos as Eggs, in empty hexes adjacent to adult Dinos. If player has no adult Dinos, place new Dinos anywhere on board but all must be adjacent to each other. 5. Survival & Mutation Cold Zones Hot Zones Deadly Zones Dinos in excess of Fur genes are removed Dinos in excess of Parasol genes are removed All Dinos are removed Each player receives a mutation point for each surviving Dino. 6. Meteor & Evolution GENE Tail Foot Horn Egg Fur Parasol Mutant Card Move meteor one space closer to impact. If space has number, first player rolls die. If greater than number, no impact. Draw new genes from bag and bid in player order. QUANT 6 12 8 8 8 8 6 6 BENEFIT Longer tails gain initiative Determines movement points Advantage in combat Each egg hatches a new Dino Survive in Cold zones Survive in Hot zones Reduces cost of new genes Receive event card (discard gene) EVO TURN SUMMARY 1. Initiative Determine player order for this turn: Longest Tail first. If tie, least Dinos first. If still tie, roll dice. Mark order with pawns on initiative track. 2. Climate Check if any player wants to play an event card to alter climate (only 1 can be played). Then first player rolls the die and moves the Climate marker. 3. Movement & Combat In player order, move Dinos. Number of Feet determines how many movement points can be spent. Each combat is resolved immediately. Attacker Horns minus Defender Horns = <= –2 –1 0 +1 +2 => Attacker Wins on 4. Births – 1 1–2 1–4 1–5 In player order, hatch new Dinos. Place as many new Dinos as Eggs, in empty hexes adjacent to adult Dinos. If player has no adult Dinos, place new Dinos anywhere on board but all must be adjacent to each other. 5. Survival & Mutation Cold Zones Hot Zones Deadly Zones Dinos in excess of Fur genes are removed Dinos in excess of Parasol genes are removed All Dinos are removed Each player receives a mutation point for each surviving Dino. 6. Meteor & Evolution GENE Tail Foot Horn Egg Fur Parasol Mutant Card Move meteor one space closer to impact. If space has number, first player rolls die. If greater than number, no impact. Draw new genes from bag and bid in player order. QUANT 6 12 8 8 8 8 6 6 BENEFIT Longer tails gain initiative Determines movement points Advantage in combat Each egg hatches a new Dino Survive in Cold zones Survive in Hot zones Reduces cost of new genes Receive event card (discard gene)