evo turn summary - GiochinScatola.it

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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)
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