Bios:Megafauna 2nd edition Living Rules

Bios:Megafauna 2  (living rules)

OBSOLETE: This File will still be consulted for changes, but the Official Living Rules is in Adobe here: https://assets.adobe.com/id/urn:aaid:sc:US:e31b1677-0694SDDDD-43a1-8831-e1749ced2d24?view=published

The Second Game in the Bios Trilogy. 

A boardgame of the evolution of life for 1 to 4 players

SMG38a, Updated: Feb 25, 2020

Copyright 2017 Sierra Madre Games, Publication Date: Oct. 2017, Barcode: 653341040169

Playtest reports here (this link lets you edit, do not delete anything): https://drive.google.com/drive/folders/0B_RV6WmSFXizemlkaXhQenAzSUE?usp=sharing

Main Playtesters:  See https://

docs.google.com/spreadsheets/d/1Wv-YlEWpLBCl03rjUYMO8c5ZCMU39QT7tsMfQLsJCh8/edit#gid=0

https://drive.google.com/drive/folders/0B_RV6WmSFXizemlkaXhQenAzSUE?usp=sharing

Card Errata:  Card #34 “Wetlands Eutrophication”, second event row, the arrow between O2 and Sea biome should be green, not black. 

Credits

Game Designer: Phil Eklund, Jon Manker of Ion Game Design, Andrew Doull 

Game Developer: Andrew Doull, Neal Sofge of Fat Messiah Games

Rules Editing: Michael Dillenbeck, Samuel Argento, Sebastian Radu, Martina Wolff

Production Manager: Nicole Morper of Sierra Madre Games

Art Director/Iconography: Karim Chakroun of Sierra Madre Games

Illustration Artist: Johanna Pettersson of Ion Games Design

Entomology Advisor: Dr. Brad Metz

Vassal Implementation:  Alfonso Velasco Aparicio, http://www.vassalengine.org/wiki/Module:Bios:_Megafauna_(second_edition)

Tabletopia Implementation: 

French Translation: Rapha?l Arsenault (deiflex@gmail.com)

Spanish Translation: Manuel Suffo (msuffo@gmail.com)  (address label made) See: https://boardgamegeek.com/filepage/148101/traduccion-al-espanol

Living German Translation: Nikolaj Brucker, See

https://docs.google.com/document/d/1HM75kjyQfruQTIhY-HifJS-cQA9Ix8GZlIciXQM_IJw/edit?usp=sharing

Italian Translation: Gabriele Quaresima gabriele.wolfox@gmail.com  https://docs.google.com/document/d/18dY-lyJ7yfJc1EsUqPmTlrhEXYYKVM8SDj4L9jEmzpo/edit?ts=5a0da585#heading=h.h5skdgn4ll09

Main Playtesters:  Adam Gastonguay, Rob McVie, Josh Rea, Ivan Lindberg of Ion Game Design, Pierre Bertinchamps, Nikolaj Brucker, Raimund Ruppel, Dr. John Douglass, Jim Gutt, Nils Herzmann (Cyrills Brettspiele), Chris Peters, Louise and Jerome in France. Also see https://docs.google.com/spreadsheets/d/1Wv-YlEWpLBCl03rjUYMO8c5ZCMU39QT7tsMfQLsJCh8/edit#gid=0

Green = complementary game address label or order installed in Collmex or ShipNaked. Red = already ordered

Magenta = changes to the 2nd edition. Purple = Changes after 2nd edition 2nd printing  Blue = Achterbahn game rules.

NOTE: Card 93 has been edited out from the game, so the card numbers skip #93.

Introduction

The owl spermatophore landed on a branch, and pinged the forest with sonar, searching for a female owl to impregnate. It detected what seemed to be a falling leaf. But actually a great fungus had deployed a glider, and the sperm sprayed its ink aerosol defense too late.  The fungus attached, and without haste invaded its host with consuming hyphae.   

Bios:Megafauna 2nd edition starts where the predecessor game Bios:Genesis left off, with the invasion of the land about 450 million years ago. Starting as a phylum of either a plant, mollusk, insect, or vertebral skeletal type, from one to four players make a beachhead on one of the four drifting cratons in the Ordovician. From a founding archetype species, you will sire squawking, flapping, and paddling species, represented by different shaped figures. Shapes are important because, for instance, a flying shape can only be preyed upon by another flying shape. Disperse these Creeples across the weedy, forested, swamp, and sea biomes of your craton, or even to raft to new cratons. Each shape is a species, and each species has its own tableau. Mutation cards and organ cubes in this tableau enable the Creeples of that shape to win in contests with other herbivores or carnivores. At the end of each 5-turn era, you will be awarded fossil tokens as Victory Points based on where you rank in terms of living Creeple populations. Your struggle for terrestrial dominance may eventually include mutualism, emotions, tools, and language, worth VPs at the game’s end. Although these achievements elevated a certain mammal species to notoriety, in your game things may occur differently.

The Bios Trilogy

This edition of Bios:Megafauna is an evolutionary descendant of “American Megafauna” (see Wikipedia), but is also part of a trilogy covering the entirety of life on Earth. The trilogy begins with Bios:Genesis – how life began.  It continues with either Bios:Megafauna and/or Bios:Mesofauna – how life got terrestrial. The grand finale is Bios:Origins – how life got conscious. Each game plays well independently, but also can be played as a grand trilogy, whereby protolife becomes multicellular and invades the land, and then starts inventing stuff. 

  • Bold, Italicized, & Capitalized Terms. Terms being defined are listed in bold. Terms in italics are followed by a reference to their definition. Capitalized terms are defined in the glossary. 

  • Variants. The tooth and claw game ignores rules in blue font. The Achterbahn game includes all rules.  There is a solo campaign game for the Bios Trilogy (C3), a Martian solitaire game (Part K), and a Venusian multiplayer variant (Part L).

  • The Golden Rule. If the text on a card contradicts these rules, the card has preference.

  • Colorblind Braille. As an aid for colorblind players, the red organ icons have a small white dot to distinguish them, and the red emotion has angry eyes. 

  • Card Errata. The reverse side of card 29, “hyoid apparatus”, should have the “burrower” icon , as shown on the front side. Cards 86, 89, and 91 are missing the dice symbol on the back side.

A. Sequence of Play (4 phases per turn)

A1. Phase 1: Events (Part D).

These phases are listed on your fossil cards.

  1. Reveal the next Event Card from the ET Event Deck. For the first turn, skip this phase (C1p). For the tooth & claw game, ignore all Events except for mutagen (D7), radiation (D8), and crowd disease (D9).

  2. Stable Biosphere.Event cards are either ET (extraterrestrial) or biosphere (too hot, goldilocks, or too cold). The stable biosphere icon on the ET event card means that no biosphere event card is drawn for this turn.

  3. Draw Biosphere. Unless the biosphere is stable, draw 1 biosphere event card from the current biosphere deck (either too hot, goldilocks, or too cold, as indicated by the Atmosphere from last turn). Lay the 2 event cards side-by-side. If the biosphere deck runs out, reshuffle all 12 of its cards for a new deck.

  4. Impacted Craton. Each Craton has a unique icon. The collision/drift-by (D3), latitudinal drift (D1), and crater (D2) events only impact a single Craton, called the impacted craton.  For the collision/drift-by event this is the Craton indicated by the icon on the ET Event card, but occurs only if this Craton contains a Latitude Dice.  For latitudinal drift and crater events this is the Craton specified by the icon in the upper left corner of the turn’s biosphere card. However, a latitudinal drift event is canceled if the impacted craton has no Latitude Dice. 

  5. Event Resolution Order. Resolve each event row by row, beginning with the top row and reading left to right; resolving all ET card events before Biosphere card events.  Resolve each Event per D1-D14

  6. End Of Era. If the ET Event card drawn is the 5th and last ET Event, set the era card to the next era, and reshuffle all 15 ET Event cards and place 5 of them facedown half on the era card. Remember to award fossils (I5b) at the end of the turn. 

  7. Reset Latitude. If after an event the Atmosphere has changed, be sure to check and, if necessary, change the Latitude Strip to be correct for the current climate, see setup diagram (C1).

  8. Check Habitability. At the end of the Event Phase, any Creeples on Biomes they cannot inhabit (F3c) become Endangered.  This may result from Disks of Damocles or Biome changes caused by Deluge (D6).

A2. Phase 2: Actions (Part E), in Player Order (A5).

  1. Action Maximum. All players receive (tooth & claw game) 2 actions, or (Achterbahn game) a maximum number of actions indicated by the current Oxygen level (from 1 to 4)This is indicated by the number visible in the gear icons just above the highest climate disk. 

  2. Green Exception. In the Achterbahn game, Player Green gets a maximum number of actions as indicated by the current greenhouse level of the Atmosphere. 

  3. Action Sequence. In player order (A5), each player performs all his actions. He can choose the same action multiple times, or different actions in any order, on the same or different species. The actions are:

E1. Mutate – select a Mutation from the Display and play it into the Tableau of one of your Species. The combined costs of all the selections a Species makes cannot exceed the number of its Unborn.  

E2. Promote – Promote a Mutation (flip it, choose 1 of its orientations and gain its Plus Organs). 

E3. Speciate – This is a promote to a new Creeple Shape. This creates a new Genotype with Inheritance (E3b). Replace one Creeple of the old Shape with a Creeple of the new Shape.

E4. Populate – Move some of your Unborn Creeples to your Newborn Card. They will be dispersed in the next phase (A3).

E5. Neoteny – Discard up to 1 Basal Organ from each Genotype.

E6. Resize each Species by up to 1 step.

E7. Resurrect – If Lazarus, restore your Archetype.

E8. Claim Medea – Requires spending all your actions: Take the Medea card.

d. After all your actions have been performed, refresh the Display per E1e. It is suggested to perform all mutate actions before making other types of actions.

A3. Phase 3: Mothers & Dispersal (Part F), in Player Order (A5).

  1. Action Sequence. In player order (A5), each player chooses a mother for each Creeple on his Newborn Card (F1), and then disperses it (F2), until all his Newborns are dispersed. Then go on to the next player. 

  2. Inhabiting A Biome. Upon entering the Biome the Newborn is to inhabit, it immediately makes a Trophic Choice (F6). If this choice is contested, then immediately perform an herbivore contest (Part G) or a carnivore contest (Part H) to determine the winner.   

A4. Phase 4: Burials & Fossil Awards (Part I).

  1. Disperse Endotherms. In player order (A5), each player disperses all his endangered endotherms into uninhabited Trophic Levels and stands them upright per I1.

  2. Bury Endangered. Convert all Endangered Creeples into Unborn Creeples (I2 or I3).

  3. Fossil Awards or Final Scoring. If you drew the last ET Event of the Era during phase 1, then award fossils per I5b. If it’s the final era (A6), instead conduct final scoring per A7. Otherwise, discard all Event cards and go to the next turn. 

A5. Player Order.

In the upper middle of each ET event card is a row of three colored icons. The leftmost icon indicates the color of the first player, and then the second color in the row shows the second player, etc. If the first player is a color who is not in the game, the second color is the first player, etc. The first player is the first to perform his actions etc. in phases A2, A3, and A4a. He is also the first to choose Atrophies or deaths in certain events (D7g, D8d, D9).

  • First Turn. Player order is from highest to lowest Skeletal Number (C1p).

A6. Game Length.

Both the tooth & claw and achterbahn games last 10 event cards, ending at the end of Era II (Mesozoic).  The game can also end due to runaway greenhouse (D10h) or (when playing the long or short game) language (J6f). The game continues even if all players have become Lazarus. When the game ends, do final scoring (A7) to determine the winner. 

  1. Long Game (12-16 turns). The Apocalyptic Chicxulub Game continues into Era III (Cenozoic), and is 11 to 15 Events long. Shuffle the card “Chicxulub Class Comet” as one of the 5 cards in the Era III ET event deck. Drawing this Event ends the game at the end of the event phase, but performs dispersal of endotherms (I1) and burial (I2, I3) for scoring purposes. The long game can be flowed into a solo campaign game (C3) or into either an Origins game (N), or a Bios:Origins game (see C6 or C8 in the Bios:Origins rules).

  2. Short Game (6-10 turns). The Apocalyptic P-Tr Game is the same as the long game (above), but it skips the 5 events of Era II. Therefore, the game can end suddenly on the 6th to 10th turns.

A7. Final Scoring.

In the final era, instead of the Fossil Awards (I5b) count victory points as follows:

  1. Fossil Record. 1 VP for each Fossil.

  2. Population. 1 VP for each Living Creeple of your color on the map.

  3. Tableau. 1 VP for each card in your Tableau with the Fossil icon (includes Tools, Medea, and Genotypes).

  4. Mutualism. 1 VP for each Host Creeple (J2) on your mutualism cards.

  5. Emotions. 1 VP for each Emotion, and 3 additional VP if you have language (J6f).

  6. Campaign. Count victory chits per High Frontier 4 Appendix V7e and Bios:Origins C6j.

The winner is the player with the most VP.  If 2 or more players have an equal amount VP, they share the position they end up on.

A8. The Tooth & Claw Game.

I recommend that you play the tooth & claw game first, which ignores all game rules in blue font. This game is best for beginners, and is also preferred by competitive players who prefer pure infighting. The full game includes all the rules, and is known as the Achterbahn game because it adds the chaos of surviving in a roller-coaster climate engine. The tooth & claw game features the following:

  1. The Creeples are always at size one, so the resize action and the size dice are not used. Dispersal Points (DP) for a Species is therefore always one plus the number of blue organs. 

  2. Only the ET Event cards are used, so the biosphere event cards are not used. On the ET cards, only the mutagen, radiation, and crowd disease events are used. If a mutagen event occurs, make a mutagen roll using a number of dice equal to 1 plus the Era number (C1m). Then remove all the dice except the highest face number. The highest number is the dark heart limit to the number of Organs, see D7b.

  3. The climate is not tracked, so the Reservoirs and Latitude Strips are not used. Each player gets two actions per turn.

  4. The Cratons do not move, so the collision/drift-by, latitudinal drift, and rift events on the ET cards are ignored, and Latitude Dice are not used. 

  5. No disks are needed since there are no mountains, ice, forests, or climate. 

  6. In Herbivore Contests, the humidity niche (G5) is always green (since the climate is permanently humid, see D5a). 

  7. Medea supervillain, Venom and Monsters are not used.

  8. Player Green is treated as an ordinary Species.

B. Game Components

Retail 2-Pc Box. (320mm X 158mm X 60mm)  4/0C 

Rule Book  (300mm x 150mm) 4/4C 128gsm gloss art paper  36 pages. 

B1. Cards 57 X 87mm (bridge) (310gsm Ivorycore cardstock)  qty = 160

  • 92 Mutation cards,  4/4C double-sided (4 colors: nervous (red), circulatory (yellow), digestive (green), reproductive (blue)).

MutationAnatomy.jpg
MutationAnatomy.jpg
 

  • 51 Event cards,  4/4C single-sided  INSERT EVENT CARD ANATOMY HERE

  • 4 Archetype cards, 4/4C double-sided. 1 of each player color.  List is here. INSERT ARCHETYPE CARD ANATOMY HERE

  • 4 Newborn Cards, 4/4C double-sided

  • 4 tool cards, 4/4C double-sided

  • 1 era card, 4/4C double-sided. 

  • 1 Medea card, 4/4C double-sided 

  • 4 Player Aid cards, 4/4C double-sided

B2. Placards qty = 8 placards, 

  • 4 Craton punchboards, 297 X 150mm. 8 Craton Placards 1mm thick, 4C/0 single-sided. These are assembled to form 4 Cratons, with terrestrial on one side, and ET on the other. Each Craton has a unique icon. Each craton is divided into 7 hex-shaped Biomes, and each Biome can be sea, weeds, or swamp. If you wish, they can be optionally glued into this configuration, with Earth on one side, and Mars or Venus on the other (it doesn’t matter which Earth goes with which Mars/Venus Craton). If you do so YOU MUST GLUE THEM SO THAT THEY FORM 3 SHELVES, AS SHOWN IN THE DIAGRAM BELOW.  If you glue them correctly, each side will have 3 white shelves. Each white shelf represents an Offshore (D10g). If you glue them incorrectly, you will have to tear them apart. 

  • 1 Latitude Strip punchboard, 297 X 150mm.  3 Latitude Strips, size = 280 x 42mm, 1mm thick, 4/4C double-sided.  Use for the 6 Greenhouse Levels.

  • 1 Reservoir placard, 297 X 150mm.  1mm thick, 4C/0 double-sided.  Use for the 3 Reservoirs.

  • 16 Fossil Tokens (part of the Reservoir punchboards, 4 per punchboard). 

  • 16 Monster Tiles (part of the Reservoir punchboards, 4 per punchboard).

BIOS Megafauna cratons example.jpg
BIOS Megafauna cratons example.jpg

INSERT RESERVOIR ANATOMY HERE

B3. Wooden Creeples (18 x 10mm, 5mm thick)  qty = 140

  • 28 wooden Creeples. Shape Archetype: 7 green, 7 orange, 7 black, 7 white

  • 28 wooden Creeples. Shape Armored: 7 green, 7 orange, 7 black, 7 white

  • 28 wooden Creeples. Shape Swimmer: 7 green, 7 orange, 7 black, 7 white

  • 28 wooden Creeples. Shape Flyer: 7 green, 7 orange, 7 black, 7 white

  • 28 wooden Creeples. Shape Burrower: 7 green, 7 orange, 7 black, 7 white

B4. Wooden Cubes (8mm) qty = 110

  • 100 Organ cubes (25 each of yellow, red, green, blue)

  • 10 Organ cubes  (white)

B5. Disks (15mm Disks, 2mm thick). Qty = 42

  • 12 black disks (climate disks that represent carbon cycle and mountains).

  • 12 white disks (climate disks that represent water cycle and ice).

  • 18 green disks (climate disks that represent oxygen cycle, forests, and upwellings).

B6. 6-sided Dice (d6) (12mm resin). Qty = 24

  • 24d6 (12mm resin) 5 green, 5 orange, 5 black, 5 white, 4 brown

  • Zip bags (100 X 120mm PE Plastic) qty = 10.

B7. Component Limits  All components except for dice are limited to what is supplied.

  • Cube Genetic Drift. If the pool has no more cubes of the color you need for a Mutation or promotion, you may take the required cubes from any other Species, including those of opponents. This simulates genetic drift. You must steal Plus Organ cubes if any are available anywhere, then (as involuntary neoteny) Basal Organ cubes.  

  • Disks. The number of disks in the game is fixed, so they should not run out. This fixed number of disks shuttles between the map and the Reservoir during events per D10. This can be modified by the supervillain per D13 and D14. See glossary for the Liberation and Degas of disks to and from the Reservoir.

  • Monster Tokens. If you promote a Monster and no monster tokens remain, use a substitute. 

  • Tools. You can claim a tool only if one of its cards is available.

C. Setup


C1. Setup (non-campaign).

  1. Tooth & Claw or Full?  Players decide if they wish to play the tooth & claw (A8) or the Achterbahn game. The rules in blue font are for the Achterbahn game only!  If you choose Tooth & Claw, then you do not need disks, Reservoirs, or biosphere cards, and need only 3 dice. If you want to play with experimental apomorphies (J8), decide this now.

  2. Sort Cards. Separate the 4 Archetype cards, 4 Newborn Cards, and the 1 Medea card, which are assigned in the next step. Remove the 4 tool cards and form a public deck. Remove the era card (it will be setup during C1m). Separate the remaining cards into 6 decks: yellow & red (Metabolic Mutations), green and blue (Darwin Mutations), ET Events, too hot events (reddish), goldilock events (green), and too cold events (blue). Unless playing the Achterbahn game, the last 3 decks are not used.

  3. Player Color. Each player is randomly assigned a color, and receives his color’s 35 Creeples, 5 dice, Archetype card, and Newborn Card. Each player places his Archetype card on the table in front of him, with the Continental icon (upper left corner) faceup. He places his 7 Archetype Creeples (domes) on this card.

  4. Medea. The player with the lowest Skeletal Number (shown in upper center of the Archetype card) receives the Medea card.

  5. Starting Size. Each player places 1 dice of his color, set to 1 pip, in the square marked “size”.

  6. Tooth & Claw Pangea. For each player in the game, find his starting Craton placard. It has an icon of the starting Creeple in the player’s color. Other Cratons will not be used. Arrange these Cratons in a random adjoining arrangement, so that they form a supercontinent.

  7. Achterbahn Craton Row. In the Achterbahn game, all 4 Cratons are used, even if some are unoccupied. Set these placards in a row, with a space between. The order is random (if you wish to use the historical setup, it is left to right: Laurentia, Baltica, Siberia and Gondwana). Place a brown six-sided dice in the square in the center of each Craton with 4 pips faceup, indicating each Craton starts equatorial. 

  8. Offshore Disks. For each of the 4 Cratons, place one black disk in the northernmost slot and another in the southernmost. On Earth, these are on the east coast, see Diagram (C). These 8 disks are offshore carbon deposits. On top of each of the 4 southernmost black disks, place a green disk (this is called a bloom and indicates upwellings where plankton flourishes). 

  9. Continental Disks. On Laurentia, Baltica, and Gondwanaland, place a white disk in the center Biome of the craton. In Siberia, place a black disk there. 

  10. Latitude Strip: Place the “GOLDILOCKS: EDEN” Latitude Strip faceup to the left of the map so that each Craton is in line with Latitude 4. Set aside the other 2 Latitude Strips for later.o

  11. Clouds, Oxygen, & Atmosphere. Starting in the bottommost spot, place one disk in each spot indicated by a disk icon for the 3 Reservoirs. On the Oxygen, place 14 green disks so that it reads 7% oxygen. On the Clouds, place 6 white disks so that it reads albedo = 0.4. On the Atmosphere, place 3 black disks then 3 white disks, so that the name next to the disk reads “Eden”.

Note: Load the atmosphere disks from the bottom empty spot on up, and it does not matter in what order the black and white disks are in. If say, a black disk is removed from the Atmosphere, it can be removed from any position, but the remaining disks slide downward to fill in the gap.

  1. Starting Creeple. Each player places one of his Archetype Creeples (these are domes) as an Herbivore (i.e. below the Predator Triangle) into the Biome shown with his Archetype color. 

  2. ET Event Deck. Shuffle the ET Event cards and place 5 of the cards facedown to form the first era. Place the era card half underneath the ET Events so that the part saying “ERA I PALEOZOIC” is shown. 

  3. Three Biosphere Decks. Shuffle the too hot biosphere cards and form a facedown deck. Do the same with the goldilocks and too cold cards so that there are three biosphere decks in all.

  4. Draw Decks & Display. Shuffle the metabolic Mutations (red and yellow cards) into a draw deck. From this deck deal 4 cards into the top Display row, with promoted side down. Do the same with the Darwinian Mutations (green and blue cards), in a bottom Display row just beneath the top Display row.  The draw decks are placed just to the right of each row, see Diagram (C1). The Display will now have 2 rows of 5 cards each, counting the card on top of the draw decks.

  5. Boring Ordovician. Skip the event phase without drawing an event card and begin with the Action Phase per A2. The player order (A5) is from the highest to lowest Skeletal Number. 

C2. Setup (Campaign continuing from Bios:Genesis).

If you ended a game of Bios:Genesis (that did not end in Armageddon) with a surviving Macroorganism (if you have more than one Macroorganism, choose one), and continue to a game of Bios:Megafauna, you are assigned a color as follows (instead of C1c):

  1. Mosses, Mushrooms (plants & fungi): Terrestrial Player Green (cytoskeletal); Dickinsonia, Seaweed: Marine Player Green.

  2. Snails, Earthworms (mollusks & annelids): Terrestrial Player Orange (hydroskeletal); Lamp Shells, Flatworms: Marine Player Orange.

  3. Eurypterids, Insects (arthropods): Terrestrial Player Black (exoskeletal); Trilobites, Arrow Worms: Marine Player Black.

  4. Amphibians (tetrapods): Terrestrial Player White (endoskeletal); Sea Stars: Marine Player White.

  5. Velvet Worms: Either Player Orange or Player Black (your choice); Marine if Opabinia.

  6. Terrestrial Macroorganisms start with up to as many Basal Organs as Organ cubes on your Genesis Macroorganism. The Organs chosen should match in color as well. For each Biont on your Genesis Macroorganism, including the Trophic Biont, deal one random unpromoted Mutation of the matching color into the Archetype’s tableau and place one Plus Organ on it. Your creature starts as an Archetype Creeple on your starting Biome. Your Macroorganism card from Genesis counts as a fossil, so store it in your Fossil Record.

  7. Marine Macroorganisms start with the marine side of the Archetype card faceup, and with 1 starting Organ, chosen among the ones your marine Macroorganism had. The starting Creeple is a swimmer instead of an Archetype Creeple, and it starts in any sea biome of your choice in your assigned craton. The first resize on this Species generates an Archetype kiwi (E6b) which means that you flip the card to its normal archetype card side.

  8. If Two Players are qualified for the same player color, the player with the higher Genesis score chooses first, and the loser takes another color per above. 

  9. Organs inherited from your Genesis Macroorganism may be converted into white Basal Organs. Every two organs of a single color may be converted into one white organ, limited to one conversion per color.

  10. Players without Macroorganisms and players who did not play Bios:Genesis assign themselves Archetypes normally after players with surviving Macroorganisms. However, they can only select zero-cost cards (E1a) for the first turn.

  11. Endosymbionts. If your macroorganism had endosymbiont bionts owned by another player who is part of this Megafauna game, your starting Archetype or swimmer is a mutualist host (J2). Give each endosymbiont player one of your starting Creeples to put on their starting Archetype card. Their starting Archetype card is also treated as a mutualism mutation for the purposes of the mutualism rules.

C3. Solo Campaign.

You can string your solitaire games together in an epic campaign, trying to stay alive from protolife to language-based consciousness (in Bios:Origins). See C2a to C2e for your starting Megafauna card. 

  1. Solo Win. If you win a solitaire game of Bios:Genesis as a marine macroorganism, then start as a land-based Archetype using the solitaire rules (Part K). If you win as a terrestrial macroorganism, you additionally start with mutations per C2f, but no basal organs. If you win as a plant, then see K0e.

Note: If you win Genesis with 2 or more macroorganisms in a multi-player game, you should (in the spirit of Gaia) offer the extra to trailing players in the subsequent Megafauna campaign. 

  1. Solo Fail. If you didn’t win, start with just a base Archetype as if playing a regular game of Megafauna, but draw an event card for the Boring Ordovician instead of skipping it.  This simulates the longer time for Macroorganisms to form due to your mismanagement.  Will you be able to get them to thrive under this handicap?

 

C4. Mars or Venus Campaign.

If any macroorganisms which originated from extraterrestrial refugium are transferred to Bios:Megafauna, the winner of the Bios:Genesis game may decide to start on a different planet than Earth (use both K and L rules). The choice depends on the refugium:

  • Mars-Paleo Ocean = Mars

  • Deep Hot Biosphere = Venus

  • Interplanetary Dust = Mars, Venus or Earth with K and L rules (player’s choice), if not already determined.

In case of ties or if there are non-space macro-organisms as well, the winner of the Bios:Genesis game decides how the tie is decided.

D. Events

During the event phase (A1), the Events are resolved in the order set by A1e.

D1. Latitudinal Drift (ET Event).

If the impacted craton (A1d) is a landmass (i.e. either a Craton or a Continent) with a Latitude Dice, the landmass moves either north or south by one or two Latitudes (single or double arrow icon). However, the Latitude Dice cannot be set farther north than 1, or farther south than 6.

  1. Latitude Dice. The face of the Latitude Dice of a Craton or Continent indicates its Latitude, from 1 to 6. Decrease the Latitude Dice if moving north or increase it if moving south. 

D2. Crater (ET Event).

If a crater event occurs, one of the Biomes in the impacted craton (A1d) will suffer a crater, indicated by Degassing a black disk. This is a Disk of Damocles.  To determine the crater location, roll a single die. The Biome displaying the number matching the die result is the target.

D3. Collision or Drift-by (ET Event).

This Event moves a landmass (i.e. either a Craton or a Continent) to either the east or west as indicated, towards a neighboring landmass. This Event can have 3 outcomes: (1) the impacted craton (A1d) is not a Craton with a Latitude Dice, whereupon the Event does not occur, (2) the impacted craton has Biomes or adjoined Biomes that are in the same Latitude as another landmass, whereupon the two collide per the bullets below, or (3) the impacted craton has no Biomes or adjoined Biomes that are in the same Latitude as any other landmass. In this case, it will drift-by, swapping the positions of the moving landmass with one neighbor, so the one that was to the west is now to the east of the other.  

  1. Colliding. If there is a collision, line up the 2 landmasses correctly, then move the moving landmass in the direction indicated until one of its hexes touches a Coast hex in the same Latitude of the “smashed” landmass. Note that it may drift-by 1 or 2 Cratons to make this collision.

  2. Collisional Wrap-Around. The world is spherical, so that the westernmost moving landmass drifting west may smash the east Coast of the easternmost landmass.

  3. Collisional Orogeny. Degas a black “Disk of Damocles” to each Biome in the smashed landmass that is adjacent to a Biome in the moving landmass. No mountains are formed in the moving landmass.

  4. Collisional Subducted Offshore Disks. In a collision, the hemispherical shelves of one landmass interlock with the half-moon bays of the other landmass. Any disks that were on these shelves are Liberated and any swimmers become relocated to the mountain (black disk) as Endangered

  5. Loss Of Latitude Dice. The collision forms a Continent (two or more adjoining Cratons). The Latitude Dice (D1a) is lost by the smashed landmass and retained by the moving landmass.

Example. During the C.A.M.P. Event, the Craton of Laurentia drifts east, towards Siberia (see left side of diagram below).  Its center is at Latitude 4, and its northern coast (at Latitude 3) strikes the southern coast of Siberia (right side of diagram).  As the smashed craton, Siberia loses its Latitude Dice. Two mountains are degassed in Siberia where they contacted the eastern shoreline of Laurentia.  Two Offshore disks were subducted in the collision: a black disk Liberated into the Atmosphere, and a green disk Liberated into the Oxygen. The mountain formation Liberates a forest and Endangers a Creeple.  

D4. Pangea Rift (ET Event).

Any Continent that has 3 or more Cratons joined together is called Pangea.  If a “Pangea Rift” Event occurs, Pangea breaks up so that each of its Cratons separate from each other. Each Craton gets a Latitude Dice (D1a) indicating its current Latitude. However, if its Latitude is less than 1 or greater than 6, its Latitude becomes 1 or 6 respectively. The Cratons end up in a left to right order preserving their relative positions before the break-up. Medea decides if it is ambiguous. 

D5. Climax (ET Event). 

Each climax icon has one, two, or three dice faces, representing the up to three individual Latitude(s) in which empty weeds become either forests or ice on all Biomes in all Cratons in this Latitude(s).  

  1. Forested Humid Latitudes. The current Latitude Strip has 8 dice icons, one for each Latitude. If the Latitude is a green dice icon, first Liberate all Continental white disks in weed biomes. Then Degas a green disk on each weed biome (that has no disks). These disks, representing forests, do not disturb any Creeples present. 

  2. Arid Latitudes. If a Latitude is a white dice icon, first Liberate all Continental green disks in weed biomes. Then Degas a white disk on each weed biome that has no disks. These disks represent ice caps or deserts.

Example: Siberia experiences a 1-6 climax during a Warm greenhouse. Siberia is far north, with a weed and a swamp biome at Latitude 0, one mountain, forest, and weed biome at Latitude 1, and two sea biomes at Latitude 2. Latitude one is green dice, so the one weeds in Latitude 1 becomes forested.

D6. Deluge (ET Event).

  1. Rising Sea Levels. If a deluge occurs during too hot or goldilocks, Liberate all disks (black or green) on seas (but not Offshores).

  2. Falling Sea Levels. If a deluge occurs during too cold, all seas (but not Offshores) become land, either forested or ice (because the oceans are being sequestered into icecaps). On each sea biome, first Liberate any disks present, and then Degas a white disk in arid (white dice) latitudes, and a green disk in humid (green dice) latitudes (D5a). Each degassed white disk is a Disk of Damocles. A sea biome is treated as forested land for as long as it retains its green disk.

D7. Mutagen (ET or Biosphere Event).

This Event causes the 8 Display cards not on top of the draw decks to be discarded from the game, and replaced with new ones from the draw decks. It also causes each Species to suffer Mutation Atrophy (see glossary) if it has too many Organs.  If this causes the loss of a Basal Organ, it goes extinct (I4) with its Creeples killed outright (i.e. not becoming Endangered).

  1. Tooth & Claw Game. Make a mutagen roll (A8b) to determine the dark heart limit for all players.

Example: During Era I, the mutagen roll is 1 and 2.  Therefore, the dark heart is 2. Player Black has two Species: his Archetype with two basal cubes and 3 cubes on Mutations, plus a daughter species with 5 basal cubes. The Archetype loses all its Mutations, and the daughter goes extinct. If the mutagen roll had been snake eyes, Player Black would have gone Lazarus.  

  1. Dark Heart Limit. For Players Black, White, and Orange, the lowest dark heart icon visible on the Oxygen sets the maximum number of Organs each Species can have if a mutagen event occurs. 

Example: A mutagen event strikes when the oxygen level is 4% with a dark heart of 2. Don’t forget to first churn the Display. Player Orange has an Archetype with 3 Basal Organs and a flyer with 2 Basal Organs and 3 Plus Organs. The Archetype goes extinct, and the flyer loses all 3 Plus Organs.

  1. Green Heart Limit. For Player Green, the lowest green heart icon visible on the Clouds sets the maximum number of Organs each of his Species can have if a mutagen event occurs.

    • White Organ Shield.  For every white organ a Species has, its heart limit (dark or green) is increased by two. If a Species loses white organs during an event, its heart limit decreases right after the event.  

  2. Monsters. If a monster token suffers an Atrophy during mutagens, the species size is reduced instead. If it suffers an Atrophy at the minimum size (size 1), remove the monster token instead. See J4. 

  3. Haustorium. During a mutagen event, a Species with a haustorium Skeletal Number of 5 must use the dark heart limit (D7b) and a Species with a haustorium Skeletal Number of 0 must use the green heart limit (D7c). See J5.

  4. Order. Atrophy Organs in player order (A5).

Example: The albedo level is 0.2 (green heart = 3) when a mutagen strikes. Don’t forget to first churn the display. Player Green has a size 3 Species with 3 basal cubes and one monster token, which counts as 3 Plus Organs. The Species loses 2 organs by shrinking twice to size one and loses a third organ by discarding the monster token along with its mutation card. Another Species has 4 basal cubes, including one white cube, and this Species is unharmed.

D8. Metabolism/Darwinian Radiation (ET Event).

This Event simulates two types of ionizing radiation. Metabolism radiation (red/yellow) forces each Species to Atrophy one Plus Organ, either red or yellow (owner’s choice).  Darwinian radiation (green/blue) forces each Species to Atrophy one Plus Organ, either green or blue (owner’s choice). 

  1. Mutation Loss. Except for Cheshire Cats, remove a Mutation that loses its last Plus Organ.

  2. Monsters. If a monster token Atrophies during radiation, the species size is reduced instead, see “Atrophy”. If it suffers an Atrophy at the minimum size, remove the monster token instead. See J4.

  3. Immunity. Radiation has no effect on a Species with no Plus Organs of the color specified. 

Note: Cards that gain no Plus Organs when promoted can never be lost.

  1. Order. Atrophy Plus Organs in player order (A5).

Example: The hypercapnia event occurs, with a metabolism radiation event. Your Archetype has two blue Basal Organs, which are unaffected by radiation.  It also has one yellow Plus Organ, and this being the only choice, must be the one removed, along with its Mutation.  

D9. Crowd Disease (ET Event).

The Species with the most Creeples on the map, including Endangered, loses half its Creeples, rounding down. The owner chooses which ones are killed outright (i.e. removed to the Unborns, and not becoming Endangered). If two (or more) Species are tied, all suffer the disease, choosing in player order (A5). 

Example: When a crowd disease strikes, your Archetype Creeples are tied for the most populous, with 5 Creeples on the map. You lose 2 of them, and you choose 2 that are being preyed upon by your opponent’s birds, so that those 2 carnivores become Endangered.  Player Orange has two Species with 5 Creeples, his Archetype and his predatory birds. Both Species lose 2 Creeples, and for the bird losses Player Orange chooses the 2 Endangered ones. 

D10. Reservoir (ET or Biosphere Event).

Each of these Events shifts one disk from the Reservoir or map indicated on the left, to the one indicated on the right. The Reservoirs are the Oxygen, Clouds, and Atmosphere, and the map includes all the Biome hexes and Offshore shelves. The color of the disk shifted is indicated by the color of the triangular arrow.  Here are the Offshore, Continental, Clouds, Atmosphere, and Oxygen icons:

Capture d’e?cran 2017-02-14 a? 20.03.52.png
Capture d’e?cran 2017-02-14 a? 20.03.52.png

  1. Triggerhappy Superpower. If an Event includes the gun icon, the Medea supervillain (E8) can decide that all the disks of that color are moved, not just one. They all come from the indicated reservoir and go to the indicated reservoir. This superpower must be applied globally, e.g. if the Event liberates a Continental green disk, the gun would liberate all Continental green disks.

  2. Ricochet Rule. If the Medea triggers a gun, he must immediately surrender the Medea card to another player of his choice. The ricochet rule is only used if Player Green is in the game.

  3. Microbe, Conflagration Events. An Event that has the or icon does NOT occur if oxygen levels specify “no microbes” (6 or fewer green disks) or “no conflagration” (more than 6 disks) respectively. 

Example: The first wetlands eutrophication event has the “requires microbe” icon, so it occurs only if oxygen levels are more than 6 disks (since the anaerobic bacteria only function in low oxygen).

  1. Precipitation Events. An Event with the    icon occurs unless the cloud level indicates “no precipitation” (because there are no clouds). This region extends from zero to three white disks, and the “cloud-cover precipitation” extends from 8 or more disks.

Example. During a megamonsoon, the 3 Events bracketed by precipitation occur. However, the Earth’s albedo is 3 white disks (“no precipitation”), which cancels these Events.

  1. Cloud-Covered. An Event marked with the cloud-covered icon only occurs if the cloud level is cloud-covered, as indicated on the Clouds.

  2. Continents. If the destination is on a Craton, the disk is Degassed (see glossary) onto a Biome chosen by the Medea. Unless constrained by rain-shadow (D12a) or presence of a Disk of Damocles (D12d), the destination can be any non-offshore Biome (weeds, sea, swamp). The disks are either green (forests), black (mountains), or white (ice), to a maximum of one disk per Biome. 

  3. Offshore. If the destination is Offshore, the disk is Degassed into one of the semicircular shelves on the east coast of a Craton, see D12. The disks are either black (stored carbon or methane) or green (plankton bloom).  There is a maximum of one black disk per offshore position, and a maximum of one green disk that can sit on top of the black disk (representing upwelling of carbon to the ocean surface).

Note: A green disk can only be Degassed onto an Offshore black disk. If the black disk is Liberated, any green disk on it must also be Liberated. 

  1. Change Greenhouse. If disks were Liberated to or Degassed from the Atmosphere, check to see if the Latitude Strip must be changed. If so, replace it with the new valid Latitude Strip (see glossary). If at the end of events the Atmosphere is full (13 disks), the game ends at the end of the turn (Phase A4) due to runaway greenhouse (A6). Player Green gets 5 actions on this final turn.

Note: Load the atmosphere disks from the bottom empty spot on up, and it does not matter in what order the black and white disks are in.  If say, a black disk is removed from the Atmosphere, it can be removed from any position, but the remaining disks slide downward to fill in the gap.

D11. Windy Event.

This Event blows the Wind in all Latitudes and in both directions this turn. This enables rafting in all Latitudes, see F5c

D12. Biosphere Superpower.

If a disk is Degassed to Continental or Offshore, the Medea specifies to which Biome it is added, constrained by D12a. Conversely, if a disk is Liberated from Continental or Offshore, the Medea specifies which Biome it comes from.

  1. Rain-Shadow Constraint. This icon indicates the white disks Degassed to Continental during a Reservoir Event always go into a rain-shadow biome: either (1) the center Biome of any Craton or (2) into a Biome adjacent and downwind of any mountain (black disk). For each mountain, look at the wind indicator on the Latitude Strip for the mountain’s Latitude to see the direction of the Wind. If there are several possibilities, the Medea decides. If there are no possibilities because all rain-shadows have a Disk of Damocles of a higher hierarchy, the event is canceled. 

  2. Plankton Die-off. Sometimes an Offshore will have a black disk covered by a green disk. If so, Liberation of the black disk also Liberates the green one.  Removal of a green Offshore disk (bloom) makes any swimmers there Endangered.

  3. Brown Plankton. If a green disk is to be Degassed to an Offshore, but there is no Offshore Shelf with a black disk to place it on, the Event is canceled.

  4. Damocles Hierarchy. A white or black disk Degassed to the map is a Disk of Damocles (see glossary). For example, you can’t add a new white disk to a Biome that has a white or black disk there already. 

Example: A CO2 desert event occurs during an Ice Age, placing a white disk in a rain-shadow.  All the center Biomes already have white or black disks. There are several mountains, but only two in windy latitudes.  Medea chooses to place the white disk over a sea where an opponent’s swimmer is living downwind from a mountain. The swimmers become Endangered, presumably because the sea has become supersaline.  

D13. Cloud Seed Superpower.

If a white disk is Liberated for any reason, the Medea decides if it goes into the Clouds or Atmosphere. This choice is indicated by the half clouds/half atmosphere icon on certain Events.

Example: The icon below shows a reservoir event liberating a white disk from the Continentals to either the Atmosphere or the Clouds. The Medea, using his cloud seed superpower, decides which Reservoir it goes into. Since this is a gun, if Medea pulls the trigger all the white disks on all the Continentals are Liberated, deciding which reservoir each one goes into.

White disk “gun” from Continentals to either Atmosphere or Clouds.

D14. Empty Reservoir Superpower. 

If an Event requires a disk to be taken from a Reservoir or Biome, but there is no disk of that color left, Medea must remove the required disk from any reservoir if possible, and otherwise from a Biome.  This superpower cannot be used during a gun event.

E. Actions

During the action phase (A2), each player performs a number of actions (E1E8) as determined by A2a. You can choose the same action multiple times, or different actions in any order, on the same or different species. 

E1. Mutate – select and play a mutation. 

Use this action to buy a card in the Display and immediately add it to the Tableau of one of your Species. There is no hand.

  1. Mutation Costs. Each Mutation has a cost as shown by the Table below. The total costs of cards selected for a given Species during this phase cannot exceed the number of Unborn Creeples it has when it starts its purchases.

Example: You have 4 actions this turn. You have 2 Species, one with 2 Unborn, and one with 6 Unborn.  For your first Species, you select a Mutation that costs 2.  For your second Species, you make 3 selections, for Mutations costing 0, 0, and 6. In both cases, you have spent the maximum allowed for each Species. Note that you have not permanently spent any Unborn, and on your next turn you once again can spend 2 for your first Species and 6 for your second species. 

  1. Emotional Bonus. The cost required to select any card is halved if since the beginning of this phase that Species has had one or more emotions (J6) of the card’s color. If it had more than one, see J6e.

Example: Your only Species has 4 Living Creeples and thus 3 Unborn Creeples. It has the blue emotion (sexual jealousy). You want to select the second and third cards from the left on the Darwinian (bottom) row, which have a cost of 2 and 4 respectively. Both Mutations are blue, so your costs are halved. You have 3 Unborns, enough to select both cards.  

  1. Plus Organ. After playing a Mutation into your Tableau, put the Organ (sometimes 2 Organs) of the color specified on the Mutation card. Place the cube over the cube icon marked with a “+”. This cube is called the Plus Organ.

  2. Player Green is not allowed to select any Mutation from the upper row (i.e. the metabolism row with yellow and red cards) unless the Mutation has the Horror-plant icon next to the card title. 

  3. Refresh. After all your actions have been performed, refresh the Display so that it once again has 5 cards per row. Do this by moving each card in the Display to the leftmost empty position in its row. Then draw new cards to fill any remaining empty positions so there are again 5 cards in each row. Draw cards from the respective metabolism or Darwinian draw deck to fill the rows from the leftmost empty slot.

Note: In the unlikely event a deck runs out, make a new deck from discarded Mutations of the appropriate colors.

E2. Promote a mutation.

Use this action to flip one of the Species’ unpromoted mutations to its promoted side.

  1. Preview. On the top of each unpromoted Mutation is a preview of what the promoted side looks like. It consists of two sets of icons, one for each orientation (next bullet). See anatomy above.

  2. Orientation. The promoted side has two orientations.  Choose one orientation to be upright in your Tableau.  You must not be beyond the maximum size specified for the orientation chosen. Important: If you choose an orientation with a new Creeple Shape, this is a speciation, see E3.

  3. Plus & Basal Organs. The promoted orientation adds the Plus Organs (E1c) specified, placed on the Mutation card where indicated by the “+” sign. The original Plus Organ (or Organs) from the unpromoted side is transferred to anywhere on the Genotype card, and becomes a Basal Organ.

  4. Plus Organ Monsters. If the Plus Organ icon has the monster icon, a monster token of the correct color is placed here instead of a cube. This token is considered to be many Organs, from 1 to 6, depending upon the current species size. This Organ number is used for all purposes. 

Example: You have a 2 ton cow (size 5). The single green Plus Organ on its “cud-chewing” mutation is considered to be 5 green cubes, allowing this monster to dominate the forests and weeds. If hit by radiation, and this is its only Plus Organ, the cow will need to shrink to size 4 to effectively get rid of one green organ (see “Monster” in the glossary). 

  1. Maximum Size. You are not allowed to promote a card to an orientation with a maximum size (J1) less than your current size, unless the card would speciate into a kiwi (E3e).  

  2. Mutualism Icon. See J2.

  3. Venom Icon. See J3.

  4. Personality Formation. Each promotion allows you to rearrange the promoted cards of the Species, including the formation of both halves of an emotion as part of its personality per J6. However you cannot remove Emotions. Organize the Species Tableau so that the uppermost Mutation is part of its personality row.

  5. Speciation Promotion. If you promote to an orientation depicting a Creeple shape, this promotion is treated as a speciation (E3) instead. This speciation is disallowed if you already have any Living Creeples of the resulting Shape.

E3. Speciate a mutation into a new species.

This action is a variant of promotion (E2i), with extra rules. If you promote a Mutation to spawn a new Species, the Species with the Mutation is called the mother and the new Species is the daughter. Promote this Mutation, moving all its cube(s) (if any) onto the Genotype of the mother as basal cubes (E2c). Then remove the Mutation from the mother’s Tableau and use it to create the new Species following these steps:

  1. Creating the Genotype. Use the removed Mutation to start a new Tableau for the new daughter species. This card becomes the Genotype of the daughter (i.e. the first card in her Tableau). 

  2. Daughter’s Inherited Basal Organs & Size. Duplicate all the Basal Organs (but not the Plus Organs) of the mother. Note this means the Plus Organ on the promoted card becomes a Basal Organ on both mother and daughter, see example. Place these new cubes on the daughter’s Genotype as Basal Organs. Also duplicate the Size Dice, at the same size as the mother. See “Heritable” in the glossary.

Example: Your Archetype has no Basal Organs and 1 red Plus Organ on its electrolocation mutation. It promotes this mutation into an infrared pit sensor, thus speciating into a burrower. The red cube becomes a Basal Cube on the mother, which is inherited by her burrowing daughter.  

  1. Recession. If the promotion shows the recession icon for a color, then the new Species must discard one of its new Basal cubes of that color (if it has any). This is an involuntary neoteny (E5) and thus does not drive the new Species extinct.

  2. Newborn Daughter. Take 1 Unborn Creeple of the new Species and use it to immediately replace one of the mother’s Creeples (can be endangered). This drives the mother extinct (I4) if it was her last Living Creeple. The daughter starts Endangered if she can’t inhabit the Biome. Put all other Creeples for this species on its Genotype card

  3. Maximum Size. If the mother is larger than the maximum size (J1) of her daughter, the daughter becomes a kiwi (E6b) using the archetype shape.  If this is not possible because the archetype is already in use, then the promotion is not allowed. 

Example: You speciate an armored species from a swimmer. You choose a swimming mother in an offshore, and replace the Creeple with the armored Creeple. This armored Creeple is instantly endangered, because it can’t swim. So you must populate and expand from this Endangered Creeple before it goes extinct.

E4. Populate a new Creeple.

Use this action to take 1 Unborn Creeple of a chosen Species plus up to one Creeple per reproductive organ (blue cubes currently on that Species) and place it on your Newborn Card. They will be moved to the map in the mother phase (Part F).

Example: For your three actions, you choose speciate (placing 1 armored Living Creeple), Populate (creating 2 Archetype Newborns), and Populate (creating 2 more armored Newborns). Alternatively, you could speciate and then populate twice with the new species. 

E5. Neoteny – Discard Basal Organ from Each Species.

Use this action to discard up to 1 Basal Organ from each of your Species, without driving the Species extinct. Removing Basal Organs is useful to avoid extinction from mutagens. 

Example: Your swimmer has two blue Basal Organs on its Genotype. With two neoteny actions, you remove both of them, making it safe from extinction.

E6. Resize each of your species.

Use this action to change the Size Dice for any number of your Species by one step (up or down). After resizing, do a Prey Suitability check (F4) to see if the Species gains or loses endangerment.

  1. Mutation Maximum Size. If the Size Dice of a Species goes beyond the maximum listed on any promoted Mutation (J1), the card is Atrophied (see glossary). 

  2. The Kiwi Rule. If, after a resize or speciate, the size of your Genotype is larger than the maximum size printed on its card, it is replaced by a new Archetype species called a kiwi (so-named because it has lost its ability to fly, swim, etc.).  However, this replacement is only possible if your Archetype is extinct (or else the species goes Extinct) OR if you started the game as a marine archetype (from transferring from a game of Bios:Genesis, see C2). The Genotype goes into your Fossil Record (except if the kiwi rule is caused by a resize of an aquatic archetype in which case you just flip the card to its terrestrial side). To create the kiwi, remove the Genotype card and replace it with your Archetype card, preserving all the Organs and Mutations of the former Genotype.  Convert all the Genotype’s Creeples into Archetype Creeples.      

Example: Your last species is a furry alary muscle flyer, with a maximum size of one. You deliberately resize it to 2, which replaces the alary muscle genotype card with your Archetype card. The fur is retained. There are 3 flyers on the map, and all are replaced with domes. 

E7. Resurrect your Archetype.

This action is only for Lazarus players (see glossary).  Use it to reestablish your Archetype card with its Size Dice set at size = 1.

  1. Start Location. Place an Archetype Creeple to any uninhabited trophic level on the map that is habitable (F3c).

E8. Medea – Claim The Supervillain Card.  

This requires spending your entire action phase. You take the Medea card (C1b) from whoever is holding it. The Medea card is not in the Tableau of any of your Species, and is not lost if you become a Lazarus. With this card, you have superpowers per D10a, D12, D13, and D14, and it is worth a VP if held at the end of the game. You are also in charge of keeping the game moving by announcing the phases, using the SOP on the back of this card.

F. Mothers & Dispersals

In the mother & dispersal phase (A3), in player order (A5), each player chooses a mother and disperses all of his Newborn Creeples before going to the next player. 

Tip: A Creeple should spread as a Herbivore to either an uninhabited Biome, or one where it can win the herbivore contest against existing herbivores. It should spread as a Carnivore to a Biome with a Herbivore to eat, and where it can beat any other Carnivores in a carnivore contest. Since each predator-prey relationship is a stable one, Carnivores never harm Herbivores inas contests, see “Circle of Life” (H2a).   

F1. Choosing a Mother.

For each Newborn, choose a mother on the map of the same Shape.  

  1. Daisy-Chain Rule. Each Newborn placed on the map can act as a mother for the next Newborn. 

  2. Orphan Rule. You can choose a mother even if she is an Endangered Creeple. 

Example: On your Newborn Card, you have 2 archetypes and 1 burrower. You choose an archetype on the map to be the first mother, disperse a newborn archetype to the west coast, then from this newborn raft another newborn to a new Continent. The final burrowing newborn disperses from a burrowing mother to become a carnivore on one of the archetypes.

BIOS Megafauna Newborn card back 170404.jpg
BIOS Megafauna Newborn card back 170404.jpg

F2. Dispersal.    DP = +

Starting from its mother, disperse the Newborn Creeple up to its Dispersal Points (including zero DP), ending up in a Biome as an Herbivore or Carnivore (F6).  If you fail to disperse to a habitable place (F3c), return the Newborn to Unborns.

  1. Dispersal Points. Each Creeple individually has a number of dispersal points (DP) equal to the number of blue organs plus size of the Species. To disperse a Newborn, move it from Biome to Biome, costing dispersal points (DP) for each Biome entered. It does not cost any extra DP to enter a Biome with Creeples. See F3a for DP costs to enter each Biome, and F3c and F4 for restrictions on inhabiting a Biome. See F5 for the special rafting maneuver. 

Example: On turn one, your Archetype has 1 DP, because of its starting size of 1 (C1e).

Example (Speciation & Dispersal): For your first action, you speciate your archetype, giving birth to a swimming daughter. You choose an archetype dome in a forest to be replaced with a swimmer shape.  The swimmer starts endangered, because swimmers can’t live in forests. An enemy predator in the forest also becomes endangered, because its prey is endangered. To save the new species, you also perform a populate action. Because your new swimmer has a blue organ, you place 2 swimmer newborns. During dispersal, these two disperse starting from the endangered mom. One disperses as a predator to a nearby swamp, and the second daisy-chains from the swamp to a bloom in the offshore. 

dF3. Entering & Inhabiting Biomes.

The Biome hexes have 3 basic colors: green, brown, or blue. The Biome color is superseded if it contains a Biome disk, either green, black, or white. See the table above:

  1. Biome Entry Cost. The number indicates the number of dispersal points (F2a) it costs to enter each Biome. 

  2. Bloom Disks. An Offshore with a green disk is treated as a separate Biome with a yellow Roadrunner Niche (G4, H3). It may be inhabited exactly like a sea biome, so that both Herbivores and Carnivores can inhabit it if they can swim. It may only be entered (for 1 DP) by a swimmer, and only from the Biome it is adjacent to, or from an adjacent Offshore to the north or south, or from rafting. Other than this, an Offshore is ignored for dispersal or rafting.

  3. Uninhabitable Biomes. If the table shows an “X”, then a Creeple can enter it but not inhabit it (i.e. cannot end movement there). A Creeple may not move to inhabit a Biome as a Carnivore unless there is one Herbivore Creeple there that is suitable for it to eat (F4).

  4. Roadrunner Niche. The upward red or yellow arrows describe the Roadrunner Niche (G4, H3). 

F4. Prey Suitability.

A Carnivore becomes Endangered if at any time it has no Herbivores to eat that are suitable

  1. Shape Requirement. The Carnivore must have the same Shape as its prey, except that Archetypes can be eaten by any Shape. For instance, flying can only be eaten by flying.

  2. Size Requirement If The Prey Is Venomous. The Carnivore must either be venomous itself, or be larger than its prey if the prey has one or more venom Mutations (black widow icon).

  3. No Cannibalism. You cannot move a Creeple into a Biome as an Herbivore where the same Species is already present as an unendangered Carnivore, and vice versa.  

Note: You can have one Species of your color as a Carnivore on another Species, also of your color.

  1. Endangered Herbivores cannot be suitable prey.  

F5. Rafting. 

A Creeple may disperse from one Coast Biome to another Coast Biome in the same Latitude (including wrap-around, see D3b). Rafting is possible between Continents/Cratons, stopping at the first encountered Coast, or even between 2 Coasts of the same Continent. Rafting is only possible in Latitudes with Wind and the Creeple must follow the Wind (i.e. directly west or east, no turning) and must move from one Coast to another. Rafting costs 1 DP for flyers or swimmers, and 3 DP for others (this is in addition to the cost to enter the Biome). 

  1. Achterbahn game: Wind only blows in Latitudes 1, 3, 4, and 6, and only in the direction shown on the Latitude Strip.

  2. Windy Event. If this biosphere event occurs, then for that turn only the Wind blows in all Latitudes and in both directions.  

  3. Blooms. Rafting to a bloom costs +1 DP to enter (swimmers only).

  4. You cannot raft over any Biome within a Craton.

F6. Trophic Decision.

The Creeple chooses to inhabit its destination Biome as either an Herbivore or a Carnivore (regardless of whether its mother was a carnivore or herbivore). 

  1. Enter as Carnivore. To inhabit a Biome as a carnivore, the Biome must have a prey suitable for the Creeple to eat (F4). If there is already a carnivore present, then there is an immediate carnivore contest (Part H).

  2. Enter as Herbivore. To inhabit a Biome as an Herbivore where there is already an herbivore present, then there will be an immediate herbivore contest (Part G).

  3. Settling Down. Assuming your Creeple wins its contest (if any), unless it is or becomes an endotherm (I1) it will never move from that Biome again, until its death. However it may shift in that Biome from Herbivore to Carnivore via trophic shift during herbivore contests (G8) or burials (I2b).  

Example: Your armored newborn invades a forest where your opponent has an Archetype herbivore and a flyer carnivore. Both have more red organs than you, so if you invade as a carnivore, you will lose the carnivore contest because of the roadrunner niche. But if you invade as an herbivore, you win because you are inedible to the flying carnivore.

G. Herbivore Habitability & Contests 

G1. Herbivore Habitability.

An Herbivore becomes Endangered immediately if the Biome it is in is uninhabitable (see F3c). 

G2. Herbivore Contests.

Each Biome can support one Herbivore Creeple. If after a dispersal a Biome has two herbivores, perform an herbivore contest by following steps G3 through G7 below to identify the losers that become Endangered. In case of a tie, go to the next step, until only one Herbivore Creeple is left standing.

  1. Endangered Creeples always lose in contests against unendangered.

G3. Edibility Contest Losers.

If (and only if) there is a non-endangered Carnivore present, both Herbivores check to see if they are inedible (unsuitable prey, see F4).  If only one is edible, it becomes Endangered.

Example: A moose and squirrel (both Archetypes) sit in the weeds. Since a Biome can only support one Herbivore, one must die. Suppose the moose is venomous and a predatory pterodactyl too small to eat the moose is present. Thus the squirrel is the only edible prey and it dies (and the pterodactyl will starve in the carnivore contest, since only the poisonous moose remains as prey).  However, instead a large carnivore was present, able to eat the moose. Then no winner can be declared, and the contest continues with G4.

G4. Roadrunner Niche Losers.

Each Biome has a roadrunner niche indicated by the color of the arrow icon on the Biome, either red (ambush) or yellow (pursuit). See Table F3 (note that the arrow icon changes from yellow to red if a forest is present). If (and only if) there is a non-endangered carnivore present, both Herbivores check to see how many Organs of this color they have. If one Herbivore has more than the other, the one with fewer becomes Endangered. If they are tied, or if there are no carnivores, skip this step.

Example. The moose and squirrel from the previous example are vying for dominance in the weeds, and there is a carnivore that can eat both. This Biome has roadrunner yellow, and the squirrel is faster with one yellow Organ.  Therefore the moose dies.  However, if there was no carnivore, then no winner can be declared, and the contest continues with G5.

G5. Humidity Niche Losers.

Each Latitude has a humidity niche indicated by the color of the dice icon on the Latitude Strips, either green (humid) or white (arid). Both Herbivores check to see how many Organs of this color they have. If one Herbivore has more than the other, the one with fewer becomes Endangered. If tied, skip this step.

  1. Tooth & Claw Game: Since the climate is always humid (A8f), the humidity niche is always green.

Example. The moose and squirrel from the previous example are vying for dominance in the weeds.  The climate is hothouse and the weeds are in a humid latitude. The squirrel has 3 green Organs, and the moose only 2, so the moose dies. But if instead it is an Ice Age with a white dice icon, and neither moose nor squirrel have any white organs, then the contest continues with G6.

G6. Size Matters. 

If still tied, the smaller Herbivore becomes Endangered. 

G7. Tie-Breaker Skeletal Losers.

As a final tie-breaker, the Herbivore with the lower Skeletal Number survives and the other becomes Endangered. 

  1. Same Color Final Tie-breaker. If two Creeples Species of the same color are competing, and are tied in an Herbivore contest, then the owner chooses which Shape wins.

Example. The moose and squirrel from the previous example are tied in the herbivore contest. But the moose is controlled by Player Green (skeletal number = 1), and the squirrel by Player Black (skeletal number = 3). Therefore the squirrel dies.

G8. Trophic Shift Survival. 

If an Herbivore Creeple loses an Herbivore contest or if the Biome is not habitable (i.e. diving bell species), it is allowed to shift to becoming a Carnivore instead of becoming Endangered, if it meets prey suitability (F4). If there is already a Carnivore there, they are involved in an immediate Carnivore contest.

Note: This shift is only allowed from herbivore to carnivore, and not the other way around.

     

H. Carnivore Prey Suitability & Contests 

H1. Carnivore Prey Suitability.

A Carnivore becomes Endangered if at any time it has no Herbivores to eat that are suitable (F4). This could be because the Carnivore is the wrong Shape, or (in the case of venomous prey) the wrong size. 

H2. Carnivore Contests.

Each Predator Triangle can support one Carnivore. If after a dispersal or trophic shift (G8, I2b) a Biome has two Carnivores, perform a carnivore contest by applying rules H3 through H6 below to identify the loser. In case of a tie, go to the next rule, until only one Carnivore is left standing. If a Carnivore loses a contest, it becomes Endangered.

  1. Endangered Creeples always lose in contests against unendangered.

Important (circle of life): Herbivore Creeples represent thousands of individuals and are never endangered by being eaten by Carnivores. They can be endangered by competing Herbivores. See “Scale” in the glossary, or google the Lotka–Volterra equations on predator-prey population dynamics.  

H3. Roadrunner Niche Losers.  

Each Biome has a roadrunner niche indicated by the color of the arrow icon on the Biome, either red (ambush) or yellow (pursuit). See Table F3. Both Carnivores check to see how many Organs of this color they have. If one Carnivore has more than the other, the one with fewer becomes endangered. If tied, skip this step.

Example. On an offshore green disk, a dolphin and a crocodile are both trying to be the carnivore. The roadrunner in the sea is always yellow therefore, if the dolphin only has one yellow organ and the croc has two, the dolphin dies.

H4. Prey Size Losers.

A Carnivore that has a size difference with its prey loses to one who has a lesser size difference to the prey. Losers become Endangered. If tied, skip this step.

H5. Size Matters. 

If still tied, the smaller Carnivore becomes Endangered. 

H6. Tie-Breaker Skeletal Losers.

As a final tie-breaker, the Carnivore with the higher Skeletal Number survives and the other becomes Endangered.

  1. Same Color Final Tie-breaker. If two Creeples Species of the same color are competing, and are tied in a carnivore contest, then the owner chooses which Shape wins.

I. Burials & Fossil Awards

I1. Dispersal of Endotherms.

An endotherm is a Species with at least one white organ or is size 6. In player order (A5), each player may move his Endangered Endotherm Creeples to destinations containing uninhabited habitable Biomes or Trophic Levels, using its dispersal points and moving per F3, F4, F5, & F6He may move Carnivores into uninhabited Herbivore Trophic Levels and vice versa. He buries any endotherms that cannot find any spot to live, and stands the survivors upright during I2 or I3. 

  1. Endangered Trophic Levels. Trophic Levels inhabited only by Endangered Creeples are considered uninhabited. Perform a contest if your endotherm ends its move in a Trophic Level with another Endangered Creeple.  The Endangered losing this contest are buried unless they are also endotherms and have not yet had opportunity to disperse.

Example. An event drops ice on your flyer Creeples, making all of them endangered. During your actions, you promote a flyer mutation to gain a white cube.  This allows all your endangered flyers to flee to safety during Phase A4.

I2. Burial of Endangered Herbivores.

Check each Biome for Endangered Herbivores (i.e. those lying on their side), and perform the following until each of them is either stood upright, or buried (i.e. returned to its Genotype card as an Unborn).

  1. Contest Among Endangered. If multiple Endangered Herbivores are present, perform a herbivore contest (G2) between them and bury all losers.

  2. Survival. Each Endangered Herbivore either stands up (if uncontested in a habitable Biome), makes a trophic shift to Carnivore (if valid and Carnivore trophic level is unoccupied), or gets buried.

I3. Burial of Endangered Carnivores.

Check each Biome for Endangered Carnivores (i.e. those lying on their side), and perform the following until each of them is either stood upright, or buried (i.e. returned to its Genotype card as an Unborn).

  1. Contest Among Endangered. If multiple Endangered Carnivores are present, perform a carnivore contest (H2) between them and bury all losers.

  2. Survival. Each Endangered Carnivore either stands up (if uncontested with edible prey), or gets buried.

I4. Extinctions.

Your Species becomes extinct if it loses any Basal Organs, or all its Living Creeples. Discard its Mutations, including its Genotype card, and return its cubes and chits to the Pool. All its Creeples and dice go to your Reserves. 

  1. Extinct Archetype. If your Archetype goes extinct, store it for possible reuse by Lazarus or kiwi (E6b).

  2. Fossil Record. For each Species that goes extinct, add one Fossil chit to your Fossil Record. It will count a victory point (VP) during final scoring (A7). Also add one Fossil chit for each lost tool (J7).

  3. Lazarus Exception. If this is your last Species, so that you have no more Living Creeples of any Species, then you become a Lazarus. This allows you to use the resurrection action (E7).

I5. Fossil Awards.

If the last ET Event of an Era has been drawn, at the end of that turn (phase A4) each player counts his population and receives fossil awards. If it’s the final era (A6), instead score as per A7.

  1. Population Count. Each player counts his Living Creeples (i.e. all those of his color on the map, counting all Species). Also count as your population any Host Creeples (J2) that are on mutualism cards in your Tableau.

  2. Fossil Awards. For each player that has fewer Creeples than you, take one fossil token from the public pool and put it into your personal Fossil Record as a permanent record of your earned VP.

Example: The first era ends in a 3-player game. At the end of the turn, Players White and Orange have 3 Creeples each, and Player Green has only 2.  Players White and Orange each get 1 fossil token, but Player Green gets no fossils.

J. Traits 

Traits are non-heritable adaptations depicted by an icon on a Mutation. Effects of Venom, Emotions, etc. are active even if the Plus Organ is lost (e.g. Cheshire Cat).  Monster effects end if the monster token is removed.

J1. Maximum Size.

The dice depicted in the upper right corner of all promotions indicates its maximum size. If a Genotype grows to a size beyond the maximum size shown on one of its Mutations, you must discard the Mutation  and all its cubes.  If it is a Cheshire Cat (J6g), it loses its cubes but is not discarded. If a Genotype grows beyond the maximum size listed on its card, it either goes extinct or becomes a kiwi (E6b).

J2. Mutualism.

When you promote to an Orientation with the mutualism ability, and only then, you must choose a host (if any are suitable, F4). A host is another Species which shares a Biome with your promoting Species (as predator or prey).  Take one Creeple from either the Unborn or Newborn Creeples (your choice) of the host species and put it on your mutualism mutation card. This Creeple is called a Host Creeple.

  1. Limit. You may not choose a Species as a host which has no Unborn or Newborn Creeples to steal. With 2 mutualism cards, you may mutualize the same species twice, etc. If you promote with no suitable host, then no Host Creeple is placed.

  2. Population Bonus. Each Host Creeple on your mutualism card counts as 1 population during fossil awards (I5b) and gives you 1VP at the end of the game (A7d).

  3. Magic Mushroom Rule. Player Green can choose any Species with an unpromoted Mutation with the Horror-plant icon as a host, even if not co-located. 

  4. Loss of Mutualism. If the host or Parasite goes extinct, return the Creeple from the card to the Unborn of its color.

J3. Venom.

Venom is a Trait conferred to a Species by the black widow icon on one of its Mutations.  A venomous herbivore cannot be eaten by a Carnivore unless the Carnivore is either venomous itself, immune (J7e), or larger (F4b). 

J4. Monster.

A monster is a Trait that places a monster token on the Mutation. This token is considered to be multiple Plus Organ cubes, as many cubes as the Size Dice of the Species (up to the max size listed).  This monster token, of the specified color, is placed during promotion (E2d) to a monster. If a monster token Atrophies, e.g. during radiation or mutagens, the species size is reduced instead, see “Atrophy”. A monster token and its card cannot be removed until the Species is at size 1, and if so the removals are permanent. The monsters are Godzilla, Kong, Kraken, Dragon, and Yeti, with apologies to the monsters too many to be represented.

Example. Your size 2 Species has a tentacled head, which is a green monster conferring 2 effective green Plus Organs.  You suffer a double Atrophy during a mutagen event. You absorb one Atrophy by reducing size to 1, and the second Atrophy by removal of the monster token. This discards the tentacles card, unless it is part of a personality and lingers due to the Cheshire Cat rule.

J5. Haustorium.

If a Species has a promoted haustorium mutation (card 56), this Species has a specific Skeletal Number (either 0 or 5) that overrides the player’s normal skeletal number for this Species only. Thus in contests (G7, H6), this Species always has the lowest number (if parasitic plant), or the highest (if parasitic fungus). During a mutagen event, a Species with a haustorium Skeletal Number of 5 must use the dark heart limit (D7b) and a Species with a haustorium Skeletal Number of 0 must use the green heart limit (D7c).

J6. Emotions.

Many promoted cards depict one or two “half-emoticons”. Each right-left match establishes an Emotion, either anger (red), fear (yellow), happiness (green), jealousy (blue), or curiosity (purple). 

  1. Heads, Tails, Brains. There are 3 kinds of cards in a Personality: heads, tails, and brains. Heads have their half-emoticon to the right edge of the card, while tails have it on the left edge. Brains have half-emoticons on both edges. 

  2. Personality Formation. A Personality is a row of 2 or more cards linked by Emotions. Below this row, arrange your other Mutations in a column. Each adjacent card in the Personality must have established at least one Emotion, by providing for the right or left half of its emoticon. During each promotion of a Mutation (E2h), examine the Species repertoire of promoted cards to see if you have both halves of one color of Emotion. If so, you may use them (with their Organs) to form a Personality to the right of the Tableau column. 

Note: Upside-down emoticons are not in play.

Example. You have a Tableau with 3 Mutations and 5 Organs. For one action, you promote your air sacs into a bronchoalveolar lung. During this same action, you combine this lung with the olfactory antenna, also in your Tableau, to form the “fear” emoticon, with the cards arranged as shown above.  You imagine this strange beast using its antennae to sense danger, and its lungs to timidly flee from danger. With another action, you could promote your aggregation pheromones into a mobbing behavior, and insert it as a “brain” between the antennae head and the lunged tail. This duplicated Emotion gives it an additional bonus for purchasing yellow cards and increases the number of cards you have with Cheshire Cat immunity and endgame VP value. 

  1. Multiple Personalities Forbidden. Each Species is allowed one Personality (remember, each Personality can have multiple Emotions), which can contain only one head and one tail. Allowed configurations include head-tail, head-brain-tail, brain-brain-tail, etc. Ignore the emoticons on any promoted mutations that do not fit into the personality.

Example. Your bird species has two promoted cards with head emoticons, and one limbic system brain that accepts an angry head and a fear tail.  You form a Personality for it by joining an anger horned head to the brain, making it an angry bird. Now that it has a head in its Personality, its other head cannot be added. But if it promotes adrenal glands brain, which accepts a fear head, this could be added to the limbic system to form a Personality with one head and two brains. 

  1. Personality Insertion. New cards can be added to the Personality to form new Emotions. However, cards can never be ejected from the Personality to make room for new ones.

  2. Reduced Cost.  Once a Species has one of the anger (red), fear (yellow), happiness (green), or jealousy (blue) Emotions, halve the cost (E1a) when acquiring that color of card for the Species. If it has two or more Emotions of a color, all cards of that color except for the leftmost (free) card have a cost of 1.

Example. When acquiring red Mutations for your angry bird of the previous example (and not for your other Species), the cost (E1a) is halved. 

  1. Language. If one of your Species gets 3 total Emotions consisting of two or more colors, you acquire language and the game ends during Phase A4 of the next Era 3 turn. 

  2. Cheshire Cat. Personalities can lose their Organs during Atrophy, but they cannot be discarded unless the Species goes extinct. 

EmotionalChangeExample_2016_09_22.jpg
EmotionalChangeExample_2016_09_22.jpg

J7. Tools.

For every purple (curiosity) Emotion acquired, you may immediately choose one of the unclaimed tool public cards (C1b). Each tool is a predator weapon allowing it to hunt the Shape shown on the card. It can also be used by Herbivores per J7d. Choose one side of the card to play into the Tableau of the tool-using creature. 

  1. Fossil Tools. A tool goes into your Fossil Record if the Species using it goes extinct. 

  2. Diving Bells. The diving bell tool allows you to inhabit as a Carnivore any Biome with swimming prey. This allows the Carnivore to inhabit normally uninhabitable (F3c) seas and Offshores and treat Herbivores there as suitable prey (F4). However, the Diving Bell does not allow an Herbivore to inhabit seas or Offshores. 

  3. Tool-Using Carnivores. A tool-user can hunt the shape shown on the tool card.

  4. Tool-Using Herbivores. A tool-user cannot be preyed upon by Carnivores of the shape shown on the tool card (except tool-using Carnivores per the previous bullet). As soon as your Species gets a tool, perform a prey suitability check (F4) on any Carnivores preying on them to see if they become Endangered.

  5. Antivenom. All tools allow your Carnivore to ignore venom.

Example. A swimmer moves from a swamp and over a forest, in order to inhabit a sea as an Herbivore.  This requires 3 DP.  A burrower also moves from the swamp to the sea, but as a carnivore. Normally a burrower cannot inhabit a sea, but since he has a diving bell and is able to eat the swimmer, this is allowed. Note that the diving bell does not allow it to survive as an Herbivore in the sea. 

J8. Experimental Apomorphies.

These rules are optional and experimental. They can be used, for instance, to help a newbie player, or one that is “sandwiched” (i.e. an intermediate Skeletal Number that is neither the highest nor the lowest in the game).

  1. Player Orange Radiation Immunity. Due to the reduced nervous system needed for hydraulics, Player Orange (hydroskeletal) is immune to Darwinian Radiation (green/blue icon, see D8).

  2. Players White and Green Growth. Due to their ever-growth, Players White (vertebrate) and Green (plant-fungi) can perform one free resize (E6) once per their action phase.  If they resize an Herbivore however, any of its predators also get one free optional resize, at the same time.

  3. Player Black Metamorphosis. Due to the proven ability of insects to shrug off mass extinctions, Player Black (exoskeletal) can perform one Neoteny (E5) per game turn without expending an action. This can be at any time, even to avoid extinction during a mutagen event.  However, he must always surrender one fossil to do so.

K. Mars Solitaire Game Achterbahn game 

Both Venus and Mars seem to have started out like Earth, with oceans and a CO2 atmosphere, but then plate tectonics and thus continent formation stalled, and their oceans were somehow lost.  If organisms had gotten started, they would have to cope with sluggish Cratons and dwindling super-salty oceans. In the one-player game, you play both an animal and a semi-automated plant (Player Green) on Mars, (optionally Venus or Earth). The goal for your animals is to gain VP while keeping the oceans from drying up. You will need the plant to stay alive, but it could turn on you as a horror plant. 

  1. The Plant. Player Green, hereafter known as the plant, follows all the Horror Plant rules: action maximum (A2b), green heart limit (D7c), cannot select metabolic cards without the horror plant icon (E1d), and magic mushroom (J2c).

  2. The Animal. You start as any other color you wish, and will be hereafter referred to as the animal.

  3. Game Ends in Era III per A6a. It also ends on phase I of any turn if either the seas are gone (no more map white disks), the plant has gone extinct, or if there is a moist greenhouse runaway (K5e). 

  4. Victory. Win by surviving and keeping the seas from evaporating away (K5a, K5c). To decisively win, you must obtain 15 VP (A7). 

  5. Plant Protagonist Variant.  You may alternatively play as the plant, while controlling one animal player of your choice (playing both one plant & one animal).  This could be useful for campaign games in which you ended the Genesis game as a plant. Since the plant is a player, skip the semi-automated plant rules (K8a,b,c). To decisively win as a plant, the plant must obtain 15 VP and prevent the animal from going extinct.

  6. Green Player Plant-Animal Chimera Variant. In a solitaire game, especially during the campaign games in which you ended the Genesis game as a plant, you can play both as the Green player while controlling the semi-automated plant. This variant could also work in a multiplayer game up to 3 players. You will play like animals in K and L sections of the rulebook even though you are still considered a plant (but not the automated plant) for all other purposes (so that you are distinguished from the automated plant). Therefore you are referred to as “the animal” in K and L sections. This would require a replacement color of Creeples and the Archetype card for either you or the automated plant. Note that the replacement Archetype card is still considered Green and contains related abilities.

    1. Your skeletal number is 1.5. 

    2. You have all the Creeples available, including flyers.

    3. You start with a Medea card. Automated plant player never gets this card.

    4. You still start as a resurrected Lazarus player.

    5. You can only be Herbivore or Carnivore. Eating the automated plant species by you is never considered cannibalism.

    6. In a solo play, at the end of the turn you are allowed to discard a chosen metabolism card on the display (and replenish the row). You cannot discard a card with a horror plant icon.

    7. In a multiplayer game, to increase your contest chances, you can treat 2 green organs as 1 yellow or red but only in Herbivore contests.

    8. Gun event liberating an automated plant species does not affect your species.

    9. You still obey plant-specific Heart and Actions limits.

    10. Your Raindance superpower requires the population limit either greater than the heart limit or the actions limit (your choice). However the action limit requirement requires sacrifice of two plant actions instead of one. Also note K6b.

    11. The solo victory is per Kd.

K1. Sequence Of Play – Special for Solitaire Game.

  1. Events. Ignore climax events (D5). Ignore events (such as craters) that strike Cratons not in the game. Ignore deluge events (D6), unless it’s too hot, then Liberate a white disk (K5c). If a Reservoir Event marked with the rain-shadow icon occurs, then Liberate a white disk (K5a). Ignore events that transfer green disks, except for gun events that liberate green disks (K5d). With the Raindance superpower (K6), you can expend one plant action to make it rain during the end of the event phase. 

  2. Actions. On the plant’s turn, first check to see if it can select any horror plant mutations in the metabolism row (K8a). Then check to see if it can promote any cards to venom or mutualism. Then you are free to choose any remaining actions.

  3. Mother. On the plant’s turn, first check to see if any of its Newborns can successfully disperse per K8d.

  4. Weathering. Skip the scoring rounds in the solitaire game.

K2. Trophic Levels – Solitaire Game.

There are three Trophic Levels in the game: Plant, Herbivore, and Carnivore.  The plant can be a Plant or an Herbivore, never a Carnivore.  An animal can be an Herbivore or a Carnivore, never a plant. Creeples in a Biome at these 3 Trophic Levels are lined up as follows (from bottom to top): first plants, then herbivores, then carnivores at the top. Each Herbivore needs a Plant to eat or it becomes Endangered. 

  1. Herbivore Contests are changed to be the same as Carnivore Contests (Part H). Therefore, to eat a plant, an Herbivore either needs to be the same Shape or have suitable tools, except any animal can eat a plant archetype.  See K7b.

  2. Cactus Eaters. As a special rule, an Herbivore with at least 2 green organs can eat armored plants (cactus). 

K3. Setup – Solitaire Game.

Setup is as per a terrestrial Achterbahn game (C1) with the following exceptions:

  1. Starting Disks. If starting on Mars, there are only 6 black, 6 white, and 0 green disks in the game. If starting on Venus or Earth, there are 12 black, 12 white, and 0 green disks.

  2. Cratons & Seas. For Mars, use the Tharsis and Arabia Cratons. For Venus, use the Aphrodite and Ishtar Cratons. For Earth, use the standard 4 Cratons. Set the Cratons in any order and separated at Latitude 4. Place a white disk into each sea biome (= water hexes on Earth) or basin (= dark hexes on Mars or Venus). Place a black disk into the 6 available Offshores on Mars or Venus, but on Earth place only one black disk per Craton in the Offshore of your choice. On Earth, put 3 other black disks as mountains in the center of each Craton except Baltica (which already has a white disk there). Because climax events and wind latitudes are not used, Latitude strips are unnecessary (although Latitudes are still tracked with Latitude Dice), and the humidity niche (G5) is always green.

  3. Reservoirs. Place remaining black disks into the Atmosphere, and remaining white disks split evenly between Clouds and Atmosphere. For Mars, you should end up with one white disk in the Clouds and another in the Atmosphere.

  4. Plant Starting Creeples. Starts with only 20 Creeples: 5 Archetypes, 5 burrowers, 5 swimmers, and 5 armored. For variants where the plant is player-controlled (L1, Ke), it starts out with 17 Creeples: 5 Archetypes, 4 burrowers, 4 swimmers, and 4 armored. The extra Creeples including all the green flyers are put aside and will not be used. The plant cannot speciate into flyers. 

  5. Plant Creeple Setup. The plant places 2 Archetype Creeples onto the map, into any 2 Biomes that are adjacent to a sea (= water hex on Earth, = hex with a white disk on Mars or Venus).

  6. Animal Setup. The animal will start on the first turn as a freshly-resurrected Lazarus, so no setup required.

  7. Green Disks are not used in the solitaire game!  Place all the Unborn green Creeples on the Oxygen, as if they were green disks. This yields 3% Oxygen. 

Note: Each unborn green Creeple for each species in the oxygen track counts when paying that species’ mutation costs during E1

Example: If two Archetypes are placed on the map, the 3 unborn Archetypes, 5 unborn burrowers, 5 unborn swimmers, and 5 unborn armored would bring the oxygen level to 3%. 

Solitaire Setup

Venus (2 Cratons)

Earth (4 Cratons)

Mars (2 Cratons)

Black Disks (map)

All Offshores (6)

4 Offshores, 1/Craton (4).

Center of Laurentia, Gondwana, & Siberia (3)

All Offshores (6)

Black Disks (reservoir)

Atmosphere (6)

Atmosphere (5)

White Disks (map)

Each Basin (dark hex) (4)

Each Sea Hex (6)

Each Basin (dark hex) (4)

White Disks (reservoir)

Atmosphere (4), Clouds (4)

Atmosphere (3), Clouds (3)

Atmosphere (1), Clouds (1)

Automated Green Creeples (5 of each, 0 flyers)

Archetypes on map (2) adjacent to white disk, remainder in oxygen (18)

Archetypes on map (2) adjacent to sea, remainder in oxygen (18)

Archetypes on map (2) adjacent to white disk, remainder in oxygen (18)

Player Green Creeples (5 archetypes, 4 of armored/burrower/swimmer, 0 flyers)

Archetypes on map (2) adjacent to white disk, remainder in oxygen (15)

Archetypes on map (2) adjacent to sea, remainder in oxygen (15)

Archetypes on map (2) adjacent to white disk, remainder in oxygen (15)

K4. Oxygen Management.

Green Creeples take the place of green disks for all purposes!  Unborn Creeples reside on the Oxygen to indicate the animal action maximum.  Place dead green Creeples into the Oxygen as if they were green disks, i.e., one Creeple per slot, loaded from the bottom up.

  1. Birth. Remove green Creeples for Newborns from the Oxygen. Your choice of green Creeples can also be “born” from Oxygen by events.

  2. Offshore Seaweed. A green swimmer can inhabit a black offshore disk, becoming a bloom. If there is a green swimmer in an Offshore, the hex it is adjacent to is considered to be a habitat (K7b) that is 1 hex from water.

  3. Breathtaking Rule. On an animal’s turn, the oxygen level at that instant tells how many actions it has.

K5. Event Phase.

Since you play without a climate strip, before executing any events draw a biosphere card depending on the Atmosphere. The Events are modified as follows:

  1. Rain-shadow Sublimation. If a Reservoir Event with the rain-shadow icon occurs, do not perform the specified action. Instead simply Liberate one white disk. 

  2. Anticlimactic.  Always ignore climax events.

  3. Deluge Evaporation. Ignore a deluge event (D6), unless the Atmosphere is Warm or higher. If so, then Liberate one white disk.

  4. No Greening Events & Plant Extinction. Ignore all Events that would transfer green disks, except a gun event that Liberates green will (if possible) destroy one non-archetype Species of plant (of the owner’s choice).  Place dead green Creeples into the Oxygen. The plant populations are ignored in crowd diseases (D9). 

  5. Moist Greenhouse Runaway. A runaway greenhouse (D10h) cannot occur on Mars, and only occurs on Earth or Venus.

  6. Radiation. Mars and Venus have no protective magnetic field, so radiation events, instead of being either red or yellow, or blue or green, are instead red and yellow, or blue and green.

  7. Olympus Mons.  The black disk in the northernmost Offshore of Tharsis cannot be removed except by a collision that subducts it. Exceptionally for an Offshore, it is uninhabitable by Creeples or plankton. If a crater occurs on Mars due to a volcanism event (Ring of Fire, Basalt Traps, or Eruption Winter), the crater is automatically in the hex adjacent to Olympus Mons (regardless of what the impacted craton symbol is, including cratons not present on Mars and regardless if there is still the Offshore carbon or not).

  8. Snail Tectonics. The Cratons on Mars and Venus move extremely slowly, with the following effects:

  • if there is any continental movement on the event card, do nothing.

  • if there is a "biosphere stable" icon, then (and only then) resolve the continental movement on the previous event card.

Note: The first card of each era, even if it does have a “biosphere stable” icon, does not generate snail tectonics.

Example: This turn’s event calls for continental drift-by, but it is not performed because of snail tectonics. On the next turn the event is “biosphere stable”.  Only now is the drift-by specified on the previous turn performed.

  1. Valles Marineris. A Pangea rift event on Mars or Venus will always split the two Cratons if they are joined.

K6. Event Phase – Raindance Superpower.

The Medea enjoys this superpower only if its population (I5a) is greater than its heart limit, either dark (D7b) or green (D7c) as appropriate and ignoring white organs.  If so, you can make it rain during the end of an event phase by degassing one white disk from the Clouds to any basin (dark) hex. You may additionally choose to move one mountain from any Continental to any Offshore, which represents erosion. This can be done only once per event phase. If you choose this action, the plant has one less action during the following action phase. 

  1. The Medea controls the superpowers. In the solo game, this is always the solo player.

  2. Campaign game (optional). In the multiplayer campaign game of the whole Bios trilogy, in order to make the game more likely to continue into Bios:Origins, there is no requirement of population being higher than the heart limit for execution of the raindance superpower. This affects all environments (Mars, Venus etc.).

K7. Mother Phase – Biome Entry.

The Biomes are either highlands or basins.  Both are wastelands, costing 1 DP to enter (2 DP for swimmers). Nothing grows there until they are occupied by a green Creeple. You may only inhabit a Biome as an Herbivore if there is a plant there (i.e., a green Creeple).  As usual, you may only inhabit a Biome as a Carnivore if there is an Herbivore to eat. 

  1. Land and Sea are the only two habitable Biomes.  If the Biome has no white disk, it is land.  If it has a white disk or if it is Offshore, it is sea (F3a, K4b). (If it has a black disk, it is a mountain.)

Note: Per F3a, it costs 2DP for a non-swimmer to enter a sea.

  1. Alien Plants. The green Creeples at the lowest Trophic Level are plants with the following habitats and roadrunners:

Alien Plant

Habitat

Roadrunner Niche (G4, H3)

Swamp Plant (green Archetype)

1 hex from water

red

Seaweed (green swimmer)

In water, or carbon offshore

yellow

Tubers (green burrower)

1 hex from water

red

Cactus (green armored)

1 or 2 hexes from water

yellow

  1. Wilt Rule. A plant that is not in its proper habitat will die and be removed during the burial phase (I2). 

Note: If the seas lose all their white disks (water), the planet dies and everyone loses.

  1. Winds. In the solitaire game, the Winds are westerlies, always blowing from left to right in all Latitudes (but blowing both directions during windy events). 

Example: A seaweed lives on a white disk.  During a rain-shadow, the white disk disappears. During the action phase, the seaweed populates, and during the mother phase its daughter moves to a remaining white disk.  The wilted mother then dies and is buried in Phase A4.  

K8. Semi-Automated Plant Rules – Solitaire Game.

Use these rules if there is no Plant player. 

  1. Event Phase. During radiation or mutagen events, you may choose horror plant mutations only if there are no other cards to legally take losses from. 

  2. Action Phase. On the plant turn, you may perform actions as you wish, except: 

  • If there is a card available with the horror plant icon, the plant must select it if it can, starting with the cheapest (leftmost). You choose the acquiring Species.

  • If it has an unpromoted card with venom or mutualism in its Tableau, the plant must promote it to that Trait (if allowed by size restrictions E2e).

  • You can only resize up, not down with a plant. Furthermore, you can only pass with a plant action if all its Species are at the maximum size for its mutations.

  1. Extinction is Forever.  No resurrection (E7) is allowed in the solitaire game for the plant

  2. Mother Phase – Plant Dispersal. On the plant turn, you may disperse them as you wish, except that if your plant or new plant species disperses to a location with an existing plant, it must become an Herbivore if it is possible, including competition with your own Creeples if this would be successful. If it is not possible (e.g. the plant trophic level is not edible to a dispersing plant species), then it enters as a plant and competes using the herbivore contest rules (G2), which might change the Niche.

L. Venus Multiplayer Variants Achterbahn game

Special rules for Venus: Setup disks (K3a), Cratons (K3b), Winds (K7d).

L1. Venus Plant Vs. Animal Game.

This is a 2-player game, with one player being the plant, and the other player his choice of orange, black, or white. Use all the Solitaire Game rules (K1 – K7), but skipping K8a,b,c, since the plant is not-automated.  

  1. Superpowers. The plant always holds the Medea card, but the animal always controls the cloud-seed superpower (D13). If the animal goes extinct, no more black disks can enter the atmosphere (because the animals which exhale carbon are dead).

  2. Scoring Rounds. Each animal Creeple counts as 2 population when awarding fossils, but only 1 population in the end scoring (A7). 

  3. Victory.  Win if by the end of the game you have the most VP and if the seas are not lost (i.e., there are still white disks remaining on the map). However, neither player wins if one is extinct at the end of the game.

L2. Venus Animal Game.

This variant is the same as the plant vs. animal game (L1