Evo
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Phases
- Initiative:
Determine the order in which
players will complete the rest of the turn.
- Climate:
Determine the current climate for
the rest of the turn.
- Movement and Combat:
The Dinos move and
fight.
- Births:
Place as many new Dinos as
you have Eggs in unoccupied adjacent hexes.
- Survival and Mutation:
Some Dinos die, and
survivors receive mutation points.
- Meteor and Evolution:
Move the meteor one
space closer to impact. If the meteor has not yet hit the planet,
players bid for genes.
Combat
- x = difference in # horns (attacker - defender)
- attacker rolls d6
| x |
die roll to win |
| -2 |
cannot attack |
| -1 |
1 |
| 0 |
1-2 |
| 1 |
1-4 |
| 2 |
1-5 |
Genes
- Tail (6):
The length of the tail determines in what order
players
take there turn in each phase.
- Foot (12):
Each foot determines the number of movement
points a
player my spend on their Dinos. One movement point per foot.
- Horn (8):
Horns determind how well a Dino can attack or
defend
against other Dinos.
- Egg (8):
Each turn the species receives as many baby Dinos
as
they have eggs.
- Fur (8):
Fur protects Dinos from cold weather. For
each fur
gene, one Dino of the species can survive in a cold zone (but not a
very cold zone).
- Parasol
(8): The parasol protect Dinos from heat. For
each
parasol, one Dino of the species can survive in a hot zone (but
not very hot zone).
- Mutant
(6): Each mutant gene a species possesses reduces
the cost
of new genes by one mutation point.
- Card (6):
This gene give the player a new event card.
This
new card is drawn (and my be played) immediately (except during the
turn 1 or 2, during which no cards can be played).