Wildlife
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Setup
- Each player chooses a species board at random and takes matching
pawn . With 3, 4, or 5 players use these species:
- 3 Players: (Man OR Mammoth) AND ((Crocodile AND Eagle) OR (Bear
AND Snake)). That is, any of the following combinations
- Man, Crocodile, Eagle
- Mammoth, Crocodile, Eagle
- Man, Bear, Snake
- Mammoth, Bear, Snake
- 4 Players: Crocodile, Eagle, Bear, Snake
- 5 Players: Man, Mammoth, and any other three. One species will
be at relative advantage (i.e., able to expand in a terrain with no
natural attacker):
- Leaving out Croc advantages Snake.
<>>- Leaving out Snake advantages Eagle.
- Leaving out Eagle advantages Bear.
- Leaving out Bear advantages Croc.
- Each player gets 8 Food points, 10 Wildlife cards and a number of
species tiles (rest removed from game) depending on # players:
- 2-3: 30
- 4: 25
- 5: 21
- 6: 18
- Remaining Wildlife cards
from a draw pile.
- Sort Adaptation tiles by terrain and type; set beside the board.
- Sort the Ability Cards by type and set them beside the board.
- Place the Purple Scoring Pawn on the purple dot left of the Big
Scoring Track.
- Place the 11 white pawns on the Small Scoring Track.
- The start player is the person with the oldest organism (noted on
player board); play proceeds to the left.
- In turn order, players place their pawns on the score track, 1
per space, starting at space 1.
- Players take turns placing their starting
animals onto the board, one animal at a time.
- The number of starting animals depends on number of players:
- 2: 12
- 3: 8
- 4: 5
- 5: 4
- 6: 3
- Can place animals
anywhere they can migrate, expand, or attack, with the following
restrictions:
- Only one organism / space
- Only 2 total
organisms / small area (4 or 5 spaces)
- Only 4 total
organisms / large area (8 or 9 spaces)
Turn Sequence
- In any order...
- Play and/or auction up to 3 Wildlife cards. MUST auction at
least 1.
- Use Ability cards.
- Migrate once for free.
- Convert food tokens to success points.
- <>If an action results in an unscored area being completely
filled with tokens, a Small Scoring takes
place.>
- If the Small Scoring was a purple space on the board, a Big Scoring takes place.
- <>At the end of your turn, draw back up to 10 cards.>
- Actions explained:
- Play and/or auction up to 3 Wildlife cards.
- Play
- Terrain:
The action(s) you may execute depend on your
adaptation level for the terrain of the card.
- Adaptation (Wheel):
Improve your adaptation for any one
terrain by one level. Migrate --> Expand --> Attack
- Ability (Arrow):
Take a new ability card (max 2 of same
type); if desired type is not in supply, take it from player who's
furthest along the score track. For ties, you choose from tied players.
- Joker (Lightning
Bolt): Choose to play as a Terrain,
Adaptation or Ability card.
- Event:
Follow card instructions.
- Auction
- Minimum bid is 3 food points. Active player may not bid.
- If a player "overbid", he must move backwards on the score
track, gaining 3 food points per space (this is the only time this may
be done; can move back up to 2 spaces).
- The player who wins the card pays the active player &
must use the card immediately.
- Use owned ability cards: Each card may only be used once per
turn. Use "Defense" only on other player's turns.
- Migrate once for free, following standard migration rules.
- Convert food tokens to success points: discard 3 food points /
1 point.
End of Game
- The game ends when either
- the last white pawn is placed or
- any player places his last organism tile.
- The current player finishes his turn, and then a Big Scoring
takes place.
Scoring
Small
Scoring
- Occurs immediately whenever the last space of an area is filled
for the first time.
- Place a white pawn in the area to mark it as having scored.
- The
player who played the last tile to the area scores the # of points
revealed by the white pawn used
Big
Scoring
- Occurs when a different colored space is revealed by a Small
Scoring (#s 4, 8, and 11).
- Resolved after the current player's turn is finished.
- Score all 12 areas. In each:
- Big Monopoly:
area filled by 1 player: 5 points
- Small Monopoly:
area occupied by 1 player but not completely
filled: 4 points
- Area with multiple
players' tiles: 3 / 2 / 1 points for 1st /
2nd / 3rd places; ties move down a rank.
- Herds: Herd is
all tiles connected in a chain (no
diagonals). From largest to smallest, herds score 10 / 7 / 5 / 3 / 1
points. Ties push all scores down one rank. Players may not tie with
themselves, and so score all equal-sized herds.
- Adaptations,
Abilities and Food: for each, having the
most scores 4 points, having 2nd-most scores 2 points.
- Ties push scores one rank down.