Evolution is an unused theme, quick to play and suitable because of the luck component also for family players.
The Game
At this point we play creator of new species of animals that need to be aligned to the particular circumstances of the environment. Each player initially starts here with a species and 4 maps. The species is determined by the population and body size (value between 1 and 6) and up to three properties.
Each round is characterized by 4 phases:
1. Dealing: 3 cards plus the number to the provided animal species
2. Set the food supply: each player places a card face down on the water hole (sum of the value at the top left to define the food supply in the "eating" phase
3. Playing Cards. My hand cards can I use in three ways: I can play my ausliegenden species (A) hidden property cards (max 3 per animal - characteristics must not double over / can be properties even swap.), (B) the body size or population larger ( each discarded card may be increased by one) or (C) obtained by dropping a card, a new species. I am not obliged to play off all the cards
4. Eat: First, the food cards are revealed at the waterhole and ready set according to food chips. Then the animals are fed. This is done in order of play (only one animal per feeding). The feeding is thereby repeated until all are tired or food chips are assumed (hungry animals lose in this case, the population up to the food chips). Carnivores do not feed on plants, but access to other (smaller) animals. The food is determined by the body size of the animal. At the same time the population is reduced by one.
Decreases the population below 1, so dies from the species. The player receives the number to the provided property maps as "new" start from the deck.
At the end of feeding the food chips are cleared as VPs in the accompanying bag
At the end of the game, the victory points are counted in the bag. In addition a victory point each population size of the surviving animals, as well as their property cards (1 VP).
Tactical game for the upscale family player field.
Material - 09
In the BRETTSPIELBOX are: 1 game board waterhole, 110 property cards (including 14x carnivores, and 16 properties per 6 times), 19 species tableaus, 38 wooden markers (19 green, 19 brown), 180 food Chips (printed on both sides: meat and plants) , 5 food Chips Bag, 1 starting player marker, 1 map overview)
Beautiful material. Cards texts are written self-explanatory. Only the cardboard inlay rips apart unfortunately (for perforation vs. lack Knickfalz)
Getting Started - 08
Evolution does not require much introduction. The basic mechanism is understood very quickly. The challenge lies in the knowledge of 16 different cards, so one or two rounds of tests are necessary to understand the tactical depth of the game.
Before the very first game, it is more than annoying everything auszuprickeln previously. Here is some way to go.
Feeling - 07
Evolution is thematically great implemented. The various combinations of cards (= properties), animals (number, population, height) and amounts of food to be - as in nature - always different requirements established in the individual animal species permanently survive while others disappear more or less quickly. The game is more tactical than strategic coined. By drawing new cards, the loss of the animals have to make short-term decisions in order to secure the best amount of food chips (= victory points). Because you can certainly plan 2-3 rounds in advance, but then everything is new again shaken.
Not always the way to win the carnivores. By protecting the other animals, you should already consider the use of good or to do this in combination with good also are some.
Couple and five of the game is also playable, but the best composition of the game is 3-4 players. In two-player game can be a great carnivores to be very dominant and dominate the game in the five-player game, the speed is lost. Another danger that I see in the game is that two strong players to be parasitic on a weaker player, so that it hardly has a chance to get up (in the apps is called "farms"). In order to win, however, you should not get involved as individual players in such a strategy.
Happiness comes through pulling the cards into play. As can be observed discarding the player, at least to see how likely certain required properties are yet to come.
Long-term fun - 07
There are several reasons that have spoken for more games at Evolution / talk. Firstly, the game is played entertaining and fast. The game is thematically very well implemented. The frustration factor of losing a beloved animal may be high in the first few games, but you get used to it and can cope better in subsequent rounds so and plan this. In addition, you win with each batch also a better knowledge of the interaction between different maps (evolution in the brain of the player), but again come across a changed environment, since learning the players and the cards are drawn differently.
In addition, it cries out for expansions (the subject air runs precisely on Kickstarter).
@ Brettspielbox.de