Tactical development game for 2-5 players, ages 10+ by Dominic Crapuchettes, Dmitry Knorre and Sergey Machin.

Tactical development game for 2-5 players, ages 10+ by Dominic Crapuchettes, Dmitry Knorre and Sergey Machin.

Schmidt Spiele 49312 - evolution strategy game (toy)

Customer Review

The players make here new animal species and they must cherish and develop especially. Using their maps they share this animals new features to try and then also sent to the other players to use.
Who will eventually create the most survivable creatures?

Game preparation:
The waterhole (tableau) comes in the middle of the table, the food chips than stock to the side and the property cards are placed as well mixed and concealed deck next to the water hole.
The players will each receive a cloth bag and a species-board, they come with a brown and green wooden marker on the respective first field of the "size" - fit (Brown) and "Population" bar (green).
The remaining species panels and wooden markers are set aside.

The randomly determined first player still gets the starting player token.

Feature maps:
The cards are all the same structure and are shown left to food value, top right possibly a characteristic symbol ("grain") and the center its name.
Below follows a verbildliche representation of property and including again the Text property, which specifies exactly what causes the card when it is created.

Aim of the game:
To get the most points!

How to play:
The game is played over several rounds and each round consists of the following four phases:

Handing 1) Maps

Each player receives 3 cards feature plus 1 for each species, which is on display in front of him. The cards are used to develop their own animal (s).
If not enough cards exist, the end of the game is brought (see below)!

Set 2) food supply

Each player must discard 1 card to the water hole to define the food supply for the seizure phase. On the maps their food value is so indicated on the top left, which can range from -3 to +9. Accordingly, many food flakes also not be later available to feed all the animals, or, if a defect exists, then it can come to the extinction of an animal species.

Play 3) Cards

The starting player begins this phase and sets unique as many cards from or how he wants. Not played cards are retained until the next round on the hand.

The cards can be used in three ways:

- Play property; the player puts up to a maximum of 3 cards from above the species-Tabfel and thus has this species played the properties.
This can developments for ingestion ("Long Neck", the animal comes close to food that is denied to others) or protection mechanisms ("protective armor", the animal is so much more protected from predators) or general improvements (eg "fertility" ) and many others,
The new feature is now available, but it must never be a property twice assigned to the same species. May the player replace a property, he must discard one instructions booklet before.

- Obtain new species; by dropping a card, a player can take a new species-board and create the left or right of its previously ausliegenden panels.

Increase body size or population -; per drop a card, the player can increase the body size or population of a species and the corresponding markers to enable each one space to the right.
The larger an animal is, the harder it is to attack this, and vice versa, it gets the more meat from an animal is attacked.
The larger the population of a species, the more points you get for this, but they also needed more food!

If the player has played all the cards, now the next player follows clockwise for this phase.

4) Eat

When all players have their animals prepared in the previous phase, now follows the "great food" ^^.

First, the initially hidden at the waterhole designed cards are turned over and added up their food values. X Food tile from the stock will now be placed on the water hole corresponding to the sum. This is the food that is available for this round is available.
Initially looks the most like a lot, but as the game progresses, with the growth of population, food will always be a pretty scarce commodity, so that some species will surely convert to carnivores to in this way to their "seizing" come to devour you need!

If animal species in their ausliegenden properties of a symbol are displayed (top right), the effect will now trigger (eg "Long Neck" here the player can before food distribution from waterhole to 1 food chip from the general supply company)!

Then starts feeding, starting with the starting player.
The player takes 1 food from the water hole chip and places it on an empty space (leftmost starting) one of its species-panels.
This will in turn alternately long continued until all animals are fed (if the same number of food boxes occupied on a species-board with chips, such as the population size pretends) or no food to distribute more exists.
Some properties allow more food at once take, but never more than the population size allowed.

Predators also eat until you're full, but never plants!
You often other animals (and possibly from their own ranks) that impose these and eat according to the height of the victim (it had a size of 4, the predators will receive 4 food chips from the general supply, if he can also create, otherwise it gives chip back).

An attack is always successful if the height of the attacker is higher than that of the victim and / or the defense properties can be bypassed (for example, allows "ambush" attack also animals that would otherwise be protected by "warning call"). However, the height does not matter if an animal can bring, for example, by "climbing" in security and the attacker does not have this ability.

Successful exploitation so bring the carnivore a diet chips, reducing the population of the victim to. 1
Thus falls the population under the already ingested food number, the attacked places the now surplus food chips in his bag.
Decreases the population by less than 1, dies of the species!

When a species becomes extinct, the species-panel is put back to stock (ditto the wooden markers) and any existing food chips puts the player in his bag. All possibly designed property cards go to the discard pile and the player draws for a corresponding number of new cards from the deck to the hand.

If the feeding phase is completed by all players, the populations are possibly re-adjusted, if there was not enough food for all and the being laid food chips each player places in his cloth bag - every food chip is worth 1 victory point.
Remaining food chips on the waterhole remain lying there for the next round and if a player has no more animal species for inspection with him, he immediately receives a new (including wooden markers depending on value 1).

The following clockwise player becomes the new starting player and now gets the starting player token.

Full time:
As soon as the draw pile is exhausted, the end of the game is rung. The discard pile is shuffled and again, the deck can be used, the game ends now after the 4th stage!
For scoring, each player receives 1 victory point per chip food in his cloth bag, X points for each species (X = population size) and 1 victory point for each species at a ausliegenden property map.
The player with the most points wins.

Variants:
Quick game; during the third phase, all play their cards simultaneously, rather than sequentially.

2-player game; the rules remain the same, only at the beginning by accident 40 property cards sorted out and a species can have a maximum 2 instead of 3 properties.

Space problem ?; simply place the species tableaus vertically.

Conclusion:
The dt. Edition of "evolution" has been implemented beautifully by Schmidt Spiele implemented from the original edition. So the original rules and game mechanics have been retained, but the material is worlds respectable than it was in the original version, which however with smaller cards came along only in predominantly green and white look and a couple of plastic chips.

The basic idea thus remained unchanged and therefore remains in the end, this edition behind large caliber, similar games like "Dominant Species" significantly.

Are game theme and outlet, soon arrived after a few small Regelwirrungen with the players and then the rounds make quite interesting to abwechlungsreich if for all players exploit the potential of the property cards.
If this is not used in full, actually every potters only to himself and the player interaction tends towards zero. Also voltage comes to not really, because a (solid) defensive play can summon no twists.
Although there is here quite hardships and "competition" to the food, but just as one can then "house rules" a solitaire game of it.

The possible properties used and exploited to a fairly fun game can be against it unfold. The necessary bit of luck at cards drawing can be here by a variety of animal species deal since then also correspondingly more cards may be drawn and the probability of favorable cards enormously increases.
Also the food problem is then almost eliminated by use of all possible developments and it comes to the direct competition for population sizes and VPs.
So then unfolds a quite entertaining game, although the mechanisms are routine soon.

Implementation and design have been praised above and the translated rules are correct and well structured.
This leaves a rather interesting game for casual gamers, because experienced players grab definitely a great inspiration "Dominant Species" (or its little sister, the most evenly matched game of cards (DS: C)) or look at sometimes "primordial soup" to.

Further information:
- Publisher: Schmidt Spiele
- BGG entry: ...
- HP: ...
- Instructions: German
- Material: German
- Photos (and reader-friendly text formatting): ...
- Online version: -

Everything okay Rank: 4/5
April 27
I do not buy again Rank: 2/5
January 6
beautiful book! 4 Rank: 5/5
April 2
Levi strauss comes from indonesia Rank: 3/5
November 8

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