- •Bios Megafauna Living Rules
- •1.0 Introduction
- •1.1 Bios Series
- •1.2 Overview of Play
- •1.3 Game Scale (footer)
- •2.0 Components
- •2.1 Components List
- •2.3 Cards and Tiles with dna.
- •Dietary dna Codes.
- •2.4 Era Tiles (Immigrants & Biomes).
- •Immigrant Era Tiles have no climax numbers.
- •2.5 Map Tracks
- •3.6 Place your placeholder cards and animals.
- •3.7 Place your size animal, map animal, and homeland.
- •Start the four Period Decks and the Display. 13
- •3.9 Place the Atlantic Rift, Era, and Greenhouse Disks.
- •4.0 Sequence of play
- •4.2 Choose an action to perform.
- •4.3 Herbivore & carnivore contests, and final culling.
- •4.4 Scoring Rounds
- •5.0 Purchase a card
- •6.0 Resolve the event14
- •6.1 New Era Tiles event.
- •6.2 Catastrophe event.
- •6.3 Milankovich event.17
- •6.4 Erosion event.18
- •7.0 Play a card
- •7.2 Mutation Size Limits.
- •7.3 Adding Roadrunner dna.
- •7.4 Playing a Genotype Card (Speciation).
- •7.5 Playing a Genotype Card (Fossil Record).
- •8.0 Resize one of your species.
- •9.0 Acculturate one of your species.21
- •9.2 Benefits of Acculturation.
- •10.0 Expand an animal.
- •10.1 Choose Parent.
- •10.2 Choose Child Silhouette.
- •10.4 Choose Destination.
- •12.0 Rooter biomes
- •13.0 Herbivore contests
- •13.1 Biome Habitability.
- •13.2 Niche Contest.
- •13.3 Predator-Defense Contest.
- •13.4 Herbivore Dentition Contest.
- •13.5 Competition with Immigrants.
- •13.6 Losing a Contest.
- •14.0 Carnivore contests
- •14.1 Prey Suitability.
- •14.2 Physiology Contest.
- •14.3 Carnivore Dentition Contest.
- •14.4 Competition with Immigrants.
- •15.0 Greenhouse28
- •15.1 Greenhouse Habitat Displacement.
- •15.2 Empty Slots.
- •16.0 Extinctions
- •16.1 Extinction of Biomes or Immigrants.
- •16.2 Extinction of Player Species.
- •17.0 Episodes
- •17.1 Atlantic Rift.
- •18.0 Ending the game
- •18.1 Determining the Winner.
- •18.2 Flowing this game into an Origins Game.
- •19.0 Solitaire game
- •19.1 When Two-Tuskers Ruled the World (Solitaire).
- •20.0 Example of play
- •21.0 Tips on winning
- •21.1 Grab valuable dna
- •21.4 Predatory child.
- •21.5 Crossing the Atlantic.
- •22.0 Milieu
- •23.0 References
- •24.0 Credits
- •25.0 Player resources
- •25.0 Odds for a catastrophe not happening (courtesy Bill Su)
9.0 Acculturate one of your species.21
Acculturate a species by playing one animal from your reserves into one of the culture areas on the map. The species must have mutation cards containing the two instinct icons listed on the map as requirements.
9.1
Instinct Icons (found
on some mutation cards).
a. Manual dexterity (ability to manipulate objects) is a requirement for cultures 9.2a, b, c.
b. Natural history (conceptual memory of natural phenomena) is a requirement for cultures 9.2b, e, f.
c. Social skills (the ability to specialize in a cooperative effort, and recognize individuals) is a requirement for cultures 9.2a, d, f.
d. Language (the ability to mentally store verbal concepts, and thus primarily used for communicating with yourself rather than others) is a requirement for cultures 9.2c, d, e.
Note: Instincts are not inherited (10.3). However, subterranean colony, whale pod, and fire-bearing DNA can be inherited, which confers instinct icons (7.3c, d, e). Instincts can be worth victory points, see 18.1b.
9.2 Benefits of Acculturation.
Each culture animal awards the benefits listed below.
Important: Each species may have only one culture animal in each culture area. It is removed only if the species goes extinct. In particular, the loss of a card with the instinct icon will not change the cultural advancement. Culture is not inheritable.
Tool Use Culture. Requires manual dexterity and social skills. Special: This species ignores size limitations on all its mutation cards and tiles. It must still be at size 1 for flight or subterranean colonies.
Example: A tool-using animal growing to size 5 keeps its feathers (as a cloak?), its IN (acorn) digging claws (shovel?), and its H inheritance tile (nutcracker?).
Bone-Cracking Culture. Requires manual dexterity and natural history. Special (hand-axe scavenging of bone marrow): Carnivorous animals of this species ignore all size characteristics of its prey (14.1a).
Projectile-Hunting Culture. Requires manual dexterity and language. Special (atlatl): Carnivorous animals of this species ignore one roadrunner type possessed by its prey (14.1b-e). This may be a different type for each prey animal. (Projectile-hunters still need M DNA to enter sea habitats, however.)
Division of Labor Culture. Requires social skills and language. Special: Animals of this species always win dentition contests against those without Division of Labor.
Agricultural Culture. Requires natural history and language. Special: Herbivorous animals of this species treat empty slots next to your homeland (to the north, south, east, and west) as habitable habitats called farms (even if the homeland is inverted). This assumes you have the adaptations to enter them per 11.1a or b.
Male Contests Culture.22 Requires natural history and social skills. Special: Children of this species are not limited in their inheritance by 10.3b and c. They may inherit multiple types of roadrunner and dietary DNA.
