- •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)
7.4 Playing a Genotype Card (Speciation).
Play a Genotype card to start a new species stack with a silhouette matching the one on the card. You must choose a parent species which has a size within the range specified on the card, and which has at least half the DNA specified on the card (rounding up). For instance, if the genotype card has DNA HSSS, the parent must have either HS or SS DNA in its genome. Replace one map animal of the parent with a map animal of the child species per 7.5. The child gains only the attributes listed on the genotype card (i.e. no inheritance per 10.3c).
a. Child’s Dynasty. The Red and Green are proto-dinosaurs, and must play the dinosaur side of the genotype card. White and Orange are proto-mammals, and must play the mammal side of the card.
Apologia: Sometimes the dinosaur side will include creatures that are related to the dinosaurs, but not actually dinosaurs.
b. Child’s Map Animal. You must replace one map animal of the parent with a map animal of the child. This must be in a place where the child can survive. Note that this replacement may drive the parent extinct.
c. Child’s Size and Roadrunner Animals. Place a size animal at the same size as the parent. Place roadrunner animal(s) according to the roadrunner DNA (if any) on the genotype card.
Example: Green buys and plays the dove genotype card (size range = 1, DNA HSSS) into his “eagle” placeholder. He uses a tiny parent species with foregut digestion (HG) and hopping (S), and thus meets the size and DNA requirements. He replaces one of the parent animals with an animal with the “eagle” silhouette.
7.5 Playing a Genotype Card (Fossil Record).
If you purchase a genotype card for a species that is already in use, then instead of creating a new species, you add the card to your fossil record (4.4e), where it will count victory points at the end of the game per 18.1a.
a. Parental Requirements. Under this option, the parent species must match the silhouette, size-range, and at least half the DNA of the genotype card. The parent species does not change as a result of this play.
Example: White buys a tillodont card (size range = 1-3, DNA HN). His existing “bat” species are size 3 and nocturnal, so they meet the parental requirements. He adds the card to his stack of victory tiles. Also see 20.0 turn 15 for a further example.
8.0 Resize one of your species.
You may grow or shrink your species by one step on the size track (2.5a).
DNA Recession.20 If your species size goes beyond the range listed on a mutation card, that card is discarded out of the game. If your size goes beyond the range listed on a genotype card, put it into your fossil record (4.4e). If your size goes beyond the range listed on an inheritance tile, return that tile to your reserves.
Note: You may not voluntarily recess DNA from a stack.
Reminder: Adjust the roadrunner track if you lose roadrunner DNA.
Note: Loss of a mutation card doesn’t recess tiles inherited from it by the species’ children (10.3c).
Extra Predator Size Adjust (important). If your herbivore changes size, all predator species of that herbivore (both yours and your opponent’s) may immediately adjust their size by one as well.
