- •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.
- •2.4 Era Tiles (Immigrants & Biomes).
- •Dietary dna Codes.
- •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)
4.3 Herbivore & carnivore contests, and final culling.
To end your turn, perform herbivore contests per 13.0, and then carnivore contests per 14.0. Cull (remove from the map) any animals or immigrants that have lost contests or have no food. Check the game pieces at the end of the turn for the following:
Habitats. Every biome and triangle should have no more than one animal. (Exception: a predator triangle above a rooter biome with both an herbivore and a rooter might contain 2 animals).
Food. Cull any carnivore unable to eat its prey due to roadrunner or size (14.1), and any herbivore not adapted to eat the biome it is on.
Stacks. Discard any card or return to your reserves any tile outside its size-range (7.2).
Display. Per 5.0e, each display should have 5 cards.
4.4 Scoring Rounds
A scoring round occurs at the end of a turn that the last card of each Period Deck (3.8) is drawn. During each scoring round, tiles from the tarpit (16.1a) are awarded to the most populous players.
Count Population. Your population is the sum of all animals on the map for all your species.
Example: A rooter habitat contains two herbivores (one is a rooter) feeding on it, and two carnivores in its triangle. Each of these animals scores one population.
Determine the Leader. The leader is the player with the most population (4.4a). Ties go to the player with the most genes. If there is still a tie, go in least-teeth order (2.2a).
c. Determine the Second, Third, and Fourth Place. These players are determined by the same method as for the leader.
d. Award the Tarpit Tiles. The leader draws half of the tarpit tiles, rounding up fractions. Thus, if there is one tile in the tarpit, he gets it. If there are three tiles, he gets two. If there are tiles remaining, the second place player takes half of the remaining in the same way. And the third, and finally the fourth place players take their share.
e. Fossil Record. Keep your tarpit tiles as a permanent fossil record. Each is worth a victory point at the end of the game (18.1).
Important (Lazarus Players): You must have map animals to be awarded tiles from the tarpit.
Example: There are 10 tiles in the tarpit when the scoring occurs. Red and Orange have three map animals and no genes, White has one map animal, and Green is a “Lazarus” with no map animals. Red gets 5 tiles, Orange gets 3, White gets one, and one remains in the tarpit unclaimed.
Note: Unlike many Sierra Madre Games, players are not allowed to sell, donate, or exchange cards, tiles, or genes.
5.0 Purchase a card
If you have enough genes, you may purchase one of the five cards in one of the displays. The ones to the right are the most expensive.
Cost. The cost of each card in a display is determined by its position in the row. The card furthest to the left is free. The cost of each of the other cards costs one additional gene as you move to the right. You pay this cost by dropping one gene on each of the cards situated to the left of the card you are purchasing.
Genetic Enrichment. If the card you select contains genes (dropped by players who previously passed up this card), you acquire these genes (only after you pay for the card, however).
Example: A player wishes to buy the genotype card that is the third from the left, which has one gene sitting on it. First he puts one gene on each of the two cards to the left of it. Then he takes the card and plays or discards it, and pockets the gene that was on it.
Play Card. The card you purchased must be played immediately per 7.0, or else discarded out of the game. There is no hand.
Draw New Card. After you purchase a card from the lower Display, draw a new card from the top of the current Period Deck (3.8), resolve its event per 6.0. This impacts all players. In the 4-player game, the Upper Display (3.8f) is replaced from its own deck.
Replenish Display to 5 Cards. After the event is resolved, then place the new card into the rightmost position in the Display row. This brings the Display back to 5 cards in a row. Shift cards to the left to fill the gap left by the card removed. See 20.0 turn 2.
Scoring Round. If this was the last card of the Period Deck, perform a scoring round per 4.4 to end the turn.
