Evo is the very latest design from Philippe Keyaerts, the Belgian designer
of last year's sensation, Vinci. The game, however, is a distinct departure
from world conquering civilizations. Instead, Evo concentrates on the
development, survival and sudden extinction of the dinosaurs.
I had heard mixed reports, some near ecstatic and others
only so-so, but I am a big fan of Vinci and so I had high hopes.
Others have described the game as "Ursuppe-lite", which is a very accurate
description. The mechanics and overall 'feel' of the game are very, very
similar to that utilized in Doris & Frank's game of evolving amoebas.
Almost too similar. One gets the feeling of having done all this before.
Ursuppe also has more options and gene combinations than you get in Evo.
That said, I've enjoyed my multiple playings of Evo. Of course,
I am also a big fan of Ursuppe. The one big advantage Evo has over Ursuppe
is that it is a bit shorter, playing to completion in about 60-90 minutes.
Most of our Ursuppe games clock in at over 2 hours. So, if for no other
reason than time, Evo just might make it to the table a bit more often
than Ursuppe.
Another attractive feature of Evo is the board design. The mounted board
is printed on both sides and can be arranged in various configurations
to handle 3, 4 or 5 players. This stops there being too much territory in
games with fewer players. Kinda neat.
Players each begin the game with one dinosaur and a dinosaur mat. The
mat displays a caricature of a dinosaur, which appears to be some sort
of distant ancestor of the Wiener dog. Every player initially begins the
game with the same 'genes', including one egg (for giving birth), one leg
(for movement), one parasol (for surviving warm weather) and one patch
of fur (for surviving cool weather). These are printed directly on the
dinosaur mat.
The basic idea of the game is to populate the board with your dinosaurs
and survive the rapid changes in climate. To do this, you must 'evolve'
your dinosaurs by acquiring additional genes so they can adapt to these
climatic changes. New genes can increase the effectiveness of the initial
four genes each player possesses and provide additional powers and features.
For instance, if a player acquires a second 'leg' gene, he now has two
movement points instead of one. Likewise, an additional 'egg' gene will
mean the birth of two dinosaurs per turn as opposed to only one.
A 'horn' gene, however, makes the player's dinosaurs more formidable
in conflict situations. Get the picture? In a very creative and often
humorous move, new genes are actually little chits which are placed directly
onto the dinosaur caricature on each player's mat. Thus, an additional
'fur' gene is placed anywhere you wish on your dinosaur. It's quite humorous
to see where players opt to place these additional genes and observe how
each dinosaur mutates.
The game's duration is 9-13 turns, depending upon the number of players
and the timing of the meteor impact. As fellow gamer George Michaels commented,
"Why are we bothering playing? We're all going to die anyway!" Yep,
the game ends when the meteor smashes into the earth, thereby killing all
the evolving beasts. Still, the player with the most mutation points at
that point is victorious. Kind of a Pyrrhic victory, if you ask me!
Each turn consists of six phases: initiative, climate adjustment, movement
& combat, births, survival & mutation, and meteor movement & evolution.
Initiative is determined in favor of the player who possesses the longest
tail (don't ask me why!). Tail extensions are acquired during the Evolution
phase when players bid for the right to acquire certain genes. If players
tie for initiative, a die is rolled to break this tie.
Initiative can be critical, especially during later stages of the game
when territory becomes scarce and the players rush to move their dinosaurs
into areas where they can survive the changing climate. Unless an opponent
has a big advantage in 'horns', the game system gives the edge in conflict
situations to defense. So, getting to a terrain first often means survival
versus death.
The climate change dictates the players' actions each turn. There are
four possible temperature levels on the climate chart: warm, hot, cool
and cold. Whichever space the climate marker is currently located is the
'safe' area. So, for instance, if the climate is on the 'green' space
(warm), then dinosaurs located in the green spaces on the board (forest)
can easily survive. However, one space removed from this 'warm' climate
(either 'hot' or 'cool') things get tougher. Now survival is determined
by the number of fur and parasol genes each player has. Using our same
example, if the climate marker is on the green space, then initially
each player can only have one dinosaur survive in the yellow (hot) spaces
and one dinosaur survive in the brown (cool) spaces. However, if a
player has two 'fur' genes, then two of his dinosaurs can survive in the
brown terrain. Likewise, three 'parasols' mean that three of his dinosaurs
survive in yellow.
So what if a player has dinosaurs in a terrain that is two removed from
the current temperature? They die. No hope for the poor beasts. Further,
since the climate chart is circular and 'wraps' at the extremes of hot
and cold, there are only two types of territories safe when the temperature
is either hot or cold. This severely reduces the number of territories
on the board which can be safely occupied, resulting in a mad dash for
these spaces and, usually, ferocious conflict.
During the climate phase, a die is rolled to see if the climate moves forward
(3, 4, 5 or 6), remains stationary (2) or actually goes in reverse (1).
The odds are that the season will progress normally, but this cannot be
counted upon each and every turn. Unexpected climate changes can, and
often do, cause chaos and wreak havoc upon dinosaur populations. In either
case, as the board becomes more populated with baby dinos, there is never
enough territory to safely accommodate all these reptiles. Conflicts and
death will be the end result.
These climatic changes are why, in my opinion, mobility is so important.
With the initial movement allowance of '1', it isn't long before dinos
cannot reach the safety of hospitable terrain and begin dying. Additional
'leg' genes increase a player's movement allowance by one for each 'leg'
gene acquired. Please note that this is a total movement allowance and
not a 'per dino' allowance. These are slow and lumbering beasts! In several
games I've played, I made a concerted effort to obtain extra 'leg' genes
to improve my mobility. Interestingly enough, I won both of those games.
On the other hand, I've seen this strategy fail, too. You see, you can
run as fast as you want, but if your tail is short and you are low on the
'initiative' totem pole, others will still beat you to the choice terrain.
Further, you also have to keep a wary eye on those aggressive 'horny'
reptiles, as they are apt to simply barge right in and attempt to devour
you. Rumor has it that the tasty dinosaur meat tastes similar to chicken!
After all players move their dinos, it is the birthing season. Each player
places new dinos onto the board, depending upon the number of 'egg' genes
they own. The more eggs, the more dinos. Lest you think promiscuity
is a good thing, however, remember that these dinos need to survive. Too
many dinos on the board means more competition for valuable terrain. Since
each space can only hold one dino, death is inevitable if players have
too many babies. It's a sad sight to see newborn dinos succumb to the
climate. I've seen several players rush to acquire new 'egg' genes in
the false belief that more is always better. It just isn't so!
Immediately following the births, the climatic changes begin to be felt.
All dinosaurs in excess of those a player can protect (based on their
genes) expire and are removed from the board. Survival of the fittest
and most comfortable. Players then receive mutation points for their
surviving dinosaurs. In a silly design decision, these mutation points
are recorded using over-sized cylindrical pieces on the outer rim of the
Bidding Board. The spaces on the mutation track are tiny and can only
accommodate one piece each. However, it is quite common to have numerous
players with the same score, so the excess pieces must be placed off board
to identify the current score. Further, due to their size, these pieces
are easily knocked over and proceed to roll away. Why the ever-popular
wooden cubes weren't used is beyond me.
Next, the meteor moves forward one space on the meteor track. If it reaches
one of the spaces marked with a die, a die is rolled to determine if life
as they know it ends or continues. Once you have reached this spot, the chance
of Armageddon increases over three turns until the meteor inevitably smashes
into the earth on the fourth turn, ending the game -- and the world as
the dinosaurs knew it.
If life does not end, players then begin bidding on new genes. A number
of genes equal to the number of players (or one less if using the official
variant) are drawn from a cloth bag and placed on the Bidding Board. The
player with the initiative places his bid marker next to one of the genes
he desires. He may place this bid on any number from 0-6 (or greater,
but the chart only goes as high as '6'). This is the number of mutation
points he is willing to surrender to acquire that gene. Then, in initiative
order, every player does the same. If a player opts to bid on a gene
which another player has already bid on, he must place his marker at least
one number higher than that other player. The other player then immediately
removes his bid marker and must bid again -- either on the same gene or
a different one. This process continues until each gene has only one
bid marker on it. Players then subtract the equivalent mutation points
from their score and acquire their new gene.
This bidding system is simple yet extremely effective. I enjoy watching
bids escalate as players fight over a particular gene. Many times, I drop
out of the bidding early and settle for a less desirable gene if I can
acquire it at little or no cost in mutation points. I've used this tactic
many times and gained 2 or 3 points on most of my opponents since they
had engaged in a bidding war over more desirable genes.
Once everyone has acquired their new gene, the turn ends and the entire
process is repeated until the meteor smashes into the earth. When this
occurs, the player with the most mutation points is victorious. Well,
sort of. After all, he's dead, too.
Additional spice is added to the game by the inclusion of event cards.
Each player initially possesses three such cards, and new ones can be
acquired by winning a bid for a 'card' gene. These cards have a wide variety
of effects, including altering the climate, giving birth away from an adjacent
dinosaur, killing an opponent's dinosaur, etc. They can have a significant
impact on the game and some of the genes appear a bit too powerful and
unbalancing. Only further experience will reveal which, if any, genes
are truly unbalancing and should be modified.
Evo is quite fun to play and lasts just about the right length of time
without overstaying its welcome. It is a simpler, lighter version than
Ursuppe, which isn't all that difficult, either. I'm not sure if the limited
gene combinations and processional nature of the game won't eventually
make the game go the way of the dinosaurs, but, for now, it is entertaining
and should hit the table several more times.