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WildLifeEnglish language edition
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from 7 customer reviews
Product Awards:
Games Magazine Awards
Advanced Strategy Game Nominee, 2005
Games Magazine Awards
Best Advanced Strategy Game, 2004
International Gamers Awards
Best Strategy Game Nominee (special award), 2003
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Millions of years ago the first men fought with other creatures for survival. By their ability to adapt to new types of terrain, they were able to flourish and eventually dominate the Earth. In this evolutionary game, players control up to six types of creatures indigenous to different regions of the land: Eagles (mountains), Bears (forests), Crocodiles (water), Mammoths (plains), Men (savannah), and Snakes (desert).
Each player takes the role of one of these six creatures, and tries to expand their herd and learn new abilities. As long as there is enough room in the region for all of the animals, the creatures can live together in harmony. Otherwise, battles erupt amongst the creatures for control of the region. Now, the success of the creatures depends on how well they adapt to their new terrain.
Which creature will grow its herd and develop the best strategy for survival?
I didn't know what to expect when I first opened the box of WildLife (which is probably too big, by the way.) I had heard that Wildlife (Uberplay, 2003 -- Wolfgang Kramer) was a "meaty" game, and I certainly expected a good game from Kramer, who has produced such masterpieces like El Grande and Tikal. The game came with piles of tiles, cards, and chips, and I hoped that the gameplay would match the "bits" factor. Wildlife is a game that simulates the theory of evolution, as each player takes a different creature type (mammoth, bear, crocodile, eagle, or snake) and make it the dominant species.
Upon playing WildLife, I was immediately impressed by the ability to customize one's race. The options to a player are many; and while this can slow the game down, it made my playings of it extremely fun. It's one of my favorite Kramer games, and I enjoyed the huge player interaction, the many, many ways to score points, and how Kramer managed to masterfully integrate area control, attacking, special abilities, and food supplies is simply amazing. The game is a little on the heavy side; and with five to six players, there can be some significant downtime; but the game, for me at least, was so intriguing that I didn't mind. It's not for the fainthearted, with the blatant attacks involved, but the payoff is worth it.
A board is placed in the middle of the table, showing a large island split into a square grid. Each square is one of six terrain types (forest, savannah, water, plains, desert, and mountains) and is part of either a "large" region of that terrain type (8-9 spaces) or a "small" region. (4-5 spaces). Each player chooses a race card and takes an amount of creature tiles (from 18 to 30) that match it, depending on the number of players. Each race card shows the six different types of terrain on the board, and the current level of adaptation of that creature in the terrain (no action, migrate, expand, or attack). A pile of food chips are placed near the board, with each player receiving eight of them. Fifteen ability cards of five types are sorted and placed face up near the board, as well as seventy-two adaption tiles, twelve of each terrain type. Each player places a scoring marker on the first space of the scoring track, and eleven "region markers" are placed on the Minor scoring track, and a purple scoring marker is placed on the Major scoring track. A deck of cards is shuffled, with ten being dealt to each player, and the remainder forming a face-down deck. Players then, in turn order (oldest player goes first), place a certain amount of creatures on the board (amount varies with players). Each player places a creature in one terrain square - but only if they can migrate, expand, or attack in that square. There are some restrictions as to the total amount of initial creatures in each region. The first player then takes their turn, with play passing clockwise around the table.
On a player's turn, they can take three actions, but playing cards from their hand. One of these actions must be auctioned off to the other players, which can be done at any time during a player's turn. They simply show the card, and players bid in a clockwise order around the table, using food chips (minimum bid is 3). Once all players but one have passed, the player who won the auction immediately plays the card (or discards it if they want). Players may also, at any time, trade three food chips for one point on the success track, or vice versa. The cards a player can play are of five different types:
Players may also take one free migration per turn, as well as use the abilities on their Ability cards. Whenever a player places a creature in the last space of any of the twelve regions, then a "Minor" scoring occurs. The first region marker is placed in the region, to show that that region has been scored, and the player scores the points underneath the region marker. When the fourth, eighth, and eleventh region markers are placed, then a Major Scoring occurs, tracked by the purple marker. Players score for a variety of things, such as:
Some comments on the game...
Wildlife is not a quick, easy game; but as with many Kramer games, there is a lot of depth and strategy involved. I enjoy any game that permits players so many options, and games in my group have been close and exciting thus far. The game suffers from a bit of fiddliness -- there's a lot of pieces to move, and players have to keep an eye on many different scoring opportunities, but all in all, it's a very satisfying experience. If you are looking for a deep, strategic game that allows you to customize your strategy, then this excellent game by Kramer will delight you.
Tom Vasel
"Real men play board games."
Jethro Tull's rockin' animal kingdom tune is perfect for Wildlife! This game well deserves Games magazine top honors for Advanced Strategy game. It really challenges the player with lots of manageable options and ways to score. And with Uberplay getting ready to print it in English, look for a lot of game play.
Basically, up to six species ( mammoths, snakes, eagles, bears, crocs, man ) fight over twelve areas of land using action cards. Each species has its strengths and weakness in each area. Players migrate, expand, and attack to dominate areas & create the largest herds. Action cards also enable each species to obtain added abilities and even evolve, allowing it to dominate in more areas. You may play up to 2 actions cards per turn, but you must also auction off one action card per turn, which an opponent uses immediately. Scoring is broken down into eleven possible 'small' scoring events (one player receiving VP's) and three 'big' scoring events (all players eligible for VP's). Game ends after the eleventh small / third big scoring takes place, OR a player has all species tiles on the board. Highest score wins.
This game has lots of great bits that all fit around the theme. The core of the game, card play (instead of Kramer's action point systems) works out very well. It hard to really have a totally bad hand as you are dealt 10 cards. You are also faced with the constant struggle of evolving / obtaining ability cards / covering terrain. Grab the food ability cards early and take what you can. Kramer put in a nice check & balance with the ability cards to keep someone from running away too far with them. In fact, BGoR thought one player was going to run away with a game just by using the food cards, but as he relied on them too heavily, he failed to evolve in the later game and lost. Also, forming large orthogonal herds score big points, so look to keep them in check. The auction phase is a nice touch as well since it keeps all players involved during others' turns. Unless you completely screw-up, all players run fairly close, and its easy to gang up and take out the leading species if he getting too far ahead. I suppose there could be a 'kingmaker' aspect towards the end, but BGoR haven't had that happen yet.
Get this game. It really becomes nasty as the island fills up, and keep an eye on how many tiles a player has left. He could end the game early by getting all his tiles on the board forcing the game end and final scoring. Great colors, tiles and cards. In fact it is amazing that Clementoni has such a great color scheme with Wildlife and so thoroughly screwed-up Magna Grecia, but I digress. BGoR likes Wildlife as one of it hard-core main games for an evening.
Wildlife has become one of our favorite games. A real keeper. (Other games that have earned that distinction include Settlers, Puerto Rico, and Tigris and Euphrates.)
There are enough strategies you can pursue to ensure that different players will pursue different ones, but not so many that you are confused.
Our only criticism of the game is that a few rules variations are necessary. We ended up playing the game multiple times on a trip to visit friends and found that the Crocodile always won. Here are some suggestions to even things out.
Instead of having the first player start out behind the others on the scoring track, have everyone start out at the same spot.
Once the Wildlife cards (the Aggression, Food, etc. cardboard cards) are gone from the supply, instead of automatically taking the desired card from the person in the lead, let the player take the card from anyone they wish.
Let someone go back as many spaces as they want on the scoring track based on bidding. Why not!
We love this game. Enjoy.