Evolution

2006 · Educational

Evolution

Players build paths through evolutionary eras by laying cards in chronological order from their side of the board. Each aerial-view era card presents hazards such as rocks, waterholes, swamps, volcanoes, rising seas, and ravines. A die determines whether players reveal an era, draw a thunderbolt card, or move or erupt a volcano. Players bid for era cards using tokens and may add the cards they win to any path, placing hazardous terrain in an opponent’s route. Thunderbolt cards trigger helpful or harmful events, while volcanoes can obstruct pieces or force them backward. The first player to complete a six-card path, reach its final era, and retain at least one token wins.

Players
2–6 best 6
Playing time
45 min
Age
9+
Complexity
1.2 / 5
AnimalsEnvironmentalTile Placement

Game facts (players, playing time, age, credits) from BoardGameGeek.