Evolution

2006 · Educatief

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.

Spelers
2–6 best met 6
Speeltijd
45 min
Leeftijd
9+
Complexiteit
1,2 / 5
DierenMilieuTegelplaatsing

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