Overview
In Evergreen, each player tends their own planet, planting Sprouts and growing them into Trees to collect as much light as possible. Over 4 Seasons (14 total rounds), players draft Biome cards that determine where they can plant/grow and which special power they can use. Unchosen cards determine Biome Fertility for end-game scoring. The Sun rotates seasonally, and Trees cast shadows that block light from other Trees. The player with the lushest planet (most points) wins.
Components
- 42 Biome cards (6 each of 7 Biomes: Flowers, Rock, Grassland, Wheat, Swamp, Snow, Wild)
- 4 Planet boards
- 45 Sprouts, 54 Small Trees, 61 Big Trees
- 20 Bush pawns, 20 Lake pawns
- 4 Sun markers
- 36 cylinder markers (scoring/tracking)
- 1 First Player token
Setup
- Each player takes a Planet board with cylinder markers on: each Power Track start, Score Track start, 50+ Points Track start, and Season Track topmost space.
- Place Sun marker at top of Planet board.
- Shuffle Biome cards into a face-down deck. Reveal cards until at least 5 Fertility icons appear. Cards with Fertility icons go to the Fertility Zone; others are shuffled back.
- Random first player gets First Player token. Starting points by turn order: 1st=0, 2nd=1, 3rd=2, 4th=3.
Turn Structure
Season Structure
- Spring: 5 rounds
- Summer: 4 rounds
- Autumn: 3 rounds
- Winter: 2 rounds
Each Round (3 phases):
1. Draft Phase:
- Draw (players + 1) cards face up as the drafting pool.
- Starting with first player clockwise, each player picks 1 card. First player places the First Player token on the leftmost remaining card.
- The 1 unchosen card: if it has a Fertility icon, place it in the Fertility Zone. Otherwise, discard it.
2. Actions and Powers Phase:
Each player simultaneously performs their Biome card’s action and power:
- Action (Growth): Place a Sprout or grow an existing plant in the matching Biome on your planet. A Sprout grows to Small Tree; Small Tree grows to Big Tree.
- Power: Each card grants one of several powers (plant bushes, place lakes, grow additional plants, advance power tracks, etc.).
- Wild Biome: Can be used in any Biome.
3. End of Round: Advance Season Track. If the Season ends, perform Season Scoring.
Season Scoring
- Light Scoring: The Sun shines from its current position. Each visible Tree scores points based on its size (Small Tree = 1, Big Tree = 2). Trees in shadow (behind taller or equal Trees from the Sun’s perspective) score nothing.
- Largest Forest: Score points equal to the number of connected planted spaces in your largest group of adjacent planted spaces.
- Rotate the Sun clockwise to the next position.
Actions
Growth (Standard Action)
- Place 1 Sprout in an empty space of the matching Biome, OR
- Grow 1 Sprout to a Small Tree, OR
- Grow 1 Small Tree to a Big Tree
in the matching Biome area.
Powers (from Biome cards)
Powers vary and include planting Bushes (permanent shade blockers), placing Lakes (score per adjacent tree), advancing Power Tracks for ongoing bonuses, extra growth actions, and more. Each card specifies its power.
Scoring / Victory Conditions
Seasonal Scoring (after each Season)
- Light points from visible Trees
- Largest Forest bonus
End-Game Scoring (after Winter)
- Fertility: For each Biome, count the Fertility icons in the Fertility Zone. Multiply by the number of planted spaces you have in that Biome on your planet.
- Lakes: Each Lake scores points equal to the number of Trees adjacent to it.
- Bushes: Score per their specific conditions.
Winner: Highest total score. Tiebreaker: most Big Trees on planet.
Special Rules & Edge Cases
- Wild Biome cards can target any Biome on your planet.
- Shadows are cast in a straight line from the Sun’s position; only the first Tree in line blocks light for Trees behind it.
- Bush pawns block shadows (act as shade barriers).
- The Fertility Zone is public information throughout the game.
- If the Biome deck runs out, shuffle the discard pile to form a new deck (do not include Fertility Zone cards).
- The First Player token transfers to whoever picks the card it was placed on.
Player Reference
Rounds per Season: Spring=5, Summer=4, Autumn=3, Winter=2 (14 total)
Drafting pool size: Players + 1
Tree sizes: Sprout > Small Tree (1 light) > Big Tree (2 light)
Sun rotation: Clockwise after each Season scoring
Scoring summary:
- Each Season: Light + Largest Forest
- End of game: Fertility (icons x planted spaces per Biome) + Lakes + Bushes