Evo

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Evo is an evolution-themed board game where players control clans of dinosaurs struggling to survive on a prehistoric island as the climate shifts. Over 9 to 11 rounds, players bid for genetic mutations (legs, horns, thermoregulation, fur, eggs, and unique abilities) that enhance their dinosaurs’ abilities to move, fight, reproduce, and survive climate changes. The game ends when a meteorite token is drawn, and the player with the most Mutation Points (MP) wins.

Components

Setup

  1. Select the appropriate board side for the player count.
  2. Each player receives a clan marker, 8 dinosaurs of one color, a dinosaur board, and 6 MP.
  3. Place the Biology Lab and Climate Wheel nearby.
  4. Place 36 normal gene tokens plus 8 random unique gene tokens into the bag.
  5. Create the climate token pile with the meteorite token positioned somewhere in the bottom three tokens.
  6. Randomize player turn order using the clan markers.
  7. Each player places one dinosaur in each of two designated starting areas on the board.

Turn Structure

Each round consists of six sequential phases:

1. Climate Phase

Reveal the top climate token. If the meteorite is drawn, the game ends immediately – proceed to final scoring. Otherwise, adjust the Climate Wheel per the token’s instructions. The climate determines which terrain zones are hospitable, temperate, or deadly.

2. Mutations Phase

Draw gene tokens from the bag equal to the number of players minus one. Place them in columns on the Biology Lab. An event card is placed in the first column.

Players bid MP for genes in initiative order. A player must overbid the previous bid for a column (maximum bid of 6 is unbeatable). The winner of the first column takes the event card; winners of other columns receive the gene tokens from their won column.

Genes are placed on the player’s dinosaur board, improving their clan’s abilities. Players who are outbid get their MP back. One column will go unclaimed each round.

3. Initiative Phase

Rearrange clan markers based on dinosaur count: the player with the fewest dinosaurs on the board goes first. Ties are broken by existing initiative order.

4. Movement Phase

In initiative order, each player moves their dinosaurs. Each dinosaur may move a number of spaces equal to 2 plus 1 per extra pair of legs the clan has evolved. Dinosaurs move from area to area on the board.

Combat: When a dinosaur enters an area occupied by an opponent’s dinosaur, combat occurs. Roll the combat die. Success depends on the horn differential between the attacker and defender. More horns improve combat odds. The loser’s dinosaur is eliminated.

5. Birth Phase

In initiative order, each player places new dinosaurs on the board. New dinosaurs must be placed in areas adjacent to existing ones. The number of new dinosaurs a player can place equals their egg count (base of 1, plus additional eggs from gene tokens). Players are limited to their 8 dinosaur pieces total.

6. Survival Phase

Check each area against the current climate. Dinosaurs in areas that are too hot or too cold are eliminated unless they have sufficient thermoregulation layers (for heat) or fur layers (for cold). Each surviving dinosaur earns the player 1 MP.

Actions

Gene Types (Normal)

Gene Types (Unique)

Event Cards

Event cards (won from the first auction column) provide one-time effects such as bonus MP, free mutations, climate manipulation, or special movement/combat abilities.

Scoring / Victory Conditions

Mutation Points (MP)

Game End

The game ends immediately when the meteorite climate token is revealed. This occurs sometime in the last 3 rounds (since the meteorite is positioned in the bottom three of the climate token pile).

Winning

The player with the most MP wins. Tiebreaker: most dinosaurs on the board. If still tied, the game is a draw.

Special Rules & Edge Cases

Player Reference

Phases: Climate > Mutations (auction) > Initiative > Movement > Birth > Survival

Movement: 2 + legs (per pair) spaces per dinosaur

Combat: Roll die; horns improve odds

Birth: Place new dinosaurs equal to egg count, adjacent to existing ones

Survival: 1 MP per surviving dinosaur; need thermoregulation for heat, fur for cold

Auction: Bid MP (max 6) for gene columns; one column goes unclaimed

Win condition: Most MP when the meteorite appears