Theming: What’s the point?
In Evolution: Another World, you create uncommon creatures, evolve them, imbue them with energy and transmute them into super-beings. A creature can transmute when its Energy track is filled. Transmute three of your creatures first to win the game.
Setting up: How to get started?
- Energy deck:
- Shuffle the Energy Source cards.
- Place the deck face down on the table.
- Draw a card and place it next to the deck - this is the Energy Source.
- Place the required number of Energy tokens on the lower part of the card according to the number of players.
- Additionally, place the required number of Energy tokens on the upper part of the card.
- Token supply:
- Place the remaining Energy tokens, Sleep tokens and Transmutations on the table.
- For the purpose of the game, these tokens are considered to be unlimited.
- Evolution deck:
- Shuffle the Evolution cards
- Place the deck on the table with space for a discard pile.
- Starting creatures and starting hands:
- Place 1 card from the top of the Evolution deck face down in front of each player - these are players’ starting creatures.
- Deal 5 cards from the Evolution deck to each player - these are the players’ starting hands.
- First player:
- The youngest player decides who gets the First Player Token.
Rounds and Phases
- The game comprises of several rounds.
- Each round, players take turns clockwise.
- At the start of the round, each player may redraw cards once; when redrawing, players discard their hand and redraw an each number of cards from the Evolution deck.
- If the deck runs out of cards, immediately shuffle the discard pile to form a new deck.
- The round ends as soon as all creatures of all players are asleep, i.e. have gained a Sleep token.
- A turn comprises of players taking the following actions:
- Create a new creature: Place 1 Evolution card face down from your hand to the table, creating a new creature with no traits (optional).
- Add a new trait: Place 1 Evolution card from your hand face up under one of your exiting creatures, providing the trait to the creature (optional).
- Activate: Choose 1 of your non-sleeping creatures and activate it (compulsory).
Notes
- Creating creatures:
- You may create as many creatures as you want over the course of the game.
- The creatures of a player are considered friendly to each other; friendly creatures can attach each other.
- Creatures do not die.
- Adding traits:
- You may add a trait to sleeping creatures.
- A creature can have multiple different traits but can never have more than one copy of a trait.
- Activating traits:
- After activating a creature’s traits, it must perform one of the following actions:
- Gain energy,
- Transmute,
- Attach,
- Sleep.
- After activating a creature’s traits, it must perform one of the following actions:
Traits
- Aggressive:
- Defensive:
- Energetic:
- Special:
Scoring
Terminology
- Energy Source cards: Cards with a waterfall on the back.
- Evolution cards: Cards with a lizard and Energy track on the back.