Evolution: Another World

Create creatures and help them evolve in a strange magical world!
evolution
kickstarter
Author

Keiran Suchak

Published

June 27, 2024

Theming: What’s the point?

Create fantastic creatures, give them Traits, and collect Energy from mystical Sources. The first player to transmute three creatures wins.

The key race

  • Energy is scarce and comes from the current Source.
  • A creature needs four Energy at the start of its own turn to transmute.
  • Creatures cannot die, so disruption delays opponents rather than removing them.

Setting up: How to get started?

Shuffle the Energy Source and Evolution decks. Reveal an Energy Source and add its player-count Energy tokens, make the Energy, Sleep, and Transmutation supply available, then give each player one facedown starting creature and five Evolution cards.

Table checklist

  1. Shuffle Energy Source cards and reveal the first Source.
  2. Put the player-count Energy on both parts of that Source as shown.
  3. Make Energy, Sleep, and Transmutation tokens available.
  4. Shuffle Evolution cards and leave room for their discard pile.
  5. Deal one facedown starting creature and five cards to every player.
  6. Give the First Player token as directed by the rulebook.

Rounds and Phases

Players take clockwise turns until all creatures are asleep, which ends the round. On a turn, a player may create a creature and add a Trait, then must activate an awake creature. After activation, it gains Energy, transmutes, attaches, or sleeps. At a new round’s start, players may redraw their hand once.

A turn in order

  1. Optionally play one Evolution card facedown to create a creature.
  2. Optionally play one card face-up under a creature as a Trait.
  3. Choose one non-sleeping creature and activate it.
  4. Resolve its Traits, then choose its resulting action.
  5. Check whether a transmutation has produced a third marker.

Important exceptions

  • A sleeping creature may receive a new Trait.
  • A creature may not have two copies of the same Trait.
  • Friendly creatures may attach to one another.
  • If the Evolution deck runs out, reshuffle its discard pile immediately.

Scoring

There is no final point count: a player wins immediately on transmuting a third creature. A creature can transmute when it has four Energy at the start of its turn.

Endgame check

Do this check as soon as a creature transmutes. Do not finish the round once a player has three Transmutation markers.

Terminology

  • Creature: An Evolution card placed facedown; creatures do not die.
  • Trait: A face-up Evolution card attached to a creature.
  • Energy Source: The current card from which Energy can be gained.
  • Sleep: A token showing a creature cannot activate again that round.
  • Transmutation: A marker showing a creature has ascended.

Official rules

Evolution: Another World rules (CrowD Games)