Dinosaur World
Dinosaur World Rulebook
Table of Contents
Table of Contents
Components
- 3 Central Island boards
- 1 Public Notice board
- 4 Lab boards
- 4 Park boards
- 16 Attraction tiles
- 30 Special Building tiles
- 17 Dino Paddock tiles
- 4 Welcome Center / Park Entrance tiles
- 1 First Player marker
- 1 Round marker
- 1 DNA Dice bag
- 3 Danger dice
- 9 DNA dice
- 30 Herbivores
- 22 Small Carnivores
- 22 Large Carnivores
- 72 Worker meeples
- 4 Jeeples (1 per player)
- 95 Boredom tokens
- 10 Worker Database cards
- 4 Excess Security tokens
- 4 Excess VP tokens
- 20 Jeeple Bonus tokens (5 per player)
- 20 Jeeple Route tokens (5 per player)
- 54 Coin tokens (1s, 5s, & 10s)
- 40 Death tokens (1s, 5s, & 10s)
- 4 Excess Threat tokens
- 48 Resource markers (12 per player)
- 18 Objective cards
- 12 Objective markers (3 per player)
Central Area Setup
1. Central Islands
Place the 3 Central Island boards in the middle of the table.
1.A — Attraction Island: Divide the 16 Attraction tiles into 4 stacks by type (Security / Restaurant / Merchandise Shop / Roller Coaster). Place each stack faceup on the appropriate space of the Attraction Island.
1.B — Special Building Island:
- Divide the 30 Special Building tiles into 3 stacks by letter on the back (A, B, or C).
- Shuffle each stack facedown, then layer them together with the C tiles on the bottom, B tiles in the middle, and A tiles on top. Place the stack in the slot at the top of the Special Building Island.
- Reveal 4 tiles from the top of the stack and place them faceup in the empty spaces on the Island.
1.C — Dino Paddock Island:
- Shuffle all 17 Dino Paddock tiles together. Place the stack facedown in the slot at the bottom of the Dino Paddock Island.
- Reveal 3 tiles from the stack and place them faceup in the empty spaces on the Island.
2. General Supply Piles
Create public supply piles for each of the following components:
- 2.A Workers (5 colors)
- 2.B Dino Meeples (3 types)
- 2.C Coins (3 denominations)
- 2.D Death tokens (3 denominations)
- 2.E Boredom tokens
- 2.F Excess Security, Threat, and VP tokens
- 2.G Danger dice
Note: All supply piles are effectively unlimited. If you run out of a resource or meeple type, you may use a suitable substitute.
3. Worker Database Cards
Shuffle the Worker Database cards and place them in a facedown stack.
4. Public Notice Board
Place the Public Notice board near the Central Islands. Place the Round marker on the "1" space of the Round Track.
5. DNA Dice
Place all 9 DNA dice in the dice bag.
6. Objectives
- 6.A Divide the Objective cards into 3 stacks by letter on the back (A, B, or C). Shuffle each stack separately.
- 6.B Reveal 1 Objective from each stack, and place all 3 faceup where everyone can see them. Return all other Objectives to the game box (they will not be used this game).
Player Area Setup
7. Player Pieces
Each player chooses a color and takes the following components:
- 7.A 1 Lab board
- 7.B 1 Park board
- 7.C 1 Welcome Center
- 7.D 1 Jeeple
- 7.E 5 Jeeple Bonus tokens (1 of each type)
- 7.F 5 Route tokens (numbered 1-5)
- 7.G 3 Objective markers
- 7.H 12 Resource markers
8. Player Boards
Place your Lab board in front of you. Place your Park board to the right, with enough space to add Park tiles to it.
9. Resource Markers
9.A Place the following on your Lab board:
- 1 marker at "2" on each basic DNA track
- 1 marker at "1" on each advanced DNA track
- 1 marker at "0" on Security track
- 1 marker at "0" on Threat track
- 1 marker at bottom of Jeeple Upgrade track
9.B Place the following on the Public Notice board:
- 1 marker at "0" on the VP track
- 1 marker at "0" on the Excitement track
10. Turn Order
The first player is the player who most recently trained a raptor to respond to hand signals! If no player has accomplished this task, choose a first player at random and give them the first player marker. Place their remaining Resource marker on the first space of the Turn Order track, followed by each other player in clockwise order.
11. Objective Markers
Place your 3 Objective markers near the Objective cards.
12. Welcome Center
Place your Welcome Center tile (with the "Welcome Center" side faceup) in the middle slot of your Park board.
13. Jeeple
- 13.A Place your Jeeple on your Welcome Center.
- 13.B Place 2 Route tokens next to your board. Place the remaining 3 tokens on your Jeeple Upgrade track on the zones marked "3," "4," and "5."
- 13.C Choose one of your Jeeple Bonus tokens and place it in the first slot on your Jeeple Upgrade track. Gain this Bonus immediately (see pg. 13 for bonuses). Place the remaining Jeeple Bonus tokens to the side of your play area.
14. Starting Coins
Take Coins from the supply:
- 1st player: 8
- 2nd player: 9
- 3rd player: 10
- 4th player: 11
Park Tile Draft
Note: If any player in your group has not played before, use the Beginner Variant (see below).
15. Deal Starting Tiles
- 15.A Reveal tiles from the Special Buildings stack equal to the number of players plus 1.
- 15.B Reveal the same number of tiles from the Dino Paddocks stack.
- 15.C Place the revealed tiles in view of all players (but not on the Central Islands).
16. Draft Tiles
- 16.A Starting with the first player and proceeding in Turn Order, each player drafts 1 tile of their choice from the pool.
- 16.B Then, starting with the last player and proceeding in reverse Turn Order, each player drafts a 2nd tile of the opposite type. (For example, if your first tile was a Dino Paddock, you must pick a Special Building.)
- 16.C Each player adds the tiles they drafted to their Park at no cost, touching any side of the 4 available edges of their Welcome Center tile. (Note: If you drafted a Special Building with an immediate VP printed next to its name, immediately score that many VP.)
- 16.D Place the leftover Paddock and Special Building in separate discard piles near the appropriate stacks.
Beginner Variant
Instead of drafting randomly drawn tiles, search the Special Building "A" tiles and Dino Paddock tiles and lay out the following tile pairs:
- Triceratops Ring Toss + Proceratosaurus
- Amber Extraction + Pteranodon
- Casino + Stegosaurus
- Raptor Pen + Hadrosaurus
Deal a random pair to each player. Each player adds both tiles to their Park (at no cost), touching any of the 4 available edges of their Welcome Center tile.
If playing with fewer than 4 players, place the leftover Paddocks and Special Buildings in separate discard piles near the appropriate stacks.
Game Objective
In Dinosaur World, your goal is to build the most exciting, innovative, and lucrative Park you can! (Oh, and also the safest.)
Each round, you'll draft a group of Workers from the Worker Database to run your Park for a full season. Then you'll divide up those Workers to take on the various tasks of building and running your Park — gathering ancient DNA, cloning new Dinos, buying new Attractions, and keeping your patrons safe from a toothy demise. The better you run your Park, the more Victory Points you'll score!
You might face some visitor deaths along the way, but don't worry — as long as your Park is "safer" than your competitors, it won't hurt your score!
Scoring Objective Cards
Objective cards can be scored at any time during a Round. When you complete an objective, place one of your Objective markers on the card, in the first empty slot. Immediately score the VP printed there.
If multiple players score the same Objective in the same phase of a Round, the player who is first in Turn Order earns the higher spot.
Round Overview
The game is played over 5 Rounds. When the Round marker reaches the end of the Round track, the game ends immediately.
Each Round is made up of 5 phases:
- Hire Workers: In Turn Order, players draft Worker Database cards and take the Workers shown on them.
- Public Actions: In Turn Order, players spend Workers to draft DNA dice and purchase Park tiles from the Central Islands.
- Private Actions: All players simultaneously place Workers on their Park boards to take private actions.
- Jeeple Tour: All players simultaneously move their Jeeple to activate tiles in their Park.
- Income & Cleanup: Players check their Threat level, gain income, adjust Turn Order, and advance the Round marker to start a new Round.
IMPORTANT! All players must complete each phase before any player moves on to the next phase.
Phase 1: Hire Workers
Reveal Worker Database cards from the deck equal to the number of players plus 1.
In Turn Order, each player selects one of the available Worker Database cards and takes the Workers shown on the card from the general supply.
Once everyone has selected a card and taken their Workers, place all Worker Database cards that were dealt in a discard pile next to the deck. If the deck is ever empty, immediately shuffle the discards to create a new deck.
TIP: Don't spend all your Workers on public actions! You'll need at least a few left over to take private actions and activate tiles in the coming phases.
Phase 2: Public Actions
First, draw a number of random DNA dice from the dice bag equal to the number of players plus 2. Roll the dice and place them on the Gather DNA spaces on the Central Islands.
In Turn Order, players take turns performing 1 public action from the list below. Any Workers or Coins spent to take public actions are returned directly to the general supply.
If a player does not want to take a public action, they may instead pass. Once a player has passed, Turn Order skips them for the rest of this phase. (Note: If you are unable to take a public action, you must pass.)
Players continue taking turns until everyone has passed. Once everyone has passed, return all DNA dice to the bag (including leftover dice on the Central Islands, and dice gathered by players).
Available Public Actions:
- 2.A Gather DNA
- 2.B Build a Dino Paddock
- 2.C Build an Attraction
- 2.D Build a Special Building
2.A — Gather DNA
Select a single DNA die from the pool and spend 1-3 Workers of any color(s) to the supply. Gain all DNA icons on the selected die, multiplied by the number of Workers you spend. (For example, if you spend 2 Workers, you gain all DNA on the die twice.) Mark each DNA you gather by advancing the marker on the matching DNA track on your Lab board.
A "any basic DNA" icon means you may choose any basic DNA, while a "any advanced DNA" icon means you may choose any advanced DNA. If you gain multiple of these icons in one action, you may choose each DNA individually.
Once you've finished gathering a die, return it to the bag. (Note that you may only ever gather 1 die per action, no matter how many Workers you spend.)
If you spend 2 Workers to gather the "2" die, you gain 4 DNA total.
Scientist Bonus: For each Scientist you use to Gather DNA, you may gather +1 DNA of any type (basic or advanced).
2.B — Build a Dino Paddock
Choose a Dino Paddock tile from the Island and spend 2 Workers of any color(s) (or 1 Administrator) plus the Coin cost printed in the corner of the tile to purchase it.
Immediately place the new Paddock in your Park, following the rules for placing tiles (see "Placing Park Tiles"). Note that you may not place any Paddock adjacent to an existing Paddock.
You do not gain any resources or VP when you build a new Paddock. (The Paddock is currently empty — you still need to actually make the Dinos that live there!)
When you are finished, refill the Island by shifting the remaining tiles forward (following the arrows) and revealing a new tile from the stack.
Administrator Bonus: If you use an Administrator to build a Dinosaur Paddock, you do not need to spend a 2nd Worker. (You must still pay the full Coin cost.)
2.C — Build an Attraction
Choose one of the 4 available Attraction tiles and pay the Coin cost printed on it to immediately place it in your Park.
You may build no more than one of each Attraction in your Park. (For example, if you already have a Restaurant, you may not build another one; but you may build a Roller Coaster.)
REMEMBER: Building an Attraction does not cost any Workers.
Placing Park Tiles
When purchasing and placing a new tile of any type, follow these rules:
- A You must place each tile immediately after you purchase it.
- B Each tile you place must be adjacent (along an edge) to at least 1 other tile in your Park.
- C Dino Paddocks may not be adjacent to each other.
- D You may never have 2 tiles with the exact same name in your Park (including Attractions).
- E If you cannot legally place a tile, you may not purchase it.
2.D — Build a Special Building
Choose a Special Building tile from the Island and spend 1 Worker of any color plus the Coin cost printed in the corner of the tile to immediately place it in your Park.
If there are any VP with an immediate icon printed next to the Building's name, score these now.
Note that you do not gain any Excitement or other effects printed at the bottom of a Building tile until you visit it during the Jeeple Tour phase.
When you are finished, refill the Island by shifting the remaining tiles forward (following the arrows) and revealing a new tile from the stack.
Special Building Types: Each Special Building has a type (Science / Social / Security / Administrative). This indicates which type of Worker must be used to activate the Building (see "Jeeple Tour"), and matters for scoring Objectives.
Phase 3: Private Actions
Once everyone has passed, players may begin taking private actions. Since your private actions only affect your Park, you may take them at the same time as other players, in any order you choose.
To take a private action, place a Worker on the corresponding action space on your Park board, in the next empty slot. Since there are 3 slots on each action space, you can use each action up to 3 times each Round.
You may place Workers of any color on any private action space. However, some Worker types have special skills that grant bonuses when they are used to take specific actions.
You may take any number of the following private actions each Round, as long as you still have Workers and slots to place them.
Available Private Actions:
- 3.A DNA Refinement
- 3.B VC Funding
- 3.C Security
- 3.D Jeeple Garage
- 3.E Make Dinosaurs
3.A — DNA Refinement
For each Worker you place here, choose one of the DNA recipes shown, and take one of the following actions:
- A — Combine: Spend 2 basic DNA to gain 1 advanced DNA.
- B — Split: Spend 1 advanced DNA to gain 2 basic DNA.
Each Worker you place here allows you to make one combine or split action, using any recipe. (You may not repeat the transaction multiple times with one Worker.)
Scientist Bonus: Each time you use a Scientist to refine DNA, gain 1 basic DNA of your choice after you combine or split.
3.B — VC Funding
For each Worker you place here, gain the number of Coins shown on the slot where you placed the Worker.
Note: Each Worker slot gives 1 less Coin than the previous slot.
Administrator Bonus: For each Administrator you use to raise VC funding, gain 1 Coin.
3.C — Security
For each Worker you place here, spend Coins to advance the marker on your Security track by 1 space. The cost is the number of Coins printed in the zone you advance to.
IF YOUR SECURITY REACHES 10... Place an Excess Security token at the bottom of the track with the +10 side faceup, then reset your marker back to 0. When determining how much Security you have, add the value on your Excess Security token to your position on the track. All further increases cost 4 each. If you reach the top of your track a 2nd time, flip the token to the +20 side and reset your marker again.
Security Bonus: For each Security Worker you use to increase Security, pay 1 Coin less.
3.D — Jeeple Garage
For each Worker you place here, spend Coins to advance the marker on your Jeeple Upgrade track by 1 space. The cost is the number of Coins printed in the zone you advance to.
If you reach a new zone, you immediately claim a new Route token and earn a Jeeple Bonus (at no extra cost). Take the Route token from the new zone and place it with your other available Route tokens. Then choose one of your unused Jeeple Bonus tokens and place it in the Bonus slot next to that zone. Immediately gain the selected Bonus.
If you reach the top of your Jeeple Upgrade track, immediately gain 7 VP.
Jeeple Garage Tokens:
- Gain any 2 basic DNA
- Gain any 1 advanced DNA
- Gain 2 Coins
- Increase Security by 1
- Gain 1 Worker of any color
Park Ranger Bonus: For each Park Ranger you use to upgrade your Jeeple, pay 1 Coin less.
3.E — Make Dinosaurs
For each Worker you place here, choose a tile in your Park that has at least 1 empty Dino slot and spend DNA to make 1 Dino there.
Each Paddock has a total of 4 slots, which must be filled from left to right. The total DNA cost to produce each Dinosaur is the base DNA cost at the top of the Paddock tile, PLUS any extra DNA in the empty slot where the Dino will be placed.
Once you have paid for your new Dino, take 1 Dino meeple of the appropriate type (Herbivore, Small Carnivore, or Large Carnivore) from the general supply and place it in the new slot. Immediately gain any Threat and VP under the immediate icon in that slot.
REMEMBER: You can only make 1 Dino per Worker you place on the Make Dinosaurs space (a max of 3 each Round), but they don't have to be the same species!
IF YOUR THREAT REACHES 10... Place an Excess Threat token at the bottom of the track with the +10 side faceup, then reset your marker back to 0. When determining how much Threat you have, add the value on your Excess Threat token to your position on the track. If you reach the top of your track a 2nd time, flip the token to the +20 side and reset your marker again.
Phase 4: Jeeple Tour
Once all players have finished taking all private actions they want to take, begin the Jeeple Tour phase. In this phase, each player moves their Jeeple through their Park to activate tiles they've placed. As in the previous phase, all players perform their Jeeple Tours simultaneously.
Your Jeeple Tour always starts at your Welcome Center (or your Park Entrance in Round 4 or later; see below). The total distance your Jeeple may move is equal to the number of Route tokens you have unlocked. For example, if you have upgraded your Jeeple to zone 3 on the Upgrade track, you have unlocked 3 tokens and can visit up to 3 tiles on your Tour.
Each time you move your Jeeple, you may move it to any adjacent tile in any direction. After you move, place one of your available Route tokens on the tile that you just exited to track your route. Once you've placed a token on a tile, you can't return there for the rest of your Tour.
Each time your Jeeple enters a tile, you may choose to activate the tile by spending the required Workers and/or resources. Each tile you activate generates Excitement (as long as visitors have not grown bored with it; see below). Activating Special Buildings or Attractions also allows you to take a special action.
When you place your last available Route token, your Tour has reached its last stop. You may activate the current tile, and then must end your Tour. Once all players have ended their Tours, move on to the Income & Cleanup Phase.
4.A — Activating Special Buildings & Attractions
To activate a Special Building or Attraction, follow these steps:
- Place Worker(s)
- Gain / Spend Excitement
- Increase Boredom
- Take Action
Step 1 — Place Worker(s): Each Special Building and Attraction has one or more Worker slots, which may show a specific Worker type. To activate the tile, you must place at least 1 Worker of the indicated type. If a tile has multiple slots, you may place additional Workers to take the action multiple times.
If a Worker slot has an Excitement cost shown on it, you must also spend the amount of Excitement shown to place a Worker in that slot (by moving your Excitement marker backward on the Public Notice board). If you do not have enough Excitement, you may not place a Worker in the slot.
Step 2 — Gain/Spend Excitement: Next, gain Excitement equal to the Excitement value printed at the bottom of the tile, minus the value on the Boredom token (if there is one). Mark this by advancing your Excitement marker on the Public Notice board.
If the total Excitement you would gain is negative, you must instead spend Excitement to activate the tile. If you do not have enough Excitement to spend, you may not activate the tile. (Note: This is in addition to any Excitement costs for placing a Worker; see Step 1.)
Step 3 — Increase Boredom: If there is no Boredom token on the tile, place one there with a "1" showing. If there is already a Boredom token present, increase its value by 1 (replacing it with a higher-numbered token).
TIP: The more you activate a tile, the more visitors grow bored with it. If you activate a tile too often, they'll get so bored that you actually lose Excitement by returning to it!
Note: Tiles can't have more than 5 Boredom. If a tile is already at 5, do not increase it further when you activate it.
Step 4 — Take Action: Once you have placed a Worker and paid any costs to activate the tile, you may take the action printed on the tile. If you placed more than one Worker, you may use the action once per Worker you placed. (See "Park Tiles" for detailed tile reference.)
Visiting Tiles without Activating Them: You may choose not to activate a tile when you move your Jeeple there. In this case, you do not gain Excitement or increase Boredom (or roll a Danger die), but you must still place a Route token to show you have expended movement.
4.B — Activating Dino Paddocks
Dino Paddocks do not require a Worker to activate, but there must be at least 1 Dino present to activate it. To activate a Dino Paddock, follow these 3 steps:
Step 1 — Gain/Spend Excitement: Each Dino Paddock has a series of Excitement values printed at the bottom of the tile, corresponding to Dino slots on the tile. To determine the total Excitement you gain when you activate a Paddock, add together the Excitement values for each slot that has been filled, and subtract the value on the Boredom token (if there is one).
As with a Special Building, if the total Excitement you would gain is negative, you must instead spend Excitement to activate the tile. (If you do not have enough Excitement to spend, you may not activate the tile.)
Step 2 — Increase Boredom: If there is no Boredom token on the tile, place one there with a "1" showing. If there is already a Boredom token present, increase its value by 1 by replacing it with a higher-numbered token.
Step 3 — Danger Roll: When you activate a Dino Paddock, you must make a Danger roll to see if any "accidents" happen.
Find the Danger die that corresponds to the Dinosaur's type (Herbivore, Small Carnivore, or Large Carnivore) and roll it once. For each Death icon you roll, gain 1 Death token. (Note: Even if multiple Dinos are present, only roll 1 die.)
The Danger dice have the following Death results per side:
| Die | Side 1 | Side 2 | Side 3 | Side 4 | Side 5 | Side 6 |
|---|---|---|---|---|---|---|
| Herbivore (green) | 1 Death | 1 Death | blank | blank | blank | blank |
| Small Carnivore (purple) | 1 Death | 1 Death | 2 Deaths | blank | blank | blank |
| Large Carnivore (red) | 1 Death | 1 Death | 2 Deaths | blank | blank | blank |
New Park Entrance
At the end of Round 3, when the Round marker advances, all players replace their Welcome Center with a new Park Entrance.
Pick up your Welcome Center tile and flip it to the "Park Entrance" side. Then place it in a new location in your Park that is at least 3 spaces away from your Welcome Center's previous location. You must follow all other rules for placing tiles.
From now on, your Jeeple Tour always starts at your Park Entrance, and your Jeeple returns there during Cleanup.
Phase 5: Income & Cleanup
Once everyone has finished their Jeeple Tour, all players take the following steps together:
Step 1 — Player Income & Cleanup
- A — Return Jeeple & Route Tokens: Move your Jeeple back to your Welcome Center (or Park Entrance if you have one). Remove all Route tokens and place them next to your Lab Board.
- B — Jeeple Bonus: Gain the benefits of all Jeeple Bonus tokens you have slotted into your Jeeple Upgrade track (including any tokens you slotted earlier this Round).
- C — Coin Income: Collect the number of Coins shown on your current space on the Excitement track.
- D — Reset Excitement: Move your Excitement marker back to the "0" space.
- E — Return Workers: Return all Workers placed in your Park to the general supply. (Note: You may save any unused Workers for the next Round.)
Step 2 — Evaluate Threat
Compare your Threat track and Security track. If you have more Threat than Security, gain Death tokens equal to the amount by which your Threat exceeds your Security.
Step 3 — Cleanup Central Islands
- A Return all leftover DNA dice to the bag.
- B Discard 2 Dinosaur Paddock tiles from the end of the track and place them in a discard pile near the Paddocks stack. Slide the remaining tile forward and reveal new tiles from the stack to fill the empty spaces.
- C Discard 2 Special Building tiles from the end of the track (3 tiles if playing with 2 players) and place them in a discard pile near the Special Buildings stack. Slide the remaining tiles forward and reveal new tiles from the stack to fill the empty spaces.
IMPORTANT! If the Dinosaur Paddocks stack is ever empty, shuffle the discards to make a new stack. However, if the Special Buildings stack is ever empty, do not shuffle the discards; no more Special Buildings are drawn for the rest of the game.
Step 4 — Cleanup Public Notice Board
- A — Adjust Turn Order: Re-order the player markers on the Turn Order track from the player with the fewest VP (1st) to the player with the most VP (last). (If there is a tie, the tied player who was previously later in Turn Order moves ahead.)
- B — Advance Round Marker: Move the Round marker forward to the next-numbered Round space. If it reaches the END space, the game immediately ends!
Note: Spaces between numbered Round spaces are reminders to reset Excitement and place your Park Entrance.
Game End & Scoring
At the end of the final Round, players determine their final scores. The player with the highest final score is the winner!
- If there is a tie for victory, the tied player who has more total leftover DNA wins.
- If there is still a tie, the tied player who is last in Turn Order wins.
Note: If a player reaches the end of the VP track, use the +50/+100 Excess VP tokens.
Coins
Players earn 1 VP per 5 Coins they have left. (DNA is not worth VP.)
Deaths
Determine which player has the fewest Death tokens. This player discards all of their Death tokens. All other players discard an equal number of Death tokens.
Each player who still has Death tokens loses VP based on how many Deaths they have remaining:
| Deaths | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| VP lost | 1 | 1 | 2 | 3 | 5 | 7 | 9 | 11 | 13 | 15 |
Example: At the end of the game, Rex has 5 Deaths and Sora has 2 Deaths. Sora has fewer Deaths, so both players discard 2 tokens. This leaves Rex with 3 and Sora with none. Rex checks the scoring table and loses 2 from his total score.
MORE THAN 10 DEATHS: If you have more than 10 Death tokens remaining, lose an additional 3 VP per Death you have above 10.
Optional Rule: Long Game
Players who want a longer game can agree to play one additional Round. When the Round marker reaches the END space, simply continue playing another Round as normal, then end the game and determine final scores.
Frequently Overlooked Rules
Public Actions
- Workers spent on Public Actions are returned to the supply. They do not occupy spaces and cannot block other players from using Public Actions.
- Each time you Gather DNA, you always choose 1 DNA die. You can spend up to 3 Workers to multiply the amount of DNA you gain from that die. After gathering a die, return it to the dice bag.
- Any VP printed at the top of a tile is gained immediately when you build it.
- Dino Paddocks cannot be built adjacent to other Dino Paddocks.
- You may never have 2 tiles with the exact same name.
Private Actions
- Any color of Worker can be used to take any Private Action. Using specific colored Workers grants a bonus.
- When you Refine DNA, each Worker allows you to take one combine or split action.
- When your Jeeple Upgrade track reaches a new zone, immediately slot a Jeeple Bonus token and gain the bonus printed on it. (Note you will gain the bonus again during Cleanup.)
- When you Make Dinosaurs, you may make 1 Dino per Worker you place. If you place multiple Workers, you may make each Dino on the same tile, or on different tiles.
- Each Dino has a base DNA cost PLUS the DNA cost for its slot. Each Dino placed produces the Threat and VP printed in its slot.
Jeeple Tour
- Your Jeeple may only visit each tile once each Round. This means you cannot move back through your Welcome Center/Park Entrance.
- You do not have to activate tiles when you visit them. Visiting tiles without activating them still costs movement.
- If you visit a Dino Paddock that has no Dinos, you may not activate it.
- If the total Excitement value on a tile (printed Excitement minus Boredom token) is negative, you must spend Excitement to activate the tile. If you do not have enough Excitement to spend, you may not activate the tile.
- When you activate a tile that has multiple Worker slots, you may take the action once for each Worker you place. (You must be able to spend the Excitement required to place each Worker.)
Cleanup & General
- All players reset their Excitement to 0 at the end of the Round.
- When the Round marker reaches the yellow hexagon, all players replace their Welcome Center with a Park Entrance.
- If multiple players score an Objective in the same phase, the player who is first in Turn Order claims the higher VP spot.
- If the Dino Paddocks stack is empty, shuffle the discards to form a new stack.
- If the Special Buildings stack is empty, do not shuffle the discards. No new Special Buildings may be drawn for the rest of the game.
Park Tiles
Attractions
- Merchandise Shop: Gain 1 Coin. Draw 2 random DNA dice from the bag. Roll them and gain the results. When finished, return all dice to the bag.
- Restaurant: Gain 1 Coin per adjacent tile of any type (including your Welcome Center/Park Entrance).
- Roller Coaster: Gain 1 Excitement per adjacent tile of any type (including your Welcome Center/Park Entrance).
- Security: Increase your Security by 2 for free. (Also counts as a Security Building.)
Special Buildings
- Prehistoric Garden: Choose an adjacent Paddock or Special Building and score 1 VP per Herbivore there. You may take this action once per Worker you place, choosing a different tile each time.
- Raptor Pen: Choose an adjacent Paddock or Special Building and score 1 VP per Small Carnivore there. You may take this action once per Worker you place, choosing a different tile each time.
- Goat Pen: Choose an adjacent Paddock or Special Building and score 1 VP per Large Carnivore there. You may take this action once per Worker you place, choosing a different tile each time.
- Incubator: Make up to 2 Dinosaurs on any appropriate tile(s). Each Dino costs 1 less DNA of the type shown.
- Amber Extraction: Gain all of the DNA shown. Then, you may spend Excitement to gain the additional DNA shown (limit once per activation).
- Vault: Spend DNA of the amount and type shown to score the indicated VP. You may repeat this any number of times in a single activation.
- Social Media: Choose a Paddock or Special Building anywhere in your Park, and score 1 VP per Dino of any type there. You may take this action once per Worker you place, choosing a different tile each time.
- Photo Booth: Spend Excitement in one of the amounts shown to score the indicated VP. (You may not repeat this during a single activation.)
- Danger Tour: Score 1/2 VP per Jeeple Bonus you have earned. Then make a Danger roll using the indicated dice. Gain 1 Death for each icon you roll.
- DNATM: Gain the DNA shown. Then, you may lose 2 VP to gain any 2 DNA (limit once per activation).
- Casino (A): Draw and roll 5 random DNA dice from the bag. Then choose 1 DNA icon and gain 1 Coin per die with 1 or more of that icon. When finished, return all dice to the bag. (You may choose the "any basic" or "any advanced" icon. These icons do not count as other DNA icons during this action.)
- Casino (B): Each other player may choose to give you 2 Coins (or 3 in a 2 player game) to draw 2 random DNA dice from the bag, roll them, and gain the results. If no player chooses to pay you, instead score 5 VP. When finished, return all dice to the bag.
- Resort: Spend Coins in one of the amounts shown to score the indicated VP. (You may not repeat this during a single activation.)
- Triceratops Ring Toss / Velociraptor Culinary Experience / T-Rex Jet Ski: This Building has 1 slot for a Dinosaur of a specific type. Follow normal rules for making a Dinosaur here. This tile can be placed next to a Paddock. To activate this Building, there must be a Dinosaur present, and you must place a Worker of the indicated type. When activated, first gain/spend Excitement (and Boredom) as normal, then make a Danger roll, and then gain the VP and Threat shown next to the Danger die.
Quick Reference
Action Icons
- Excitement
- Coins
- Security
- Victory Points
- Threat
- Deaths
- Random DNA Die
- Adjacent Tile
- Immediate Effect
DNA
- Basic DNA (3 types: yellow, red, blue)
- Any Basic DNA
- Advanced DNA (3 types: teal, purple, orange)
- Any Advanced DNA
Dino Types
- Herbivore
- Small Carnivore
- Large Carnivore
- Any Dinosaur
Buildings & Attractions
- Science Building
- Security Building
- Administrative Building
- Social Building
- Merchandise Shop
- Restaurant
- Roller Coaster
- Basic Security Building
Worker Bonuses
- Seasonal Hire: No bonus.
- Scientist: Gather DNA (Public): Gain +1 any DNA. DNA Refinement (Private): Gain +1 basic DNA (after refining).
- Security Worker: Security (Private): Pay 1 less to increase Security.
- Administrator: Build Dinosaur Paddock (Public): Spend 1 less Worker. VC Funding (Private): Gain +1 Coin.
- Park Ranger: Jeeple Garage (Private): Pay 1 less to upgrade Jeeple.
Credits
Game Design: Brian Lewis, David McGregor, Marissa Misura
Illustration: Kwanchai Moriya, Joe Shawcross, Andrew Thompson
Graphic Design: Stevo Torres, David Bock
Game Development: Andy Van Zandt
Rules Editing: Jeff Fraser
© 2020 Pandasaurus Games, LLC. All rights reserved.