Evolution: Another World
Evolution: Another World Rulebook
Table of Contents
Table of Contents
Goal of the Game
During the game, players create, develop, feed with energy and transmute their creatures. For a creature to transmute, its energy track must be completely filled. The player who is first to transmute three of their creatures wins.
Game Components
- 64 trait cards
- 10 energy source cards
- 4 player aid cards
- 7 choice cards and a solo-mode aid card
- 40 energy tokens
- 12 sleep markers
- 9 transmutation tokens
- First player figurine
- Rules and Bestiary
- 2 trait aid cards
Setup
(Layout for a three-player game.)
Energy deck. Shuffle the energy source cards (with a tree on the back). Place the deck face down on the table. Take the top card and place it next to the deck face up: this is the starting energy source. Place energy tokens on its lower part in the number indicated depending on the number of players. Place bonus energy tokens on its upper part in the number indicated, if any; here the number of players does not matter.
Reserve. Place the remaining energy tokens, as well as the sleep markers and transmutation tokens, on the table where it is convenient for the players to take them. The number of these components is unlimited; if you run short, use a suitable substitute.
Trait deck. Shuffle the trait cards (with a lizard and an energy track on the back). Place the deck face down on the table. Leave room for a discard pile next to it. Place 1 card from the top of the deck face down in front of each player. These are the players' starting creatures. Deal each player 5 cards from the top of the deck. Players keep these cards in their hands.
Players do not show each other the cards in their hands. Everyone knows only the number of cards each player holds.
First player. The youngest participant decides who receives the first player figurine.
Each player starts with 5 cards in hand and 1 creature card on the table.
Game Rounds
A game consists of several game rounds. In each round the participants take turns, starting with the first player and continuing clockwise, until the round ends.
At the start of each round, each player may make a card exchange: discard all cards from their hand and draw the same number of cards from the deck.
The round ends immediately when all creatures of every player have fallen asleep (received a sleep marker).
Player's Turn
On their turn a player performs up to 3 steps in sequence (the first 2 steps are optional, the 3rd is mandatory):
- Creating a new creature (optional). Play 1 card from your hand face down as a new creature.
- Adding a new trait (optional). Play 1 card from your hand face up as a trait on one of your creatures.
- Activation (mandatory step). Choose one of your non-sleeping creatures and activate it.
Step 1. Creating a New Creature
If you want to create a new creature, place a card from your hand on the table face down. The traits on the face side of this card do not matter.
- On your turn you can create only 1 creature.
- Place the card vertically so that the energy track on its back faces you.
- The owner of a creature can always look at the back of its card. Other players cannot do this.
- All of a player's creatures are considered allied to each other. A player can have any number of creatures. However, to win it is necessary to transmute only 3 of them.
Step 2. Adding a New Trait
Each card in your hand has 2 traits. They are equal, and you may choose either of them. If you want to add a new trait to your creature, turn the card face up with the chosen trait showing, and tuck it under the creature card so that the name and description of the trait are visible.
(Diagram labels: trait; trait description; creature; energy track.)
- On your turn you can add only 1 trait.
- You can add a trait to any of your creatures, including a newly created or a sleeping one.
- Each creature can have any number of different traits, but never two identical ones.
Step 3. Activation (Mandatory Step)
You must choose one of your non-sleeping creatures and activate it. If all your creatures are asleep, the activation step is skipped.
When activating a creature, you may use some of its traits, for example "Shapeshifter" (Метаморф), "Frightening" (Страшное) or "Pesky" (Назойливое).
Then you perform with the activated creature 1 of 4 possible actions of your choice:
- gaining energy
- transmutation
- attack
- sleep
Gaining Energy
Take 1 energy token from the energy source card and place it on an empty cell of the energy track of the activated creature.
- You cannot choose this action if there are no available energy tokens on the energy source or if all cells of the activated creature's track are filled.
- Energy tokens from the lower part of the energy source are available to any creature. Energy tokens from the upper part are available only if the creature has the indicated trait.
After gaining energy the creature does not fall asleep.
For an example of gaining energy, see the Bestiary on p. 12.
(Card diagram labels: creatures with this trait can take energy tokens from the upper part of the source; illustration; these energy tokens are available to all creatures; name of the source.)
Transmutation
You may transmute your creature if it has 4 energy tokens. Remove all energy tokens from it to the reserve, put the creature card and all of its trait cards into the discard pile. Take a transmutation token from the reserve.
- When you receive your third transmutation token, you win immediately!
- A creature with the trait "Small" (Маленькое) can be transmuted if it has 3 energy tokens and no more than 3 traits.
Attack
Attack is a way to gain energy tokens from the reserve at the expense of other creatures, especially useful when no tokens remain on the energy source card.
For an attack, the activated creature must have at least one attacking trait and there must be a suitable target on the table. A target is suitable if the traits of both the target creature and the attacking creature do not prevent the attack.
- You may choose either another player's creature or your own as the target of an attack.
There are 3 attacking traits in the game:
- "Vampire" (Вампир). The target of the attack discards 1 energy token. On success this creature gets 1 energy token from the reserve.
- "Fire-breathing" (Огнедышащее). The target of the attack discards 1 trait of your choice. On success this creature gets 1 energy token from the reserve.
- "Soporific" (Усыпляющее). The target of the attack falls asleep. On success this creature gets 1 energy token from the reserve.
If a creature has several attacking traits, you may use all of them in one attack or only some of them. You choose the order in which to apply these traits.
- You must use at least 1 attacking trait during an attack.
- During an attack a creature cannot gain an energy token if it already has 4 energy tokens.
The attacking creature falls asleep after the results of the attack are resolved. Place a sleep marker on it.
For an example of an attack, see the Bestiary on p. 11.
Sleep
If you cannot or do not want to perform any of the previous actions, the activated creature falls asleep. Place a sleep marker from the reserve on it.
- Only 1 sleep marker can lie on a creature.
- A sleeping creature cannot be activated, but it can be woken by another creature with the trait "Pesky" (Назойливое).
When all creatures of every player have fallen asleep, the round ends immediately.
End of the Round
When the round ends, perform the following steps:
- Energy refresh. Put the energy source card on the bottom of the deck. Reveal the top card of the deck as the new energy source and place on it energy tokens from the reserve according to the indicated numbers.
- Waking up. Remove the sleep markers from all creatures to the reserve.
- Getting new cards. Each player, starting with the first player and continuing clockwise, draws into their hand from the trait deck 2 cards plus as many cards as they have creatures with at least 1 energy token.
- Changing the first player. Pass the first player figurine to the next player clockwise.
End of the Game
When a player receives their third transmutation token, they become the winner. Shall we play again?
"Quartet" Variant
This variant can be used in a game with 2-3 players. It makes the game harder and may change your evolution strategy. Use the normal rules with the following change: to win, a player must transmute 4 of their creatures.
Solo Mode
You play against one opponent, the sinister Shadow. For this, use the solo-mode aid card and the choice cards. (The solo-mode rules are in a separate document not included in this rulebook.)
Player Turn Diagram
- You may create 1 creature.
- You may add 1 trait to a creature.
- Choose one of your non-sleeping creatures. If there is no such creature, the turn ends.
- Activate this creature.
- You may use the traits of this creature: Frightening, Shapeshifter, Pesky.
- Choose 1 action for the activated creature:
Gaining energy. Conditions: 1. There is an available energy token on the source; 2. The creature's energy track is not full (or the creature is "Caring" (Заботливое)). Take an energy token from the source and place it on the creature. You may use the traits of your creatures: Tailed (Хвостатое), Caring (Заботливое), Charming (Очаровательное). End of turn.
Transmutation. Condition: 4 energy tokens on the creature; or 3 on a Small creature with no more than 3 traits. Put the creature's cards in the discard pile, its energy tokens go to the reserve. Take a transmutation token. Do you now have 3 transmutation tokens? If yes: VICTORY! If no: end of turn.
Attack. Conditions: 1. The creature has an attacking trait (Vampire, Fire-breathing or Soporific); 2. There is an available target for the attack (check the traits Astral (Астральное) and Flying (Летающее) on the target and on the attacking creature). Apply 1 or several attacking traits in any order. The target checks its traits: Many-eyed (Многоглазое) and Fireproof (Огнестойкое). The attacking creature may use the traits Tailed and Caring. After all attacks the target applies Vengeful (Мстительное) and Toxic (Токсичное). Place a sleep marker on the attacking creature. End of turn.
Sleep. Place a sleep marker on the creature. End of turn.