RulesPal
Chat
Rulebook
Evolution: New World – Butterfly Effect thumbnail

Evolution: New World – Butterfly Effect

Expansion for Evolution: New World

Evolution: New World – Butterfly Effect Rulebook

Table of Contents

Table of Contents

  • Additions to the Rules of Evolution: New World
    • Arrangement of Animals in a Row
    • Ignoring Traits During an Attack
  • New Traits and Areas
    • Seashore
    • Anglerfish
    • Detritivore
    • Ecosystem Engineer
    • Flight
    • Homeothermy
    • Ink Cloud
    • Insectivore
    • Intellect
    • Mutualism
    • Patronage
    • Simplification
    • Trematode
  • Alien World (1-Player Scenario, Solo Mode)
    • Alien World Rules
    • Setup
    • Alien Phases
    • Devastator
    • Dominator
  • Butterfly Effect Scenario

Additions to the Rules of Evolution: New World

With Butterfly Effect, you can increase the number of players up to 6 by adding the expansion components to the base set of Evolution: New World. If you're playing with two or three people, simply remove half of the cards for convenience — the game includes 2 copies of each trait and Area card, except for the Anglerfish card (6 copies). Shuffle the Evolution deck and Area cards deck thoroughly.

The larger Dominator and Devastator cards are used in the 1-player Alien World scenario (see the Alien World section below).

Arrangement of Animals in a Row

Reminder:

  • A player may only move the animals in their row on their turn in the Development phase.
  • Adjacent animals connected by a paired trait may not be swapped with each other.
  • A player may not change the order of other players' animals.

Addition:

  • If new animals appear in the Feeding or Extinction phase because of Viviparous or Simplification traits, the owner may place them on any vacant spot in the row (without breaking the paired traits of other animals).

Ignoring Traits During an Attack

Some traits (Pack Hunting, Intellect, Detrimental Mutation) and the Anglerfish ability allow an attacking Predator to ignore an animal's trait. In this case, only the trait's effects are ignored. The card itself and any food requirement modifiers of the ignored trait remain in play.

  • The ignored trait is still considered when you count an animal's total number of traits (important for Partnership and Flight).
  • The ignored trait may be discarded by using Tail Loss.
  • Ignoring a trait with "+1" or another modifier has no effect on the animal's food requirement or on its hungry/fed state (important for Burrowing and Voracious).

New Traits and Areas

Seashore

When a Seashore Area enters play, place 1 common food on it. Then, take the top 2 cards from the Evolution deck and place them face down next to the row of Areas as 2 new animals, placing 1 on each. These animals:

  • Do not have traits.
  • Do not belong to any of the players — no player may look at their face down side.
  • May not have traits added to them by a player.
  • Are considered fed (the placed special food fulfills the food requirement of 1).
  • May be attacked by any Predator (including Swimming Predators) during the Feeding phase.
  • When attacked, flip the animal's card face up. If it is a hidden Anglerfish, proceed as described under Anglerfish.

In the next Areas phase, if a Seashore Area remains in play, place common food on the card if its previous common food was removed. In addition, create new animals to replace those that died and place 1 special food on each new animal created by Seashore.

  • When Seashore leaves the game, move any animals it created to the discard pile as well.
  • If a Seashore "hidden Anglerfish" attacks unsuccessfully and remains hungry, it dies in the Extinction phase.
  • If a Seashore "hidden Anglerfish" attacks successfully, becomes fed, and stays in play, it attacks a Seashore animal in the next Epoch at the beginning of the Feeding phase.

Anglerfish

This card may only be played in one of two ways:

  • add a short Carnivorous trait to your animal;
  • play the card face down as a new animal.

This new animal has a hidden Anglerfish ability, but only if it doesn't have traits.

You may not add Anglerfish as a trait to another animal.

When any of your animals without traits is attacked by a Predator ①, you may flip your hidden Anglerfish face up ②. Then, resolve the following steps:

  1. The Predator's attack ends, and its Carnivorous card remains rotated.
  2. Take the top card of the Evolution deck and cover the text of the Anglerfish ③, leaving the Carnivorous trait visible.
  3. This newly-created Predator immediately attacks the first Predator ④, and its owner ignores one of the first Predator's traits. Rotate the Carnivorous card ⑤.
  4. The new Predator gains food from the attack in the usual way. Then, the owner of the first Predator continues their turn if they can.
  • When a Predator attacks your hidden Anglerfish, you must flip it over.
  • When a Predator consumes an animal without traits, flip it over to make sure it is not a hidden Anglerfish.
  • You may look at the reverse side of your own animals at any time during the game.
  • When a Predator attacks an animal without traits created by a Seashore Area, flip it over. If it is a hidden Anglerfish, it attacks in the same way as above. The player to the right of the Predator's owner chooses which one of the Predator's traits to ignore.
  • Anglerfish is a hidden ability, not a trait, so it may not be ignored by Pack Hunting or Intellect.
  • Tokens on a hidden Anglerfish remain in place if the card is flipped.

Figure reference: ① the attacking Predator; ② the hidden Anglerfish being flipped face up; ③ the Anglerfish text covered by the new Predator; ④ the first Predator; ⑤ the new Carnivorous card, rotated.

Detritivore

Additional action. Rotate Detritivore. Move 4 cards from the discard pile to the bottom of the Evolution deck. Then, place 1 special food on this animal.

  • This trait may not be used in the following situations:
    • If there are less than 4 cards in the discard pile.
    • If this animal is fed and its Fat Tissue is full.
    • If the Detritivore card is already rotated.
  • The 4 cards from the discard pile are chosen at random. If all players agree, you may move the top 4 cards of the discard pile.

Ecosystem Engineer

Additional action. Rotate Ecosystem Engineer. Then, place 1 common food and 1 shelter from the supply on any Area available to this animal.

  • Both common food and shelter tokens are placed on the same Area. If there are more than 4 common food on the Area, return the extra common food to the supply.
  • You may not use Ecosystem Engineer if the card is already rotated.
  • In the next Area phase, add or remove common food and shelter to match the original numbers on the Area cards (does not apply to common food on Swamps).
  • Ecosystem Engineer is used as an additional action. You are not forced to use it even if you have hungry animals.

Flight

To attack this animal, a Predator must have less traits than this animal.

  • All traits of each animal are counted, including paired and common traits (from Mutualism).

Homeothermy

+1: Food requirement increases by 1. Rotate Homeothermy. Then, take a basic action with this animal.

  • Homeothermy allows a player to perform two basic actions in a single turn. One action is taken by the Homeothermy animal, and the other is taken by any of the player's animals.
  • A Homeothermy Predator can attack a second time in a single turn only if its Carnivorous card was returned to the vertical position after the first attack by the effect of Voracious, Insectivore, or Ink Cloud.

Ink Cloud

When this animal is attacked by a Predator, you may rotate Ink Cloud. The attack ends, and the Predator's Carnivorous card is returned to the vertical position. The Predator will be able to attack again on future turns of this Feeding phase.

  • You may not use Ink Cloud if the card is already rotated.

Insectivore

When an Insectivore Predator consumes an animal without traits, it takes 1 special food instead of 2 special food, and the Carnivorous card is returned to the vertical position. Because the Carnivorous card is vertical, the Predator will be able to attack again on future turns of this Feeding phase.

  • If a Predator with Insectivore and Voracious consumes a hungry animal with no traits, it gains only 1 special food, and the Carnivorous card is returned to the vertical position.

Intellect

+1: Food requirement increases by 1.

When you select a target for your Predator with Intellect, you may choose one trait of any animal on the table and ignore it. The chosen trait of that animal does not apply until the end of the attack. You may select a trait that prevents the Predator from attacking.

  • You may ignore any trait — for example, High Body Weight (it no longer prevents an attack), Repelling (its effect is not applied), or Poisonous (it does not poison the Predator).
  • Intellect ignores one trait of a single selected animal, not one card. For example, Intellect may ignore both Partnership cards if the target is protected by them on both sides.
  • A Predator with Intellect can ignore Patronage and attack an adjacent animal without traits. However, if the target is protected by Patronage on both sides, the Predator with Intellect can't ignore both, since they belong to different animals.
  • Intellect in combination with Pack Hunting (or with a target's Detrimental Mutation) allows a Predator to ignore multiple traits.
  • Intellect cannot overcome shelter because it is not a trait.
  • Intellect cannot prevent an Anglerfish's hidden ability because it is not a trait.
  • You may use Intellect to ignore one of your Predator's traits, such as Swimming, to attack a non-Swimming animal.

Mutualism

When adding Mutualism to a pair of animals, choose 1 unpaired trait from each of them. Place the selected traits under the Mutualism card. These traits are now common for both animals.

  • Common traits belong to both of the paired animals and may be used by either of them.
  • You may not choose a trait that another animal in the pair already has (except Fat Tissue).
  • If a second Mutualism is added to an animal, you may not select a common trait associated with the first Mutualism.
  • Mutualism may be played even if one or both animals do not have suitable traits.
  • Common traits are not considered paired traits.
  • If one of the animals dies, all of its trait cards are discarded with it, except for any common traits that originally belonged to another animal. These traits are returned to their original animals.
  • If the Mutualism card is discarded (e.g., by Tail Loss), the common traits are returned to their original animals.
  • If Mutualism is ignored by an attacking Predator, then the target animal does not possess the common trait that was selected from the other animal until the end of the attack.
  • A common trait with "+1" increases each animal's food requirement.
  • When calculating victory points, the common traits (as well as the "+1" on them) only count once.
  • A trait you need to rotate is not very advantageous to make common through Mutualism — only one animal will be able to use it.

Patronage

An animal without traits that is directly to the left or right of an animal with Patronage may not be attacked by a Predator.

  • A Predator with Pack Hunting can only ignore a trait from the target. It cannot ignore the Patronage of an animal adjacent to the target.
  • A Predator with Intellect can ignore Patronage and attack an adjacent animal without a trait. However, if the target is protected by Patronage on both sides, the Predator with Intellect can't ignore both, since they belong to different animals.

Simplification

Simplification may be added to either your animal or another player's animal. When added, the owner selects 2 of the animal's traits (no adverse traits) and places each on the table as a new animal without traits.

  • If an animal has only 1 suitable trait, only 1 new animal is created.
  • If an animal has no suitable traits, Simplification has no effect.
  • You may place new animals on any empty spot in the row as long as it does not break the paired traits of other animals.

Trematode

+1 +1: Food requirement increases by 1 for each animal.

Trematode may only be added to two adjacent animals of another player.

  • You may not change the order of another player's animals. However, their owner is also not permitted to change their order when Trematode is played because it is not their turn.
  • At the end of the game, Trematode gives the surviving animal's owner 3 victory points (1 point for the trait and another 2 points for the increased need for food).

Viviparous

+1: Food requirement increases by 1.

When this animal becomes fed, place the top card of the Evolution deck in your row as a new animal. Place 1 special food on the new animal. You may look at the reverse side of the card.

  • Viviparous is also triggered during the Extinction phase if the animal becomes fed due to Hibernation or full Fat Tissue.
  • You may place the new animal on any empty place in your row as long as it does not break the paired traits of other animals.

Alien World (1-Player Scenario, Solo Mode)

You've traveled through time and space to find yourself in an unfamiliar world. It is unusual, beautiful, and... perfectly suited to successfully confront invaders like yourself. Will you be able to claim a place for your animals on this hostile alien world?

To survive, your animals will compete with the native Alien animal population (Dominator or Devastator) and play by its rules.

Alien World Rules

  • The game lasts for 4 Epochs.
  • In each Epoch, the Alien goes first.
  • At the beginning of the game, the Alien population consists of 3 animals. Each animal has all the traits and abilities of the chosen Alien race. Each animal feeds, attacks, searches for shelter, and dies on its own.
  • The Alien's abilities are always active.
  • At the end of the game, calculate your victory points. An Alien receives 7 points for each of its surviving animals (regardless of the number of traits and "+1" symbols).

If you defeat an Alien, make it harder in your next game with one or more of these changes:

  • Reduce the initial (and maximum) number of cards in your hand to 5.
  • Increase the starting population of animals by 1.
  • Add another trait to the Alien race. For example, Dominator works well with Nocturnal or Running, while Devastator is better served by Horned or Transparent. In this case, the Alien receives 8 points for each of its surviving animals.

Setup

  1. Place the chosen Alien Pad board (Dominator or Devastator) within easy reach on the table. Give the Alien the First Player token.
  2. Add 1 of each listed trait card to the Alien (upper right corner). Place 3 random cards as animals for the Alien.
  3. Shuffle the Area cards. Deal 4 cards face down in a stack. Then, deal 2 cards face up in a row on the table.
  4. Shuffle the Evolution deck and draw 6 cards. You may discard and redraw as many cards as you like one time.

Alien Phases

Development Phase: In the Development phase, you create animals and add traits to them according to the normal rules. The Alien skips this phase.

  • You may not add traits to Aliens.

Areas Phase: As usual, draw and place the top card from the Area stack during the Areas phase.

Feeding Phase: In the Feeding phase, the Alien always takes the first turn and acts according to a preset algorithm:

  1. A basic action is performed by the leftmost hungry animal.
  2. If an Alien is unable to perform a basic action, it skips a turn, but it does not pass. When available food appears, it continues taking turns during the Feeding phase.
  3. When feeding or seeking shelter in an Area, the Alien chooses the leftmost common Area that has the desired token on it. If these Areas are empty, the Alien chooses the rightmost "upper" Area that is available to it.
  4. When looking for a target to attack, an Alien animal first checks your animals from left to right, then animals from the Seashore Area, then other Alien animals from right to left. An Alien animal may not attack itself or other Aliens to its left.

Devastator

During Setup, place 3 face up Area cards instead of 2. Then, add the following 4 traits to the Devastator from the Evolution deck: Viviparous, Poisonous, Cosmopolitan, and Burrowing. Each of the Devastator's animals has a food requirement of 2.

Abilities:

  • Insatiable: When feeding, the Devastator chooses the Area with the most common food (if multiple, choose the leftmost) and takes all common food and shelter from it simultaneously. Then, it puts the common food tokens on its leftmost hungry animal until it becomes fed; the remaining common food goes to the next hungry animal, and so on. The shelter token is similarly placed on the leftmost animal without shelter. After all common food and shelter are placed, all fed animals trigger Viviparous.
  • Swarm: New animals created by Viviparous are placed directly to the right of the "parent." Remember to place 1 special food on it. This new animal has all the traits and abilities of the Devastator.
  • Fertilization: In the Extinction phase, place common food on the leftmost Area equal to the number of Devastator animals that starved during the current Epoch. These are carried over into the next Areas phase.

In the world of the Devastator, there is no limit to the number of common food on an Area card. The Swamps Area can also accumulate more than 4 common food.

  • If a Devastator animal's Poisonous trait has triggered, rotate the animal card of the Predator that consumed it as a reminder.

Example 1. The Devastator's first turn: there are 3 common food on both the Jungles and Taiga Areas. The Devastator chooses Jungles because it is the leftmost.

From the Jungle's 3 common food and 1 shelter, animal 1 takes 2 common food and 1 shelter. Animal 2 takes 1 common food. Because the first animal is now fed, Viviparous is triggered and a new animal 4 is placed to its right with 1 special food.

Example 2. The Devastator's second turn: there are 2 common food on both the Savannahs and Caves Areas. Caves is chosen because it is the rightmost upper Area.

Animals 4 and 2 each take 1 common food. Viviparous is triggered for both, creating two new animals, each with 1 special food.

Dominator

During Setup, add the following 4 traits to the Dominator from the Evolution deck: Carnivorous, High Body Weight, Pack Hunting, and Scavenger. Each of the Dominator's animals has a food requirement of 3.

Abilities:

  • Suppression: Each of your animals may not have more than 2 traits (including paired and common).
  • Healthy Diet: The Dominator performs 2 basic actions each turn:
    • First Action: The Dominator's leftmost hungry animal takes common food from an Area. If there is no common food in the Areas available to the Dominator, its leftmost animal takes shelter.
    • Second Action: The Dominator's leftmost hungry animal attacks another animal.

It targets your leftmost animal that can be attacked. If your animals cannot be attacked, it attacks an animal from the Seashore Area. If not available, it attacks the rightmost Dominator animal (not itself or animals to its left).

  • Apex Predator: When a Dominator animal attacks, the Carnivorous card is not rotated.
  • Pack Hunting allows the Dominator animal to ignore one of a target's traits that prevent it from being attacked — Camouflage, Nocturnal, Flight, Swimming, Partnership, Transparent, or Burrowing. If these traits are not present, it is used to ignore Poisonous, Running, Tail Loss, Ink Cloud, Repelling, or Horned.
    • If your animal has multiple traits from the second list, randomly choose which one will be ignored.
    • Pack Hunting cannot be used to ignore shelter, Patronage, or the hidden ability of Anglerfish.
    • If the Dominator has only one animal left, it cannot use the Pack Hunting trait.
  • If a Dominator animal consumes a target, don't forget to place 1 special food on the closest scavenger animal in clockwise order.
  • A Couple More: At the end of the Extinction phase, add 2 animals to the Dominator population (not during the 4th Epoch).

Targeting diagram. The Dominator animal D chooses an animal to target.

  1. is without traits and is protected by Patronage.
  2. is protected by shelter.
  3. has both Swimming and Burrowing. Only one of these traits can be overcome by Pack Hunting.
  4. is a suitable target! Pack Hunting ignores Camouflage, but the target applies Repelling to select the Dominator animal on the attacker's right as the new target.
  5. is a suitable target, but its turn has not come this Epoch!

Butterfly Effect Scenario

Chaos theory studies the behavior of complex dynamic systems, which include ecosystems. The term butterfly effect is used when a small change in initial conditions leads to large, sometimes catastrophic consequences.

In this scenario, a random event occurs in every Epoch. However, players have the opportunity to profit from the event or at least minimize their losses.

At the beginning of each Development phase, the first player rolls the die and then places the butterfly token on the corresponding value in the table.

In the Feeding phase, the first player who passes removes the butterfly token and performs the appropriate action. The other players only participate in the action when 6 is rolled (clockwise, starting with the player to the left of the first player who passed).

  • A player may only pass if they cannot perform any of the three basic actions. For more details, check the Evolution: New World Rulebook on page 7 and the Reference Guide on page 3 (Fat Tissue section).
Die rollButterfly effect
1Place common food on any Area.
2Place shelter on any Area.
3Draw a card from the deck.
4Place the top card of the deck as your new animal and place 1 special food on it.
5Remove 1 common food from each Area.
6Every other player must choose one of their animals to die. They discard the animal's card and all of the animal's traits.
  • Viviparous