Lost Kingdoms: Pangea in Pieces
Lost Kingdoms: Pangea in Pieces Rulebook
Table of Contents
Table of Contents
Components
- Dinosaur meeples
- Tectonic plate tiles
- Asteroid tiles
- Score track
- Player references (1 Solo Play Reference)
- Cataclysm cards (for solo play only)
Setup
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Sort the tectonic plate tiles by period (letter) and temporarily set aside the asteroid tiles in the Late Triassic, Late Jurassic and Late Cretaceous periods.
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Shuffle each group separately, keeping them face down.
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Without looking at the tile faces, remove the indicated number of tiles from each period and set them aside. They will not be used.
- 2 players: remove 4 tiles from each period
- 3 players: remove 3 tiles from each period
- 4 players: remove 2 tiles from each period
- 5 players: remove 1 tile from each period
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Return each asteroid to the appropriate group of tiles and shuffle each group separately. Stack the tectonic plates (grouped by period) near the edge of the table, face down. Place the score track nearby the tiles.
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Each player should choose a species (color) of dinosaur. Place one of your dinosaur meeples next to the score track. Place the remaining 10 dinosaurs of your chosen species in front of you.
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Deal each player a starting tile (A). You may look at the front of your tile, but do not let other players see it.
Initial Formation of Pangea
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The oldest player (the dinosaur in the room) takes one dinosaur from each player into their hands, shakes them up, and drops one randomly on the table. The player whose dinosaur was dropped is the first player. Once the first player has been determined, all dinosaurs are returned to their original owner.
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The first player places their starting tile in the middle of the table, and puts 2 of their dinosaurs on the land portion of the tile.
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They then draw a tectonic plate tile from the Early Triassic pile (B).
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The next player in clockwise order places their starting tile edge to edge with a tile already in play. The land on their newly placed tile must be connected at some point to the existing land mass. You must connect land to land ONLY during this initial setup. In future turns, you may elect to place tiles in such a way that the land on them does not connect.
(The source prints "exisiting"; corrected here to "existing".)
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The active player then places 2 of their dinosaurs on the land portion of the tile they just placed.
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The active player then draws a tectonic plate tile from the Early Triassic pile (B).
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Repeat steps 4-6 until all players have placed their starting tile and 2 of their dinosaurs.
Example of an initial Pangea formation for a 4 player game (illustration in the rulebook).
Turn Structure
On your turn, you may take each of the following 4 actions in any order. Placing a Tectonic Plate Tile is required every turn; all other actions are optional.
- PLACE a Tectonic Plate Tile (required)
- SHIFT a Tectonic Plate Tile (optional)
- MIGRATE Dinosaurs (optional)
- GROW Your Herd (optional)
Once you have exhausted or elect not to take your 4 actions (PLACE, SHIFT, MIGRATE, GROW), end your turn by drawing a new Tectonic Plate tile from the applicable period.
1. PLACE a Tectonic Plate Tile (required)
You must place your drawn tile on the table adjacent to (edge to edge, not corner to corner) at least one previously placed tile. The new tile does not need to match the existing terrain (an ocean may be connected to a landmass and vice versa). If the landmass on a tile is connected directly to the landmass on the adjacent tile, the landmasses are considered to be part of the same continent. Landmasses that are separated by an ocean or an open space (no tile has been placed) form separate continents.
If the tile being placed contains any special icons, follow the directions from the chart on the back page of this rulebook (see Creature Abilities below).
2. SHIFT a Tectonic Plate Tile (optional)
You may shift a tile 1 space to an open space in the adjacent row or column (not diagonally).
You must have at least one dinosaur of your species located on the landmass (not just an ocean) on the tile you would like to move.
The shifted tile must move along a previously placed tile at all times, and once shifted, the tile must continue to have one complete side adjacent to a previously placed tile.
The tile must be shifted in its original orientation and may not be rotated. The shifted tile does not need to match any existing terrain of a previously placed tile, and tiles not being shifted do NOT have to remain connected. All dinosaurs located on the shifted tile (on land or in the ocean) remain on the tile.
Shifting a tile does not allow additional use of the effects from any special icons present.
You may SHIFT 1 Tectonic Plate Tile per turn.
Examples (illustrated in the rulebook):
- Example 1: Proper shift to an adjacent column. The result would form 2 continents.
- Example 2: Proper shift. Shifting a tile may result in other previously placed tiles not being connected edge-to-edge.
- Example 3: Improper shift. The tile does not move along the edge of another tile, and it does not end edge-to-edge with an existing tile.
- Example 4: Improper diagonal shift.
- Example 5: Improper shift. While the tile does indeed move along the edge of another tile, it does not end edge-to-edge with an existing tile.
3. MIGRATE Dinosaurs (optional)
You may make up to 4 migrations per turn and may use all 4 migrations to migrate 1 dinosaur, or split the migrations between up to 4 dinosaurs. The 4 migrations may also be split and used before and after your PLACE, SHIFT and GROW actions. A dinosaur can only move on placed tiles and may not migrate across an open space without a placed tile.
Migration Across Continents: A dinosaur may migrate across a continent by moving to a connected landmass located on an adjacent (not diagonal) tile. Moving a dinosaur in this manner counts as 1 migration.
Migration Across Oceans: A dinosaur may migrate across an ocean by moving to an ocean located on an adjacent (not diagonal) tile. Moving a dinosaur in this manner counts as 1 migration.
All sections of ocean on any given tile are considered connected to all sections of ocean on any adjacent tiles. All sections of ocean within a single tile are considered the same area.
Migration From Land to Ocean: A dinosaur may migrate from land to ocean (and vice-versa) on the same tile. Moving a dinosaur in this manner counts as 1 migration.
In summary, there are 2 types of migration:
- Changing terrain types but remaining on the same tectonic plate = 1 migration
- Moving to a new tectonic plate, but not changing terrain types = 1 migration
Dinosaurs may remain in the ocean between turns, and you may find it useful to lay down your dinosaurs to indicate they are in the ocean.
Examples (illustrated in the rulebook): a player using 4 migrations on their turn, with each step shown as 1 migration. Steps shown include land to land on a new tile, land to ocean on the same tile, ocean to ocean on a new tile, and ocean to land on the same tile.
4. GROW Your Herd (optional)
If there are at least 2 of your dinosaurs located on a landmass on the same tile, you may grow your herd by placing a new dinosaur on the same tile and landmass.
You may take 1 GROW action per turn.
If you begin your turn with less than 2 dinosaurs of your species in play (and will therefore be unable to GROW your herd), a new dinosaur of your species may be spawned in any position on the tile that you PLACE that turn. This counts as your GROW action. (This is allowed even if the tile you PLACE has a Velociraptor on it.)
Drawing Tiles and Periods
Tiles from the Early Triassic Period (B) are drawn first and, once exhausted, are followed in order by the Late Triassic (C), Early Jurassic (D), Late Jurassic (E), Early Cretaceous (F) and Late Cretaceous (G) until each period is exhausted (except the Late Cretaceous; see Scoring below).
Scoring
If, after taking your 4 actions, you draw a tile that shows an asteroid (there is 1 in each of the Late Triassic, Late Jurassic and Late Cretaceous Periods), each player will score points for each continent based on the size (number of tectonic plate tiles) of the continent and how many dinosaurs they have on that continent compared to other players.
The player with the most dinosaurs on the continent receives 1st place points, the player with the next most dinosaurs present on the continent receives 2nd place points, and so on. Additionally, a bonus is given to the player(s) that have the 1st, 2nd, and 3rd most dinosaurs on the largest continent.
| Number of Tiles | Points (1st / 2nd / 3rd) |
|---|---|
| 1 | 2/0/0 |
| 2-3 | 3/1/0 |
| 4-6 | 4/2/0 |
| 7+ | 5/3/1 |
| Largest Continent Bonus | 3/2/1 |
- If 2 or more continents tie for the largest continent, neither continent is scored as the largest continent.
- If 2 or more players tie for the most dinosaurs on a given continent, ties are rounded down as follows:
- If 2 players tie for 1st, they each receive 2nd place points.
- If 3 players tie for 1st, they each receive 3rd place points.
- If 4 or more players tie for 1st, they each receive 0 points.
- If 2 players tie for 2nd, they each receive 3rd place points.
- If 3 or more players tie for 2nd, they each receive 0 points.
- If 2 or more players tie for 3rd, they each receive 0 points.
Scoring examples (illustrated in the rulebook): a continent of 3 tiles, and two continents of 7 tiles each, showing the points awarded to each player by place. Remaining players receive 0 points for each continent.
Hatcheries: If a continent contains one or more hatcheries, the player with the most dinosaurs present on that continent earns 2 points for each tile containing a hatchery present on that continent. If there is a tie for most dinosaurs present, each of the tied players receives the bonus points.
In the Late Triassic and Late Jurassic Periods, once each continent is scored, the player that drew the asteroid tile discards the asteroid tile and draws another tile to complete their turn. There may be tiles remaining in the period (stack of tiles with the same letter on the back) from which the asteroid tile was drawn. If so, continue drawing from that period. If not, draw from the next available period. Play then continues clockwise.
Game End
Once the 3rd asteroid is drawn (in the Late Cretaceous Period), the game ends immediately after each continent is scored, with the player with the most points being the winner. In the event of a tie, the tiebreakers, in order, are: (a) most dinosaurs on the largest continent, (b) most dinosaurs on the second-largest continent, etc.
If ties persist, the tied players' species live in harmony and share the victory.
Creature Abilities
Tiles bearing a creature icon trigger the ability below when placed (see PLACE above). The creature abilities are listed on the back page of the rulebook.
Dilophosaurus: The Dilophosaurus was one of the earliest large predators to roam the Earth. During a turn that you PLACE a tile containing a Dilophosaurus, you may remove any one dinosaur on its continent. This does not have to occur immediately when you PLACE. This ability may be used before or after you SHIFT, MIGRATE, or GROW.
Velociraptor: These predators could make quick work of the young members of a herd. Players may not take the GROW action on a continent that contains a Velociraptor.
Spinosaurus: This hulking carnivore may have outgrown even the T.rex! During a turn that you PLACE a tile containing a Spinosaurus, you may remove any two dinosaurs on its continent. This does not have to occur immediately when you PLACE. This ability may be used (one or two dinosaurs at a time) before or after you SHIFT, MIGRATE, or GROW.
Tyrannosaurus Rex: The king of the dinosaurs, there were few that could compete with the might of this hunter. If one or more T. rex icons are present on a continent, points are scored as if the T. rex has won first place on that continent.
Pteranodon: Capable of flight, Pteranodons may snatch up to 2 dinosaurs of any species located on any continent and fly them immediately to the Pteranodon's tile when you PLACE it.