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Primordial Soup Manual
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Feeding and Excretion | |
Whether you have 5 or 6 players, an unmutated amoeba always eats 4 | |
foodstuff cubes in 4 different colors, not its own, per round. Thus, with 6 | |
players, an amoeba can ignore one color. Excretion is still two cubes of | |
the amoeba’s own color. | |
Designed by Doris Matthäus and Frank Nestel | |
A game expansion for 5 to 6 players of 12 years or older. | |
Duration: 2 hours. | |
Translation: John Webley | |
Small Format: Idris Hsi | |
A quick warning may be appropriate here. The number of possible | |
combinations of the 26 new genes is enormous. If you add the | |
combinations available to different players it becomes almost limitless. | |
We have tested all the new genes but we cannot possible guarantee that | |
there isn’t a “killer” combination of genes that will lead to a certain win. | |
In Descending Order, each player gets 11 BPs instead of 10 BPs. | |
The new Gene cards may be used to supplement the basic set when | |
playing with 3 or 4 players, or they may be added to the new set for 5 or 6 | |
players. They are easily distinguished from the old set thanks to their | |
different background colour. | |
Play | |
• | |
• | |
• | |
• | |
• | |
• | |
• | |
• | |
• | |
• | |
12 Amoebas in 2 colors and 12 Sticks. (Before the first game, you | |
have to build the amoebas by carefully hammering one stick into | |
each amoeba) | |
110 Foodstuff Cubes in 2 colors. | |
2 Large Biological Points – Worth 5 points. | |
15 Small Biological Points – Worth 1 point. | |
8 Damage Points | |
2 Score markers in 2 colors | |
1 Deck of Gene cards with Genes for 5 to 6 players and Extra | |
genes | |
6 Reference Cards for 5-6 players | |
6 Summary Cards for Extra Genes. | |
These Instructions | |
This expansion set to Ursuppe allows you to play with up to 5-6 players | |
and has new set of genes for your amoebas that can be added to the | |
basic set for 3-4 players or to the game for 5-6 players. | |
These rules assume you know the 3-4 players rules for Ursuppe. | |
The player who rolls highest, places their Score marker on any one of | |
the spaces marked 1-6 on the board instead of 1-4. | |
Players may use any of their amoebas numbered 1-6. The amoebas | |
numbered 7 are not used in the 5-6 player game. | |
In Descending Order, the players’ Score Markers are moved. | |
The Advance of a player’s marker up the Scoring Ladder is determined | |
by the number of live amoebas they have on the board and the number of | |
Gene cards they possess. The following tables are used for the 5-6 | |
player game. | |
Amoebas | |
0-1 2 3 4 5 6 | |
Spaces 0 1 2 4 5 6 | |
Gene Cards 0-2 3 4 5 6+ | |
0 1 2 3 4 | |
Spaces | |
The normal rules from the basic game apply wherever they are not | |
replaced by these rules. Before each game, the players should choose a | |
couple of the new genes and add them to the normal set. We | |
recommend the “Social Gene” and “Population Explosion” as a good pair | |
to begin with. | |
In each Round, during Phase 3, “New Genes” you should turn over two | |
new genes, immediately after the leading player has chosen which | |
genes they want to buy. The second placed player is therefore the first | |
to have the opportunity to buy one of the new genes. | |
And that’s it. The rules given mean that you can’t ever know which of the | |
new genes are going to become available, but that, given enough games, | |
they will all turn up. Obviously, you can decide on other genes to start | |
with, or you can choose to turn up just 1 new gene per round, or 3 if you | |
prefer. Or you may allow all the genes, including the first pair, to come | |
up randomly. The only important point is that you agree beforehand how | |
you want to play.1 5 | |
c | |
nd | |
r | |
r. | |
s | |
th | |
C | |
s | |
or | |
mo | |
pl | |
olo | |
Sc | |
r | |
e | |
n | |
s | |
2 | |
rd | |
s | |
f a | |
nt | |
e | |
Pl | |
✂✟ ✠ | |
✌Intelligence 3 | |
3 2 Movement I 3 | |
3 3 Spores 2 | |
4 3 Speed 2 | |
4 4 Defense 2 | |
4 4 Escape 2 | |
4 | |
4 | |
Substitution | |
2 | |
During Phase 1, amoebas may eat one less color of foodstuff cube, | |
but must then eat one cube more than otherwise. | |
In a 4 player game, they eat 2 of 2 colors instead of 1 each of the 3 | |
colors (not their own). | |
In a 3 player game, they eat 4 of 1 color instead of 2 of 1 color and 1 | |
of another. | |
If a player possesses both Defense and Escape, they may use both against the same attack, in any order. | |
But they may only use each once per round. | |
Unfortunately useless in the primeval soup but does help amoeba | |
Advance. | |
In Phase 1, the player rolls 2 dice rather than one and chooses the | |
direction from those on offer. Movement cost doesn’t change. | |
During Division in Phase 4, the new amoeba may be placed on any | |
space that doesn’t already have an amoeba of that color on it. | |
In Phase 1, the amoebas may move twice. The second movement | |
begins where the first ended. A new direction is chosen for the | |
second movement. An amoeba may not Drift twice, neither may an | |
amoeba mix Drift and movement. The second movement does not | |
cost any BPs. The amoeba only feeds once after its complete | |
movement. | |
Attacks by other amoebas in Phases 1 or 5 can, on paying 1 BP, be | |
converted into a fight. Attacker and defender both roll a die. The | |
higher die roll wins. Reroll on a tie. If the attacker wins, they eat | |
the defender. If the defender wins, the attacker Starves. | |
Amoebas can attempt to avoid an attack during Phase 1 or 5 by | |
moving away. Escaping amoebas may use all its genes | |
(Movement I / II, Speed, Streamlining, Tentacle) even in Phase 5. | |
This movement costs 1 BP | |
3 2 | |
Description | |
All genes are in short supply, no player may buy a second copy of a Gene card that they already possess. | |
The number of cards in the game depends on the number of players, shown in the corresponding columns. | |
Name of | |
Gene | |
All genes are in short supply, no player may buy a second copy of a Gene card that they already possess. | |
The number of cards in the game depends on the number of players, shown in the corresponding columns. | |
Name of | |
Gene 2 3 Intelligence 3 | |
3 2 Movement I 3 | |
3 3 Spores 2 | |
4 3 Speed 2 | |
4 4 Defense 2 | |
4 4 Escape 2 | |
Description | |
Unfortunately useless in the primeval soup but does help amoeba | |
Advance. | |
In Phase 1, the player rolls 2 dice rather than one and chooses the | |
direction from those on offer. Movement cost doesn’t change. | |
During Division in Phase 4, the new amoeba may be placed on any | |
space that doesn’t already have an amoeba of that color on it. | |
In Phase 1, the amoebas may move twice. The second movement | |
begins where the first ended. A new direction is chosen for the | |
second movement. An amoeba may not Drift twice, neither may an | |
amoeba mix Drift and movement. The second movement does not | |
cost any BPs. The amoeba only feeds once after its complete | |
movement. | |
Attacks by other amoebas in Phases 1 or 5 can, on paying 1 BP, be | |
converted into a fight. Attacker and defender both roll a die. The | |
higher die roll wins. Reroll on a tie. If the attacker wins, they eat | |
the defender. If the defender wins, the attacker Starves. | |
Amoebas can attempt to avoid an attack during Phase 1 or 5 by | |
moving away. Escaping amoebas may use all its genes | |
(Movement I / II, Speed, Streamlining, Tentacle) even in Phase 5. | |
This movement costs 1 BP | |
If a player possesses both Defense and Escape, they may use both against the same attack, in any order. | |
But they may only use each once per round. | |
4 | |
4 | |
Substitution | |
2 | |
During Phase 1, amoebas may eat one less color of foodstuff cube, | |
but must then eat one cube more than otherwise. | |
In a 4 player game, they eat 2 of 2 colors instead of 1 each of the 3 | |
colors (not their own). | |
In a 3 player game, they eat 4 of 1 color instead of 2 of 1 color and 1 | |
of another. | |
Alternative feeding genes (Frugality, Substitution, and Parasitism) can, but need not, be used at any | |
time. If a player possesses both Frugality and Substitution, each amoeba has 5 different possible | |
feeding methods (1:1:1:1, 2:2:1:0, 3:1:1:0) and more if it also has Parasitism. Alternative feeding genes (Frugality, Substitution, and Parasitism) can, but need not, be used at any | |
time. If a player possesses both Frugality and Substitution, each amoeba has 5 different possible | |
feeding methods (1:1:1:1, 2:2:1:0, 3:1:1:0) and more if it also has Parasitism. | |
5 -2 Ray Protection 2 -2 | |
Ray Protection | |
2 | |
5 Streamlining 2 5 | |
5 | |
Streamlining | |
2 | |
5 4 Tentacle 2 5 | |
4 | |
Tentacle | |
2 | |
5 4 Holding 1 Gives Double Protection against Gene Defects in Phase 2 | |
Movement (also Escape), with or without a gene card, is free (no | |
BPs) | |
If an amoeba moves or drifts during Phase 1, it may take up to 2 | |
foodstuff cubes with it in a 3 player game and 3 in a 4 player game. | |
Has two functions: | |
1) During Phase 1, amoebas may choose not to drift and stay put. | |
2) If amoebas move away from the same space as an amoeba with | |
Holding, that amoeba may choose to move with it. The second | |
amoeba can decide whether to go with the moving amoeba after the | |
moving amoeba has decided on a direction of movement. The | |
second amoeba can also wait to decide which foodstuff cubes to | |
bring if the moving amoeba has Tentacle. 5 | |
5 5 | |
4 | |
Holding | |
1 | |
5 5 Life | |
Expectancy 2 In Phase 5, amoebas only die if they have 3 DPs. 5 | |
5 | |
Life | |
Expectancy | |
2 | |
In Phase 5, amoebas only die if they have 3 DPs. | |
5 5 Frugality 2 In Phase 1, amoebas eat one less foodstuff cube. Excretion is | |
normal. 5 | |
5 | |
Frugality | |
2 | |
In Phase 1, amoebas eat one less foodstuff cube. Excretion is | |
normal. | |
Gives Double Protection against Gene Defects in Phase 2 | |
Movement (also Escape), with or without a gene card, is free (no | |
BPs) | |
If an amoeba moves or drifts during Phase 1, it may take up to 2 | |
foodstuff cubes with it in a 3 player game and 3 in a 4 player game. | |
Has two functions: | |
1) During Phase 1, amoebas may choose not to drift and stay put. | |
2) If amoebas move away from the same space as an amoeba with | |
Holding, that amoeba may choose to move with it. The second | |
amoeba can decide whether to go with the moving amoeba after the | |
moving amoeba has decided on a direction of movement. The | |
second amoeba can also wait to decide which foodstuff cubes to | |
bring if the moving amoeba has Tentacle.6 5 Struggle for | |
Survival 3 | |
6 5 Parasitism 2 | |
6 5 Division Rate 2 | |
In Phase 1, if there is insufficient food for an amoeba, and it | |
would otherwise starve, it may attempt to attack another | |
amoeba in the same space. The attack costs 1 BP and is | |
always successful unless the defending amoeba possesses | |
Defense, Escape, or Armor. If the attack is successful unless | |
the other amoeba possesses Defense, Escape, or Armor. If | |
the attack is successful, the other amoeba is removed from the | |
board. The attacker eats but does not excrete as normal. | |
Instead, one foodstuff cube of each color is placed in that | |
space. An amoeba may attack another amoeba of its color. | |
If during Phase 1, an amoeba is in the same space as an | |
amoeba from another player who still has BPs available, the | |
amoeba needs 1 less foodstuff, but the owner of the other | |
amoeba pays 1 BP to the Bank. There is no defense against | |
Parasitism. The amoeba may parasitize, even if there is | |
sufficient foodstuff available. If there is a choice of amoebas, | |
the player may decide which to parasitize. | |
In Phase 4, division only costs 4 BPs instead of 6 BPs. | |
Name of | |
Gene | |
Description | |
Name of | |
Gene | |
6 5 Struggle for | |
Survival 3 | |
6 5 Parasitism 2 | |
6 5 Division Rate 2 | |
Description | |
In Phase 1, if there is insufficient food for an amoeba, and it | |
would otherwise starve, it may attempt to attack another | |
amoeba in the same space. The attack costs 1 BP and is | |
always successful unless the defending amoeba possesses | |
Defense, Escape, or Armor. If the attack is successful unless | |
the other amoeba possesses Defense, Escape, or Armor. If | |
the attack is successful, the other amoeba is removed from the | |
board. The attacker eats but does not excrete as normal. | |
Instead, one foodstuff cube of each color is placed in that | |
space. An amoeba may attack another amoeba of its color. | |
If during Phase 1, an amoeba is in the same space as an | |
amoeba from another player who still has BPs available, the | |
amoeba needs 1 less foodstuff, but the owner of the other | |
amoeba pays 1 BP to the Bank. There is no defense against | |
Parasitism. The amoeba may parasitize, even if there is | |
sufficient foodstuff available. If there is a choice of amoebas, | |
the player may decide which to parasitize. | |
In Phase 4, division only costs 4 BPs instead of 6 BPs. | |
Persistence 1 | |
Movement I 5 Movement II 2 | |
5 Struggle for | |
Survival 5 Aggression 1 | |
6 Defense or | |
Escape 6 Armor 1 | |
4 Speed | |
5 | |
Description | |
Allows player with Struggle for Survival, Defense, | |
Aggression, to make a second free attempt to use | |
these Genes if the first attempt fails. | |
In Phase 1, the player chooses the direction of | |
movement rather than rolling the dice. | |
During Phase 5, after any natural deaths, one amoeba | |
from another player in the same space as the amoeba | |
with Aggression may be killed after the attacker pays | |
1 BP. The dead amoeba is replaced by 2 foodstuff | |
cubes of each color. This attack may only be used | |
once per round. Defending amoebas with Armor, | |
don’t die but get a DP. | |
Protects the amoeba in Phase 1 and Phase 5 from | |
enemy amoeba with Struggle for Survival or | |
Aggression. In Phase 1, the amoeba can’t be | |
attacked. In Phase 5, the amoeba attacked with | |
Aggression survives but gets 1 DP. This may then | |
cause the amoeba to die a Natural Death. | |
Criticisms, Suggestions, Variants, and Praise to: | |
Doris Matthäus and Frank Nestel, | |
Obere Büch 24, 91054 Buckenhof | |
Tel.: 09131/55045 | |
Fax.: 09131/55085 | |
Name of | |
Gene 4 Persistence 1 | |
Movement I 5 Movement II 2 | |
5 Struggle for | |
Survival 5 Aggression 1 | |
6 Defense or | |
Escape 6 Armor 1 | |
4 Name of | |
Gene Give Up | |
To buy an Advanced Genes, the player must give up a specific lower gene. They must also pay the | |
normal cost for the card. They must have possessed the lower gene for at least one round meaning | |
that they can’t buy the lower card and immediately trade it for the Advanced gene. Advanced Genes | |
given back during Phase 2 are immediately available to other players. Players are not allowed to buy | |
the corresponding lower gene if they already possess the Advanced Gene. Advanced Genes count as | |
two cards on the advance table. | |
To buy an Advanced Genes, the player must give up a specific lower gene. They must also pay | |
the normal cost for the card. They must have possessed the lower gene for at least one round | |
meaning that they can’t buy the lower card and immediately trade it for the Advanced gene. | |
Advanced Genes given back during Phase 2 are immediately available to other players. Players | |
are not allowed to buy the corresponding lower gene if they already possess the Advanced Gene. | |
Advanced Genes count as two cards on the advance table. Advanced Genes | |
Advanced Genes Give Up | |
4 Speed | |
5 | |
Description | |
Allows player with Struggle for Survival, Defense, | |
Aggression, to make a second free attempt to use | |
these Genes if the first attempt fails. | |
In Phase 1, the player chooses the direction of | |
movement rather than rolling the dice. | |
During Phase 5, after any natural deaths, one amoeba | |
from another player in the same space as the amoeba | |
with Aggression may be killed after the attacker pays | |
1 BP. The dead amoeba is replaced by 2 foodstuff | |
cubes of each color. This attack may only be used | |
once per round. Defending amoebas with Armor, | |
don’t die but get a DP. | |
Protects the amoeba in Phase 1 and Phase 5 from | |
enemy amoeba with Struggle for Survival or | |
Aggression. In Phase 1, the amoeba can’t be | |
attacked. In Phase 5, the amoeba attacked with | |
Aggression survives but gets 1 DP. This may then | |
cause the amoeba to die a Natural Death. | |
Criticisms, Suggestions, Variants, and Praise to: | |
Doris Matthäus and Frank Nestel, | |
Obere Büch 24, 91054 Buckenhof | |
Tel.: 09131/55045 | |
Fax.: 09131/550853 | |
3 | |
3 | |
3 | |
3 | |
2 | |
Glutton All amoebae must eat one more foodstuff cube per turn than otherwise. | |
This is of course a disadvantage, but the negative sensitivity protects the | |
amoebae against gene defects and so compensates. | |
Alarm Idea by Stephen Tavener | |
As soon as one of a player’s amoebae has been eaten during Phase 1, all | |
that player’s other amoebae gain the ability of Flight. | |
Cleanliness Idea by Steffan O'Sullivan | |
Foodstuff cubes excreted by an amoeba may be placed in a neighboring | |
space of choice. All excreta from an amoeba per round must be placed in | |
the same space. | |
Hard Crust | |
Migration | |
Sensing | |
Idea by Trevor Dewey | |
If an amoeba being attacked, doesn’t defend itself, or loses despite it’s | |
efforts to defend itself, the attacker then has to pay one more BP to carry | |
through the attack. If it can’t or won’t pay, the attack is unsuccessful, the | |
attacker starves and the defender survives. | |
Idea by Steffan O'Sullivan | |
At the start of Phase 1. The player with this gene may look at the | |
environment card that will be turned over later during the phase. They may | |
not tell their fellow players what is on the card. | |
3 | |
3 | |
3 | |
3 | |
3 | |
3 Social Gene | |
4 3 Fast Food | |
4 | |
4 | |
4 | |
4 | |
3 | |
3 | |
4 | |
4 | |
Highly | |
Adaptable | |
More than a | |
Mouthful | |
Camouflage I | |
Suction I | |
This gene may only be bought by the player in last place on the scoring | |
track. If they buy it from the Bank, it costs 4 BPs. If they buy it from | |
another player who was previously last, they only pay 2 BPs to that player. | |
The Bank gets nothing in this case. | |
The player’s amoebae may exchange the order of eating and movement | |
during Phase 1, i.e. they may eat first and then move or vice versa. | |
Genes which you have already bought, (including this one), may be | |
swapped during Phase 3 for any available gene. If the new gene is more | |
expensive than the old, you must pay the difference, if the new gene is | |
cheaper, the exchange is free, but you do not receive any BPs as | |
compensation. | |
Idea by Steffan O'Sullivan | |
If an amoeba is successfully attacked by an enemy amoeba with Struggle | |
for Survival, it only loses 1 DP rather than 2. It survives the attack, the | |
attacker feeds, but no new foodstuff cubes appear in the space. | |
Idea by Andy Daglish | |
An attacking Amoeba rolls a die. On a throw of 1 - 3, the amoeba being | |
attacked may defend itself as normal, (using flight, Defence or Alarm). On | |
a throw of 4 - 6, the attacker’s camouflage is effective and the object of it’s | |
attack doesn’t defend itself. Armour works against a camouflaged amoeba | |
as per normal. | |
Idea by Steffan O'Sullivan | |
When feeding, one food cube may be taken from an neighbouring space | |
(horizontally or vertically but not diagonally), | |
Idea by Trevor Dewey | |
Name of | |
Gene Description | |
3 Doris & Frank | |
Gene Whoever possesses this gene at the end of the game, decides what to play | |
next. | |
-2 | |
3 | |
3 | |
3 | |
3 | |
Glutton All amoebae must eat one more foodstuff cube per turn than otherwise. | |
This is of course a disadvantage, but the negative sensitivity protects the | |
amoebae against gene defects and so compensates. | |
Alarm Idea by Stephen Tavener | |
As soon as one of a player’s amoebae has been eaten during Phase 1, all | |
that player’s other amoebae gain the ability of Flight. | |
Cleanliness Idea by Steffan O'Sullivan | |
Foodstuff cubes excreted by an amoeba may be placed in a neighboring | |
space of choice. All excreta from an amoeba per round must be placed in | |
the same space. | |
Hard Crust | |
Migration | |
Sensing | |
Idea by Brian Bankler | |
The owner of this gene gets 1 BP in Phase 6 from every player that is 6 or | |
more spaces (counting occupied spaces), in front of them on the scoring | |
track. | |
4(2) Whoever possesses this gene at the end of the game, decides what to play | |
next. Description | |
3 | |
3 | |
3 | |
-2 | |
3 | |
Doris & Frank | |
Gene | |
3 2 MPs Name of | |
Gene | |
Idea by Trevor Dewey | |
If an amoeba being attacked, doesn’t defend itself, or loses despite it’s | |
efforts to defend itself, the attacker then has to pay one more BP to carry | |
through the attack. If it can’t or won’t pay, the attack is unsuccessful, the | |
attacker starves and the defender survives. | |
Idea by Steffan O'Sullivan | |
At the start of Phase 1. The player with this gene may look at the | |
environment card that will be turned over later during the phase. They may | |
not tell their fellow players what is on the card. | |
Idea by Brian Bankler | |
The owner of this gene gets 1 BP in Phase 6 from every player that is 6 or | |
more spaces (counting occupied spaces), in front of them on the scoring | |
track. | |
4(2) 3 Social Gene | |
4 3 Fast Food | |
4 | |
4 | |
4 | |
4 | |
3 | |
3 | |
4 | |
4 | |
Highly | |
Adaptable | |
More than a | |
Mouthful | |
Camouflage I | |
Suction I | |
This gene may only be bought by the player in last place on the scoring | |
track. If they buy it from the Bank, it costs 4 BPs. If they buy it from | |
another player who was previously last, they only pay 2 BPs to that player. | |
The Bank gets nothing in this case. | |
The player’s amoebae may exchange the order of eating and movement | |
during Phase 1, i.e. they may eat first and then move or vice versa. | |
Genes which you have already bought, (including this one), may be | |
swapped during Phase 3 for any available gene. If the new gene is more | |
expensive than the old, you must pay the difference, if the new gene is | |
cheaper, the exchange is free, but you do not receive any BPs as | |
compensation. | |
Idea by Steffan O'Sullivan | |
If an amoeba is successfully attacked by an enemy amoeba with Struggle | |
for Survival, it only loses 1 DP rather than 2. It survives the attack, the | |
attacker feeds, but no new foodstuff cubes appear in the space. | |
Idea by Andy Daglish | |
An attacking Amoeba rolls a die. On a throw of 1 - 3, the amoeba being | |
attacked may defend itself as normal, (using flight, Defence or Alarm). On | |
a throw of 4 - 6, the attacker’s camouflage is effective and the object of it’s | |
attack doesn’t defend itself. Armour works against a camouflaged amoeba | |
as per normal. | |
Idea by Steffan O'Sullivan | |
When feeding, one food cube may be taken from an neighbouring space | |
(horizontally or vertically but not diagonally), | |
Idea by Trevor Dewey4 Threat Display | |
5 4 Flexible | |
5 4 Healing 1 | |
5 4 Rebound | |
5 | |
5 | |
4 4 Threat Display | |
Idea by Mike Mayer | |
New genes cost 1 BP less. 5 4 Flexible | |
5 4 Healing 1 | |
5 4 Rebound | |
At a cost of 3 BPs, an amoeba may remove 1 DP during Phase 4. | |
Idea by Stephen Tavener | |
Amoebae that hit an obstacle or are carried against one, can bounce into | |
the space on the opposite side of the obstacle, (assuming there is one). | |
Go Out With A | |
Bang | |
Short Life Span | |
Idea by Mike Mayer | |
If an amoeba with this gene dies, all other amoebae on the same space get | |
1 DP. This may lead to a chain reaction should more than one of the | |
player’s amoebae are on the same space. | |
Idea by Stephen Tavener & Trevor Dewey | |
Amoebae die with just 1 DP rather than 2, (if they also have Life | |
Expectancy, with 2 rather than 3). The cost of an amoeba in Phase 4 is | |
only 4 BPs. This gene must be used if bought, players may not choose to | |
ignore it, if discarded because of radiation damage, it only counts as 4 | |
against the total rather than 5! | |
6 5 Population | |
Explosion | |
6 6 Energy | |
Conservation | |
Amoeba which drift in Phase 1, earn their owner 1 BP. | |
5 | |
5 | |
Idea by Mike Mayer | |
New genes cost 1 BP less. | |
At a cost of 3 BPs, an amoeba may remove 1 DP during Phase 4. | |
Idea by Stephen Tavener | |
Amoebae that hit an obstacle or are carried against one, can bounce into | |
the space on the opposite side of the obstacle, (assuming there is one). | |
Go Out With A | |
Bang | |
Short Life Span | |
Idea by Mike Mayer | |
If an amoeba with this gene dies, all other amoebae on the same space get | |
1 DP. This may lead to a chain reaction should more than one of the | |
player’s amoebae are on the same space. | |
Idea by Stephen Tavener & Trevor Dewey | |
Amoebae die with just 1 DP rather than 2, (if they also have Life | |
Expectancy, with 2 rather than 3). The cost of an amoeba in Phase 4 is | |
only 4 BPs. This gene must be used if bought, players may not choose to | |
ignore it, if discarded because of radiation damage, it only counts as 4 | |
against the total rather than 5! | |
Idea by Ronald Olszewski | |
Every time that an amoeba with this gene excretes, 1 DP is placed on that | |
space. This DP is then acquired by the next amoeba to move onto that | |
space. If a space contains more than one DP, they all affect the next | |
amoeba to move onto that space. | |
Toxic | |
Excretions | |
5 | |
Amoebae may only be attacked by amoebae with the same or a lower | |
number. | |
Idea by Andy Daglish | |
The player with this gene places new amoebae on the board, until they | |
have as many in total as the player who is leading on the score track. They | |
do not draw any new BPs during this round, and must give up any that they | |
have in stock. | |
6 5 Population | |
Explosion | |
6 6 Energy | |
Conservation | |
Amoeba which drift in Phase 1, earn their owner 1 BP. | |
Idea by Ronald Olszewski | |
Advanced Genes | |
Name of | |
Gene | |
3 Intelligence 4 PhD | |
4 Migration | |
Sensing 3 Environmental | |
Sensing | |
Description | |
Very useless in the primeval soup but does help amoeba | |
Advance. | |
Directly after turning over a new environment card in Phase | |
2, a player with this gene may secretly look at the next | |
environment card. They may not however inform other | |
players of it’s value. | |
5 Camouflage I 5 Camouflage II 5 Healing I 5 Healing II Idea by Brian Bankler | |
Attacks may not be countered by Flight, Defence or Alarm. | |
Armour remains effective. | |
As per Healing 1, alternatively, the loss of 1 DP may be | |
transferred to another amoeba in the same space. This | |
amoeba dies immediately. | |
Suction II Idea by Stephen Tavener | |
Up to two foodstuff cubes may be taken from a | |
neighbouring space (horizontal or diagonal) and eaten. | |
6 | |
5 | |
Idea by Ronald Olszewski | |
Give Up | |
Suction I | |
5 | |
Idea by Andy Daglish | |
The player with this gene places new amoebae on the board, until they | |
have as many in total as the player who is leading on the score track. They | |
do not draw any new BPs during this round, and must give up any that they | |
have in stock. | |
Advanced Genes | |
6 | |
5 | |
Idea by Ronald Olszewski | |
Every time that an amoeba with this gene excretes, 1 DP is placed on that | |
space. This DP is then acquired by the next amoeba to move onto that | |
space. If a space contains more than one DP, they all affect the next | |
amoeba to move onto that space. | |
Toxic | |
Excretions | |
5 | |
Amoebae may only be attacked by amoebae with the same or a lower | |
number. | |
Description | |
Idea by Trevor Dewey | |
Give Up | |
5 | |
5 | |
Name of | |
Gene | |
Description | |
5 | |
4 Price Name of | |
Gene | |
Name of | |
Gene 3 Intelligence 4 PhD 4 Migration | |
Sensing 3 Environmental | |
Sensing 5 Camouflage | |
I 5 Camouflage II 5 Healing I 5 Healing II Idea by Brian Bankler | |
Attacks may not be countered by Flight, Defence or Alarm. | |
Armour remains effective. | |
As per Healing 1, alternatively, the loss of 1 DP may be | |
transferred to another amoeba in the same space. This | |
amoeba dies immediately. | |
Suction II Idea by Stephen Tavener | |
Up to two foodstuff cubes may be taken from a neighbouring | |
space (horizontal or diagonal) and eaten. | |
6 | |
Suction I | |
6 | |
Description | |
Very useless in the primeval soup but does help amoeba | |
Advance. | |
Directly after turning over a new environment card in Phase | |
2, a player with this gene may secretly look at the next | |
environment card. They may not however inform other | |
players of it’s value. | |
Idea by Trevor Dewey |
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