Each round begins with dealing out 3 atribute cards per player,
plus 1 card per species board.
Each player chooses one of their unused cards and places
it face down in the watering hole (food pool).
The remaining cards may be used to add atribute to a
species by placing card face down on a species board.
When the food pool is dry and species are still hungry...
When all the food is gone...
If the bank runs out of food or atribute cards,
that's the last round. Finish it, and the winner is determined by adding up:
The winner gets to clean up and put away the game.
Ambush | 14 cards |
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This species may ignore Nocturnal, Warning Call and
Flying defenses when attacking. You may only you cannot
ambush the same species twice on the same feeding turn
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Burrowing | 14 cards |
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The population of this species that has been fed cannot
be attacked. When used with Hibernation, up to 4 of the
unfed population is also protected.
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Carnivore | 40 cards |
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This species only eats meat. When it attacks species smaller
in body size, it receives the number of meat resources equivalent
its victim’s body size.
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Climbing | 14 cards |
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This species cannot be attacked by a carnivore without
climbing or flying.
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Cooling Frills | 7 cards |
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Add +2 to body size when defending from an attack.
It cannot be ambushed and is unaffected by any intelligence cards.
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Cooperation | 14 cards |
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When this species takes food, your species to the right
takes one food from the same source.
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Defensive Herding | 14 cards |
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This species can only be attacked by a larger population.
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Fat Tissue | 14 cards |
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This species may move food tokens to body size instead of your
food bag and use them for unfed burrowing creatures, and each
fat reserve token can protect a population from famine.
This species may not fly or ambush.
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Fertility | 7 cards |
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This species increases population by one at the end of
the round if two or more of its population has been fed.
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Flocking/Herding | 7 cards |
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Add population to size for defense of this species.
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Flying | 7 cards |
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This species is protected from non-avians without ambush
and may attack tree climbing creatures. May not exceed a
body size of six, except for flocking/herding bonus.
No flying with fat or fur.
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Foraging | 14 cards |
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This species takes 1 extra helping every time they eat plant food.
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Hard Shell | 4 cards |
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Add +4 to body size when defending from an attack.
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Heavy Fur | 7 cards |
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Doubles natural body size before adding attributes.
This species may not fly or ambush.
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Hibernation | 7 cards |
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This species may ignore up to 2 unfed members in its population
and they will not starve. Up to 4 population can survive not
being fed if used with burrowing or heavy fur.
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Horns | 14 cards |
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When attacked, the carnivore loses one of their
population before being fed.
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Intelligence | 14 cards |
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Species with intelligence may play a card from their hand to;
negate any one defensive attribute when attacking OR take
2 chits from the food bank.
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Long Neck | 14 cards |
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This species takes 1 plant food from the food bank before
the food cards are revealed. Foraging and cooperation food
also come from the bank during this special feeding time.
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Migratory | 7 cards |
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This species takes two plant food from the food bank on the
feeding turn after the water hole is empty of food resources.
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Mud Wallowing | 7 cards |
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Can never be ambushed, and cannot be attacked if fed.
To eat this species costs the attacker one card.
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Nocturnal | 7 cards |
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May only be attacked by another Nocturnal species or a carnivore
with intelligence.
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Pack Hunting | 14 cards |
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This species adds its population to body size when attacking.
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Scavenger | 14 cards |
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This species takes 1 meat food from the food bank
after any carnivore attacks.
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Symbiosis | 14 cards |
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This species cannot be attacked if the species to its
right has a larger body size.
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Warning Call | 14 cards |
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Your species to the left and right of this species can
only be attacked by a carnivore with Ambush.
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