Butterfly Effect: Evolve Your Present

Monday, February 19, 2007

Rules v5.0

Premise: Ra, the almighty Sun God, has proposed a contest: decide which is better, plants or animals. You, as either Bastet (on behalf of the animals) or Osiris (on behalf of the plants) must establish populations of your subject species (both in the past and in the present), evolve those species, control territory, and be the first to gain control of 1 of Ra’s cities in both the past and the present.

Time Travel: In a given turn players can choose to act in the past or present. Playing in the past will create a ripple effect on the board creating more of the species in the present based on that species reproduction pattern (pictured on each species card). This reproduction will occur only once on the following turn after a player initially plays a species card in the past. If the reproduction pattern causes you to place pieces in the present where you have pieces already, then the reproduction takes priority and you must place the resulting species from reproduction. The reproduction patterns also work as a death pattern for when a species is defeated in the past – all game pieces of the species killed within the pattern are defeated.

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Card types:
  • Evolution: From time to time, you will draw evolution cards, which can add new abilities to your base species. Each evolution card may only be played once, and on one species. If that entire species dies on both boards, all current evolution cards are permanently removed.
  • Species: These cards are one of the four species available to the type of life form that you have chosen. Playing one of these cards allows the player to put another piece on the board for that species in the past or present.
Movement: Pieces can be moved based on the “move” number on a species’ card. This number acts as a maximum movement number – the player may choose to move a piece less than its movement ability. For example: a hawk (with movement of 2) can move up to 2 spaces. At no time may two pieces be on the same board space unless they are battling.

Battle: There will often be cases wherein you and your opponent will be competing for the same space on the board. In these cases, your disagreement will be settled via a dice roll. Both players will roll a dice to battle. Players will add the resulting dice roll to the species strength number and the player with the highest combined number wins. In the case of a tie, the defending player wins the battle.

For example, say a battle occurs between a Hawk and a Palm Tree. After both players roll their dies, the Hawk rolls a 4 and the Palm Tree rolls a 2. Players would then add the rolled dice numbers to their species strength to determine who won. In this case the Hawk wins (rolled 4 + strength 2 > rolled 2 + strength 3). Certain evolutionary traits enhance the strength and movement abilities of species.

How to play:

Initial setup: Each player draws five cards, and is given one of each of their three species. Players roll to see who goes first, and take turns alternating placing pieces on the green spots on the board only until each player has three. Initially pieces may only be placed in the present.

Turn breakdown (go through these steps in order, skipping 1 and 2 where appropriate):
1. Draw cards until there are 5 in your hand.
2. Place an evolution card on a species if so desired or possible. Player may only play one evolution card per turn.
3. Do one of the following (in the past or present):
- Play a species card and place a piece on the board. Pieces must always be initially placed on a green space.
- Move a piece on the board.

End Condition: When one player controls one of Ra’s key cities in the present and one in the past and holds these cities for two turns, the player wins.

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