This weekend I revisited Bios Megafauna, another one of Phil Eklund’s games (I previously reviewed Bios Genesis on this blog and here's a session report with pictures). I played 12
games back in 2012, and then it sat in my shelf for the next 4+ years. Megafauna is set during the exciting
transition from the Mesozoic to the Cenozoic eras. It was a time when dinosaurs
ruled, only to be replaced by mammals as cataclysmic events caused large swings
in the environment. Supercontinent Pangaea broke up giving rise to the Atlantic
Ocean. In all this turmoil, plants and animals continue to evolve and adapt.
Less fit species are replaced by newcomers, while other older species adapt to
fend off competitors edging into their ecological niche.
The game board depicts North America in the early Mesozoic.
Empty squares represent potential habitats where biomes can take root. There
are two types of biomes, marine and terrestrial, that can support suitably
adapted herbivores. Carnivores can find a niche in biomes where they find
suitable herbivorous prey. Above is a snapshot of my most recent game in
progress. You can see a lycopod meadow in the lower right, suitable for Insectivores
(indicated by the capital “I” on the tile). Players represent either a
dinosauran or mammalian dynasty that could potentially lead to present day
fauna. In the three-player game below, red is the archosaur that led to
crocodiles and birds, green is the diapsid ancestor to lizards and snakes, and
white a two-tusker synapsid (now extinct).
Since this is the time of the Megafauna, creatures can grow
large. Unfortunately there aren’t big dinosaur pieces. Size is tracked on the
board as shown in the upper half of the picture below. Red has two different
smaller species, while the white two-tuskers are quite large in the two-ton range.
The cards below have two functions. They can be “purchased” by players looking
to expand their DNA pool or create new genotypic progeny. In the bottom left,
the Seed-Cracking Bill adaptation can provide a herbivore access to (H)usker
niches. The Sculling tail in the bottom right, provides (M)arine adaptations.
These letters represent DNA adaptations present in a species allowing them to
eat or move in appropriate biomes. The genotype card (bottom middle) allows
spawning a new species type, in this case the ancestors to perching birds or
rodents.
When a card is replaced, a new card is drawn from the deck
to replace it. This triggers an event. In most cases, the card reads “Draw and
place 2 new Era Tiles” which provides new biomes or introduces immigrant herbivores
or carnivores. However, some cards trigger a Milankovich event, while others
may trigger a cataclysmic event. The lower left card is “Volcanic acid rain”.
It wiped out a number of overspecialized species if they had accumulated too
many adaptations. It also caused an increase in the Greenhouse gas level. Below
are the two archosaur species roaming the continent when these pictures were
taken. On the left is a nocturnal amphibious serpentine creature that does
courtship displays and has a switchblade claw. On the right is an amphibious
armored spinosaur.
In this game, a number of volcanic eruptions led to an
increase in the greenhouse level. Later in the game, the CO2 level went as high
as 3200 ppm (although it is 1600ppm in the photo below). If it went any higher,
a Hothouse Earth would have ended the game. On the other extreme, there could
be a Snowball Earth which would also have ended the game prematurely. This game
was eventually won by the archosaurs although there were a fair number of extinctions
throughout the game.
Like other Eklund games involving evolution, the gameplay
can be brutal. Survival can be difficult, and in most games I’ve played, no one
species thrives for very long. As the biomes change, a species that is
unsuitably adapted dies. But accumulating the appropriate DNA to eat the flora
or fauna can lead to overspecialization. The changing environment wreaks havoc
in this case. Human beings, in this sense, are an amazing species. In such a
short period of time we have terraformed our own planet to suit our needs, not
just to survive, but in some areas to thrive. Other organisms also contributed
to the changing environment, but none have done so with the speed of humans.
Eklund has a game for that; it’s called Origins: How We Became Human, and was actually published before Bios Megafauna or Bios
Genesis. Unlike the two latter Bios
games that take 2-3 hours, Origins is
more of a 4-5 hour affair.
If you’re looking to pick up a game in the Eklund series, I
would recommend Bios Megafauna. Remade
as a more streamlined version of its ancestor American Megafauna, it is the easiest and shortest of the three.
That’s not to say it is easy. Survival can be brutal. But you get to see if a
snakelike archosaur can survive and thrive over millions of years. Would having
a switchblade claw help? Would being amphibious and nocturnal help? Eklund
games are part-game, part-simulation. If that’s what you’re looking for, and
you enjoy delving into scientific minutiae, then you will enjoy Eklund’s games.
If you are looking for something lighter that incorporates herbivores,
carnivores, adaptations, and climate, but plays in 45-60 minutes, then I
recommend Evolution: Climate from North Star Games.
No comments:
Post a Comment