Over winter break,
I learned how to play the second edition of Bios
Megafauna. While it retains some flavor of the first edition, the
second edition plays very differently. Overall, there is more to do each turn
and the game seems a little more forgiving overall so you don’t get wiped out
too easily. It can still happen with bad luck and bad play, but you did not get
stuck on a single square which would happen occasionally in the first edition.
The second edition
of Bios Megafauna was also designed
to serve as a sequel to Bios Genesis. Hence, the two games share many commonalities. The mutation cards now
come in the same four colors. Mutations can be promoted, and mutation cubes
turned into basal organs. There is an Event card deck that simulates the
changing roller-coaster climate and the possible disasters that your organisms
will have to face. The climate now features three different tracks that can be
manipulated due to environmental changes: oxygen level, cloud cover, and
overall temperature. Green, white and black disks can be moved between the
reservoir board (shown below) and the playing area.
Of the four players
in the game, three of them are fauna-ish phyla and the oxygen level determines
the number of actions (number in the black gear) each player can take along
with the number of mutations (number in red heart chamber) each fauna-species
can sustain if there was a serious mutagen-causing event. The fourth player
(Player Green) is different, just like in Bios
Genesis. Suitably, Green represents flora-ish phyla. In the hotter
atmosphere, Green gets more actions (number in the green gear) while it’s
protection against mutagens varies with cloud cover with a maximum in the
middle of the reservoir.
The four players
start on cratons representing separated landmasses at the beginning of the Ordovician
Era: Laurentia, Baltica, Siberia, Gondwanaland. As the game proceeds, these “cratons”
may move due to Event cards, and they might even collide with each other to
form a larger continent. Above is a snapshot from one of my games where Siberia
and Gondwanaland have crashed into each other. Players Black, White and Orange
are battling for space. Each player has five “creeple” species represented by
different shapes. The “blob” is the starting archetype but speciation can
result in swimmers (“fish”), armored creatures (“snails”), burrowing creatures
(“worms”), and flying creatures (“insect-looking flyer”). On the craton, the
green disks represent forests, the black disks mountains, and the white disks
ice or desert. Hexes with no disks may be weeds, swamp or sea.
Below are two player
tableaux of the same game. I apologize for the quick, poorly taken, blurry
pictures. (My hands shake!) Player Black representing an arthropod archetype
also has speciated to a species with a horned shield and a swimmer equipped
with a salt-exposed tubenose, but not much else in terms of advanced beneficial
mutations. The cubes represent basal organs (blue for genes, yellow for
metabolism, etc., similar to Bios Genesis).
Player Green at the moment only has an archetype species but it seems quite
advanced having a lure, flushing capability and bone marrow. It also has developed
a primitive “anger” emotion.
The picture below
shows the Laurentia craton occupied exclusively by Player Orange. The brown
dice shows its latitude which can change. Above you can see several purple
Event cards. The most recent significant event is a Chicxulub Class Comet that
caused a crater. It also causes other environmental changes. Weeds climax into
forests. There is also a deluge and mutagenic activity. The comet comes along
with a Hypercapnia that causes offshore carbon to go into the atmosphere. Black
disks to the right of each craton are moved back to the atmosphere reservoir
and any offshore bloom (a green disk on top of a black disk) get moved to the
oxygen reservoir. These are large scale climate changes! They have caused it to
suddenly get much hotter on planet Earth.
The iconography
takes a little getting used to. In the first game, referring to the rulebook to
figure out what each icon meant was a constant. That being said, I felt the
second edition rules to be streamlined. There were fewer exceptions, which is
saying a lot given that Phil Eklund’s games tend to have many, many rule
exceptions thanks to the idiosyncracies of evolution and the diversity we see
on our wonderful planet. I was able to learn the game much faster than previous
Eklund games, although it likely helped that I had played both the first
edition of Bios Megafauna and Bios Genesis multiple times. It’s easier
to teach, and being more forgiving of a game (you don’t keep dying), I think it
will likely see more play time overall. One thing I did miss from the first
edition was seeing the evolution of the different supporting flora. Much of
that is gone from the second edition, but the increase in playability more than
makes up for it.
In conclusion,
this is a nice way to get introduced to an Eklund game if you’ve never played
one. And it has creeples!
P.S. I also feel
more motivated to learn High Frontier,
which has been sitting in my shelf for years. (I also have the expansion.)
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