How did we become human? Ignoring the uplift hypothesis and focusing on evolutionary processes, one might hypothesize
‘unlocking’ of the brain to access so-called higher functions. Unbelievably,
there’s a boardgame to simulate this. Back in 2007, Phil Eklund of Sierra Madre
games published Origins: How We Became Human. The game is a brutal slog – evolution isn’t easy! Sometimes
you get stuck and have difficulty making any advances. I played 15 complete
games between 2008 and 2017; and it took me several incomplete games to climb
the steep learning curve. Once you’ve got the hang of it, a full game takes 4-5
hours. (Here’s a review I wrote on the BoardGameGeek a decade ago.)
Bios
Origins, published in 2019 in collaboration with Ion Games,
is the reboot of the original Origins.
The game has been retooled to fit the Bios
trilogy; I’ve previously written about the two earlier games: Bios Genesis and Bios Megafauna. While Bios
Origins retains the flavor of the original, it feels less science-y, and
plays more like a boardgame than a simulation. This is also true of the second
edition of the retooled Bios Megafauna.
The new Bios Origins is less brutal,
much more forgiving, and there’s always something to do so you don’t get stuck
due to some bad luck. But for fans of the original, you will miss the challenge
of unlocking your brain.
There are several scenarios for Bios Origins. You can use the present
world map, a custom map, or the cratons from a campaign game following Bios Megafauna. You could be terrestrial
or aquatic (mer-folk!). There are solo rules too. Below is a three-player game
with homo habilis (Player Black), homo floriensis (Player Green), and homo heidelbergensis (Player White).
Cuboids represent cities (or metropoli) and meeples represent migrants. There
are circular ‘climate chits’ that can be flipped due to climate change events.
Printed on the board are also resources that can be accessed: mining, animal
domestication, horticulture cultivation.
Bios
Origins proceeds through four epochs. Players score points
in three areas: Culture, Politics, Industry. There are six tech-levels for
advancement: Footprint, Energy, Metallurgy, Immunology, Maritime, Information.
The pictures below show a game in the final epoch. The players have made
advances in multiple areas. All of them are in the industrial era,
Footprint-wise. Energy-wise, one player has made it to Nuclear. They’ve maxed
out Metallurgy but are somewhat behind in Immunology. All can access Outer
Space, but they aren’t as far along Information-wise. Unlike its predecessors, Bios Origins has more of a tech-tree
advancement feel, and less of an evolution feel to gameplay.
Each player still has a brain map, but it’s easy to
advance your brain power. The heart of the game comes from the Foundation cards
(horizontal) and Idea cards (vertical) as shown in the picture below. Each of
these cards provides actions the player may take during their turn. With more
cards, there are more actions. Iconography is heavy, but once you gain
familiarity, the action phase proceeds quite rapidly. Each player has a Ruling
Class favoring Culture, Politics, or Industry. These may shift due to revolutions
(chaotically or through an ordered election) as governments favor different
advancement policies.
On the left, the sapiens player (Black) currently
has a Politics ruling class, indicated by cards with a pink strip on top.
Figures on the cards represent dissidents. In the center, the hobbit player
(Green) also has a Politics ruling class and on the brain map you can see pawns
waiting to be deployed as specialists to pursue new Idea cards. On the right, the
neanderthal player has an Industry ruling class (red strip on top) and no
dissidents. The Foundation and Idea cards, besides providing actions, also
provide the means for advancements along the tech tree. This aspect of the game
is markedly different from the older Origins,
and makes the gameplay more open by providing multiple options so a player
doesn’t get stuck.
Of the trilogy, Bios
Origins is likely the most interesting of the three, but it has the highest
complexity and longest playing time. The sweet spot, in my opinion, is Bios Megafauna. It plays in less than
half the time, is easier to pick up and understand, and evolving new biological
structures is interesting in gameplay conversation. (In Bios Origins, too much is going on to appreciate the details in the
cards, or maybe I just haven’t played enough games – only five to completion
thus far.) While I have a soft spot for Bios
Genesis, having served as the chemistry consultant on origin-of-life matter
(and it’s also the game I’ve played the most), the gameplay is much more brutal
and can be much less ‘fun’ for struggling players. Evolving new biochemistry,
less familiar to most players, simply isn’t as interesting as evolving wings,
armor, opposable thumbs, or mimicry.
The science nerd in me thoroughly enjoys the Bios series, but it simply won’t get as
much play time due to length and complexity. That’s okay, I enjoy my varied
game diet; sometimes I want something simple, at other times I enjoy being
immersed in a more complex puzzle. I suppose I’m unlocking my brain in
different ways!
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