The mutations of EVO
Bill Allen
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Ngunnawal, Canberra
ACT
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The boardgame EVO revolves around growing dinosaur herds in the face of changing climatic conditions. A key part of growing and maintaining your herd is how you evolve your donosaur to deal with these challenges.

This a geeklist covering the potential mutations available. I've only played about 5-8 times, so my comments are by no means definitve. I particularly invite comments from others on this.

(For interest, mutations by bididng on mutations using your mutation [victory] points)
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1. Board Game: 1000 Blank White Cards [Average Rating:6.67 Overall Rank:3000]
Bill Allen
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Ngunnawal, Canberra
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CARD GENE

That's right. This gene lets you pick up (at random) one of the one-use random cards from the deck (everyone starts with 3). Perhaps you have tough babies (babies can appear on terrain occupied by other players and immediately fight for survival ... with a bonus horn for the fight!), egg-laying muscles (lay eggs up to 3 spaces away) or the well known weather control gene (chose the next climatic change).

Cards can vary significantly in value (and can also be more valuable under specific conditins), so this can be quite a lucky dip.
 
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2. Board Game: An American Tail: Fievel Goes West [Average Rating:0.00 Unranked]
Bill Allen
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TAILS

Longer tails mean going earlier in the turn sequence (presumably they are better balanced to pounce on opportunities?).

Going first generally means first access to the best migration areas and the best birthing areas. Going first in the bidding for mutations doesn't hurt eitrer ...
 
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3. Board Game: The Birthday Game [Average Rating:5.17 Unranked]
Bill Allen
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EGGS

The number of eggs you have is the number of new dinosaurs yopu can birth each time. Great for growing the herd quickly, but can be anticlimatic when the eggs all hatch in inhospitable terrains, killing the new dinosaurs straight away. As such, this can work well with having a longer tail.

This can also support a strategy on not migrating you herd, but letting it die and just laying your eggs in the new areas - essentially breeding dinosaurs with short life spans but rapid reproduction.
 
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4. Board Game: Break A Leg [Average Rating:6.50 Unranked]
Bill Allen
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LEGS

When the going gets hot (or cold), it's time to migrate to more appropriate terrain. You get movement points equal to your pairs of legs (e.g. 2 legs = move 2 dinos 1 space or 1 dino 2 spaces)

This is a particularly good mutation when learning the game when you haven't quite got the hang on plannig your migrations. Similarly it's also good when the climate change goes in the opposite direction as expected and all your dinos had moved to the wrong terrain in anticpation.

Less useful when the board gets crowded as all the good spots get taken anyway ...
 
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5. Board Game: Evo [Average Rating:6.89 Overall Rank:791]
Bill Allen
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Must start with a picture of the game for all those interested in finding out more ...
 
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6. Board Game: Find Furby [Average Rating:4.00 Unranked]
Bill Allen
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FURS

Each turn there is a favoured terrain in which all your dinosaurs can comfortably survive. The number of furs you have indicates how many dinoaurs can survive in the next coldest tarrain (e.g. if forest is the preferred terrain, then furs will indicate the survival numbers in the hills).

Can't move them to a better terrain? Doesn't matter - they'll survive where they are.
 
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7. Board Game: Longhorn [Average Rating:6.00 Unranked]
Bill Allen
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HORNS

And if other dinosaurs are in areas you'd like to be, you can always kill them and move in!

Having the same number of horns as the defender means winning only 2 in 6, but a 1 horn advantage wins 4 in 6. Killing gets you access to the best sites and culls your opponents' herds, but you can still lose your own dinosaurs doing it.

Also a great defensive mechanism.
 
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8. Board Game: Multiple Mutations [Average Rating:0.00 Unranked]
Bill Allen
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THE EVOLVING GENE

For every evolving gene you have, you get a discount of one mutation point from the amount of mutation points who have to pay based on your bid.

Importantto remember that the pay off on this will be the cost of the mutation minus the number of turns you get your 1 mutation point discount - good early on, but very imited later on.

Can be good also for psyching out your opponents in the bidding as they know you get a discount.

Also made more interesting in the variant where the number of genes available is one les than the number of players ....
 
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9. Board Game: Shades of Thought [Average Rating:5.60 Unranked]
Bill Allen
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PARASOLS

This is the other side of the furs. The number of parasols you have indicates how many dinoaurs can survive in the next warmest tarrain (e.g. if hills is the preferred terrain, then parasols will indicate the survival numbers in the forests).
 
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10. Board Game: Time's Up! [Average Rating:7.33 Overall Rank:398]
Bill Allen
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Okay, so this isn't a mutation ... but it's worth noting that the winner of the game is the player with the most mutation points (i.e. victory points) when the meteor hits the earth and kills verything. Presumably these mutation points are being saved up for a rapid 'evolution' to survive this cataclysmic event!

The final arrival of the meteorite is random (die roll on selected turns), which adds some uncertainty, but the end can feel anti-climatic - rolled a '1' ... oh, the game is over ... let's see you won ...
 
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