tricky one this. I bought this nice and cheap based on the theme, the author some of the mechanisms and the general positive view from these pages.
Having played with just 2 it falters quiet badly, but we both felt that there was mileage in making it work.
This is a work in progress so please add any comments.
1. Remove all the money from the game, as well as the action cards relating to it (Hungersnott etc) when bidding use the Vp track.
2. Auction, in your turn you lay out the cards that you want to use, your opponent then chooses 1 and bids on it with VPs, you can then counter bid untill someone drops out. Use immediately.
3. Ability cards,remove the food source. have one of each of the others. ownership of the card represents your species superiority in this area - intellegnace, mobility etc. you buy them normally. For each extra arrow card you play put this under your ability, this shows you "pulling ahead" in your advantage in this ability.
Your opponent can play cards "against" your advancement remove cards on a 1 for 1 basis untill there are no cards left, the next card played against the ability returns it to the supply - both specieis are considered equal - where it can immediately be bought by either player in their turn.
4. When pieces are killed they are removed to your hand not removed from the game, this gives at least one extra turn as we felt it ended a bit soon.
5. Food supply ability.
this is availble for purchance when you have a large monopoly in a big terrritory and you hold it untill you loose the majority in that territory. this is the only way to get these cards. (otherwise these just seemed a bit odd and not really skill based)
We liked the flow of the game and the different paths to victory so hope that these rules remedy the flaws.