Bios:Megafauna 2nd Edition Living Rules
Bios:Megafauna 2nd Edition Living Rules
Bios:Megafauna 2nd Edition Living Rules
Credits
Game Designer: Phil Eklund, Jon Manker of Ion Game Design, Andrew Doull
Game Developer: Andrew Doull, Neal Sofge of Fat Messiah Games
Rules Editing: Michael Dillenbeck, Samuel Argento, Sebastian Radu, Tina Wolff
Production Manager: Nicole Morper of Sierra Madre Games
Art Director/Iconography: Karim Chakroun of Sierra Madre Games
Illustration Artist: Johanna Pettersson of Ion Games Design
Entomology Advisor: Dr. Brad Metz
Vassal Implementation: Alfonso Velasco Aparicio,
http://www.vassalengine.org/wiki/Module:Bios:_Megafauna_(second_edition)
Tabletopia Implementation:
French Translation: Raphaël Arsenault ([email protected])
Spanish Translation: Manuel Suffo ([email protected]) (address label made) See:
https://boardgamegeek.com/filepage/148101/traduccion-al-espanol
Living German Translation: Nikolaj Brucker, See
https://docs.google.com/document/d/1HM75kjyQfruQTIhY-HifJS-cQA9Ix8GZlIciXQM_IJw/edit?usp=sharing
Italian Translation: Gabriele Quaresima [email protected]
https://docs.google.com/document/d/18dY-lyJ7yfJc1EsUqPmTlrhEXYYKVM8SDj4L9jEmzpo/edit?ts=5a0da585#heading=
h.h5skdgn4ll09
Main Playtesters: Adam Gastonguay, Rob McVie, Josh Rea, Ivan Lindberg of Ion Game Design, Pierre
Bertinchamps, Nikolaj Brucker, Raimund Ruppel, Dr. John Douglass, Jim Gutt, Nils Herzmann (Cyrills
Brettspiele), Chris Peters, Louise and Jerome in France. Also see
https://docs.google.com/spreadsheets/d/1Wv-YlEWpLBCl03rjUYMO8c5ZCMU39QT7tsMfQLsJCh8/edit#gid=0
Green = complementary game address label or order installed in Collmex or ShipNaked. Red = already ordered
Magenta = changes to the 2nd edition. Blue = Achterbahn game rules.
NOTE: Card 93 has been edited out from the game, so the card numbers skip #93.
Introduction
The owl spermatophore landed on a branch, and pinged the forest with sonar, searching for a female owl to
impregnate. It detected what seemed to be a falling leaf. But actually a great fungus had deployed a glider,
and the sperm sprayed its ink aerosol defense too late. The fungus attached, and without haste invaded its
host with consuming hyphae.
edition starts where the predecessor game Bios:Genesis left off, with the invasion of the
Bios:Megafauna 2nd
land about 450 million years ago. Starting as a phylum of either a plant1, mollusk, insect, or vertebral skeletal
1
PLANT-ANIMAL HYBRIDS. The players can start as plants? This seems a rather dull existence! But plants do not have to end up as statically rooted
to the ground. Indeed, a plant able to detect and move into the sunlight has competitive advantages, as does one that supplements its diet with
b. Stable Biosphere. Event cards are either ET (extraterrestrial)4 or biosphere (too hot, goldilocks,
or too cold). The stable biosphere icon on the ET event card means that no biosphere event card is
drawn for this turn.
scavenging or herbivory. In nature, plants team up with certain jellyfish, molluscs, and flatworms to form green “plant-animals” able to move,
defend, and find the sun.
2
In any non-self running simulation, there must be Lamarckian appeals. Mike Wasson, Fat Messiah Games
3
ET stands for “extraterrestrial”. Following the tradition of Bios:Genesis, extraterrestrial (ET) events are those that come from outside the biosphere of
Earth. Stuck between a rock and a hard place, the biosphere is struck from above by comets, radiation, and space weather from the solar wind, and
from below by volcanos and earthquakes, products of magma weather. Both the sun and earth have a magnetic dynamo, which influence each
other by mechanisms not well understood.
4
ET EVENTS. In 1997, Henrik Svensmark and Eigil Fris-Christensen published “Variation of Cosmic Ray Flux and Global Cloud Coverage – a Missing
Link in Solar–Climate Relationships”. They present evidence that when Sol is inactive, the heliosphere shrinks and allows more galactic cosmic rays
to penetrate the Earth’s magnetic field. The secondary particles from the cosmic rays increase cloud formation. The latest sunspot cycle (Cycle 24)
started in March of 2012 and peaked in April of 2014, and has been declining ever since. Thus ending the smallest sunspot cycle since Cycle 14, in
February of 1906. A quiet Sol means more cosmic rays, clouds, and wet weather for the decade. Longer term climate changes are generated as Sol
enters or leaves the galactic arms, since the galactic cosmic ray flux is higher within the arms.
E1. Mutate - select a Mutation from the Display and play it into the Tableau of one of your Species. The
combined costs of all the selections a Species makes cannot exceed the number of its Unborn.
E2. Promote - Promote a Mutation (flip it, choose 1 of its orientations and gain its Plus Organs).
E3. Speciate - This is a promote to a new Creeple Shape. This creates a new Genotype with Inheritance
(E3b). Replace one Creeple of the old Shape with a Creeple of the new Shape.
E4. Populate - Move some of your Unborn Creeples to your Newborn Card. They will be dispersed in the
next phase (A3).
E8. Claim Medea - Requires spending all your actions: Take the Medea card.
d. After all your actions have been performed, refresh the Display per E1e. It is suggested to perform all mutate
5
EARTH’S ATMOSPHERE is divided into the lower troposphere and the upper stratosphere, separated by a boundary called the tropopause. Both
regions are important in keeping the planet warm by inhibiting the escape of long wave radiation. The lower region loses heat by convection, with
vigorous vertical mixing and turbulence of the primary greenhouse gas: water. In humid areas such as the tropics, the air is almost 100% opaque to
infrared, such that doubling or even 10X carbon dioxide has no effect on the climate. The atmosphere above the tropopause is much calmer, with
heat loss dominated by radiation rather than convection. As long as surface temperatures stay below 350 K, little water gets into the troposphere,
and other greenhouse gases such as carbon dioxide are more important.
A3. Phase 3: Mothers & Dispersal (Part F), in Player Order (A5).
a. Action Sequence. In player order (A5), each player chooses a mother for each Creeple on his Newborn
Card (F1), and then disperses it (F2), until all his Newborns are dispersed. Then go on to the next
player.
b. Inhabiting A Biome. Upon entering the Biome the Newborn is to inhabit, it immediately makes a
Trophic Choice (F6). If this choice is contested, then immediately perform an herbivore contest (Part
G) or a carnivore contest (Part H) to determine the winner.
Tip: A creeple should spread as a Herbivore to either an empty hex, or one where it can win the herbivore
contest against existing herbivores. It should spread as a Carnivore to a hex with a Herbivore to eat, and where
it can beat any other Carnivores in a carnivore contest. Since each predator-prey relationship is a stable one,
Carnivores never harm Herbivores in contests, see “Circle of Life” (H 2a).
6
ACHTERBAHN is German for “roller coaster”. Some biologists believe that species must struggle against extinction due to competition with other
species, or even (the selfish gene model) individuals versus individuals. Others, such as the evolutionary biologist Olivia Judson, believe that the
struggle against extinction is mainly a struggle against the “Achterbahn” of nature’s catastrophes. Dr. Judson has identified 5 stages of increasing
biological control of free energy sources for survival. These stages are: geochemical energy (i.e. refugia in the Bios:Genesis game), solar energy
(Genesis promoted mutations), oxygen (Genesis macroorganisms), flesh (Genesis/Megafauna Carnivory), and fire (Megafauna/Origins promoted
mutations). The Achterbahn game envisions the development of a life-planet system as “the interplay between the planet’s cosmic situation, its
intrinsic properties, and the paths evolving life can potentially take (in their) transformations of their planetary home.” Olivia Judson, 2017.
B1. Cards 57 X 87mm (bridge) (310gsm Ivorycore cardstock) qty = 160
● 92 Mutation cards, 4/4C double-sided (4 colors: nervous (red), circulatory (yellow), digestive (green),
reproductive (blue)).
7
CLIMATE MODELS (such as this game) suffer from the same limitations as weather forecasters: the lower atmosphere is dominated by chaotic
turbulence and the upper atmosphere can only be modeled by a dense grid of radiative transfer equations. (The latter, called the “gray gas model”
problem, is modeled by making the gross assumption that the atmospheric optical thickness is independent of wavenumber of the individual gases.)
Despite these fundamental limitations, the results of global computer models (GCMs) have come to dominate the political discussions. “But the
increased (government) funds have mostly been poured into computer simulations of the global climate, rather than into observations of the real world
of roots and shoots, trees and termites... (Models have become) a substitute for real-world observation.” Freeman Dyson, 1990. Its an old argument,
between rationalism (reason is the only way to acquire knowledge) versus empiricism (our senses are the primary means of knowledge). “The
problem with rationalism, simply put, is that it tends to leave out the facts. Reality is complex and facts have many aspects that one must consider to
form knowledge. Thus Descartes’ physics, built on rationalistic assumptions about motion, is wildly wrong, while Newton’s physics, derived according
hawn Klein, The
to the motto ‘I don’t hypothesize [in the absence of facts],’ is essentially true and remains part of the scientific canon to this day.” S
Atlas Society, 2010.
B7. Component Limits All components except for dice are limited to what is supplied.
● Cube Genetic Drift. If the pool has no more cubes of the color you need for a Mutation or promotion,
you may take the required cubes from any other Species, including those of opponents. This simulates
genetic drift. You must steal Plus Organ cubes if any are available anywhere, then (as involuntary
neoteny) Basal Organ cubes.
● Disks. The number of disks in the game is fixed, so they should not run out. This fixed number of disks
shuttles between the map and the Reservoir during events per D10. This can be modified by the
supervillain per D13 and D14. See glossary for the Liberation and Degas of disks to and from the
Reservoir.
● Monster Tokens. If you promote a Monster and no monster tokens remain, use a substitute.
● Tools. You can claim a tool only if one of its cards is available.
C. Setup
C1. Setup (non-campaign).
a. Tooth & Claw or Full? Players decide if they wish to play the tooth & claw ( A8) or the Achterbahn
game. The rules in blue font are for the Achterbahn game only! If you choose Tooth & Claw, then you
8
THE WEST COAST is assumed to be a continental subduction zone, such that any carbon deposited there is “swept under the rug” as the oceanic
plate is subducted by the continental plate. This is the situation in the west coast of Laurentia, now the west coast of North America. This is the oldest
known landform on the planet, still recognizable from the beginning of this game to today.
9
GOLDILOCKS is taken from a British fairy tale about a hungry golden-haired girl who tries to eat the porridge she finds in a house where the occupants
are gone. There are three bowls, and one is too hot, one is too cold, and one is “just right”. Astronomy uses the term “Goldilocks Zone” to signify the
right distance from a star such that a planet orbiting there can support oceans and life.
10
ALBEDO is the ratio of visible light reflected from the surface to the incident radiation. Clouds are very reflective, making the Earth’s albedo quite
sensitive to cloudiness. Ice and snow also drive the albedo towards a value of 1 (perfect reflector).
11
ORDOVICIAN. The game starts in the early Ordovician (500 Mya), after the coasts have been invaded by fungi and small plants, living off organic
material washed ashore. The continental interiors are still barren, there are no vascular plants or trees, and the only animals are those who briefly
come ashore to breed or lay eggs in a predator-free world.
D. Events
During the event phase (A1), the Events are resolved in the order set by A1e.
12
CRATERS in this game avoid the center of cratons. This is because volcanoes are almost always at the edges of cratons, and not the center.
Although impact craters can occur anywhere, the craton coasts are susceptible to impact tsunamis. Moreover, a 2017 study published in Scientific
Reports concluded that the Chicxulub impact was devastating only because the impact zone in Yucatan was rich in hydrocarbons, over 10 Tg/km2.
This added to the sulfates and soot that blanketed the Earth. Only about 13% of the Earth’s surface, all in coastal regions, have enough
hydrocarbons to have such an effect.
13
A CATACLYSM that suddenly kills off all terrestrial life would release less than 1000 Gt of carbon into the atmosphere, from all the rotting logs and
corpses. That is only 1.5 black disks in the game, and shows that biology takes a back seat to geology and tectonics for major carbon release
episodes. Most carbon is stored in the ocean or crust, both represented by offshore black disks in this game. Black disks on continents represent
mountains, which through their erosion move atmospheric carbon to the offshore as part of the carbon cycle. Non-volcanic mountains are a carbon
sink rather than a carbon emitter.
Example. During the C.A.M.P. Event, the Craton of Laurentia drifts east, towards Siberia (see left side of
diagram below). Its center is at Latitude 4, and its northern coast (at Latitude 3) strikes the southern coast of
Siberia (right side of diagram). As the smashed craton, Siberia loses its Latitude Dice. Two mountains are
degassed in Siberia where they contacted the eastern shoreline of Laurentia. Two Offshore disks were
subducted in the collision: a black disk Liberated into the Atmosphere, and a green disk Liberated into the
Oxygen. The mountain formation Liberates a forest and Endangers a creeple.
14
WEEDS represent low climax regimes, while forests are high climax. The term “climax” defines the maturity of a community, as a culmination of an
ecological or evolutionary succession. After a major extinction event, such as the P-Tr events, the fossil record consists of astronomical numbers of
just one or two “weedy” species. One such “disaster species” are quillworts, which look like small spiky grass with hollow leaves and roots. These
weeds radiated from swamps to dominate floodplains and deserts. The oceans became paved with a single species of tiny scallop, Claraia, whose
fossils form entire pavements in early Triassic rocks from Utah to China. A megafaunal weed is Lystrosaurus, an ugly hog-sized therapsid that
monopolized herbivory worldwide. Such opportunistic disaster species dominate the first 15 million years of the early Triassic. In contrast, high
climax regimes have high biodiversity. I live in a mixed evergreen/hardwood forest, with the former coming from the time of the dinosaurs and the
latter from recent deciduous flowering species. Biodiversity is even more extreme in tropical rainforests. This is an artifact of global cooling: the Ice
Age came so suddenly, that the entire world of tropical plants got jammed into the equator.
15
HUMIDITY. When the atmosphere becomes hotter, it can absorb more water. Conversely, during Ice Ages the chilled atmosphere can hold little
water. Moreover, most of the Earth’s water is locked up in ice caps and glaciers, making Ice Ages bone dry.
18
WINTER IN A GREENHOUSE WORLD. The beginning of this game in the early Paleozoic had high greenhouse, as shown by the formation of
minerals such as Aragonite which are sensitive to CO2 concentrations. Yet the Paleozoic was also increasingly punctuated by brief glacial episodes.
The next era, the Mesozoic, also saw high atmospheric CO2 concentrations starting around 600 ppmv in the early Triassic, rising to perhaps 2400
ppmv by the Cretaceous, and falling to today’s icy values of 400 ppmv. Atmospheric humidity, which accounts for 75% of the greenhouse effect,
also rose correspondingly. The insects, mammals, dinosaurs, and flowers got their kickstart and thrived in a warm humid incubator set to “ideal” in
an entirely ice-free world with jungles from pole to pole. And yet there were mysterious “cold snaps”, cold enough that bewildered dinosaurs
encountered snow and ice, substances unknown in their evolutionary history. The puzzling combination of glaciers in a greenhouse world is easiest
to reconcile by considering that greenhouse is only one factor in climate, with the primary factors being solar and other extraterrestrial influences.
We live in a cosmic environment.
19
MASS EXTINCTION is a loss of species that is over 2X the base extinction rate, as calculated from the long-term life expectancy of a species. It is
often asserted that we live in a human-caused mass extinction, but there is no evidence for this. North America is a well studied case, having about
1000 mammal species since the Pleistocene. Since studies of the fossil record indicate that mammal species survive for about a million years, this
equates to a base extinction rate of 1 mammal per 1000 years. A speciation rate of at least 1 per 1000 years is necessary to maintain mammal
biodiversity. The known number of North American extinctions since the Pleistocene is 45 mammals in 10,000 years, and this qualifies as a mass
extinction. Among the losses were megafauna such as horses, giant sloths, mammoths, and sabertooth cats. However, in the 500 years since
Columbus landed, there has been but one extinction, a Mexican rabbit that may have been a subspecies. This is in line with the expected base
extinction rate. (I ignore subspecies in this tally because they are undefinable. I also ignore species from predator-free islands, such as the Steller’s
Sea Cow, since they have no genetic future in the world with predators.) If you look at birds, plants, insects, etc., calculating the base extinction rate
is harder because these organisms don’t fossilize well. However, from what is known the results do not change much. Nor do they change much on
other continents. There was a mass extinction in the Pleistocene, in which humans may have been a factor, but that extinction ended centuries ago.
On the other hand, North America has at least 31 introduced mammal species, so biodiversity is up 3%, and this may be causing a speciation
explosion. There is at least as much evidence for an “Anthropocene Explosion” as there is for a “Anthropocene Extinction”. Man is the only species
that gives sanctuary to more species than it drives extinct. Domestic and semi-domestic species from aurochs to camels to ginkgos would be long
extinct if not for the intervention of humans.
c. Green Heart Limit. For Player Green, the lowest green heart icon visible on the Clouds sets the
maximum number of Organs each of his Species can have if a mutagen event occurs.20
d. White Organ Shield. For every white organ a Species has, its heart limit (dark or green) is increased
by two. If a Species loses white organs during an event, its heart limit decreases right after the event.
e. Monsters. If a monster token suffers an Atrophy during mutagens, the species size is reduced instead. If
it suffers an Atrophy at the minimum size (size 1), remove the monster token instead. See J4.
f. Haustorium. During a mutagen event, a Species with a haustorium Skeletal Number of 5 must use the
dark heart limit (D7b) and a Species with a haustorium Skeletal Number of 0 must use the green heart
limit (D7c). See J5.
g. Order. Atrophy Organs in player order (A5).
Example: The albedo level is 0.2 (green heart = 3) when a mutagen strikes. Don’t forget to first churn the
display. Player Green has a size 3 Species with 3 basal cubes and one monster token, which counts as 3 Plus
Organs. The Species loses 2 organs by shrinking twice to size one and loses a third organ by discarding the
monster token along with its mutation card. Another Species has 4 basal cubes, including one white cube, and
this Species is unharmed.
20
ANGIOSPERMS are a totally new plant type evolved during the Cretaceous, rapidly colonizing landscapes across the world with flower- and
fruit-bearing shrubs, trees, and herbaceous browse. The secret of their success is coevolution with animals, especially insects, to disperse their
genetic material.
21
HIGH OR LOW METABOLISM PHYSIOLOGY seemed to determine the winners and losers in mass extinctions. In the biggest, the twin P-Tr
extinctions, the losers were low-metabolic genera, especially marine filter feeders. Possibly high concentrations of CO2 overwhelmed their ability to
supply oxygen to their tissues, while the higher metabolism animals survived with a closed and well buffered system with active circulation and gills.
On land, the neopterous insects (those with hinged foldable wings) survived, possibly because their complete metamorphosis allowed larva, pupae,
and higher metabolism adults. The paleopterous insects (not able to fold their wings, like dragonflies) took heavy losses, in the only mass extinction
in arthropod history.
a. Triggerhappy Superpower. If an Event includes the gun icon, the Medea supervillain (E8) can
decide that all the disks of that color are moved, not just one. They all come from the indicated reservoir
and go to the indicated reservoir. This superpower must be applied globally, e.g. if the Event liberates a
continental green disk, the gun would liberate all continental green disks.
b. Ricochet Rule. If the Medea triggers a gun, he must immediately surrender the Medea card to another
player of his choice. The ricochet rule is only used if Player Green is in the game.
c. Microbe, Conflagration Events.23 An Event that has the or icon does NOT occur if
oxygen levels specify “no microbes” (6 or fewer green disks) or “no conflagration” (more than 6 disks)
respectively.
Example: The first wetlands eutrophication event has the “requires microbe” icon, so it occurs only if oxygen
levels are more than 6 disks (since the anaerobic bacteria only function in low oxygen).24
d. Precipitation Events. An Event with the icon occurs unless the cloud level indicates “no
precipitation” (because there are no clouds). This region extends from zero to three white disks, and the
“cloud-cover precipitation” extends from 8 or more disks.25
Example. During a megamonsoon, the 3 Events bracketed by precipitation occur. However, the Earth’s albedo
is 3 white disks (“no precipitation”), which cancels these Events.
e. Cloud-Covered. An Event marked with the cloud-covered icon only occurs if the cloud level is
cloud-covered, as indicated on the Clouds.26
22
RESERVOIRS. “Photosynthesis partitions carbon on the Earth into two great reservoirs: the organic carbon reservoir of almost everything living as
well as of coal, oil, and other organic remains, and a larger reservoir of inorganic carbon that has not passed through living things, including the
limestone in a reef and carbon dioxide in the atmosphere. At the close of the Permian a massive amount of organic carbon was released into the
atmosphere and oceans. Where it came from is the critical issue. Among the possibilities is that it reflects the carbon in all the plants and animals
that died, or the burning of massive coal deposits in Siberia, or the release of methane gas trapped in sediments on the outer shelf of the
continents.” Douglas Erwin, “Extinction”, 2006.
23
WITHOUT FIRE, vast areas of humid C4 grasslands and savannas, especially in South America and Africa, would become closed forests. W.J.
Bond, 2004. This assumes CO2 levels are high enough to favor C3 trees over C4 grasses, see footnote 16. As this game goes to press, a discovery
was announced that humans are not the only animal to use campfires (card #82). Two species of fire-foraging raptors in Northern Australia have
been observed to deliberately start brushfires by carrying firebrands in their talons from other brushfires.
24
DECOMPOSERS break down dead or decaying organisms. Most breathe oxygen and exhale carbon dioxide, such as fungi and aerobic bacteria. In
low oxygen conditions, anaerobic decomposition is performed by acetic acid-forming bacteria (acetogens) and methane-forming archaea
(methanogens). The latter are found in the guts of deer, giraffes, cattle, and termites to digest cellulose. The cycling of the white disk to the
atmosphere represents the belching of the potent greenhouse gas methane.
25
“PRECIPITATION is determined by complex atmospheric circulation patterns that are not solely determined by the local temperature. A region with
no precipitation will not form glaciers no matter how cold it gets.” Pierrehumbert, Principles of Planetary Climate, 2010.
26
CLOUDS are climate neutral in this game. They reflect sunlight, which cools the planet. But on the other hand, they are a powerful greenhouse,
which warms the planet. A cloudy planet like Venus has an albedo of 0.8 (80% of sunlight reflected), compared to a partially cloudy Earth with an
a. Rain-Shadow Constraint. This icon indicates the white disks Degassed to Continental during a
Reservoir Event always go into a rain-shadow biome: either (1) the center hex of any Craton or (2) into
a Biome adjacent and downwind of any mountain (black disk). For each mountain, look at the wind
indicator on the Latitude Strip for the mountain’s Latitude to see the direction of the Wind. If there are
several possibilities, the Medea decides. If there are no possibilities because all rain-shadows have a
Disk of Damocles of a higher hierarchy, the event is canceled.
albedo of 0.3. You can easily feel the cloud greenhouse by walking outside before dawn. If it’s cloudy the air will be not much cooler than during the
day, but if it’s a clear night under starry skies, you can almost feel the heat escaping into the vastness of space.
27
METHANE OUTGASSING is simulated in the game by cycling offshore carbon to the atmosphere. It is the prime suspect for the greatest extinction
events, such as the late Permian extinctions. The reason is that the fossil record across the P/Tr boundary shows two spikes of isotopically very
“light” carbon (enriched in C-12, indicating a biological source) released in a very brief amount of time (<160,000 years). The effects were global,
involving at least 2500 Gigatonnes (Gt) of methane. Only marine methanogens, which produce very “light” methane in the continental shelves, could
have suddenly released so much stored carbon this light. In less than a century, the released methane would have oxidized to CO2, either in the
oceans (by bacteria) or in the atmosphere (by OH radicals). Methane is a strong greenhouse gas, so the greenhouse would have skyrocketed, with
a gradual reduction as it is converted to the much weaker greenhouse gas CO2. (Note however that although the absorption coefficient of methane
is almost the same as CO2, the methane absorption spectra is shifted so that is is not eclipsed by that of water vapor, making methane seem a
much stronger greenhouse gas.) Because the oceans became hypoxic with the oxidation of so much carbon, immobile filter-feeding corals,
crinoids, bryozoans, and brachiopods took catastrophic losses. These creatures, which absorb O2 through the skin without gills or a significant
circulation system, were unbuffered against the new ocean chemistry. The few survivors were mobile creatures with relatively high metabolism
(vertebrates, clams, snails, and crabs). These creatures had a closed and buffered system able to deliver sufficient oxygen to their tissues in spite of
massive CO2 or CH4. Similar extinction patterns occurred on land as well, among insects and vertebrates.
28
IN EARTH’S GREENHOUSE EFFECT, “we find that water vapor is the dominant contributor (˜50% of the effect), followed by clouds (˜25%) and then
CO2 with ˜20%. All other absorbers play only minor roles. In a doubled CO2 scenario, this allocation is essentially unchanged, even though the
magnitude of the total greenhouse effect is significantly larger than the initial radiative forcing, underscoring the importance of feedbacks from water
vapor and clouds to climate sensitivity.” Gavin Schmidt, NASA Goddard, 2010.
29
On a summer’s day in my hometown of Tucson, the interior of a parked car can soar above 50°C. There are two possible explanations: (a)
greenhouse backscatter (some of the heat trying to escape through the glass is backscattered, heating the interior), or (b) convection blockage
(heated air that is blocked from rising gets much hotter than air free to rise and draw in cooler air). Which explanation accounts for most of the
temperature rise in an actual parked car or greenhouse? This question is debated, and could be resolved by a high school level science experiment.
Yet to my knowledge the experiment has not been performed.
E. Actions
During the action phase (A2), each player performs a number of actions (E1 - E8) as determined by A2a. You
can choose the same action multiple times, or different actions in any order, on the same or different species.
30
DARWIN’S DILEMMA. Small ponds favor rapid evolution. Chapter 6 of “On The Origins of Species” (1859) is entitled “Difficulties with the Theory”. In
it, Darwin wrote: "Firstly, why, if species have descended from other species by insensibly fine gradations, do we not everywhere see innumerable
transitional forms? Why is not all nature in confusion instead of the species being, as we see them, well defined?" T he fossil record shows that
speciations normally go through initial rapid change, and then as they reach large populations, they enter a period of phenotypic stasis, in which
their gross morphology changes little. The game simulates this stasis by counting unborns. This is sometimes called punctuated evolution, and
without this effect, there would be no species, only a blur of varying individuals, some of which can interbreed. Large central populations are
stabilized by their large volume and the process of panmictic gene flow. New and even beneficial mutations are diluted by stabilizing selection, in
which genetic diversity decreases and the population mean stabilizes on a particular trait value. Large populations also increase koinophilia, the
tendency of breeding animals to preferentially seek mates with a minimum of unusual or mutant features.
31
WEED ANIMALS are species that initially radiate in astronomical numbers, but then go into stasis or even extinction as the environment matures in
climax. The spark is often a disaster, which can range from a plowed field to a meteor strike. Two recent (post-Columbian) weed animals are
passenger pigeons (once the most common bird in America), and Rocky Mountain locusts (one swarm estimated at 12 trillion grasshoppers, a
Guinness record). Such decimations are usually blamed on hunting, but hunting has rarely, if ever, driven American mainland species to extinction.
How could hunters drive passenger pigeons extinct while leaving intact at least 909 of the 914 other nearctic bird species? According to Charles
Mann, in his book “1491” (2005), the disaster that spawned huge numbers of weeds (including the American bison) was the decimation by disease
of aboriginal humans (sometimes misnamed “native Americans”, even though they were an invasive species). As keystone species, they managed
the forests through widespread anthropogenic fires and fire-stick farming, and crafted much of the landscape he calls “the artificial wilderness”. In
Christmas bird counts in my hometown of Tucson Arizona, we documented the rise of the Inca Dove, a recent immigrant from Mexico related to the
b. Emotional Bonus. The cost required to select any card is halved if since the beginning of this phase that
Species has had one or more emotions (J6) of the card’s color. If it had more than one, see J6e.
Example: Your only Species has 4 Living Creeples and thus 3 Unborn Creeples. It has the blue emotion (sexual
jealousy). You want to select the second and third cards from the left on the Darwinian (bottom) row, which
have a cost of 2 and 4 respectively. Both Mutations are blue, so your costs are halved. You have 3 Unborns,
enough to select both cards.
c. Plus Organ. After playing a Mutation into your Tableau, put the Organ (sometimes 2 Organs) of the
color specified on the Mutation card. Place the cube over the cube icon marked with a “+”. This cube is
called the Plus Organ.
d. Player Green is not allowed to select any Mutation from the upper row (i.e. the metabolism row with
yellow and red cards) unless the Mutation has the Horror-plant icon next to the card title.32
e. Refresh. After all your actions have been performed, refresh the Display so that it once again has 5 cards per row.
Do this by moving each card in the Display to the leftmost empty position in its row. Then draw new cards to fill
any remaining empty positions so there are again 5 cards in each row. Draw cards from the respective metabolism
or Darwinian draw deck to fill the rows from the leftmost empty slot.
Note: In the unlikely event a deck runs out, make a new deck from discarded Mutations of the appropriate colors.
passenger pigeon. In southwestern cities where grass seed is used to create irrigated lawns, the annual counts were many thousands in the 1990’s,
down to just 8 this year. Other dove species remain untouched, so the reason for this shocking decline is unknown.
32
METABOLISM is the aerobic activities of the circulatory (yellow cards) and nervous (red cards) systems. Plants have mitochondria and thus breathe
oxygen and make ATP, like animals. Nevertheless, without muscles or nerves their metabolism is limited. Some plants, such as skunk cabbage, use
their relatively high metabolism to melt through snow and thus gain a competitive advantage in the spring. These adaptations, the first steps toward
plant endothermy, may someday turn the arctic green. This has not happened yet perhaps because the ice and snow of today’s Ice Age is so
recent.
e. Maximum Size. You are not allowed to promote a card to an orientation with a maximum size (J1) less than
your current size, unless the card would speciate into a kiwi (E3e).
f. Mutualism Icon. See J2.
g. Venom Icon. See J3.
h. Personality Formation. Each promotion allows you to rearrange the promoted cards of the Species,
including the formation of both halves of an emotion as part of its personality per J6. However you cannot
remove emotions. Organize the Species Tableau so that the uppermost Mutation is part of its personality
row.
i. Speciation Promotion. If you promote to an orientation depicting a Creeple shape, this promotion is treated
as a speciation (E3) instead. This speciation is disallowed if you already have any Living Creeples of the
resulting Shape.
c. Recession. If the promotion shows the recession icon for a color, then the new Species must discard
one of its new Basal cubes of that color (if it has any). This is an involuntary neoteny (E5) and thus does not
drive the new Species extinct.
d. Newborn Daughter. Take 1 Unborn Creeple of the new Species and use it to immediately replace one of
the mother’s creeples. This drives the mother extinct (I3) if it was her last Living Creeple. The daughter
starts Endangered if she can’t inhabit the Biome. Put all other creeples for this species on its Genotype card.
e. Maximum Size. If the mother is larger than the maximum size (J1) of her daughter, the daughter becomes a
kiwi (E6b) using the archetype shape. If this is not possible because the archetype is already in use, or if it
is a tooth & claw then the promotion is not allowed.
33
CAMBRIAN EXPLOSION is a speciation event that occurred on turn 0 of this game. It included the proliferation of a dozen new plant and animal
morphologies judged novel enough to be ranked as new phyla (including the 4 players in this game). Never again would there be such a burst of
morphological innovations, even after severe holocausts. For instance, the Permian-Triassic (P-Tr) mass extinctions ended over 90% of the world’s
marine species, returning to a world at least as barren as before the Explosion. One would expect that the depopulated ecospaces would trigger
many innovations. Yet, the slowly recovering populations created nothing distinct enough to be judged as a new class or phylum. It is as if the
developmental processes constructed during the Cambrian would constrain subsequent reorganization over time. Douglas Erwin, 2006.
34
NEOTENY, the retention by adults of traits previously seen only in the young, is seen in animals such as the Axolotl, a Mexican salamander.
Normally salamanders, like all amphibians, go through a gilled larval phase and metamorphose into air-breathing adults. But although the Axolotl is
descended from terrestrial tiger salamanders, it is totally aquatic. It retains its gills throughout its life cycle and breeds in its larval form. Thus
biological neoteny has shed the adult characteristics, in a "backward" step in evolution.
35
THE KIWI RULE is so named because one of the designers (Doull) comes from New Zealand, which has no native mammals except two species of
bat and where birds (and some insects) fill most of the ecological niches traditionally inhabited by mammals, in many instances becoming flightless
as they did so. Given the size adjustment, it would have been better to call this a moa or elephant bird rule. Or a dodo rule, since the idea is that the
new creature has evolved on a predator-free island and thus has no anti-predator specializations.
F2. Dispersal. DP = +
Starting from its mother, disperse the Newborn Creeple up to its Dispersal Points (including zero DP), ending up
in a Biome as an Herbivore or Carnivore (F6). If you fail to disperse to a habitable place (F3c), return the
Newborn to Unborns.
a. Dispersal Points. Each Creeple individually has a number of dispersal points (DP) equal to the number of
blue organs plus size of the Species.37 To disperse a Newborn, move it from hex to hex, costing dispersal
points (DP) for each hex entered. It does not cost any extra DP to enter a hex with creeples. See F3a for DP
costs to enter each Biome, and F3c and F4 for restrictions on inhabiting a Biome. See F5 for the special
rafting maneuver.
Example: On turn one, your Archetype has 1 DP, because of its starting size of 1 (C1e).
Example (Speciation & Dispersal): For your first action, you speciate your archetype, giving birth to a
swimming daughter. You choose an archetype dome in a forest to be replaced with a swimmer shape. The
swimmer starts endangered, because swimmers can’t live in forests. An enemy predator in the forest also
becomes endangered, because its prey is endangered. To save the new species, you also perform a populate
action. Because your new swimmer has a blue organ, you place 2 swimmer newborns. During dispersal, these
two disperse starting from the endangered mom. One disperses as a predator to a nearby swamp, and the
second daisy-chains from the swamp to a bloom in the offshore.
36
THE MEDEA SUPERVILLAIN refers to anaerobic microbes under heavy selection pressure for hundreds of thousands of years to eliminate all
macroorganisms and return the planet to the single-cell only paradise it was for its first 4 billion years. The superpower “methanogen” refers to the
microbes bred to store their methane waste products under an icy cap. The evil plot is to opportunistically await a good earthquake, meteor, or drop
in sea level that releases such a huge plume of supergreenhouse gases that the oxygen-breathers go extinct, leaving the methanogens to spread
their genes and inherit the Earth. Medea mediated methane releases are suspected of causing the biggest extinction event recorded, the twin P-Tr
extinctions. The Medea concept was introduced in card 60 in Bios:Genesis, and I hope including a supervillain in the game will be in keeping with
movie trends nowadays.
37
LOCOMOTION COSTS decrease with increasing size. When running at the trot-gallop transition speed, a 30 gram mouse uses 6X the amount of
watts/kg than a 300 kg horse does. This is because small animals take more strides per second, and because smaller animals generate larger
forces in their running muscles relative to their body mass. Walking, flying and swimming migratory animals tend to be larger than their
non-migratory relatives. Locomotion costs on land have an important physics advantage over flyers and swimmers. When traveling by momentum
exchange with a fluid, with for instance the beating of fins and wings, conservation of momentum and energy dictate that perhaps half of the energy
expended is wasted moving the fluid backward. Whereas the feet of a land runner move the planet only insignificantly backward, transferring almost
100% of the energy into forward motion. Strange as it may seem, a runner is always faster than an equivalently muscled flyer (in level flight), and an
auto is faster than a plane or boat with the same powerplant.
F5. Rafting.40
A Creeple may disperse from one Coast Biome to another Coast Biome in the same Latitude (including
wrap-around, see D3b). Rafting is possible between Continents/Cratons, stopping at the first encountered
Coast, or even between 2 Coasts of the same Continent. Rafting is only possible in Latitudes with Wind and
the Creeple must follow the Wind (i.e. directly west or east, no turning) and must move from one Coast to
another. Rafting costs 1 DP for flyers or swimmers, and 3 DP for others (this is in addition to the cost to enter
the hex).
a. Tooth & Claw Game: The wind direction is always blowing from the east to the west (i.e. right to left).
b. Achterbahn game: Wind only blows in Latitudes 1, 3, 4, and 6, and only in the direction shown on the
Latitude Strip.
c. Windy Event. If this biosphere event occurs, then for that turn only the Wind blows in all
Latitudes and in both directions.41
d. Blooms. Rafting to a bloom costs +1 DP to enter (swimmers only).
e. You cannot raft over any biome within a Craton.
40
MASSIVE RAFTS dislodged from the Amazon jungle have been observed to include monkeys and jaguars. However, on the scale of this game, the
rafts are mainly “lost world” islands or subcontinents that rift from the mainland, and travel via plate tectonics to fetch up on a foreign shore. This can
happen because the island is attached to an oceanic slab of lithosphere which is being subducted at the foreign shore. Examples include Iberia and
India. The latter rifted from Madagascar, and traveled northward to hit Asia at speeds of up to 15 cm/year, something of a plate tectonic speed
record.
41
THE PREDOMINANTLY EASTERLY GLOBAL WIND would have been reversed on the western coast of a supercontinent. During the Triassic,
surface convergence of these winds with the Pangea high pressure system brought increased seasonality and megamonsoons, leaving the Pangea
interior so dry as to be virtually uninhabitable.
42
CHEWING, the preprocessing of vegetation with teeth, is one of the most dramatic herbivore inventions of all time. Reptiles, both herbivore and
carnivore, do very little chewing. But both dinosaurs and mammal herbivores normally masticate their vegetables thoroughly, or in the case of
ruminants, rechew them. Cheeks are used to keep the bolus of food in place while chewing, contrasted to reptiles that allow pieces of food to fall to
the ground when bitten. Dinosaurs continuously replace their teeth throughout their lives, like sharks, as contrasted to mammals, who have only one
adult set of teeth that must last their entire lives. An old elephant, for instance, is doomed when finally her last tooth wears away to nothing. The
battery of teeth and tooth-making apparati in ceratopsids helps make the Triceratops skull among the heaviest in terrestrial history. The conveyor
belt molars in hadrosaurs are such that its duckbill mouth can support a thousand teeth, although only the outer edge of each of the four tooth
batteries are active. The skulls of dinosaur carnivores, in contrast, are very light and gracile. Chewing is unimportant for carnivores, and their jaws
only move fore and aft, the better to shear meat off the bone. If the jaws could move from side to side, like herbivore jaws, it would be like trying to
shear paper with scissors with a loose joint. The difference in dentition is the most defining physiological trait that distinguishes dinosaurs from
mammals, a theme explored in my game American Megafauna.
Example. The moose and squirrel from the previous example are vying for dominance in the weeds. The
climate is hothouse and the weeds are in a humid latitude. The squirrel has 3 green Organs, and the moose
only 2, so the moose dies. But if instead it is an Ice Age with a white dice icon, and neither moose nor squirrel
have any white organs, then the contest continues with G6.
43
ENDANGERED SPECIES are normally threatened by habitat loss or by niche competition. Unless they evolved on a predator-free island, carnivores
are only a factor in extirpation, with the major factor being starvation in competition with herbivores bearing anti-predator defenses. In this game,
herbivores are more afraid of other herbivores then they are of carnivores.
44
CARNIVORES have a very short digestive system compared to herbivores. Vegetation consumed by a small carnivore would simply pass through
without being digested. Large carnivores have an advantage, because food spends more time in their digestive systems. Whereas an herbivore
might actually benefit from nibbling on a carcass. Indeed, herbivores with simple vat stomachs, such as elephants, horses, and giant sloths,
occasionally eat meat, if they have the opportunity.
45
PREDATOR’S DILEMMA (strategy tip). Imagine a forest with two herbivores: a caterpillar and a porcupine. Without predators, it seems peaceful.
But it’s not. The herbivores are locked in a deadly eating contest, and the caterpillars are winning since they are better adapted to eating trees than
porcupines. Give them 10 million years, and the porcupines are extinct. But suppose you are a bird entering the forest, eating the caterpillars. With
fewer caterpillars eating the trees, the porcupines enjoy a population boom, and in 10 million years, both the caterpillars and the birds have starved.
This is the predator’s dilemma. If you fly into the forest, you kill both your favored prey and yourself, so it is better to stay out until the porcupines
are extinct. (This fable is not a rule, it’s a consequence of the rules).
46
EPEIRIC SEAS were common in the Paleozoic and Mesozoic, when sea levels were high enough to reduce Baltica to a smattering of small islands
and bisect Laurentia (now North America). The shallow (<200 meter) waters over flooded continental shelves provided habitat for over 90% of
marine species, then as now. One reason for the high biodiversity is that sea life depends upon nutrients washed down from the continents, and
another reason is that ocean photosynthesis is confined to the surface. Accordingly, sea life suffers in an Ice Age, when the sea levels drop
exposing the shelfs, and there is little run-off. Ocean biodiversity also suffers if there is a supercontinent, which has limited coastlines and whose
nutrient supply is seasonally limited. Most of the animal classes of the Mesozoic Epeiric Seas, such as ammonites, ichthyosaurs, mosasaurs, and
plesiosaurs, are now extinct.
47
PREY SIZE is about the same as predator size in today’s African Serengeti or in dinosaur assemblages. Solitary hunters can attack animals up to 3X
their size, or 5X in the case of pack hunting. This is a one step size difference in the game. In Africa, herbivores over 1-tonne (i.e. sizes 5 & 6) are
generally immune to predators, although their eggs and young are attacked. Extreme size differences between predator and prey, such as between
echolocating bats or whales and their prey, are rare.
48
SCAVENGERS. The lower the skeletal number, the more likely it is to adopt a scavenger or detritivorous (decomposer) ecological role. Most
terrestrial scavenging is by Player Green, especially the hyphae of fungi. Second place is by earthworms, one of Darwin’s pet creatures. Third place
goes to Player Black, and the larvae of beetles and flies dominate rotting compost piles and corpses. Vertebrates have very few scavengers.
Hyenas, for instance, get most of their nutrition from hunting, not scavenging.
49
CARNIVORY is an almost parasitical “hakuna matata” lifestyle. Some herbivore has already done the hard part of transforming salad into fresh meat
so similar to your own tissues. Most of the animals that made the Ordovician beachhead were carnivores, including marine snails, arachnids,
amphibians, and reptiles. Even today these groups remain almost totally carnivorous. One wonders just what it was that was eating the plants, or
were the first land animals only scavenging beached remains of ocean life? Studies of ocean floors in very low oxygen regimes indicate that
carnivores require 3 to 10% oxygen to appear in the food web.
50
ENDOTHERMS are “warm-blooded” creatures with high metabolic rates, bringing the body temperature to an ideal for muscle performance. This
temperature is often maintained by the insulation of fur or feathers. The basal metabolic rates of small endotherms such as birds and mammals are
at least 10X than those of equally-sized ectotherms such as reptiles, fish, and mollusks. Endotherms are considered keystone species in this game,
with a disproportionately large effect on their environment.
51
GIGANTOTHERMY refers to the high volume to surface area ratio of megafauna, conferring an advantage when the outside temperature is too hot
or too cold for efficient metabolism. Since an animal loses heat through its surface area, and generates or stores heat with its volume, it can
maintain an ideal temperature with its mass alone. This “inertial homeothermy” is helpful for both endotherms and ectotherms. High metabolism
would have been a disadvantage to big dinosaurs, which would have had trouble getting rid of excess heat. Elephants are prone to heat stroke, and
help avoid this with radiative ears and spraying water. The dinosaur metabolism, whatever it was, certainly partially depended on gigantothermy:
size 3 dinosaurs (20 kg) are very rare, and there are no size 1 (mouse-sized) dinosaurs (that are not birds). This dependency very likely led to their
sudden extinction. The distinction between the metabolic strategies of endothermy and ectothermy is greatest at small sizes, and disappear at the
size of large sauropods.
J. Traits
Traits are non-heritable adaptations depicted by an icon on a Mutation. Effects of venom, emotions, etc. are
active even if the Plus Organ is lost (e.g. Cheshire Cat). Monster effects end if the monster token is removed.
J2. Mutualism.
When you promote to an Orientation with the mutualism ability, and only then, you must choose a host (if any
are suitable). A host is another Species which shares a Biome with your promoting Species (as predator or
52
EXTINCTIONS are rare at the scale of this game, where players are phyla and Creeples are classes. While species rarely last the length of one
game turn, phyla and classes have proven to be practically immortal.
53
POLAR BEARS seem headed for extinction as global warming melts the Arctic ice, but not all is as it seems. The polar bear is actually not a distinct
species, but a subspecies of brown bear. Brown bears and polar bears can mate, and the hybrid offspring is called a “Pizzly” (so-named because
brown bears are called “Grizzlies” in the USA). During the last 2 million years, the earth has generally been in a deep freeze, but punctuated by a
dozen or so brief interglacials warm enough to melt the polar ice. We live in the latest such interglacial. An isotope analysis of a 130,000 year old
fossil jaw, combined with a molecular clock study of living polar bears and brown bears, suggests that polar bears switched from an omnivorous
forest diet to a diet of seals in just 20,000 years. At the time, the ice was just forming after the Eemian interglacial, the most recent interglacial with a
climate rather warmer than today’s. How can a totally new lifestyle evolve so quickly? I believe the answer lies in the latent genetic blueprint carried
by brown bears, containing the genes for the polar bear’s behavior, sealing jaw, and white coat. This genotype has been perfected during the
millions of years of the present Ice Age, but introgresses during each interglacial when the ice melts, only to be resurrected again during the next
deep freeze. (Introgression is a gene flow between species by backcrossing of hybrids.) Thus the polar bear is a type of Ice Age Lazarus, and for it
extinction is not necessarily forever. This story of the polar bear is similar to that of the peppered moth in Industrial Britain, a famous tale of
evolution in action.
J3. Venom.
Venom is a Trait conferred to a Species by the black widow icon on one of its Mutations. A venomous herbivore cannot
be eaten by a Carnivore unless the Carnivore is either venomous itself, immune (J7), or larger (F4b).
J4. Monster.
A monster is a Trait that places a monster token on the Mutation. This token is considered to be multiple Plus Organ
cubes, as many cubes as the Size Dice of the Species. This monster token, of the specified color, is placed during
promotion (E2d) to a monster. If a monster token Atrophies, e.g. during radiation or mutagens, the species size is
reduced instead, see “Atrophy”. A monster token and its card cannot be removed until the Species is at size 1, and if so
the removals are permanent. The monsters are Godzilla, Kong, Kraken, Dragon, and Yeti, with apologies to the monsters
too many to be represented.
Example. Your size 2 Species has a tentacled head, which is a green monster conferring 2 effective green Plus
Organs. You suffer a double Atrophy during a mutagen event. You absorb one Atrophy by reducing size to 1,
and the second Atrophy by removal of the monster token. This discards the tentacles card, unless it is part of a
personality and lingers due to the Cheshire Cat rule.
J5. Haustorium.
If a Species has a promoted haustorium mutation (card 56), this Species has a specific Skeletal Number (either 0 or 5) that
overrides the player’s normal skeletal number for this Species only. Thus in contests (G7, H6), this Species always has
the lowest number (if parasitic plant), or the highest (if parasitic fungus). During a mutagen event, a Species with a
haustorium Skeletal Number of 5 must use the dark heart limit (D7b) and a Species with a haustorium Skeletal Number
of 0 must use the green heart limit (D7c).
54
THE DOMINANT HERBIVORE in today’s New World tropics is not a vertebrate but the leaf-cutting ant Atta. I have seen my garden in Arizona being
carried away like the Great Birnam Wood in Macbeth. The ant doesn’t actually eat the leaves, but instead feeds them to subterranean gardens of
fungi (once again, the real dominant herbivore). Thus the ants have invented agriculture. The fungi they harvest is a unique coadapted species,
which like maize could not survive without the farmers who have bioengineered them.
55
EMOTIONS are a primitive form of language, defining “language” as a cognitive tool for organizing sense data and thereby setting a behavioral
mode. This mode sets an imperative: “eat”, “mate”, “fight”, “flee”, along with the complex algorithms for accomplishing these biological functions. In
all vertebrates since jawed fish, emotions are programmed by the limbic system. The decision-making algorithms of invertebrates are often heavily
influenced by pheromones. In tense mating situations between carnivores like spiders, the emotional state of the female determines whether her
suitor gets eaten or not. The decisions in eusocial insects like honey bees are also state-dependent — they interpret ambiguous stimuli more
negatively following experience of an aversive event.
56
HAPPINESS here is less Aristotle’s eudaemonia and more the satisfaction of a full belly. Accordingly, the green emotion is the hunger drive, the blue
emotion is the sex drive, the yellow emotion is flight, and the red emotion is fight.
57
LANGUAGE has nothing to do with communication. The two have very different functions, and creatures can have one without the other. Only in the
genus Homo are the two so intimately intertwined as to be inseparable. As modeled in Bios:Genesis, communication can be between cells or
individuals, using a variety of chemical or sensory means. Most animal communications are variations of “come hither!”, “stay away!”, or “take cover
everyone!”. Language, on the other hand, is a tool of cognition. Its function is to organize the kaleidoscopic succession of sensory material, the
“blooming, buzzing confusion” as William James calls it, and integrate them into cognitive units called concepts. Language is useful, even essential,
for a man alone on a desert island. These ideas are developed further in the third game of the Bios trilogy: Bios:Origins.
58
CHESHIRE CAT refers to the smile left behind when the cat is gone, likened here to the persistence of a personality.
59
CURIOSITY, the purple emoticon in this game, is associated with experimentation and learning, otherwise known as intelligence. It is associated with
the cerebral cortex in mammals and the corpora striata in birds. These structures of the nervous system allow expectations based upon generalities,
a type of percept formation and subconscious induction. However, associative learning is a universal adaptive mechanism shared by plants and
animals, as proven, for example, by experiments with pea seedlings in a Y-maze. The psychologist Julian Jaynes argues that intelligence has
nothing to do with consciousness, the strange ability to review a collection of past experiences in a mental re-enactment. This distinguishes tools,
and tool-use, from technology, i.e. a tool whose function can be visualized even before it is made. This distinction will be explored further in
Bios:Origins, the third game in the Bios trilogy.
60
A RIGID EXOSKELETON is vulnerable to impacts since it is filled with incompressible body fluids. Small arthropods may survive falls due to a very
low terminal velocity, but larger spiders and millipedes split open if they fall. The giant cricket called the weta cannot survive jumping stresses that a
similar-sized mouse can easily handle.
61
OCEAN LOSS on Mars and Venus dumped the water into the atmosphere, some of which made it into the ionosphere. Here it was ionized by cosmic
rays, and the lighter hydrogen lost to space with the solar wind. And the leftover oxygen? This apparently combined with a carbon source to form
the carbon dioxide atmospheres of both planets today. The source of the carbon is unknown. It’s the same problem for the Earth. Was it mostly
organic (C- H- containing molecules) to begin with, or lots of CO2, or something else? For the Earth to have been warm early in its history, when the
sun was faint, there must have been plenty of carbon-bearing molecules around. Hundreds of times more CO2 than today, or lots of methane.
Regardless, thanks to the long-term presence of oceans and the hydrologic cycle, most of that is now in the form of carbonates in the ocean
seafloor or deep in the crust. On Venus or Mars, loss of ocean would have made such a sequestration impossible. Jonathan Lunine, 2017
62
THE RUGGED SOUTHERN HIGHLANDS OF MARS tower kilometers over the smooth basins of the northern hemisphere. It is mysterious why the
two hemispheres of Mars are so different, no other planet has such a division. If Mars had an ocean during its Hesperian Era, the north would have
been underwater and the south high and dry. Unlike those on Venus, the Martian highlands are heavily cratered and thus ancient, making a
continental origin unlikely. However, Pathfinder identified one highland rock with an elemental composition consistent with andesite, and Mars
Surveyor discovered faint magnetic traces of parallel magnetic strips, perhaps ancient spreading centers. This scenario assumes that Mars still has
two very slow-moving cratons, divided by Valles Marineris.
63
THE HIGHLAND PLATEAUS OF VENUS may contain light-colored granites, according to recent infrared data from Venus Express. You may
remember from Bios:Genesis that terrestrial granite comprises the low-density chemical "scum" of continents buoyantly supported with a deep root
into the mantle. Another indication of continents on Venus are the arcuate trenches known as chasmata found around Aphrodite. Similar to trenches
at terrestrial subduction zones, they may indicate ancient continents, produced by past volcanic activity and once surrounded by oceans.
64
MOIST GREENHOUSE RUNAWAY occurs if water vapor from overheated oceans increases the troposphere humidity to 20%. Water vapor is the
biggest driver of the greenhouse effect and unless it is lost to space rapidly, it allows the atmosphere to accumulate even more water. The
atmospheric temperature could rise to 1000°C, enough to melt the surface and decompose limestone. The runaway greenhouse threshold is largely
independent of CO2, since the IR opacity is overwhelmed by the greenhouse of water vapor.
65
SNAIL TECTONICS ON MARS may be due to the small size of the cooling Martian core. Around 4.1 Gya, this also shut down its magnetic field and
halted most volcanism.
66
SNAIL TECTONICS ON VENUS may have been responsible for its global resurfacing 300–600 Mya ago, estimated from cratering records and the
time of the Late Heavy Bombardment as dated by lunar rocks brought back from the Apollo mission. But the tectonics then halted, possibly because
Venus became so dry and hot. Dry rocks retain greater strength at high temperatures than do wet rocks, and dry melts have viscosities that are
orders of magnitude higher than those of wet melts. Moreover, a surface temperature a couple of hundred Kelvin hotter than Earth and a thick
basaltic crust make the lithosphere less dense than the underlying convecting mantle. And instead of splitting into cratons as on Earth, the hotter
cracks healed faster. Both factors may have halted plate bending and subduction. Once subduction stopped, there was nothing to stop the buildup
of CO2 in the Venusian atmosphere.
67
VALLES MARINERIS, possibly a huge tectonic subduction valley, divides the two equatorial cratons Tharsis to the west and Arabia to the east.
68
MEDEA is alive and well on Mars! Sporadic releases of methane are a possible indication of clathrate hydrates in a Mars cryosphere, which makes a
gun episode possible. The source of methane is likely not volcanic, due to the lack of sulfur dioxides. One possible source are Martian
methanogens living deep in the crust.
69
HURRICANE WINDS blow constantly on Venus in a westerly direction, the same backwards direction that Venus rotates. At some altitudes, the
winds blow at 700 km/hr, twice that of Earth jet streams. Although the surface winds are only a few km/hr, at 93X Earth atmospheric density this is
enough to move small rocks. Winds on Mars are occasionally 300 km/hr, yet with an atmospheric density only 0.6% that of Earth at sea level, such
winds feel like a gentle breeze of around two kilometers per hour—hardly enough to move fine dust. The game assumes the atmosphere of Mars
was once far thicker.
71
HOT VENUS is closer to Sol than Earth, yet its Bond albedo is so high (0.8), its surface actually receives less solar energy as does Earth. So why is
Venus so hot? The molecular weight of diatomic gases such as O2 and N2 is only ⅔ that of a triatomic gases, such as CO2. In a column of
atmosphere a hundred kilometers high on a planet the size of Venus or Earth, the heavy gas CO2 leads to a pressure of 93 bar, versus 1 bar under
a diatomic atmosphere. Gas under high pressure is hotter, just touch your bicycle pump after vigorous pumping. The greenhouse effect should be
larger on Venus, mainly because higher density atmospheres have a larger thermal backscatter. The almost pure CO2 air of Venus cannot have
much of an effect on the greenhouse, since the day and night surface temperature of Venus are the same. See the next footnote for the effect of
clouds on Venus.
72
VENUSIAN CLOUDS have accumulated into 3 thick banks, a greenhouse blanket preventing the radiation of heat into space. As players of High
Frontier r ecall, radiation losses increase as the 4th power of temperature increases, so one terraforming strategy on Venus would be to remove the
clouds so that it can come to a much cooler temperature. One reason that the clouds can accumulate so thick is that the planet rotates so slowly: 2
m/s on the equator compared to 1700 m/s on Earth.
Brenda is content because she won the previous scoring round and holds the bonus fossil token (I4b). Being east
of Gary on Siberia at latitudes 3 and 4, she is able to raft her creeples over to invade as she wishes. Gary is
happy because the planet has been heating up, resulting in more humid rainforests. Most of his lifeforms have
more red cubes than Brenda, which give him an edge under their canopy. A few attacks have been going back
and forth on Baltica, but it is now turn 9, and Brenda needs to finish Gary off now to ensure the earlier Fossil
token wasn’t for naught.
M1. Events. Gary turns over the next event card revealing flood basalt traps (7). This is not a stable biosphere,
so Brenda checks the Atmosphere. It’s Eden, so she flips a goldilocks biosphere card, placing silicate
weathering (33) beside the basalt traps. Reading the card from top to bottom, we see:
a. Basalt Traps explode somewhere in Siberia. A roll of the d6 shows a crater location in hex 6, and the 1
black disk in the Atmosphere is degassed there. The 2 creeples in hex 6, a Black archetype and its Black
burrowing predator, are inverted to show their new, endangered status.
b. Gondwana shifts West, smashing the newly damaged Siberia in the north. A Siberian mountain grows
in hex 1, inverting another Black archetype.
c. Climax spawns some more forests, a boon for Brenda as it raises her dark heart limit to six!
d. A mountain (chosen by Gary, who holds the Medea card) is liberated into the Atmosphere. This
replenishes disks degassed in the previous event.
e. Biosphere Event. Gary uses Medea to his advantage with the silicate weathering card, adding a carbon
and a plankton bloom disk on an offshore near his swimmers so they can expand there. He also removes
a mountain between himself and Brenda, allowing for greater attack potential. It’s good to be the
Medea.
M2. Actions Phase. Looking at the top of flood basalt traps again, we see Gary is set to go first (A5).
a. Gary has 2 actions in the Eden climate. He uses the first to populate his armored, adding two armored
newborns (two because of the inherited blue basal cube). His plan is to attack Brenda’s flyers preying
upon his archetypes on Baltica hexes 4 & 5. He uses his other action to resize his armored plants to size
3, so that he won't be poisoned should he have to increase his own archetype's size later for mobility or
defense purposes.
b. Brenda is worried now. She just took a big hit, losing 3 Creeples. Right now all she can think of doing
is getting as much population on the board as possible to regain her footing. Looking at the display, she
sees that yolky eggs (74) is available and she has enough unborn to select it. She grabs the card and
adds two blue cubes to her burrowers. Next she populates them, but limits the newborns to 2 so she
retains enough unborns to possibly buy sparring dimorphism (92) next turn, which is coming down the
line. At 12% oxygen, she has one last action this turn, which she uses to populate her flyers. She only
gets one, but they are the most agile of shapes, so she'll be able to disperse them somewhere.
M4. Burial & Fossil Award Phase. Brenda loses 5 Creeples off the map: 2 flyers, 2 archetypes and a burrower.
She puts them into her unborn. This is not a scoring round, so the players go to the next turn.
Although the carbon cycle in this game uses mainstream data, it is not "carbon only". Like most paleoclimatologists, I see
the fossil record as evidence that Earth is driven by mighty events rather than carbon: the crash of continents, the impact
of asteroids, continent-wide flood basalts, and tremendous solar eruptions. I call this view "Achterbahnism", from the
German word for "roller coaster". If you have played any of my other games, and watched your hard work and grand
planning die in scientifically interesting but no less heartbreaking ways, this term needs no further explanation.
One such Achterbahnist is Syun-Ichi Akasofu of the International Arctic Research Center. He looks at recent big and little
chill events like the "Little Ice Age" (LIA), the Younger Dryas, and the "Big Ice Age" (i.e. the last Glacial Maximum).
These three events (see diagram below, adapted from NOAA) are so recent that humans suffered through them.
73
ICE AGE is a period when ice exists on the planet. Through most of Earth’s history, ice was unknown. But recently, less than 1/10 of a game turn
ago, Earth was plunged into an Ice Age, with a series of periods with carbon dioxide levels so low, the planet came close to killing off its plants. For
the last 15,000 years, the climate has been thankfully climbing out of the last deep freeze. But if it follows the last dozen cycles, it will soon peak and
fall into the next deep freeze. Anthropogenic carbon releases from the industrial era are sometimes said to prevent this from happening, but this may
be a false hope. First, climate records clearly show brief Ice Ages occurring even with carbon dioxide levels 15X today’s (e.g. in the Jurassic and
Cretaceous). Second, over the long run the loss of Earth’s precious carbon dioxide is inexorable, and the small increases due to cars and factories
will not change this. The situation is like a brisk September morning. In the short run it will get hotter as midday approaches, yet over the longer run
it will get colder as winter sets in.
The cause of both these guns (the plunge and the skyrocket recovery) is unknown. In my game Origins (2009), I suggested
a solar-driven Dansgaard-Oeschger event as a cause. Or a huge ice dam may have busted, interfering with ocean currents.
Whatever the cause, the Earth is still recovering from this very recent catastrophe, less than 0.0005 game turns ago. Even
more recent is the LIA, and we are still in this recovery, which is about a half a degree rise per century. Dr. Akasofu has
demonstrated that the temperature oscillates around this trend line in multi-decadal wavelengths, which has shown great
predictive power.
As opposed to the very long-range traditional paleoclimate change studies, programmers of "GCM" computer climate
simulations rely on accurate digital data only available since 1970. These hope to forecast the weather the same way that
the 9-day weather forecast is produced. And this suffers the same shortcomings, namely that it is useless beyond a few
weeks due to the chaotic nature of the atmosphere, the massive computational power required, and the fragmentary
understanding of atmospheric processes. Such models have failed both long-range forecasting and hindcasting.
Gamers may have the impression, in today's propaganda blizzard, that the CO2 levels today are tremendously high and
climate change is unprecedented. Much of the carbon debate is between the paleoclimatologists and the GCM
programmers. The programmers assume that carbon is the sole driver of climate, and dismiss paleodata as inaccurate.
However, the total range of "accurate" data the programmers work with would be but a tiny dot on the far right of the
graph. Any understanding of the Earth requires a study of its deep past, and the solar, cosmic, and geological factors that
drive it.
One such factor is the LIA, which the programmers claim never existed. Look at the most publicised versions of the "MBH
hockey stick" graphs, such as the one reproduced in my game Origins. Each shows a sharp bend and a long flat stick
going backwards in time. Because the stick is flat, such graphs claim that neither the Little Ice Age nor the Medieval
Warming ever existed, and thus global warming is only a few decades old. But studies of glaciers the world over show
that they were in retreat during the Medieval warming, but advanced during the LIA, and started to retreat again
beginning in 1600. Studies of sea levels and ice cover follow this scenario closely. Indeed, my game Greenland was
The abrupt recovery from the Younger Dryas is equally contentious. Atmospheric carbon began rising sluggishly a
thousand years after the skyrocket. The most straightforward explanation is that this was an effect, not a cause of the
event, as carbon is released from the warmed land and sea. Nothing about the Younger Dryas can be explained by
carbon.
A design goal in this game was to model the greenhouse climate of Mars and Venus using the same rules and reservoir
scale as on planet Earth. I failed, and thus was unable to put a scale bar on the Atmosphere Reservoir. Earth currently has
400 ppmv CO2 in a 1 bar atmosphere, so that’s about ½ millibar of CO2. Compare this to Mars, with 6 millibar pressure
and 100% CO2. So Mars should have 10X the greenhouse effect from carbon than the Earth does. Even with Mars
getting only 40% the solar energy, it still should be warmer than the Earth. Or take Venus at an altitude of 55 km, above
the haze but below the clouds. In my game High Frontier, it is clement enough to establish manned floating Xities here.
In spite of the 1000 millibar pressure (Earth normal) and 95% CO2, the temperature is a pleasant afternoon on Earth, the
same temperature as calculated with no greenhouse effect.
I wrote to a planetary scientist asking why my game models failed to link carbon and greenhouse. His reply: “you’ve
stumbled on one of the central problems in planetary atmospheres...Good luck.”
The carbon greenhouse effect is supposed to work because a CO2 intercepts an escaping IR beam and backscatters it. A
problem is that CO2 is so rare that it is measured in parts per million on Earth, and parts per 10 on Mars or Venus. An
escaping IR beam on Earth would encounter 2600 other molecules for every CO2 molecule it encountered, and including
hundreds of water molecules that backscatter in the same range as CO2. And the configuration of carbon and oxygen in
the CO2 molecule make it a very weak greenhouse effect. A terrestrial greenhouse scale won’t work on Venus or Mars.
Why is the surface of Venus so hot, is it greenhouse or pressure? If it’s greenhouse, there should be a difference between
the day and night temperatures. This is because the greenhouse effect is a result of IR backscatter: the more sunlight, the
more backscatter. But the temperature of Venus is isothermal, even in the dead of a night that lasts 58 Earth-days!
Because of the geometry of a sphere, a planetary equator gets more sunlight than the poles. But everywhere on Venus is
462°C, north and south, day and night. There should be Hadley circulation cells on Venus (event 37), transferring warm
equatorial air to the poles. But there isn't. I conclude that the hell on Venus comes from the pressure of its heavy CO2
atmosphere, like how hot your bike pump gets from inflating a tire. The carbon greenhouse effect does not scale to other
planets.
This essay explains why I am not on the "carbon only" bandwagon, instead including other climatic drivers ranging from
bolides to CMEs. This is a "lukewarm" position similar to that of Matt Ridley, the author of The Red Queen, a book
which dominated parasite theory in the predecessor game Bios:Genesis.
The objectivity of science is threatened by its funding source, whether this source is oil companies or the government. And
the "carbon only" researchers are funded hugely by politicians whose regulatory careers and revenues depend on created
crises. There are trillions at stake, and the politicians have absolute control over their employees. Even with no overt
threats, the pressure to please the boss is tremendous, with fame and fortune coming to those who support carbon only,
and loss of grants, telescope time, and careers to those opposed.
And the threats are not always so covert, as the 2009 climate-gate proves. These leaked emails showed a collaboration to
withhold data, prevent papers being published, get journal editors sacked, and evade freedom-of-information requests.
And the extremely short-ranged climate graphs are so easy to manipulate, as I discovered when considering various
versions of the hockey stick while I was collaborating on a book on the planet Earth in 1998. Just give a different weight
to some data, and you can bend it wherever way you like. The National Academy of Sciences in the USA has discredited
the hockey stick as a deliberate distortion. The high-level whistleblower John Bates of the NOAA has shown how the
pause-buster data was falsified. And the IPCC has adopted the shabby tactic of increasing the error bands on their
prediction, in effect presenting their data as more certain by making it less certain. Politics and science do not mix.
Phil Eklund
This study finds terrestrial plants to dominate the global biomass, at 320 Gt C. This does not count another 130
Gt C in subsoil plant-parts like roots. Unfortunately for the cytoskeletal player, the winner is determined only
the biomass of consumers, that is, herbivores and carnivores, and not producers like green plants.
The most successful group of animals seem to be fish, estimated at 0.7 Gt C biomass. Unfortunately for the
endoskeletal player, winners can only be terrestrial consumers, not marine ones. If you only count terrestrial
vertebrates, the biomass is perhaps 0.3 Gt C. Player White seems to be last place.
Somewhat better are the hydroskeletal animals, mainly mollusks and segmented worms. Their stated biomass is
0.4 Gt C, but I am unsure how much of this is in the oceans. It could be that Player Orange is last place.
Significantly better are the exoskeletal arthropods, at 1 Gt C. Again I am unsure how much of this is in the
oceans. A lot of this is insects, and there are no marine insects for some reason. On the other hand, the report
mentions that a single species of Antarctic krill has a biomass of 0.05 Gt C.
All of these estimates are in today's carbon-impoverished atmosphere. All of these biomasses could easily be
5X to 10X more during goldilocks or hothouse conditions. Under high CO2, plant life explodes until it hits the
next bottleneck, which could be water, phosphorous, or nitrogen.
I run the risk of being smeared as an animal chauvinist if I don't mention the microbes: bacteria (70 Gt C),
archaea (7 Gt C), protists (4 Gt C), and viruses (0.2 Gt C). However, I am unsure what percentage of these are
consumers. For bacteria, for example, the great majority might be phototrophs, chemoautotrophs, or other
producers. Play Bios:Genesis for more on this.
Archetype (C1c, C1l) is the original forerunner of your plant or animal dynasty, also called a stem animal. Both your
starting Genotype card and its corresponding dome Creeples are called Archetypes.
Atmosphere (C1j) is a Reservoir indicating Earth’s greenhouse gases: water (white disks) and carbon dioxide (black
disks). These disks can be in any order, and if one is removed shift other disks to fill in the gap. The uppermost disk sets
the Latitude strip and the space above the uppermost sets the green action maximum (A2a). If the Atmosphere is full,
runaway greenhouse can happen (D10h) and additional Liberated disks (if white) go into the Clouds or (if black) into the
Atmosphere, displacing white disks into the Clouds. (In other words, if the Atmosphere cannot accept a Degassed black
disk because it is full, move one of its white disks to the Clouds. The game ends that turn due to runaway greenhouse
(D10h), with Player Green getting 5 actions). The lowermost scale, labeled “icehouse”, corresponds to about 10000
ppmv H2O and 175 ppmv CO2 (ppmv = parts per million volume). This corresponds to 1% humidity (the primary
greenhouse gas) and 0.02% CO2 (a minor greenhouse gas). The next level, today’s Ice Age PAL, is 2% humidity and
0.04% CO2. An Eden atmosphere might have 10% humidity and 0.5% CO2, values attained by the first mission of
Biosphere 2 in Arizona and perhaps during the Mesozoic salad days of planet Earth.
Atrophy (D7) is the process of removing cards and cubes during mutagen events (D7). It can also occur as a result of
radiation (D8) or resize (J1, J4). If the last Organ of a Mutation is lost, then the card is discarded unless it is a Cheshire
Cat (see below).
● Atrophy Extinction. If a Basal Organ on a Genotype (E2c) is removed, the Species goes extinct.
● Atrophy Dwarfism. If an Atrophy is taken from a monster (J4), instantly reduce the size of the Species to get rid
of the desired number of cubes. This resize is instant and free. For instance, if a mutagen event with a dark heart 4
occurs, a size 6 megafauna with one monster token and one blue cube can reduce instantly to size 3 to get rid of its
excess cubes.
● Cheshire Cat Rule (J6g). Cards in your Personality are immune from discarding during Atrophy. If they lose
their cubes, the cards remain and form emotions normally. Personality cards are never lost unless the Species goes
extinct. If the card would be lost through resize (J1, J4), just its plus cube is lost.
● Promoted Mutations that do not have Plus Organs are unaffected by Atrophy.
Basal Organ (E2c) is a cube on a Genotype card. Because it represents a defining phenotypic framework for that Species,
if atrophied that Species goes extinct.
Biome (F3) is a hex on the map whose color represents a vegetation habitat: green = weeds, brown = swamp, blue = sea.
(Biologically, biomes are structurally and functionally similar vegetation units, without reference to species
composition.) Each Biome can support only one Herbivore plus one Carnivore Creeple. If a second arrives, a contest is
performed to see who dies. On Venus or Mars, there are only two Biomes, highlands and basins, and each can support
one plant, one Herbivore, and one Carnivore.
● Craton Biome Disks. A disk on a biome supersedes the hex’s color: black = mountain, white = desert or ice, green =
Bloom (D10g). An offshore with an overlying green disk is called a bloom, and is inhabitable by a swimmer. A bloom may
only be entered (for 1 DP) by a swimmer, and only from the hex it is adjacent to, or from an adjacent offshore on the
same Continent to the north or south. See Offshore.
Carnivore (Part H) is any Creeple in a predator’s triangle. Sometimes called predator.
Clouds (C1j) is a Reservoir indicating the planetary albedo. It can hold only Liberated white disks (water). It sets the green
heart limit (D7c), limiting how many organs a carbon-breathing Genotype (e.g. Player Green) can support, should there
be a mutagen event. Plants are stressed if the albedo is too high (not enough sunlight) or too low (not enough rain). If
Earth were cloudless, its albedo would be about 0.2.
Coast (F5) is either the west or east edge of a Craton or Continent, with open ocean or Offshore positions beyond. Seas do
not define a coast. You can embark a raft (F5) from a coast. Mountains form in coasts during Craton collisions (D3a).
Continent (D4). Multiple Cratons are collectively called a continent, see Craton. Continental means from any map hex,
excluding the Offshores.
Craton (B2) is a placard representing the core of a drifting block of continental crust. Multiple cratons are collectively
called a continent. One craton of a continent will contain the Latitude Dice (D1a).
Creeple (B3) is a wooden figure, which represents either an Herbivore or Carnivore depending on its position in the hex. It
has a player color, and one of five Shapes: Archetype, burrower (subterranean or nocturnal), flyer, swimmer, or armor.
Creeples on the map are called living creeples, and this includes Endangered Creeples (those on their side or upside
down). A Creeple on your mutualism card is called a host creeple, which counts toward your population even though it
is not your color. The Creeples on your Genotype card are called unborn creeples. Place them during setup (C1c) and
speciation (E3d). The Creeples on your Newborn Card are called newborn creeples. Place them during populate (E4).
Degas (D10f) moves a disk from a Reservoir to the map (either Continental, which holds a maximum of one disk, or
Offshore, which holds a maximum of one black disk covered by a green disk). If the disk is black or white, it is a Disk of
Damocles. You cannot degas a green disk onto a black or white disk on land, but can onto a black disk in an Offshore. If
there is a choice between Clouds and Atmosphere, the Medea supervillain decides (D13). If the Reservoir is empty, the
Medea supervillain can take the disk from anywhere (D14). Degas is the opposite of Liberate. For the Atmosphere
(which can have both black and white disks), remove the disk from any position, and slide remaining disks down to fill
the gap.
Disk of Damocles (D2, D3c, D6) is a black or white disk Degassed to a Craton for any reason. This disk, which could be
from a crater, orogeny, or climate change, Liberates any disks already there and makes Creeples Endangered if present at
the end of the Event Phase. Note that a Disk of Damocles cannot be Degassed to a Biome that already has a disk of the
same color. Note also that these disks have the hierarchy: black beats white, and either beats green. For instance, a black
disk can be Degassed to a white disk, which Liberates it, but not the other way around.
Dispersal (F2a), biologically the vector of gene flow, is in this game the spread of a Species by taking an Unborn Creeple,
choosing its mother on the map, and moving it from the mother to a habitable Biome. This movement in dispersal points
(DP) is equal to the number of blue cubes plus size of the Species. For instance, a Species of size = 5 and with 1 blue
organ has 6 dispersal points.
Display (C1o) is the two rows of 5 cards that you may select cards from (E1). The top row is the Metabolic Row,
containing yellow and red Mutations. The bottom row is the Darwin Row, containing green and blue mutations. The
Metabolic Row is concerned with achieving a high metabolic rate, while the Darwin Row is concerned with eating and
multiplying.
Emotion (J6) is the behavioral mode of an animal that causes a sequence of actions and priorities when triggered by a
Endangered Creeple (I2). Whenever a Creeple is killed, whether by a Disk of Damocles, a contest, or something else, lay
it on its side or back to indicate it is endangered. A Creeple is also endangered if its food is lost or endangered. This
Creeple is dying, yet still is alive and able to be a mother during Phase A3, assuming it has Newborns. Endangered
Creeples are ignored in contests, as if they were not there. The trophic level of an endangered Creeple can be invaded by
(and lose to) any unendangered Creeple. Each endangered is converted into an Unborn Creeple during Phase A4, with
the exception of endotherms (I1) or per I2a. If an Endangered ends its move in the same Trophic Level as another
Endangered, perform an immediate contest in which the loser is buried.
ET (A1a) is short for “extraterrestrial”. Following Bios:Genesis tradition, this means anything from outside the biosphere
of Earth.
Event (Part D) is a single unique occurrence which is resolved in its entirety before resolving the next event on the event
card. An event is represented by either a single icon or two icons connected by an arrow, and each event is either
separated by a vertical dotted line or placed at the start of a new row.
Fossil Record (I3b, I4b) is a personal stack of fossils (i.e. tokens and cards with the fossil icon). Fossils include tokens
stored during the fossil award phase (A4c), and dead Genotypes, Archetypes, and Tools. Each fossil counts 1 VP at the
game’s end (A6). Cards can only be stored here if their fossil icon was not upside-down when it was lost.
Genotype (E3a) is the lowermost card in the Tableau of each Species. For the Archetype, it is your starting Archetype
Card in your player color. For your other Species, it is the promoted Mutation that shows the Shape of the new Species.
A Genotype card plus its Mutations, Organs, and Size Dice completely defines the characteristics of a Species on the
map.
Haustorium (G7, H6). If a Species has a promoted haustorium mutation (card 56), this Species has a specific skeletal
number (either 0 or 5) that overrides the player’s normal skeletal number for that Species only. Thus this Species always
the lowest number (if parasitic plant), or the highest (if parasitic fungus). During a mutagen event, a Species with a
Haustorium Skeletal Number of 5 must use the dark heart limit (D7b) and a Species with a Haustorium Skeletal Number
of 0 must use the green heart limit (D7c).
Herbivore (Part G) is any Creeple sitting in the lower part of a Biome. Sometimes called prey.
Heritable (E3b) is what a new Species inherits from its mother Species. A Species color, Skeletal Number, Size Dice, and
Basal Organs are automatically inherited. Shape, Plus Organs, and Traits (Monsters, Venom, etc.) are not heritable.
Horror-plant (E1e) is a plant-fungus hybrid that basks green in the sunlight, lazily breathing CO2 and making sugar like
any plant, but at night switches to high metabolism oxygen and supplements its diet with plants or flesh. (All plants
breathe oxygen at night, and some form hybrids with aerobic fungi such as living lichens and extinct prototaxites.) All
Species of Player Green are Horror-plants.
a. Horrible Green Heart. Horror-plants use a green heart limit instead of a dark heart during a mutagen event (D7c),
as shown on the Clouds. This is because a plant suffers if clouds block the sunlight, and also suffers if there are not
enough clouds for rainfall.
b. Horrible Mutation Limits. Since Horror-plants have no aerobic muscles, Player Green is not allowed to select a
red or yellow Mutation unless it has the Horror-plant icon in the upper right corner. Other players may select the
Horror-plant cards normally.
c. Horrible Action Maximum. Unlike the other players, the number of actions Player Green has each turn is linked
to cloud cover, as shown on the Atmosphere.
d. Horrible Mind Control. A Horror Plant has a “magic mushroom” advantage in mutualism (J2c).
Latitude (C1i). The 8 levels on each Latitude Strip, numbered from zero (north pole) to seven (south pole). Every Biome
on the map is in one of these latitudes. If the Latitude is greater than seven, treat it as seven. If the Latitude is less than
zero, treat it as zero.
Latitude Strips (C1i). There are 3 double-sided latitude strips, each defining the 8 latitudes from north to south pole. The
latitude colors are reddish (too hot), green (goldilocks), and blue (too cold). Furthermore, each color has two sides:
icehouse and Ice Age (blue), cool and Eden (green), and warm and hothouse (reddish). The latitude strip, as set by the
Atmosphere, is placed to the left side of the map, so as to define a latitude for every Biome on the map.
a. Latitude Indicator. The 8 dice faces each indicate a Latitude.
b. Dice Color. The color of this icon indicates the humidity. A green dice is humid, and a white dice is arid. This
sets the the climax (D5) and the humidity niche (G5).
c. Wind. Some latitudes have a Wind direction, see “Wind”.
Lazarus (I3c) is a player without any Living Creeples. He is assumed to have a cryptic small population of his Archetype,
in numbers too small to leave a Fossil Record. Until resurrected, you may perform only the following two actions:
Resurrect (E7) and Medea (E8). The name “Lazarus” comes from the Bible, and is applied in biology to species missing
from the fossil record for many millions of years before reappearing as if mysteriously "rising from the dead". This is an
observational artifact caused by incomplete fossil records.
Liberate (D5) moves a disk from the map (either Continental or Offshore), to a Reservoir. Green disks always liberate to
the Oxygen Reservoir and black disks always liberate to the Atmosphere Reservoir. If there is a choice between Clouds
and Atmosphere, or if there is no disk to liberate, the Medea supervillain decides (D13, D14). Note that if a black
offshore disk is liberated, a green disk on top of it is also liberated (but not the other way around). Liberate is the
opposite of Degas.
Maximum Size (J1). A dice icon on promoted Mutations which indicates the largest size a Species can attain without
sacrificing the Mutation.
Medea (E8) is the player holding the Medea card, and enjoying superpowers.
Monster (E2d) is a token that represents a special Plus Organ considered to be multiple cubes, as many cubes as the Size
Dice of the Species. During Speciation, the daughter inherits a single Monster cube, which becomes a Basal Organ in
the daughter. If a Monster Atrophies, e.g. during radiation or mutagens, the species size is reduced instead, see
“Atrophy”. A monster token cannot be removed unless it suffers Atrophy while the Species is at size 1. The monsters are
Godzilla, Kong, Kraken, Dragon, and Yeti, with apologies to the monsters too many to mention.
Mutation (B1) is a card that indicates adaptations, including Organs, Traits, and Emotions. If in the Display, it can be
selected per E1. If placed in a Tableau, it adds the Plus Organs indicated to the Mutation card. If promoted, it may add
Traits, Emotions, or more Plus Organs.
● Mutation Promotion. While in the Tableau, a Mutation can be flipped to its promoted side (E2), whereupon it
may confer Traits, Emotions, and Size Limits. All former Organs become Basal Organs, and new Plus Organs (if
any) are placed on its card where indicated.
Mutualism (J2). A trait which steals an opponent’s Creeple, and stores it on your card with this icon. This Creeple is
worth a VP, and represents some sort of mutualistic or parasitic relationship between the two Species.
Newborn Card (E3d, E4) is a card where you place Creeples generated as a result of the populate action. Move these
Creeples from this card to the map during the mother phase.
Niche (G4, G5, H3) is a winning Organ color in a contest (Parts G, H). There are two types: Roadrunner and humidity.
The first is set by the Biome arrow icon, and the second is set by the Latitude Strip dice icon. For instance, if there are
carnivores, the Niche for a forest is the red Roadrunner, giving a competitive advantage to those with red Organs. If the
forest is carnivore-free, but is very polar, the humidity niche is white, giving a competitive advantage to those with white
Organs.
Organ (E2c) is a cube on a Genotype or Mutation. It indicates an adaptation for that Species according to its color: red
(nervous system), yellow (circulatory system), green (digestive system), blue (reproductive system), or white (cold
adaptations). It can be one of two types: Plus Organ or Basal Organ. Plus organs, representing “derived” traits, are
found on the “+” icon on Mutations. Basal Organs are found on Genotype cards.
Oxygen (C1j) is a Reservoir for Liberated green disks that indicates how much oxygen is in the Atmosphere (which is
today at 21%). The more green disks, the less oxygen there is. Because all macroorganisms burn oxygen for their
metabolism, the oxygen level determines how many actions ( A2a) Players Orange, Black, and White receive during each
action phase. It sets the dark heart limit (D7b) , limiting how many organs an oxygen-breathing Genotype can support,
should there be a mutagen event. If oxygen is too high, no “microbe” biosphere events occur, and if too low, no
“conflagration” events occur (D10c).
Personality (J6) is an row of 2 or more promoted cards in the Tableau of a Genotype. Each adjacent card in the personality
must have established at least one Emotion, by providing for the right or left half of its emoticon. A personality is
allowed only one head and one tail, but can have multiple brains (J6b), representing one bigger brain.
Radiation (D8). An event that removes a Plus Organ from each Species, either red or yellow (metabolism radiation), or
blue or green (Darwinian radiation).
Rain-Shadow (D12a). A Biome located in (1) the center hex of any Craton or (2) in each Biome adjacent and downwind
of any mountain (black disk).
Reservoir (D10) is the placard where disks are stored in the Clouds, Oxygen, and Atmosphere.
● Reservoir Disk Management. Disks are stored in Reservoirs starting at the spot just above the one labeled “NO
DISKS”. The uncovered values immediately above the highest disk indicate the current parameters. For instance,
if there is one disk in the Clouds, the albedo is 0.1 and the green heart is 2.
● “PAL” stands for “Present Atmospheric Levels”, and shows today’s climate values. This has no effect on game
play.
● Climate is indicated by the space the highest disk is on (see next bullet), while the parameters (e.g. actions, dark
heart) are indicated by the visible space immediately above the disk.
● Atmosphere. No disks = icehouse, 1 disk = ice age, 2-3 disks = cool, 4-6 disks = eden, 7-10 disks = warm, 11-12
disks = hothouse, 13 disks = runaway greenhouse, one last turn (with the plant having 5 actions).
Roadrunner (G4, H3) is a predatory mode as set by the color of the roadrunner icon on each Biome. Roadrunners can
either be red (meaning that the prey is ambushed), or yellow (meaning the prey is pursued). Red roadrunners are in
biomes where there are many hiding places, such as forests, or swamps. Yellow roadrunners are found in biomes out in
the open, such as weeds, seas, or blooms. The name is inspired by the Warner Brothers cartoon.
Scale (B2). Each turn is 30 million years, and the whole game is two Gal-years (1 Gal-year = time it takes Sol to orbit the
galaxy, almost 250 million years). Each Biome is 2500 km across, containing 1 0, 000 Mt C of vegetation (assuming a
CO2 impoverished atmosphere like today’s; much higher in the past). Each Creeple is 60 Mt C of animals if herbivorous,
or 2 Mt C if predatory (Mt C = megatonnes of carbon, or 10^9 kg). On the map, each black disk is 1000 Gt C (Gt =
gigatonnes, or 10^1 2 kg), and each green disk is 1 Gt C of plankton. (Despite having a biomass 1000X lower than
terrestrial plants, marine phytoplankton produce nearly as much - 55 Gt C/yr. This is because the turnaround time of
plankton is days instead of years.) In the atmosphere, each black disk is 700 Gt carbon and each white disk is 12,000 Gt
water vapor. Note that 700 Gt C is comparable to the total amount of carbon in today’s atmosphere, about a third of
which can be attributed to humans. This is trifling compared to past “gun” episodes which dumped from 5000 to 13,000
Gt C into the atmosphere. Although 8000 Gt of oxygen are lost for every 3000 Gt of carbon burned, this loss is small
compared to the -100,000 to -300,000 Gt of oxygen each green disk represents.
Shape (B3). Each player has 7 Creeples of 5 Shapes: Archetype (dome), armor (snail), flyer (fly), swimmer (ichthyosaur),
Size Dice (E3e) is a 1d6 placed on the Genotype of each Species when it is created (E2i) and indicates the size (from 1 to
6) of that Species. A Size Dice can be altered as an action (E6). A size dice icon depicted on a promoted Mutation
indicates the maximum size a Species can be, and still retain that Mutation.
● Size 1 = 200 grams - rats, largest spiders & extinct insects, living amphibians.
● Size 2 = 2 kg - largest land arthropods (coconut crabs, extinct scorpions & millipedes), largest living snails &
giant earthworms, largest extinct frogs.
● Size 3 = 20 kg - beavers, velociraptors, largest lagomorphs (extinct rabbits), largest living burrowing armadillos,
badgers & tortoises, largest flying birds & pterosaurs.
● Size 4 = 200 kg - Dimetrodon, largest burrowers (extinct armadillos), largest living ratites (ostriches), deer
(reindeer & moose), primates (gorillas), and felines (tigers).
● Size 5 = 2 tonnes - largest foregut digesters (giraffe, cattle & extinct deer), largest riverine mammals (hippos),
largest carnivora (bears & seals), largest living crocodiles, largest armored turtles, ammonites, glyptodonts, and
thyreophorans (stegosaurs & ankylosaurs).
● Size 6 = 20 tonnes - largest land carnivores (theropods such as tyrannosaurs), largest marine predators (sperm
whales), largest hindgut digesters (straight-tusked elephants, Indricotherium, ornithopods, & typical sauropods).
Skeletal Number (C1d) is listed on the fishbone icon on your Archetype: Player Green = 1, Player Orange = 2, Player
Black = 3, and Player White = 4. This number is in effect for all your Species except for a Species with a promoted
haustorium mutation (J5). It is used in herbivore (G7) and carnivore (H6) contests. The first Medea player is the one
with the lowest Skeletal. The lower skeletal numbers are best for herbivory, and the higher are better for carnivory.
Species refers to all of the Creeples of a particular color and Shape, plus its corresponding Tableau which defines its
Mutations, Size, Organs, and Traits. Each player can have up to 5 species: Archetypes, swimmers, flyers, burrowers, and
armored. The game scale is such that each “species” is actually more like a phylum of many species.
Tableau is a column of cards that defines all characteristics of a Species. It starts with the Genotype above, and continues
with any Mutations staggered behind. Personality cards are part of the Tableau, and are in a row just above the column
of Mutations. The Genotype contains Basal Organs, and the size dice. The Mutations contain Plus Organs. See
illustration in J6b.
Traits (Part J) are non-heritable adaptations for a Species depicted by an icon on a Mutation. They include maximum size
(J1), mutualism (J2), monster (J4), haustorium (J5), emotions (J6), tools (J7), and apomorphies (J8).
Trophic Levels (F6) describe a nutritional hierarchy of life: with carnivores at the top, feeding on the next lower trophic
level - the herbivores. The herbivores in turn consume the lowest trophic level - the energy-producing plants. All Species
in the standard game are either carnivores or herbivores, and can easily switch between the two. A single Species can
even have both carnivore and herbivore creeples present (this is called omnivory). Alien ecologies have all 3 trophic
levels.
Venom (F4b) is an Trait conferred to a Species by the black widow icon on one of its Mutations. A venomous Herbivore
cannot be eaten by a Carnivore unless the Carnivore is either venomous itself, or larger (F4). The largest venomous
creature known is Megalania, an extinct size 4 version of the venomous Komodo dragon.
Wind blows from either the east or west as indicated by the Latitude Strip. Wind only blows in Latitudes 1, 3, 4, and 6.
This represents easterly and westerly trade winds and currents. Wind affects rain-shadow (D12a) and rafts (F5).
About the Cover. This view of an alternate Earth stars a myriapod the size of the extinct millipede Arthropleura. Here this
giant has assumed the role of a gigantic termite during the lignin crisis, a period in which wood piled up into vast logpiles
instead of rotting. The many legs and the shovel head are for bulldozing through the piles. Among the spectators to the
ROSETTA STONE
Windy (D11)
Rain-Shadow
Constraint (D12a)
REVISION HISTORY
D7, ● Neoteny & Resize changed from one species to multiple species.
● Ricochet rule (D10b) added.
Ma ● Added Endangered vs. Endangered contests
y 11 ● Added A1h (habitability check at the end-event phase) to prevent edge cases.
D5, ● Added endotherm exception, D5c. I1, and gave them some immunity to Burial.
● Added Endangered Creeples. Added Burial, phase I2.
Mar ● Replace “Required Unborn Capacity” with “Cost”
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D4. ● Changed SOP so that contests are resolved as they occur, during the Mother Phase.
● Added cloud seed superpower D13, replacing flower superpower.
Mar ● Changed solitaire game to Plant vs. Animal, and added these ideas to the Mars and Venus variants.
16 ● Mutagen Events additionally cause the Displays to be flushed.
D0, ● Karim’s new Mutation and Event Cards are in the files!!!!
● “Cycle” changed to “Liberate”
Mar ● Changed Flower Event to make forests roadrunner yellow instead of red.
10 ● Replace Medea Order with Player Order (A5). Place a Player 1, 2, 3 icon on the ET event card, just like in Bios
Genesis. In the Basic Game, Medea is not used since the superpowers are useless, and it is not needed for
Player Order.
● Actions are performed in Player Order.
● Added a gameplay overview
● Replace the Planning Board with a “Newborn card” that stores Unborn Creeples that will be dispersed,
including speciation. When you choose a disperse or speciate action, instead of performing it on the map, place
it on this card.
● During a new "Mother" phase (Phase F, done in Player Order after the Action Phase), each player chooses his
mothers and performs his dispersals.
● Basic Game, for a mutagen event, roll a number of dice = 1 + Era Number.
● Recession changed to Radiation and reduced in effects.
● Replaced Hot and Cold Shelf rule with Deluge event (D6)
● Changed D5 Climax to be Latitude dependent, not Craton dependent.
● Populate able to create one or two Newborns.
● Simplified Fossil Awards (I4b)
● Demotion removed as a game concept.
C1, ● Combine suppression and radiation into a new effect called recession.
● Horror Plant remake. Now is Player Green Only, with Skeletal Number #1, but handicapped by being able to
Mar acquire Only red & yellow mutations with the Horror Plant icon. Horror Plant icon removed from green and
7 blue. New green heart limits based upon Cloud cover, with sweet spot. New Player Green actions tied to
greenhouse.
● Basal Cubes placed on Genotype when the card promotes.
● Changed Climax Roll (D5) so that rolling is no longer involved.
C0, ● Rev C0 Mutation and Event cards now added to Google Drive.
● Added 2-3alt as an alternate to the Planning Board. The concern raised by the playtesters (principally Dr. Brad
Mar Metz) is that the Planning Board did not actually reduce the importance of player order, which was the main
2 reason for adopting it. So an playtest alternative is being provided.
● Modified solitaire game. Added Campaign game (C3)
● Add Spores and Imagos special ability for players black and green, I4
● Mars and Venus variants added.
B1, ● Changed speciate from 2 actions to 1 action reserved using the daughter*s Unborn Creeple. This means it is a
special promotion. This allows Species that suffer Species stasis to speciate their way out of trouble. Added
Feb Resurrect action.
22 ● Corrected amount of components in the component list
● Per D7d, white cubes add to mutagen shielding. 2 organs shielded for every white cube.
A0, Feb Original first beta version when external playtesting started.
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2017