Components Introduction - Hutter

Components Introduction - Hutter
Introduction
Inhabit the Earth is a race game for two
to four players lasting approximately
90 minutes. The player with the most
points wins the game.
The game is played on six continent
boards. Players create their own
menagerie of up to six creatures, each
of which is represented by up to six
cards, by using cards to introduce,
multiply, evolve and adapt their
creatures. Each of the 162 unique
cards identifies a creature’s class,
a continent and terrain that the creature
inhabits and a special or scoring ability.
Each class of creature is also
represented by a counter. The cards
are also used to trigger the movement
of the counters along the trails on the
boards and migration from one board
to another. Breeding, achieved by
flipping over a creature’s counter,
generates new cards. Movement
facilitates further breeding and the
chance to secure tokens for additional
icons and point scoring.
At the end of the game points are scored
from the abilities on the creature’s cards,
the position of the creatures’ counters
on the boards and from tokens. The
player with the most points wins the
game. Rules for an introductory game
for up to three players are included.
See blue type and page 12.
Components
6 continent boards
The game is played on six continent
boards, each featuring a trail of spaces,
with each space depicting one of seven
terrain types or space for a token.
Each board is also divided into three
regions, numbered 1 to 3 from south
to north.
Start of the trail.
Each continent board shows that
continent’s coloured continent icon
(green for Europe) for easy identification.
The arrows on the trail on the board
are of a matching colour.
There is also an introductory game
which is played on four boards, see
page 3. Use the side of the board that
depicts the egg if you are playing the
quicker introductory game.
162 creature cards
There are three decks of 54 cards in
English. The cards in each deck are
numbered 1, 2 or 3
on the back to identify
to which deck the
card belongs. The
numbers correspond
to the region numbers
on the boards.
This region number
is also the first digit
of the three digit reference number
on the front of the cards.
Each card represents a different type
of creature and shows the creature’s
name, reference number, class,
a continent it inhabits, a terrain in which
it lives and important text describing
either a special ability (square icon)
or point scoring ability (round icon).
There are six classes of creature.
Each class contains 27 types of
creature, 9 in each of the decks 1, 2
and 3. Each class is identified by a
footprint of one of the creatures from
that class and by the second digit of
the three digit reference number:
1 = Predators
(including bears,
cats and dogs). 2 = Herbivores
(including camels, cattle, deer,
elephants, giraffe, hippopotamus,
kangaroos, okapi, pigs, rhinoceroses
and tapirs). 3 = Birds
.
4 = Smaller mammals (including
armadillos, badgers, bats, egg laying
mammals, marsupials (excluding
Africa - brown, Asia - red, Australasia
(the continent comprised of Australia,
New Zealand, New Guinea and
neighbouring islands in the Pacific
Ocean) - yellow, Europe - green,
North America - purple and
South America - light blue.
There are seven types of terrain. The
terrain icon identifies a terrain that the
creature inhabits:
Red text
indicates
starting
card.
Egg indicates card used
in the introductory game.
kangaroos), pandas, pygmy hippos,
racoons, etc.). 5 = Primates (but
also including hares, rabbits and
rodents). 6 = Reptiles
(but also
including water creatures such as seals).
There are six continents in the game.
The continent icon identifies a continent
that the creature inhabits. The icons
are colour coded and match the icons
of the corresponding boards:
1
Coniferous forest, deciduous forest,
desert, grassland, mountains
(including polar regions), tropical
forest and water (including wetlands
and coastal regions).
The creature cards have either
square icons or round icons.
Cards with square icons
indicate that the creature has a
special ability and are available
in decks 1 and 2. Where a special
ability relates to a particular turn action,
the action is typed in bold. To benefit
from the creature’s ability, the
creature’s card must be in the player’s
menagerie and be visible, i.e. the top
card of that class of creature, before
the ability is available.
A creature’s special ability can be used
once every turn (e.g. #111 lion, #121
dromedary, #123 ibex) or, if applicable,
when the ability is triggered (e.g. the
Sloth #149). The special abilities
become active as soon as the card
is played and can be used later in that
same turn. If using an ability, a player
can use that ability to play over the
creature that gives that ability (as the
ability was visible in the menagerie
when it was selected). E.g. the
dromedary (#121), could evolve itself
into another creature.
Cards with round icons are
available in decks 2 and 3 and
indicate that the creature has a
scoring ability which may score points
at the end of the game end.
In deck three only some of the
icons have a black background.
The black background indicates that
other players may influence whether
that creature scores or not. Deck 2
contains the most valuable scoring
cards. Deck three scoring cards are
generally easier to achieve than
those in deck 2.
The creature card must be in the
menagerie and visible (on the top) of
the cards of that class of creature for
the creature’s scoring ability to count.
Only the cards that show an egg
symbol next to the card number are
used in the introductory game. If the
egg is coloured red, green or blue,
then it forms one of the starting hands
in the introductory game.
24 Wooden creature counters.
There are 6 in each of the four player
colours: blue, green, red and yellow.
The counters represent the position of
a player’s creatures on the boards.
Sticker sheet. Each sticker shows a
representative footprint for one of the
six different classes of creatures.
(Before playing the game, place one
of each type of footprint with a white
background on one side of each colour
of counter and then put the matching
footprint with the black background on
the other side of the counter, facing
the same direction.)
58 Tokens.
26 green hedgehog and bobcat tokens,
26 blue robin and swift tokens and
6 red tokens.
In the introductory game the green
bobcat and blue swift tokens are not
used (as these include icons for North
and South America).
24 Black wooden
movement markers.
24 Coloured wooden trigger cube
markers.
6 in each of the four player colours:
blue, green, red and yellow (for use
in recording triggered creatures and
for player identification).
30 Transparent yellow
plastic ‘sun markers’.
These are placed on a
player’s menagerie animals
to easily identify which continent the
creature’s counter is in and, if there
are fewer than four players, on the
boards at the beginning of the trails.
4 Token racks.
2 Rules
booklets.
One in English
and one in German.
Grip seal storage bags.
4 Turn option summary cards, one in each of the player colours.
The players’ turns
summarised
On their turn a player must choose one
of the three available actions: menagerie
to add cards into their menagerie, breed
in order to obtain additional cards or
movement to move the player’s
counters along the continent trails.
Menagerie action
In the menagerie action a player may
add cards to their menagerie in the
following ways: introduce, multiply,
evolve and adapt.
Introduce adds a new class of
creature to the menagerie. Multiply
adds more creatures of the same type.
Evolve changes the creature into
another creature from the same class
and adapt adds more icon abilities to
existing creatures.
Breed action
A player may breed creatures by turning
one of their counters over to show the
black background side, allowing the
player to draw additional cards.
Movement action
Counters are moved along the trails
from a starting space in region 1 in the
2
south of a continent, through region 2
to region 3 in the north of a continent.
Movement of the counters is generated
by playing a card/token as a trigger
card/token. Each creature in a player’s
menagerie that has one or more icons
that match the icons on the trigger
card/token may be moved one space
for each matching continent or terrain
icon. Creatures may also migrate
from one continent to another.
When a counter is moved it is flipped
back to the white background side, if
applicable, allowing it to be used for
breeding again later in the game.
Tokens
As counters progress along the trails
they may pass over and collect tokens
which are available to use immediately.
These tokens can be added to the
creatures in the player’s menagerie,
used to trigger movement or kept until
the end of the game to score points.
End of the game
When a creature’s counter moves to
the finishing space on a continent a
three point red token is passed over
and collected. The counter cannot
be moved again. The game finishes
immediately when counters have
reached the finishing spaces in two
continents. Points are scored based
on the region that a player’s counters
are in, the tokens that have been
collected and the scoring cards that
are visible in a player’s menagerie.
The player with the most points is
the winner.
Set up
Set up - quick rules
The set up instructions below are for the full game. Where the rules differ for the
introductory game the changes are given in the blue boxes .
Place the six continent boards in the centre of the playing surface in easy reach
of all of the players. (See box bottom for illustration.)
The quick rules are for the full game.
Refer to the blue boxes for the
introductory game.
Place the six continent boards in the
centre of the playing surface.
Use the four introductory boards: Africa, Asia, Australasia and Europe only.
These boards are identified by an egg symbol in the bottom right of the board.
These boards have fewer spaces than the boards for the full game.
Boards may be placed in any order, but
for consistency a geographically ‘correct’
arrangement is recommended, with the continent
you are gaming in placed in the centre column.
Place a green token face down on each of the
square black bordered token spaces. Place
a blue token
face down on
top of each green token. Place a red token face
down on each of the square red bordered token
spaces. The surplus tokens are not used.
Place tokens face down on each of the
token spaces (see illustration).
Do not use the green bobcat and blue swift tokens.
Sort the cards into three decks based on the
numbers on the backs of the cards: 1, 2 or 3.
Use either the
English cards or the German cards, not both.
Separate the deck 1 predator cards numbered
111 to 116 in red. Deal one of these to each
player. Shuffle the remaining
deck one cards, including the
undealt predator cards. Then
deal five additional cards from deck one face down to each player so
they have a total of six cards each, which is the usual hand limit. The remaining
deck one cards become a draw pile.
Sort the cards into three decks:
1, 2 and 3.
Deal one of the red numbered predator
cards 111 to 116 to each player.
Shuffle the remaining cards into three
separate numbered decks 1 to 3.
Deal five additional cards face down
from deck one to each player.
Only the cards with an egg symbol next to the number are used in the introductory
game. In the introductory game each player is dealt one of the three sets of 4
starting cards:
Green coloured eggs: 111, 121, 131, 141.
Red coloured eggs: 112, 122, 132, 142.
Blue coloured eggs: 113, 123, 133, 143.
(In the introductory game ignore the red colouring of the card numbers 111 to 116.
The red colouring is only relevant in the full game.)
Separately shuffle the deck two cards and deck three cards so there are three separate draw piles. Place the three decks face down by the side of
the boards.
Each player also receives a set
of 6 counters, a tile rack and a turn option summary card in their chosen
player colour, plus 6 sun markers.
Place the three shuffled decks face
down by the side of the boards.
Each player also receives a set of
6 counters, a tile rack and a turn
option summary card in their chosen
player colour, plus 6 sun markers.
Place the 24 black cube
markers by the side of the
boards in easy reach of all
the players.
If there are only two or three players, place sun markers at the beginning of the
trail over the first three or two spaces respectively, in order to indicate that these
spaces are not in use.
Two player example:
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If there are only two or three players,
place sun markers at the beginning of
the trail to indicate the unused spaces.
Turn actions
Turn actions
During the game, each player will create their own menagerie of creatures, which
may include exactly one type of creature from each of the six different classes of
creature: birds, herbivores, predators, primates, reptiles and smaller mammals.
Each type of creature in a player’s menagerie may be represented by up to six
cards, which are placed above or below each other, but with the icons on one side
of the cards below the top card being visible to the left of the top card. The type
of creature is represented by the top card of that class. All the cards beneath the
top card (which depict other types of creatures of the same class) are considered
to be the same type of creature as the top card.
In this example there
The number of creatures of a particular type
are six weasels.
is represented by the number of cards showing
the icon of that class of creature. The visible
class, continent and terrain icons on the top card
and the supporting cards may increase the
creatures’ movement or breeding capabilities.
On their turn a player may choose any one of
the three types of action: menagerie, breed or
movement. Each type of action allows a player to do several individual actions.
A summary of these is given on the turn option card. A player’s first turn will
always be the menagerie action.
Each player’s menagerie may include
exactly one type of creature from each
of the six different classes of creature.
Each type of creature may be
represented by up to six cards.
The type of creature is represented
by the top card. All the cards beneath
the top card are considered to be the
same type of creature as the top card.
1. Menagerie
1. Menagerie
A player may perform any number of the four menagerie actions: introduce,
multiply, evolve and adapt, any number of times and in any order.
A player must discard one card for each action taken, unless the player already
has a card face up in their menagerie with a relevant special ability. If a player is
performing more than one menagerie action, the later cards can benefit from the
special abilities on the earlier cards played in that same turn.
Discarded cards are placed face up, so that the discard pile is easily
distinguished, onto the relevant discard pile (1 to 3).
A player may not have more cards relating to one class of creature in their
menagerie than they have different classes of creature. For example, if a player
has three classes of creatures in their menagerie, each creature may only be
supported by a maximum of two additional cards.
A player may perform any number of
the four menagerie actions: introduce,
multiply, evolve and adapt.
A player must discard one card for
each action taken, unless the player
has a relevant special ability.
It follows that the maximum number of one class of creature is six
four for the intoductory game , as that is the maximum number of different
classes of creatures.
Supporting cards cannot be repositioned – i.e. subsequently moved to become
the top card, which would change the type of the menagerie creature. They will
always remain supporting cards and their special ability or scoring ability will not
be used or become available. A player cannot discard cards from their menagerie.
A player may have a maximum of
six creatures of one class.
1a. Introduce
A player may introduce one or more classes of creature during their turn. Any
creature can be introduced as long as there is not already a creature of the same
class in the player’s menagerie. For each creature a player introduces the player:
i) Places the creature card into their menagerie face up, to the right of any
cards already in their menagerie.
ii) Places their counter for that class of creature onto the corresponding
continent board as indicated by the continent icon on the creature’s card,
with the white background side face up. It is suggested that the player places
a sun marker on top of the continent icon, so that the player can keep track of
and easily identify which continent the creature is in during the game.
The counter is placed in the first available space at the start of the trail
in that continent, corresponding to the number of players. If this space is
already occupied the creature’s counter is placed in the first available space
along the trail. Move over and ignore any spaces that already contain a counter.
(Note, this means that the players playing later may move further, which
compensates for them not going first.)
1a. Introduce
A player may introduce one or more
new classes of creature during their
turn.
For each creature introduced the
player places the creature card
into their menagerie and places the
counter for that class of creature
onto the continent board.
4
On their turn a player may choose any
one of the three types of action:
menagerie, breed or movement.
A player may not have more cards
relating to one class of creature in
their menagerie than they have
different classes of creature.
1a. Introduce (continued)
Example. In a four player game the platypus is introduced to the right of blue’s
existing menagerie creatures. Blue’s smaller creatures counter is added to the
first available space (for four players) in Australasia.
A sun marker is added to the platypus card.
4
Shadow creatures indicate the starting spaces for 2,
3 and 4 players.
2
3
1b. Multiply
A player may multiply one or more creatures and may multiply the same creature
more than once. For each creature a player multiplies the player places a
creature card of the same class of creature underneath the card of the creature
multiplying, but so that the icons of the card being placed are showing to the left of
the previous card(s).
Same class
The player now has an additional
The wombat card is
of creature.
creature of the type and class of
placed underneath the
creature shown on the top card.
platypus card creating
This creature has now ‘adapted’ to
a second platypus.
any new continents and/or terrains
The platypus can now
shown on newly visible icons and
move twice as quickly in
increased its movement ability on
Australasia and has
any continents and terrains that the
also adapted to moving
creature could already access.
in the mountains spaces.
1c. Evolve
A player may evolve one or more creatures and may evolve the same creature
more than once. For each creature a player evolves the player places a creature
card of the same class of creature on top of the card of the creature being evolved,
so that the icons on the previously played card(s) are showing to the left of the
new card.
Same class
The player has evolved one type of
The bandicoot card is
of creature.
creature into a new type of creature
placed on top of the
of the same class and also added an platypus card. The
additional creature of the new type.
two platypus have
This creature has now also ‘adapted’ evolved into three
to any new continents and/or terrains bandicoots. The
shown on the new card, increased
bandicoots can now
its movement ability in any continents move more quickly in
and terrains that the creature could
Australasia. They have
already access and changed the
also adapted to moving in deciduous
creature’s special or scoring ability to forest spaces and could potentially
that shown on the new creature’s card. score 4 points at the end of the game.
1d. Adapt
A player may adapt one or more creatures and may adapt the same creature
more than once. For each creature a player adapts the player places a creature
card, usually of a different class of creature, upside down and underneath the
card of the creature adapting, so that the continent and terrain icons (but not the
class of creature icon) of the card being placed are showing to the left of the
previous card(s).
Different class
This creature has now adapted to
The thorny devil
of creature.
any new continents and/or terrains
card is placed
shown on newly visible icons and
underneath
increased its movement ability on
the bandicoot
any continents and terrains that the
card (and its
creature could already access.
supporting cards).
When adapting the player does not
There are still
create an additional creature of the
only three
type of creature shown on the top
bandicoots (as
card, as the creature class icon is
indicated by the three smaller creature
not visible. The new card does
icons), however they can now move
however count toward the maximum even faster in Australasia and they
number of cards (six for the full game, have now also adapted to moving
four for the intoductory game ) that a in the desert spaces.
menagerie creature can have.
A player may wish to adapt a creature by using a card with a creature of the same class
if, for example, the player has the ability to adapt without having to discard a card.
However, usually a player would multiply a creature of the same class, not adapt, as to
multiply would also increase the number of that class of creature, which is advantageous.
5
1b. Multiply
Place a creature card of the same
class of creature underneath the
card of the creature multiplying.
Multiplying generates an additional
creature of the same type as the
creature shown on the top card.
1c. Evolve
Place a creature card of the same
class of creature on top of the card
of the creature evolving.
Evolving changes one type of
creature into a new type and also
adds an additional creature of
the new type.
1d. Adapt
Place a creature card (usually) of a
different class of creature upside
down and underneath card of the
creature adapting.
Adapting adds continent and terrain
icons to the existing creature type.
When adapting a player does not
create an additional creature.
Note: A player may only have a maximum of two of their creatures’ counters in
one continent at the end of their turn. So if a player already has two counters in
a continent they cannot introduce a third counter (as it is not possible to migrate
a creature out of the continent during a menagerie action).
Note: Tokens (see 3e. Collect token, page 10) can be used at any time.
Therefore a player may add a continent token when a creature is being introduced,
enabling the creature to be introduced into the continent shown on the token.
A player may only have a maximum of
two of their creatures’ counters in one
continent at the end of their turn.
2. Breed
2. Breed
The breeding action allows a player to gain additional cards to put into their hand.
In order to breed a player must normally be able to flip over one counter which
currently displays a white background side so that the black background is showing.
A player may normally breed only one creature per turn.
The breeding action allows a player
to gain additional cards.
2a. Discard
Firstly a player may discard any cards from their hand that they wish to in order
that they can accommodate additional new cards and stay within their hand limit.
A player cannot discard cards after they have started to draw cards.
Place the discarded cards face down on the corresponding discard piles 1 to 3.
2a. Discard
A player may discard any unwanted
cards from their hand.
2b. Flip
2b. Flip
Flip over one counter which shows
a white background to the side that
shows the black background.
2c. Draw
A player draws cards equal to the number of that type of creature in the player’s
menagerie plus the number of the region that the creature has reached.
Example: Red’s menagerie
bird has two supporting bird
cards plus one upturned reptile
card used for adaptation. The
bird counter is in region two.
The red player draws three
cards for the number of birds
(but no card for the reptile card)
1+ 0+1 +1=3
+ 2 = 5 cards.
plus two cards for the region the
counter is in. A total of five cards.
A player may draw cards from any of the decks 1 to 3 where any creature (of any
player’s) has reached that numbered region, but a player may not look at any of
the cards until they have drawn them all.
Example: If all players only have counters in the region ones, then players can
only draw from deck one. If any player has a counter in a region two, then all
players can draw from decks one and/or two. If any player has a counter in a
region three, then all players can draw from deck any deck.
For further examples refer to the green and red player’s turns described on the
South American side of the box bottom.
If a number deck is exhausted, then reshuffle the discarded cards from that deck
and form a new deck. If there are no discards for that deck then a player may
draw cards from any adjacent number deck, e.g. if a deck 2 card is required and
there is no card available, then the player may draw from any of the decks 1 to 3.
2c. Draw
Draws cards equal to the number of
that type of creature in the player’s
menagerie plus the number of the
region that the creature has reached.
2d. Hand limit
The normal hand limit is six cards. A player may only draw cards up to their hand
limit. Do not draw any extra cards. However a player may discard any number of
cards before they start to draw cards (see 2a above).
2d. Hand limit
A player may only draw cards up to
their hand limit.
The player flips over one of their counters on the continent boards
from the side which shows a white background to the side that
shows the black background.
If the black background side of a counter is already showing a
player cannot draw any more cards using that creature until it has
moved again (see movement), which will return the creature’s
counter to its white background side.
Exception. If all of a player’s counters are showing the black background side
a player may breed any one of their menagerie creatures for one card only.
The counter remains on its black background side.
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Draw cards from any deck where any
creature (of any player’s) has reached
that numbered region.
3. Movement
3. Movement
The movement action allows a player to advance their counters along
the trails on the continents and to migrate from one continent to another.
Allows a player to advance their
counters along the trails and to
migrate from one continent to another.
3a. Trigger
Play (and then discard) any card or token as a trigger card or token.
From left to right compare the icons on the trigger card or the icon on the token
to those on each of the player’s menagerie creatures. The creature’s cards
include the supporting cards and tokens placed on those cards (remember that
tokens can be added at any time to a card).
Any menagerie creature which has one or more matching icon(s): class, continent
and/or terrain, may move forward on the continent boards and/or migrate. Note that
movement is only triggered once, even if there are more than one matching icons.
It is suggested that players (i) place one of their a coloured wooden trigger markers
on top of each of their menagerie creatures that have been triggered, so as to easily
identify which creatures are able to move and then (ii) place the trigger card to
one side, face down (to avoid confusion, especially to new players, when moving).
It is recommended that a player does not place the trigger card onto the discard
pile immediately, but waits until they have finished moving. A player may need to
refer to the trigger card again as additional creatures may be triggered during the
movement phase if a token matching a trigger card icon is added to a menagerie
creature. This can include a token that has been newly acquired during that turn.
Note that a token will only trigger movement during the same turn if it is applied
to a creature which is to the right of any creatures that have already been moved.
3a. Trigger
Play a card or token to trigger
movement.
Any menagerie creature which has
one or more matching icon(s) may
move.
Place a coloured wooden trigger
marker on top of each menagerie
creature that has been triggered.
Blue moved using the red deer as a trigger card. Four creatures
were triggered by their matching icons and marked with blue
cubes for identification. From left to right, the puma has a
matching coniferous forest icon, the wombat has no matching
icons so does not move, the thorny devil has a matching Europe
icon, the white rhinoceros has a matching class of creature icon,
the gibbon has no matching icons so does not move and the bald
eagle also has a matching coniferous forest icon. (Blue’s turn can be seen in the
context of a game on the box bottom.)
Important. Note, the icons on the trigger card do not enable the creature to
move on the boards, they only determine which creatures may move.
From left to right, each menagerie creature that has been triggered may do all
of the following:
3b. Move
Move a counter forward on a continent board. (Forward means in the direction
of the arrows, from the start of the trail in the south of the continent toward the
end of the trail in the north of the continent.) A creature’s counter cannot be
moved backwards.
The left most triggered creature in a player’s menagerie always moves first.
The remaining triggered creatures move in order from left to right. A player
must complete the movement of one creature’s counter before moving their
next creature’s counter.
When moving a creature’s counter, consider the next space along the trail on
the continent board(s) that the creature is moving on (or migrating to). If the
terrain icon on the next space matches an icon on the creature’s card(s) then
the creature’s counter may be moved one space forward in the direction of the
arrows onto the matching space. If the terrain icon does not match then consider
whether a continent icon on the card(s) matches the continent the creature is
on (or migrating to). If the continent matches an icon on the creature’s card(s)
then the creature’s counter may again be moved one space forward in the
direction of the arrows onto the next space. When the counter has been moved
one space then consider the terrain icon on the next space and the continent in
the same way. Continue the procedure until there are no more matching icons
to consider. Icons may be considered in any order and independently. Each
icon can be used only once during movement.
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From left to right, each menagerie
creature that has been triggered may
do all of the following:
3b. Move
Move a counter forward on a continent
board.
The triggered creatures move in order,
always from left to right.
Move the triggered creatures one
space forward for each icon on the
creature’s card(s) that matches the
terrain icons on the board and the
continent the creature’s counter is in.
Note that a creature whose movement has been triggered will always be able to
move at least one space forward as the creature will have always have at least
one continent icon which matches the continent it is in.
Note that a creature whose movement
has been triggered will always be able
to move at least one space forward.
Movement example 1
1
2
1
2
In a four player game, the lion’s movement has been triggered. The lion has
two matching icons so it can move two spaces forward. Its first move is to the
deciduous forest space (1) using the Africa icon (as the lion does not have an
icon matching the deciduous forest space). Now that the lion is on the deciduous
forest space the next space on the Africa board, which is grassland (2), matches
the grassland terrain icon on the lion card. So the lion can now move onto the
grassland space. The lion has no more unused icons so finishes its move on
the grasslands space (2).
If a creature has a number of supporting cards and matching icons it can
get tricky keeping track of which icons have been used. In this situation it is
recommended that players use the black wooden movement markers to identify
which icons have been used.
Movement is to visible (unoccupied) spaces. Move over and ignore any spaces
that already contain a counter. Only one counter can occupy each space, so
only one type of creature can reach the finishing space in each continent.
Counters move over and do not stop at the token spaces. (See Collect tokens
page 10.).
Movement example 2
1 6 7
3
9
8
7
8
6
1
2
3
5
4
The cassowary’s movement has been triggered. The cassowary does not have a
mountain icon so the red player uses an Australasia icon to move to the mountain
space (1) and then places a black movement marker over one of the Australasia
icons (and similarly places black movement markers over the relevant icons for
subsequent movements). The next visible space is a desert space (3). The
cassowary does have a desert icon so it can use that for the next move. The
cassowary moves over the token space (2) as it does not stop there. If there
had still been a token on that space then the red player would have taken the
top token (which the red player could then have played immediately onto the
cassowary to facilitate further movement of the cassowary) but still would not
have stopped. Having reached the desert space (3) the next visible space is a
grassland space (6). The cassowary does not have a grassland icon but it does
still have unused Australasia icons, so the cassowary can continue moving.
The cassowary jumps over both the green smaller mammals counter (4) and
then the token space (5), taking the green hedgehog token as it does so, and
lands on the grassland space (6). The next space (7) is a desert space. The
cassowary’s desert icon has already been used (at space 3), but it still has an
unused Australasia icon, so it uses that. The next space (8) is a deciduous
forest space. The cassowary does have a deciduous forest icon so it can use
that. The following space (9) is another desert space. The cassowary does not
have any remaining unused Australasia or desert icons so its movement finishes
at the deciduous forest space (8).
After all of the movement is completed, remove the coloured and black wooden
movement marker cubes from the cards, if used. Place the trigger card on the
corresponding discard pile 1 to 3.
8
Use the black wooden movement
markers to identify which icons have
been used.
Move over any spaces that already
contain a counter.
A player may have a maximum of two counters on a continent at the end of their
turn. If after the player has finished their turn it is noticed that this rule has been
broken, then the player must move one of the counters to a different continent the
next time they chose the movement action. If a player ends the game with three
counters in one continent then the player must remove one of those counters
(their choice) from the board and the corresponding cards from their menagerie
and that creature will not score or give rise to any points.
If the counter has reached the finishing space in a region 3, then it cannot be
moved or migrate again. The counter can still be used to breed once. However
after breeding the counter will remain on its black side and cannot then flip back
to its white side as it will be unable to move again.
Movement is always optional. A player may choose not to move a creature that
has been triggered or to move it for some of the icons only. (Note that the upside
down icons on the right side of the top card do not generate any movement.)
For example a player may wish to halt a counter on the most advanced space
of region one so that the player can still use special abilities specific to region
one only, or a player may wish to not to end the game by not moving a creature’s
counter to the end space of a trail. If a counter can be moved, but the player
chooses not to move it, the creature’s counter can still be flipped to its white
background side. (This does not include the finishing space as the counter
cannot be moved from there).
A player may have a maximum of two
counters on a continent at the end of
their turn.
3c. Migrate
Migration is part of the movement action. Migration is the movement of a
creature’s counter from one continent to another.
A creature can migrate into a different continent only if the creature card and/or
its supporting cards contain an icon of the target continent. The creature’s
counter may arrive in the new continent by first using the terrain icon, but
must also have the continent icon in order to make the migration possible.
A creature can only migrate from one continent to another once per turn.
Migration must either be the first movement of the creature’s counter or the
last movement. A creature cannot migrate during the middle of that creature’s
movement.
If a special ability allows a creature to move one space, this can include migrate.
When migrating, a creature’s counter is always placed in the first unoccupied
space in the same numbered region in the continent the creature has migrated to
as the region it migrated from in its previous continent. Consequently migration will
only normally be considered when a creature’s counter has reached the beginning
of a new region. Very rarely, if a creature migrates and there are no spaces in the
corresponding region in the target continent, then when the creature migrates the
creature’s counter is placed in the first available space in the region above.
3c. Migrate
Migration is the movement of a
creature’s counter from one continent
to another.
A creature can migrate if the creature’s
cards contain an icon of the target
continent.
A creature can only migrate once
per turn. Migration must either be
the creature’s first or last movement.
Movement is optional.
A creature always migrates to the
first unoccupied space in the same
numbered region in the continent
it has moved to.
Migration example
4
5
1
The raccoon’s movement has been triggered. The raccoon does not have a
deciduous tree icon (2) so the yellow player uses the Europe icon to move over
the green token (1), which it takes, to reach the deciduous tree space (2). The
yellow player then places a black movement marker over the raccoon’s Europe
icon (and further black movement markers after subsequent moves). The next
space (3) is a coniferous forest space. The raccoon has two coniferous forest
icons so it can be moved to that space (3), which is also the first space in Europe
in region three. The raccoon also has a North America icon so it is able to
migrate to North America. This can only be done as the first or last move of that
creature. As the raccoon’s last move it then migrates to the first space (4) of the
same region, region 3, in the continent it has migrated to. The raccoon cannot
move again even though the raccoon has an unused coniferous forest icon
which matches the next space (5).
A reminder that a player may only have a maximum of two counters in any one
continent at the end of their turn. Additional creature’s counters may migrate to a
continent during the course of a player’s turn, but only if the total number of counters
is reduced to two or fewer by further migration before the end of the player’s turn.
9
2
3
A player may only have a maximum
of two counters in any one continent
at the end of their turn.
3d. Flip
Flip the creature’s counter to the white background side.
If the black background side of the counter was face up, then the
counter may be flipped over so that the white background side is
showing. This will enable the creature to breed again (see action 2b).
Occasionally a player may not want to flip over the counter for
scoring purposes. E.g. Fennec fox (#217).
3e. Collect token
Collect a token passed over by a creature counter.
There are four spaces for tokens on each continent
board. A creature’s counter never stops on these
token spaces. The counter moves over the token
space straight onto the next space.
In the first three token spaces along the trail there are initially a blue token stacked
on top of a green token. When a player’s
counter passes over the token(s) the player
takes the top (blue) token if available. The
player does not look at the other (green) token. If there is only a green token left the player takes that token. If there are no tokens remaining then the player does not
receive a token and the counter moves
straight over the token space to the next
space on the trail. A player may take both
the blue and green tokens if two of their
counters move over the tokens.
In the fourth space there is a red token.
Only one creature’s counter can be
moved over this token space as the
following space is the finishing space
of that continent’s trail and only one
counter may be present in any space.
When a player’s counter passes over
the red token the player takes the token.
The player places the tokens
The green carnivore counter’s movement
they take face up on their
has been triggered. On its first move
token rack.
it will move directly to the desert
If a token is not ‘used’ in
space and take the blue token
the ways described below,
when it moves. Leaving
then the token will score points at
the green token
the end of the game if there are points
for the next indicated on the token.
counter to
Tokens may be used as follows:
pass that
1. To trigger movement (see 3a), using
the
space.
continent or terrain icon on the token.
If a token is used to trigger movement it is subsequently
discarded and no longer scores points at the end of the game.
2. To add face up (showing the continent/terrain side) to a
menagerie card at any time during a player’s turn. A player
may place a token on a menagerie creature immediately
after picking the token up. Tokens may not be added after
the end of the game.
If the icon on a token that was just added matches an icon
on the trigger card or the trigger token, then this will trigger
the creature’s movement in the usual way. A creature’s
movement can be triggered in the current turn, but if any creatures have already
moved, only a creature to the right of the creatures that have already moved
can be triggered.
A creature that is currently moving, or a creature to that creature’s right, can
have their movement increased in the current turn if the token matches a relevant
terrain space or the continent. If a token is placed on a creature that has already
moved this turn, then it will not generate additional movement.
A player may place any number of tokens onto a menagerie card. Once placed
the token cannot normally be removed. If a creature is subsequently evolved
and therefore a card is placed on top of that creature’s current top card, then
any tokens are repositioned on top of the new evolved creature.
If a token is placed on a menagerie creature it no longer scores points at the
end of the game.
Red tokens cannot be used to trigger movement.
10
3d. Flip
Flip the creature’s counter to the white
background side.
3e. Collect token
Collect the top token passed over by
a creature counter.
The counter moves over a token space
straight onto the next space.
Place tokens taken face up on the
token rack.
If not ‘used’ a token will score points
at the end of the game if there are
points indicated on the token.
Tokens may be used as follows:
1. To trigger movement.
2. To add face up to a menagerie card.
Game end
Game end
The game ends immediately when there are counters on the finishing space on
two different continent boards. The player who places the second counter does
not finish their turn.
(Note that the player’s playing later had the advantage of moving over the
counters of the player’s playing earlier.)
Scoring
Points are scored as follows:
1. Each counter scores points equal to the number of the region that it is in.
2. Each unused token scores 0 to 3 points, as stated on the token.
3. Each scoring creature card is evaluated and scored accordingly.
The player with the most points is the winner.
If the scores are level compare the position of the players’ counters. The player
with a counter at, or closest to the finish, of a continent trail is the winner. If equal
compare the position of the players’ second closest counters, and so on.
The game ends immediately when
there are counters on the finishing
space on two different continent boards.
The player who places the second
counter does not finish their turn.
Further explanation of cards
Below, in numerical order, is clarrification of the text on some of the cards where
this is considered helpful.
111, 112, 113, 114, 115, 116: A player cannot use this creature’s ability to
introduce this same creature (as the creature was not already in the player’s
menagerie at the time the creature was introduced).
117, 118, 119: This movement ability is instead of the normal icon trigger.
131: A player does not gain two cards for introducing this creature (as the creature
was not already in the player’s menagerie when the creature was introduced).
132, 133: If playing two trigger cards, play both then move.
134, 135, 136, 137, 138: A player does not gain two cards for introducing this
creature (as the creature was not already in the player’s menagerie when the
creature was introduced).
139: If playing two trigger cards, play both then move.
142, 143, 147, 148: Instead of just one creature in any region.
149: A player may take immediately from any deck they are currently permitted to
draw from. A creature may be moved over the sloth when that creature is being
introduced. If a creature moves over the sloth on another player’s turn, the player
who has the sloth may first discard a card if they already hold the maximum
number of cards permitted by their hand limit.
151, 152, 153, 154, 155: If you evolve this creature, then immediately discard
down to new hand size if necessary.
167, 168, 169: Moving 1 space can include migrate.
223, 224: If twice, play both evolves together. If you evolve this creature you
can only evolve it once as after the first evolve, the ability is no longer visible.
227: Only consider counters that have been introduced.
241, 242, 243: These are additional to any points on the token.
244: Note the game ends immediately a second creature reaches the finishing
space of a trail. One of the advantages of this ability is to reposition the creature
likely to achieve this feat to the right of the other creatures in a player’s
menagerie.
245, 246, 247: These are additional to any points on the token.
248: See 244 above.
256, 257: If you evolve this creature, then immediately discard down to the new
hand size if necessary.
261, 262, 263: Moving 1 space can include migrate.
264, 265, 266: Note these creatures also inhabit the terrain of the
supporting cards.
324: Includes terrains on tokens played on that creature.
325: Creatures equals cards, not counters.
329: Includes continents on tokens played on that creature.
349: Cards, not counters.
361, 362, 363, 364, 365: Creatures equals cards, not counters.
11
Scoring
Points are scored as follows:
1. For each counter the number of
the region that it is in.
2. For each unused token 0 to 3
points, as stated on the token.
3. For each scoring creature card.
The player with the most points is
the winner.
Introductory game
The rules for the introductory game are the same as for the full game except as follows:
Continent boards.
Use the reverse sides of the Africa, Asia, Australasia and Europe boards only. These are marked with an ‘egg’ icon.
The trails are shorter on these boards than in the main game.
Tokens.
Do not use the green bobcat and blue swift tokens.
Creature cards.
Each player is dealt one of the three sets of 4 starting cards:
Green 111, 121, 131, 141.
Red 112, 122, 132, 142;
Blue 113, 123, 124, 134.
The hand limit is four cards.
Menagerie creatures. There are only four different classes of creature in the introductory game: birds, herbivores, predators
and smaller mammals. As a player may not have more creatures of one class than they have different classes of creatures
in their menagerie, the maximum number of cards that can represent each creature is four (not six as in the full game).
Note. The introductory game is included to enable players to familiarise themselves with the mechanics of the game.
It is not ‘balanced’ to the same extent as the full game. Due to the shorter trails on the boards players do not have the same
time and scope for developing their creatures and their strategy as in the main game.
Acknowledgements
Game design by Richard Breese.
Illustrations by Juliet Breese.
Box lid based on a design by Gerhard Schmid.
Graphics and realisation by Richard Breese.
German translation by Ferdinand Köther.
Special thanks to Gerhard Schmid and Wolfgang Kramer
for their permission to base the image on the box lid on
the image used for Wolfgang and Ursula Kramer’s famous
Wildlife Adventure game and to Ravensburger for allowing
the reproduction of a representation of the cover of Wildlife
Adventure on the side of the box bottom. As explained on
the box sides the idea was to pay tribute to Wolfgang and
Ursula’s wonderful family game on its thirtieth anniversary.
The designer would like to thank the following playtesters
and contributors for their assistance: Jonathan Badger,
Ulrich Bauer, Tim Berry, Rüdiger Beyer, Sebastian Bleasdale,
Anthony Boydell, Jenny Bradbury, David Brain, Dawn Breese,
Jonathan Breese, Mark Breese, Stuart Breese,
Bernd Brunnhofer, Moritz Brunnhofer, Peter Burley,
Derek Carver, Richard Clyne, Paul Crogan, Carl Crook,
Si Cullimore, Barbara Dauenhauer, Gary Dicken,
Caroline Elliott, Rob Fischer, Andreas Frank, Paraskevi Frank,
Paul Fuller, Howard Goble, Andrew Harding, Richard Harris,
Rob Harris, Mikko Heikelā, Mike Hibbert, Eve Hicks,
Tom Hilgert, Ben Hodgson, Dieter Hornung, Alan How,
Seth Jaffee, Robert Jones, Simeon Jones, Steve Kendall,
Christian Klein, Tina Landwehr, Tom Lehman, Ray Livingstone,
Paul Mansfield, Bob Mesrop, Alan Paull, Charlie Paull,
Pete Piggott, Jon Pizzey, Adam Porter, Mark Ratcliffe,
Emily Ross, Toby Ross, Tony Ross, Bruce Schlickbernd,
Jennifer Schlickbernd, Christof Schröder, Lotte Schüler,
Rob Scovell, Iain Shirley, Mike Siggins, Graham Staplehurst,
Juliet Swift, Christof Tisch, Andy Unwin, Hans van der Velden,
Bart van Spaendonck, Rob Thomasson, Ian Vincent,
Neil Walters, Clive Warries, Hanne Weber, Simon Weinberg,
Andy Williams, Andy Willis, Ian Wilson, Stuart Woodsford
and John Yianni.
The designer is a regular user of the Boardgamegeek
website and will endeavour to respond to any rules queries
on that forum on a regular basis so that the responses are
readily available to all gamers.
http://www.boardgamegeek.com/boardgame/181797/
inhabit-earth
Published in October 2015 by:
R&D Games,
6 Denne Close,
Stratford upon Avon,
Warwickshire,
CV37 6XL,
United Kingdom
e-mail: [email protected]
Co-publishers:
Game Salute LLC,
10 Tinker Avenue,
Londonderry, NH 03053,
USA
www.GameSalute.com
Hutter Trade GmbH + Co KG,
Bgm.-Landmann-Platz 1-5,
D-89312 Günzburg,
Germany
www.hutter-trade.com
Whilst the manufacturers make every effort to ensure that
your copy of Inhabit the Earth is complete and in good
condition, the large volume of units and components means
that occasionally errors will arise. In these circumstances
please contact:
[email protected]
or visit www.GameSalute.com/Replacements
if you acquired your copy of the game in the U.S.
or
[email protected]
or visit www.hutter-trade.com
if you acquired the game elsewhere in the world.
12
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