Learn Carl von Linné
Learn the game in 5 short steps. Everything links to the full rules.
Choose a research direction
You have fifteen instrument placements over five rounds, so focus on objectives that reinforce each other. Look at the three university scoring tiles and the four public
achievements, then decide whether your first engine will center on
samples and
books,
letters, gardens or
voyages.
Explore for samples and sketches
Move along the Scandinavian map to visit a
sample location. Its first-visit bonus is claimed once; then take that bonus again or pay
containers to collect its
sample.
Sketch locations give a
sketch plus their location reward.
Samples fill your library and
sketches support publishing.
Turn samples into knowledge
Move your researcher through the library. Each move can grant the globe reward and uncover several adjacent
sample corners. Record
knowledge in the matching notebook spaces; you can hold only two of each phylum.
Research is how you meet a
book’s
knowledge cost.
Publish and build income
After your action, pay a
book’s
knowledge and
sketch requirements to publish it. A matching
sketch triggers its effect; a mismatched one is face-down. Consider paying for the appendix at the same time. Pair a published
book with a completed
voyage to collect its recurring destination income.
Watch shared scoring and the end
Use the glasses, magnifier and microscope for different action strengths and bonuses. Claim
achievements before opponents, advance university tracks toward their assigned scoring goals, and keep an eye on garden majorities. After five rounds, score fulfilled
exotic samples, research, gardens,
letter sets, lectures and leftovers; highest score wins.