Actions: Speciation to Domination
The last five Dominant Species actions — Speciation, Wanderlust, Migration, Competition and Domination — with species limits per terrain, bird and arachnid abilities, tile scoring and Dominance cards.
These actions put species on earth, move them, kill them and finally score the tiles. They follow Glaciation in the Execution Phase.
Speciation
Six spaces, one per element:
meat,
sun,
seed,
water,
grub,
grass. When your pawn comes off, choose one element disk on
earth of that space’s type. Add species from your gene pool to each tile touching that disk
(one, two or three tiles), up to the terrain’s limit:
| Terrain | Up to |
|---|---|
| 4 species | |
| 3 species | |
| 2 species | |
| 1 species |
Then the
insects may place one species from their gene pool on any tile —
every turn, pawn or not.
Wanderlust
Three spaces. When your pawn comes off, take one of the face-up tiles on top of the three Wanderlust stacks and:
- Place it on an empty hex adjacent to at least one tile of earth.
- You may put one of the Wanderlust elements on any vacant corner of the new tile.
- Score the bonus points table for the tiles adjacent to it.
Then, in food-chain order (not starting with you), every player may move any of their species adjacent to the new tile onto it. Birds get no extra reach here. When a stack runs out, fewer tiles are on offer.
Migration
Six spaces worth 7, 6, 5, 4, 3 and 2. When your pawn comes off, move up to that many of your species, each onto an adjacent tile. Species starting on the same tile may split up.
Birds may move each species up to two tiles, through an adjacent tile, but
never across an empty hex. They need a Migration pawn for it.- Each species moves once per action; a second pawn can move it again.
Competition
Seven spaces. Each lists three terrains: tundra plus a pair from the row below it, which wraps around so that every other terrain appears twice.
| Space | Terrains |
|---|---|
| 1 | |
| 2 | tundra, wetland, |
| 3 | tundra, desert, |
| 4 | tundra, forest, |
| 5 | tundra, savannah, |
| 6 | tundra, mountain, |
| 7 | tundra, sea, jungle |
When your pawn comes off, choose up to one tile of each of the three terrains where you have a species and an opponent does too. Eliminate one opposing species on each — to the box.
The
arachnids compete first, every turn, for free: one tile of any terrain.
Domination
Five spaces. When your pawn comes off, choose one tile not yet scored this turn and score it.
Scoring a tile
Rank the animals by number of species on the tile; ties go to the animal higher on the food chain. Points from the tile scoring table:
| Terrain | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|
| 9 | 5 | 3 | 2 | |
| 8 | 4 | 2 | 1 | |
| 7 | 4 | 2 | — | |
| 6 | 3 | 2 | — | |
| 5 | 3 | 2 | — | |
| 4 | 2 | — | — | |
| 3 | 2 | — | — | |
| 1 | — | — | — |
Each place needs a different animal: an animal alone on a tile takes only first place.
Taking a Dominance card
After scoring, if an animal is dominant on that tile, its player must choose one face-up Dominance card, carry it out as fully as possible and remove it from the game. All choices on the card are made by that player. The dominant animal may not be the one that chose the tile, nor the one that scored most. The first card taken each turn is chosen from five; then fewer remain.
When someone takes Ice Age, the game ends at the end of this turn (Ice Age). All card effects are on Cards & Components.