Back in the 1980s I designed a few simple boardgames for Discovery, an educational partwork magazine for children published by Marshall Cavendish. This game, "Survival of the Fittest", was included in their Charles Darwin issue.
I don't make any great claims for this. I designed it in a day or two and it was only ever intended as a fun play-around with the concept of evolution. Judging by the illustrations on the counters (not included here) the editors seem to have assumed the player was taking the part of a species. In fact you are playing different biological domains (if not entirely different DNA codes) although on any given turn you are playing a species within that domain. Easy enough to survive in warm tropical oceans, but can you make it all the way to the South Pole? If you do you'll probably be lichen, but at least you'll be the winning lichen.
If you want to try it out, you can download the game board and attribute cards here. The rules are below. And happy Christmas!
SURVIVAL
OF THE FITTEST
A
game of natural selection for 2 to 5 players
OVERVIEW
The track
on the board represents different habitats across the globe. Players start in
the OCEAN DEEPS and try to reach the POLAR ICE CAP. In doing so, they move
through different habitats, and have to mutate (that is, change by developing new
characteristics) in order to survive in new surroundings. The species most able
to adapt to its surroundings – not necessarily the most complex – will be the
one most likely to survive.
SETTING UP
Cut out the
cards. (Do not cut along the
diagonals – that is, each card should be rectangular.) You will also need dice
and a counter to represent each player.
Each card
shows two characteristics. All players must begin with a Swimming or Slithering
characteristic, so put the seven cards with these characteristics face down.
Each player takes one, and all the remaining cards are then put face-down
beside the board. This is the Gene Pool.
HOW TO PLAY
Each player
chooses a playing piece and places it on the OCEAN DEEPS space. Roll the dice
to see who will go first. When each player has finished a turn, play passes clockwise
to the next person.
Each turn,
you can do one of three things:
- Migrate
- Mutate
- Roll for a Global Change
Migrating allows you to move your playing piece to the
next space on the track. Look at this space to see if it lists any of the
characteristics shown on your card(s) as advantages (+1) or disadvantages (-1).
If you have neither, you have to roll 4, 5 or 6 to move on. Add 1 to the number
you roll for each advantageous characteristic you possess; subtract 1 for each
disadvantageous characteristic. If you roll a 6, you can have another go
straight away. In assessing your advantages and disadvantages, you must also
take into account any Special Characteristics (see below ).
Example
A player has the
Camouflage/Slithering and Pack Hunting/Courtship cards. This describes their organism’s
current attributes. They are on the TIDAL FLATS space and want to migrate to
the EVERGLADES space, and are lucky enough to have two characteristics listed
as advantages (+1) for EVERGLADES. If the player rolls a 2 or more, they can move to this space.
Mutating gives you a chance to change the
characteristics of your organism. You use your turn to take a random card from
the Gene Pool. If neither of the colours on the new card matches one you
already have. you must return the card to the Gene Pool. If the new card
matches, you can keep it and discard the old one if you wish. Whether or not you
keep the new card, play then passes to the next player.
You can
never retain more than two cards (listing a maximum of four characteristics) at
any one time. You begin the game with a single card which represents a simple
organism. You can increase this to two cards (representing a complex organism)
when you take and retain a card from the Gene Pool. If you choose to become a
complex organism (by retaining two cards) then you cannot return to being a
simple organism except through a Global Change.
Cards are
kept face up in front of you at all times. You do not have to show other
players a card you have drawn from the Gene Pool unless you decide to keep it.
Rolling for a Global Change allows you to check to see if
drastic environmental effects are happening to the whole planet. You roll the
dice and consult the Global Change Table below. Global Changes affect all
players regardless of habitat. Most are fairly extreme, doing no good to any
player, but they can be useful for slowing up a player who is on the verge of
winning.
SPECIAL
CHARACTERISTICS
Some
characteristics have special effects, so keep a sharp eye on your card(s) to
see if you have ones that help or hinder your survival. The game gradually
shows you how organisms react to each other and their habitats in the battle to
survive.
■ Sexual Reproduction This is
incompatible with the characteristics Hermaphroditic and Parthenogenesis (both
methods of reproduction which do not require a partner), and so if you have a
card with either characteristic, you cannot keep Sexual Reproduction unless you
discard the other card in the same turn. Sexual Reproduction counts as a
disadvantage (-1) in all habitats. However, when you have this characteristic
and opt to Mutate, you can draw two cards from the Gene Pool. (Remember you can
only hold a maximum of two cards at a time.)
■ Sharp Claws counts as an advantage (+1)
in all habitats, but only for a complex organism (2 cards).
■ Thick Hide counts as an advantage (+1)
in all habitats. However you cannot hold this card at the same time as Climbing
or Flight. If you already have Thick Hide, you cannot keep a card with Climbing
or Flight unless you discard Thick Hide in the same turn.
■ Shell always counts as an advantage
(+1), but does not go with Flight, Running, Climbing and Leaping, so if you
have cards with any of these characteristics, you cannot keep Shell unless you
discard the other card.
■ Intelligence is useless in isolation,
but allows you to add 1 to any other advantage you possess when Migrating.
■ Symbiosis can be used when you are on
the same space as another player who also has Symbiosis. You combine your
advantages and disadvantages with those of the other player when rolling to
Migrate. If this roll is successful, both players move to the next space.
■ Parasitic only works when you are one
space behind another player. You can Migrate automatically to the other
player's space without rolling the dice.
■ Parthenogenesis is an advantage (+1) in
all habitats but only for a simple organism (one card).
GLOBAL CHANGE TABLE
- Environmental catastrophe threatens extinction. Each player takes one card from the Gene Pool. If one of the colours on the card matches a colour you already have, discard your current card(s) and play on with the one you have just drawn. If none of the colours match, you become extinct and start again in OCEAN DEEPS with a new species.
- Loss of ozone layer wipes out higher life-forms. Every player is reduced to a simple organism (one card). Players who previously had two cards miss a go, but can choose which of their two cards they will discard. Players with only one card play on.
- Ice Age. All players with complex organisms (two cards) move backwards three spaces to avoid the spreading glaciation. For each of the following characteristics that you possess, move back one less space: Fur, Fat and Hibernation.
- Solar activity promotes genetic changes. Every player puts a card back into the Gene Pool and replaces it with a new one drawn at random.
- A fierce new predator develops. Any player who does not currently have a red- and/or green-coloured characteristic must move back four spaces.
- Disease ravages whole populations. Any player who does not currently have a blue-coloured characteristic must move back a number of spaces determined by rolling the dice.