Board Game Review: Evolution—Nature’s Arms Race

Last week, we took a look at the surprisingly fun The Kingdoms of Crusaders. This week, we continue on our Russian streak by looking at Evolution: The Origin of Species. Also by Right Games, Evolution is fairly straightforward and easy to teach, but still provides a wealth of choices for players.
The Basics. In Evolution, the players try to equip their species with the best offense and defense while simultaneously spreading parasites and eating other players’ animals. Points are scored at the end for each animal and for each trait that the animal bears. So you want to keep alive as many as possible.
However, the game isn’t just a constant battle between predators and prey (although that element is persistent). Instead, after the players have played all cards from their hands, the species must be fed. The first player rolls the dice and, depending on the number of players, the dice indicate how much food is available. Then the players may collect that food, one at a time in player order, to ensure their species survive.
Most animals only need one food to live. Some, like those with high body weight traits, require two. Some animals have traits that can get extra food not available to other animals. And some can live on their own fat tissue. But, if at the end of the round an animal doesn’t have enough food, it is killed. The dice ensure that sometimes there will be seasons of plenty, and sometimes seasons of scarcity.
Finally, most cards have two traits. Any card can be placed face down to start a new species. Then, any trait can be placed on top. Cards with two traits allow the players additional choices in what to add to their animals.

Luckily, all three species are owned by the same player, so the herbivores have nothing to worry about from the nearby carnivore.
The Feel. Like the natural world—or at least as Discovery channel documentaries have led me to believe—Evolution is alternately brutal and tranquil. During the regular play phase, you’ll be trying to make best use of your cards to protect your species. You’ll also be trying to give at least a few of them some offensive carnivorous powers.
But then, feeding time comes. When the dice roll high, everybody gets fed. Carnivores may still try to eat other species, but but there are enough protective cards to render their success less than certain (usually). But when food is scarce, the need to feed can be punishing. Cards like Cooperation can nab more of the food. Grazing can destroy it before your opponents get a chance to claim it. And carnivorous actions become critical.
Players should expect to eat and be eaten in this game. This is not a game where you will nurture one species from beginning to end. In fact, the more traits you load up onto a single animal, the more attractive he is for attack by other players. Instead, you simply try to keep out as much as possible. More species means more points, and it also means more card draws in between rounds.

Those same animals, sated by food.
Although Evolution allows for two to four players, it is best with four. A four-player game spreads out the traits a bit, and it also spreads out the spite. In a two-player game, if one side gets a carnivore and the other doesn’t, that can bode especially poorly for the peaceful herbivores. Since new draws are based on surviving species, it can place that player at a disadvantage. This game is best enjoyed with company.
The only real negative to this game is that it tends to last just slightly too long. The game runs until the deck runs out of cards. And, what should be a delightful 20-30 minute game often comes in between 30-45 minutes. Not so long as to suck out all the fun, but the last bit is a little annoying. And, this is more pronounced in a two-player game where there are fewer players to deplete the deck each round.
Components: 3.5 of 5. The cards are on good stock and stand up to the abuse of multiple plays. They have a bit of a grainy texture rather than a smooth gloss, but that doesn’t impact their shuffling fortitude. The food tokens are serviceable, if a little small, and the rules are a fairly decent translation.
Strategy/Luck Balance: 3.5 of 5. Cards are involved, so there is a luck component. But, with two traits per card, the player is provided with numerous choices and tactics. In your hand of 5 or 6 cards, you may have 10 or 12 traits to choose from. That variety tamps down the feeling of luck and helps players stay firmly in control. And, while there are dice, they generally impact everyone—though often it’s better to be first to pick food if the dice rolled poorly.
Mechanics: 4.5 of 5. Even though Evolution stays on a little long, the turns move relatively briskly and the feeding phase is intense. The rules and concepts are straightforward enough that this game could easily be played with children, family, and casual gamers. And game length could easily be tweaked simply by removing the top 10 (or so) cards before play.
Replayability: 4 of 5. The wealth of choices and options in this game will keep it feeling fresh for numerous plays. The dice also control whether there will be feast or famine—and the games will play very differently based on those rolls.
Spite: 4 of 5. There is spite. Front and center is the Carnivore trait. An animal with that trait straight up eats another player’s animal. As owner of a carnivorous beast, you can choose any other animal to nom. And it doesn’t stop there. Piracy cards allow you to steal food and Parasites can be played directly to make animals require more food—and therefore more likely to starve.
So why doesn’t this get a five? Well, there are so many protections that Carnivores must often pick the most vulnerable animal rather than targeting a specific player. Similar restrictions exist for piracy. Carnivore is less of a death dealer and more of an (extreme) encouragement to get camouflage, learn to run, or simply swim away. Nature’s arms race.

These little dice appear unassuming. But they will mercilessly deprive you of food.
Overall: 3.5 of 5. With the exception of the tense feeding phase, Evolution is a game that can be played while relaxing, discussing other topics, and having a good time with friends. It’s no brain burner, but it’s light enough to foster conversation and keep things moving. While it does go on a little long, it otherwise provides a nice diversion for friends or couples.
(A special thanks to Right Games, who can be found at Essen in Hall 7, Booth 7-05, for providing a review copy of Evolution: The Origin of Species)