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Biohack

Biohack Rulebook

Table of Contents

Table of Contents

  • Components
  • Overview
  • Setup
    • Play Area Setup
    • Player Setup
  • Gameplay
    • Planning Phase
    • Research Phase
    • Clean Up Phase
  • Final Score Calculation
  • 2 Player Rules
  • Solo Rules
  • Icon List
  • Credits

Components

  • 1 Double-sided Main Board (1-2 players side / 3-4 players side, with a basic side identical to all and an advance side unique to each)
  • 4 Double-sided Player Boards
  • 20 Location Cards (4 colors x 5 each)
  • 6 Scientist Cards
  • 10 Milestone Cards
  • 48 Creature Cards (Noble class x12, Artisan class x16, Common class x20)
  • 20 Downtown Tiles
  • 1 Danger Die
  • 20 Coins (value 1)
  • 8 Coins (value 5)
  • 8 Lock Tiles
  • 12 Noman Tokens (4 colors x 3 each)
  • 28 Milestone Tokens (4 colors x 7 each)
  • 4 Evaluation Point (EP) Tokens (4 colors x 1 each)
  • 24 Gene Markers (6 types x 4 each: Mammal, Aquatic, Avian, Reptile, Primate, Feral)
  • 8 Turn Order Tokens (4 colors x 2 each)
  • 8 Medicine Tokens (full side / empty side)
  • 1 First Player Token (for 2 players)
  • 1 Round Marker

Overview

"Biohack" is a medium weight game for 2-4 players about bioengineering experiments in the dark future.

Players take the role of scientists who are expelled from academia for participating in the notorious "Biohack" project led by a mad genius, Dr. Johann Maischberger. Now, a global biotech conglomerate, DNA Inc., is interested in the lost legacy of the Biohack project and gives you a second chance. With the help of specialized worker bioroids called "Nomans", you will try to progress the project. The most prominent one will be awarded status and prestige as a principal scientist of DNA Inc.

Now is the time to show your talent and courage to face the dark side of science.

Setup

NOTE: The following rules are for 3-4 players game. For 2 players game, please refer to 2 Player Rules. For solo game, please refer to Solo Rules.

Play Area Setup

  1. Place the main board with the 3-4 players side facing up in the center of the table.
  2. Sort the creature cards by their classes (common, artisan, or noble) and shuffle them separately. Place the 3 decks face down below the BASEMENT area of the main board starting with the common class deck at the top, the artisan class deck at the middle, and the noble class deck at the bottom. Draw 4 cards from each deck and arrange them face up next to the corresponding deck to form a 4 by 3 grid. This is called the basement display. Please keep the right side of the display open for discard piles.
  3. Take 4 random milestone cards and place them face up on the spaces in the top-right of the main board. This area is called the DNA Inc. display. Return the rest of the milestone cards back to the box.
  4. Shuffle all downtown tiles and place them as a face-down stack near the DOWNTOWN area at the bottom-right of the main board. Take 4 tiles and place them face-up on the spaces in the DOWNTOWN area.
  5. Place the round marker on the 1st space of the round track at the top-left of the main board.
  6. Place all 6 scientist cards face-up near the main board.
  7. Place the danger die near the MOUNTAIN and RIVER space on the main board.
  8. Place coins next to the main board to form a supply.

Player Setup

  1. Each player chooses a color and takes 7 milestone tokens, 3 Noman tokens, 1 EP marker, and 2 turn order markers of matching color. In addition, each player receives a set of gene markers, 2 medicine tokens, 2 lock tiles, and a set of location cards. When playing with 3 or fewer players, return all unused components back to the box.
  2. Each player randomly takes a player board and places it in front of them with their preferred side facing up. We recommend using the basic side in your first game. The side of the player board can be different among players.
  3. Each player places their EP token on the "0" space of the EP track at the bottom-left of the main board. Each time a player gains EP during the game, they advance their EP token a number of spaces equal to the amount of EP gained.
  4. Take one of each player's turn order tokens. Place them in random order on the upper row of the turn order area (initiative track) at the left side of the main board. This determines the turn order in the first round: leftmost goes first and so on. These tokens are now referred to as initiative markers.
  5. Each player then places the other turn order token near the turn order area (outside the main board). These tokens are used to reserve the turn order in the future using the bottom row of the turn order area (reservation track) and are referred to as reservation markers.
  6. Place the milestone tokens near the player board.
  7. Stand the 3 Noman tokens on the Noman space of the player board.
  8. Place the 6 gene markers on the "0" space of the gene storage area at the right side of the player board.
  9. Each player picks one scientist card in reverse turn order. Place the card in the scientist area at the bottom of the player board. Put the lock tiles face-down on the middle and bottom rows of the scientist card to represent that these abilities are not available yet. Return the remaining scientist cards back to the box.
  10. Each player takes any one face-up creature card from the basement display for free in reverse turn order and keeps it in their hand. Once every player has taken a card, repeat the process again in the same reverse turn order. Then, slide the remaining creature cards in the basement display from left to right so that the empty spaces are on the left side of the display. Fill all empty spaces by drawing creature cards from each corresponding deck.
  11. Each player receives a certain amount of coins based on their turn order from the supply (6/7/8/9 coins for turn order 1/2/3/4). Place the coins on the coin area at the bottom right of the player board.
  12. Medicine tokens have two sides: full side and empty side. 1st and 2nd players in their turn order place one of their medicine tokens with the full side up and the other with the empty side up. 3rd and 4th players place both of their medicine tokens with the full side up.
  13. Each player places their 5 location cards face-down in front of them.

Gameplay

The game continues up to 4 rounds, and each round consists of the following three phases. However, in the last round of the game (4th round or the round in which a player created their 7th creature), skip the Clean Up Phase, and the end game scoring will take place immediately after the Research Phase.

In the end game scoring, each player counts all the EP they have gained. The player with the most EP wins the game.

The three phases each round are, in order: Planning Phase, Research Phase, Clean Up Phase.

Planning Phase

Each player performs the following five steps in order: Reset turn order, Resolve planning effects, Remove reservation markers, Select location cards, Reveal location cards and place Noman tokens.

1. Reset turn order

NOTE: Skip this step in the first round.

Reset the turn order for this round based on the reservation track (the bottom row of the turn order area). Each player who has not placed their turn order marker on the reservation track yet must place their unused marker on the leftmost empty space there, following the order in the upper row.

Then, rearrange the markers on the initiative track (the top row of the turn order area) so that they are in the same order as in the reservation track. Shift tokens to the left to fill the empty space (if any) on the initiative track.

NOTE: Do not remove the turn order markers from the reservation track yet at this point!

Example: In this 3-player game, the RED player placed a turn order marker in the "4" space at the reservation track [A] in the previous round. The BLUE player and YELLOW player did not place their reservation markers in the previous round. As BLUE is earlier on the initiative track, BLUE places the remaining turn order marker in the leftmost "1" space on the reservation track. Then YELLOW places the marker in the "2" space [B]. After every player places their markers on the reservation track, markers on the initiative track are rearranged in the same order as the reservation track (BLUE-YELLOW-RED), then shift the rightmost marker to fill the empty space [C].

2. Resolve planning effects

Each player resolves all of their planning effects in any order. This effects resolution is optional, each player may decide not to resolve the effect(s) they have. All players may resolve simultaneously. However, you may resolve based on the turn order if any player wishes to do so.

Each player has at least one planning effect, which is shown on the top row of their scientist card. Players can gain access to the second planning effect by placing their turn order marker on the "2", "3", or "4" space in the reservation track. The effects are indicated by the icons below the space.

See the Icon List for detail.

3. Remove reservation markers

Remove all turn order markers from the reservation track, and place them back near the turn order area (outside the main board).

4. Select location cards

Each player chooses as many location cards as their active Nomans (see below) from the set of 5 location cards. Place the selected location cards face-down secretly. Do not let the other players see the location names on the front side.

Noman and Medicine

Nomans can be either "active" or "injured". Nomans standing on the main board or in the Noman area on the player board are considered to be "active". Nomans can be injured during Research (see Danger Die below). "Injured" Nomans should be laid down in the Noman area on the player board. Injured Nomans are not counted toward the number of locations to select (Select location cards) and cannot perform any research or experiment (Research Phase).

At any time during the game, you can heal one of your injured Noman to the active state by flipping one of your medicine tokens from its full side to its empty side.

Every time you gain a medicine, flip one of your medicine tokens from the empty side to the full side. If both of your medicines are already full, gaining another medicine has no effect.

5. Reveal location cards and place Noman tokens

Each player reveals the location cards they selected simultaneously. Then each player places one of their active Nomans in each location they selected.

The 5 locations indicated in the location cards are called public spaces.

Players take their location cards back and keep the cards in front of them until the next round.

Research Phase

Players take turns based on the markers on the initiative track from left to right. When the rightmost player has finished their turn, then the leftmost player will take a turn again. On a turn, the player must take one of the following options: Research, Experiment, or Pass.

If a player chooses to pass, the player cannot take any more turns in the rest of the phase. Once every player chooses to pass, the research phase ends.

Research (= retrieve a Noman from a public space)

Retrieve one of your Nomans from a public space on the main board, and place it standing up in the Noman space of your player board. Then, perform the action shown in the space.

The resources you can gain by the action depend on the number of players in the game and the number of Nomans remaining in the space after retrieving your own Noman.

Example: In a 4-player game, the RED player took a Noman from the MOUNTAIN public space [A]. As there are still 3 Nomans remaining in the space after RED retrieved the Noman, RED performs the action indicated in the first row of the MOUNTAIN space [B]. If RED retrieves the Noman later in the phase when there are no other Noman left in the space, RED will take the action shown in the fourth row which has weaker effects [C].

Gene and Coins

Most of public spaces provide Genes or coins.

Each time you gain (or pay) a gene, move the corresponding Gene marker one step up (or down) on the gene storage area of your player board. You can store up to 10 genes for each type. If you gain a type of gene more than 10, the excess will be lost.

When you gain coins, take that amount of coins from the supply and place them on the coin area of your player board. When you pay coins, return that amount of coins to the supply from your player board. There is no limit to the number of coins a player can have. In the rare situation that the coins run out, please use appropriate substitutes.

Danger Die

Collecting genes always comes with risks from various dangerous beasts.

When researching at MOUNTAIN or RIVER, you must roll the danger die once and apply the effect of the icon shown as a part of an action (see the Icon List for details).

You may gain a valuable feral gene, or your Noman may get injured, or both, depending on the result of the die roll. You may reroll the danger die by paying the reroll cost indicated in the space. You can reroll the die any number of times as long as you can pay the cost. Only the result of the last roll is applied.

Some planning effects enable you to roll a danger die in the planning phase.

Die Roll results:

  • Lay down the Noman used for this action (or any 1 active Noman if rolled as a planning effect) and put it in its injured state.
  • Gain 1 feral gene.
  • Gain 1 feral gene. Also, lay down the Noman used for this action (or any 1 active Noman if rolled as a planning effect) and put it in its injured state.
  • Gain 1 mammal gene or 1 aquatic gene.

Public space: MOUNTAIN

Remaining Nomans (3p)Remaining Nomans (4p)Action
23Gain 3 mammal genes and 2 avian genes. Then roll the danger die once.
12Gain 2 mammal genes and 1 avian gene. Then roll the danger die once.
01Gain 2 mammal genes or 1 avian gene. Then roll the danger die once.
-0Gain 2 mammal genes. Then roll the danger die once.

Danger die reroll cost: Pay 1 avian gene or 2 coins.

Public space: RIVER

Remaining Nomans (3p)Remaining Nomans (4p)Action
23Gain 3 aquatic genes and 2 reptile genes. Then roll the danger die once.
12Gain 2 aquatic genes and 1 reptile gene. Then roll the danger die once.
01Gain 2 aquatic genes or 1 reptile gene. Then roll the danger die once.
-0Gain 2 aquatic genes. Then roll the danger die once.

Danger die reroll cost: Pay 1 reptile gene or 2 coins.

Public space: BANK

Remaining Nomans (3p)Remaining Nomans (4p)Action
23Gain 4 coins and 3 EP.
12Gain 4 coins and 2 EP.
01Gain 3 coins and 2 EP.
-0Gain 3 coins and 1 EP.

Public space: HOSPITAL

Remaining Nomans (3p)Remaining Nomans (4p)Action
23Gain 3 primate genes and 1 medicine.
12Gain 2 primate genes and 1 medicine.
01Gain 1 primate gene and 1 medicine.
-0Gain 1 primate gene or 1 medicine.

Public space: BASEMENT

Remaining Nomans (3p)Remaining Nomans (4p)Action
23May purchase up to 2 cards from the basement display or from the top of the deck with 1 coin discount from the total purchase cost.
12May purchase up to 2 cards from the basement display or from the top of the deck.
01May purchase up to 1 card from the basement display or from the top of the deck with 1 coin discount from the total purchase cost.
-0May purchase up to 1 card from the basement display or from the top of the deck.

Purchasing Creature Cards

In "BASEMENT" public space, you may purchase creature cards from the basement display or creature card decks and add it to your hands.

When purchasing from the display, the purchase cost of each card is 2 coins / 1 coin / 1 coin / free (in order from the leftmost column). Empty spaces after purchase will not be replenished with cards until the Clean Up Phase.

When purchasing from the decks, the purchase cost is 2 coins per card. Look at two cards from the top of any deck, add one to your hand, and return the other to the bottom of the deck. If the deck runs out in the middle, shuffle all the cards in the corresponding discard pile face down and make a new deck.

If you are able to buy two creature cards, you may combine the two methods above.

Experiment (= place a Noman)

Take one of your active Noman from your player board (either you have retrieved from a public space or healed from injury) and deploy it in one of the experiment spaces on the main board in a standing position. Then, perform the action shown in that space.

There are two types of experiment space: Advanced and Basic.

Basic experiment space: large experiment spaces where any number of Nomans can be placed. Perform the main actions shown below without the bonus action.

Advanced experiment space: small experiment spaces with advanced technology. You may gain the bonus action indicated by the icons on the right side of the space before performing the main actions shown below. Only one Noman can be placed in each advanced experiment space.

Basic experiment spaces: BIOFARM

In BIOFARM, you may create up to 2 creatures from your hand and place the creature cards on your player board. For each creature card to create, follow the steps below.

  1. Make sure your player board has a space for the creature card to create. You can place a maximum of 4 common class creatures on the top row, 3 artisan class creatures on the middle row, and 2 noble class creatures on the bottom row. You can not create the creature if there is no empty space in the corresponding row.
  2. Pay the creation cost of that creature card. You can activate your artisan class creatures on your player board to discount the creation cost. If you have already unlocked the middle row ability of your scientist card, you may also apply the discount shown there up to once per round (see below).
  3. Place the creature card in the leftmost empty space of the corresponding row on your player board. If there is a bonus icon in the top-left corner of that space, you gain that bonus immediately.

Creature Card

  • Creation Cost: The type and amount of genes you must pay to create the creature.
  • Timing: The timing at which the ability can be activated.
  • EP: The EP gained in the end game scoring if the creature has been created.
  • Class: There are three classes of creatures: Common, Artisan, and Noble. Most creatures have an ability that can be activated once they are created. Each creature class has a specific type of ability (see below).
  • Name
  • Ability: Activating the ability gives you the benefit shown here.

Type of Creature Card

  • Common class (research effect): Once per round, you can activate the creature to improve an action at a specific location. If you have multiple creatures that enhance the same action, you can activate all of them at the same time to apply them to a single action.

  • Artisan class (discount effect): You can activate their abilities to discount the costs when creating a creature. Icons on the card show the type and amount of genes to discount. If you have multiple creatures that can discount a single creature card, you can activate all of them at the same time and apply all the discounts to the creature.

    You can activate the ability once per creation. Thus, a single creature can discount two creatures in a turn. You can activate the creation ability of the first creature you created to discount the cost of the second creature in the same turn.

  • Noble class (final score calculation effect): Gain EP as indicated in the end game scoring.

Creation Milestones

There are 3 rows in the creation milestone area shown on the top-left of the main board which corresponds to the 3 creature classes. To achieve a creation milestone, you need to fill all spaces in the corresponding row on the player board with creatures.

During your turn, if you create a creature in the last empty space of any row on your player board, take one of your milestone tokens and place it in the leftmost empty milestone space of the corresponding row. Then, resume your turn.

At the end of the game, you gain the EP shown at the top of the milestone spaces with your milestone tokens.

  • Common class creature milestone: You have created 4 common class creatures.
  • Artisan class creature milestone: You have created 3 artisan class creatures.
  • Noble class creature milestone: You have created 2 noble class creatures.

Basic experiment spaces: ALLEY

In ALLEY, you may perform one of the actions in the top row, or action in the bottom row, or both. You can perform a top-row action and a bottom-row action in any order.

Top row: Option 1 — You can pay either "2 coins", "2 mammal genes", or "2 aquatic genes" to gain one of the other options. Repeat this as many times as you want in any combination.

Top row: Option 2 — You can pay either "2 coins", "1 avian gene", or "1 reptile gene" to gain one of the other options. Repeat this as many times as you want in any combination.

Top row: Option 3 — You can pay either "2 coins" or "1 primate gene" to gain the other. Repeat this as many times as you want.

Bottom row: You can pay 1 feral gene to gain 3 of the following options: "2 mammal genes", "2 aquatic genes", "1 avian gene", and "1 reptile gene". You can not choose the same option multiple times. Alternatively, you can pay 3 of the following options: "2 mammal genes", "2 aquatic genes", "1 avian gene", and "1 reptile gene" (you can not choose the same option multiple times) to gain 1 Feral gene.

You may perform either one only once per action.

Example: RED player places a Noman in the ALLEY and decides to perform option 1 in the top row and the action in the bottom row. First, RED paid 2 coins and 4 mammal genes [A] to gain a total of 6 aquatic genes (option 1 on the top row) [B]. Then, RED paid 2 aquatic genes just received, 2 mammal genes, and 1 avian gene [C] to gain 1 feral gene (bottom row) [D].

Basic experiment spaces: DNA INC.

In DNA INC., you may perform two types of action: report a research milestone and unlock a scientist card ability. You can perform either one of the actions or both of the actions in any order.

Report a research milestone

You can report your achievement to place one of your milestone tokens on one of the milestone cards in the DNA Inc. display if the following two conditions are met:

  • You fulfilled the condition indicated on the milestone card
  • You have not yet placed your token on the milestone card

Place one of your milestone tokens on the leftmost empty space under the milestone card. In the end game scoring, you can gain as much EP as indicated in that space. You may only achieve one milestone per action.

Unlock Scientist Card Ability

If your scientist card has one or more locked abilities, you can unlock one of the abilities by paying 5 coins. Remove the topmost lock tile from your scientist card and put it near your player board. Now you can use the unlocked ability. You may only remove one lock tile per action. You have to unlock the 2nd ability (middle row) before unlocking the 3rd ability (bottom row).

Scientist Card and its Effect

  • Top Row (Planning Ability): During the planning phase, you can activate this ability to gain the indicated bonus. You can use this ability from the start of the game.
  • Middle Row (Creation Discount Ability): When creating a creature in BIOFARM, you can activate this ability to discount the creation cost as shown by icons. Note that this ability can be activated once per round, unlike the discount ability of creatures. Place a lock tile face-down after activation as a reminder. This tile will be removed later in the Cleanup Phase. This ability will be available after the first unlock.
  • Bottom Row (End Game Scoring Ability): In the end game scoring, gain EP as indicated. You need to unlock the scientist card ability twice to gain this bonus EP.

Advanced experiment spaces: DOWNTOWN

There are 4 unique tiles in the downtown area every round.

Each downtown tile has one advanced experiment space. You can place a Noman in an empty space on a downtown tile to immediately gain the bonus indicated at the bottom of the tile. See the Icon List for details of icons.

Advanced experiment spaces: BIOFARM

  • Before performing the BIOFARM action, gain 1 mammal gene or 1 aquatic gene.
  • Before performing the BIOFARM action, place your reservation marker on any empty space in the reservation track.

Advanced experiment spaces: ALLEY

  • Before performing the ALLEY action, flip a medicine from its full side to its empty side to gain 1 feral gene.
  • Before performing the ALLEY action, place your reservation marker on any empty space in the reservation track.

Advanced experiment spaces: DNA INC.

  • Before taking the DNA INC. action, you may take one creature card from the basement display to your hand by paying its purchase cost.
  • Before performing the DNA INC. action, place your reservation marker on any empty space in the reservation track.

Pass

You can withdraw from the current research phase by choosing to pass. You must retrieve all of your active Nomans from public spaces before passing. Although it is unlikely to happen, you may pass with your active Nomans remaining on your player board: you don't need to place all of your active Nomans in experiment spaces.

You cannot take further turns for the rest of this phase once passed. When all players have passed, the Research Phase ends.

Clean Up Phase

Skip this phase in the 4th round or in the round in which a player created their 7th creature, and move to the end game scoring immediately after the Research Phase.

Otherwise, follow these 5 steps in order: Collect Noman Tokens, Replenish Basement Display, Update DOWNTOWN Tiles, Collect Tile from Science Card, Advance Round Marker.

1. Collect Noman Tokens

Each player collects all of their Nomans (including those on the downtown tiles) from experiment spaces on the main board and places them standing on the Noman space of their player board.

In addition, all the injured Nomans in the Noman space must stand back up and return to its active state. Each player lose 12 EPs for each Noman they recover in this way. As a result, the EP of the player may fall below 0.

2. Replenish Basement Display

If there are any remaining creature cards in the rightmost column of the basement display (the column with no purchase cost), discard them to the corresponding discard pile.

Then, slide all remaining creature cards in the basement display to the right and fill all empty spaces by drawing creature cards from the corresponding deck.

If any creature card deck runs out, shuffle all the cards in the corresponding discard pile to make a new deck. If this happens during the replenishment, continue filling the empty spaces with the new deck. If there are not enough cards to fill the display, leave the rest empty and continue to play.

3. Update DOWNTOWN Tiles

Remove all face-up downtown tiles from the DOWNTOWN area of the main board and put them back in the box.

Then, draw 4 new tiles from the stack and place them face up in the DOWNTOWN area.

4. Collect Tile from Science Card

If you have activated the 2nd ability of your scientist this round, remove the reminder lock tile from the middle row of your scientist card and place it near your player board.

You can activate this ability again next round.

5. Advance Round Marker

Advance the Round Marker one space to the right on the round tracker.

Final Score Calculation

After the Research Phase in the 4th round, or in the round in which a player has created their 7th creature, the game ends.

Each player advances their EP token for each EP they gained from the following categories: Creature Cards, Scientist Card, Creature Milestones, Milestone Cards, Coins.

The player with the most total EP wins the game. If there is a tie, the winner will be determined by the following tiebreakers (in order):

  1. Number of the creature cards on the player board
  2. Number of the noble class creature cards on the player board
  3. Number of the artisan class creature cards

If there is no single winner after the tiebreakers, the tied players share the victory.

Creature Cards

Each noble class creature on your player board grants EP based on its ability. Each artisan and common class creature grants EP shown on the card.

NOTE: Some cards have gene icon(s) as noble class creature abilities or requirements of milestone cards for example. These icons refer to a creature card whose creation cost includes that kind of gene type. Each creature can be counted once for each noble class creature's effect ability and each reported milestone.

Scientist Card

If you have unlocked the bottom row ability of your scientist card, you gain EP from that ability in the same manner with end game scoring abilities of noble class creatures.

Creation Milestones

You gain EP from each of your milestone tokens on the creation milestone area as indicated in the top row.

Milestone Cards

You gain EP from each of your milestone tokens on the DNA Inc. display as indicated in that space.

Coins

You gain 1 EP for every 4 coins you have.

2 Player Rules

Follow the game setup and rules as in the 3- or 4-player game, except for the following points.

  • Use the 1-2 player side of the main board.
  • The game ends after the Research Phase in the 5th round or in the round in which a player created their 7th creature.
  • There is no turn order area on the main board, and there is no "1. Reset turn order" and "3. Remove reservation markers" steps in the Planning Phase. Instead, randomly determine the first player in the first round and give that player the first player token during the game setup. At the end of the Clean Up Phase of each round, pass the first player token to the opponent to switch the turn order.
  • There will be only 2 spaces in DOWNTOWN. Update 2 downtown tiles each round.
  • The actions in public spaces are modified as follows:

Public space: MOUNTAIN

Remaining Nomans (2p)Action
1Gain 2 mammal genes and 1 avian gene. Then roll the danger die once.
0Gain 2 mammal genes or 1 avian gene. Then roll the danger die once.

Danger die reroll cost: Pay 1 avian gene or 2 coins

Public space: RIVER

Remaining Nomans (2p)Action
1Gain 2 aquatic genes and 1 reptile gene. Then roll the danger die once.
0Gain 2 aquatic genes or 1 reptile gene. Then roll the danger die once.

Danger die reroll cost: Pay 1 reptile gene or 2 coins

Public space: BANK

Remaining Nomans (2p)Action
1Gain 4 coins and 3 EP.
0Gain 3 coins and 2 EP.

Public space: HOSPITAL

Remaining Nomans (2p)Action
1Gain 2 primate genes and 1 medicine.
0Gain 1 primate gene and 1 medicine

Public space: BASEMENT

Remaining Nomans (2p)Action
1May purchase up to 2 cards from the basement display or from the top of the deck.
0May purchase up to 1 card from the basement display or from the top of the deck.

There are only 3 columns in the basement display instead of 4 in the normal game (only one column with the cost of 1 coin per card).

Solo Rules

Component

  • Assistant side / Police side
  • 15 Solo cards (5 type of location names on the assistant side, 3 of each type)

Setup

Follow the setup for 2-player games, but with the following changes:

  1. Do not use the start player token.
  2. On the far-right space of the round track, place an unused lock tile face down (you will only play up to 4 rounds).
  3. The number of face-up Downtown tiles revealed is 2, but instead of drawing them together, draw them one at a time and place them from left to right (this is important for the order of the tiles).
  4. After receiving your color's components, choose 2 colors other than your own and prepare 2 Noman tokens for each color. Call the 2 Noman tokens of one color "assistant" tokens and the 2 Noman tokens of the other color "police" tokens. Place the assistant tokens on the left side of the main board (off the board) and the police tokens on the right side (off the board).
  5. Divide the 15 solo cards into 5 stacks according to the location names indicated in the lower-left corner of the assistant side (MOUNTAIN, RIVER, BANK, HOSPITAL, BASEMENT). Take one card from each stack and, without looking at the police side, shuffle them and place them assistant side up next to the main board. This is called the solo deck. Return the remaining 10 solo cards to the box.

Game Objective

The player takes consecutive turns alone. The game ends after the 4th round or when the player has played their 7th creature card and the Research Phase is over, as in a 3-4 player game. Before that, aim to play creature cards effectively while earning more points and/or successfully completing your self-determined challenges.

Gameplay

Unless otherwise noted, follow the flow of a 2-player game. However, there are these following changes in each phase:

Planning Phase

Instead of the regular procedure, perform the following five steps in order:

  1. Placement of the first assistant token

  2. Resolve Planning Effects

  3. Select Location Cards

  4. Revealing location cards and placing Noman tokens

  5. Placement of police tokens and the second assistant token

  6. Placement of the first assistant token: Check the location name in the lower-left corner of the top card of the solo deck's assistant side (which is already facing up). Place one assistant token standing on the collaborative activity space of that location.

  7. Revealing location cards and placing Noman tokens: Resolve these steps as in a 2-player game.

  8. Placement of police tokens and the second assistant token: Flip the top card of the solo deck and place it police side up next to the deck (from the 2nd round onwards, place it on top of the card already next to the deck). The police side shows two experiment space names. Place one police token standing on each of the corresponding priority experiment spaces. If "DOWNTOWN" is indicated, place the police token on the left Downtown tile. Also, by flipping one solo card, a new assistant side of a card is revealed on top of the solo deck. Place another assistant token standing on the collaborative activity space of that location.

Research Phase

The player performs consecutive turns. The available options remain the same, but assistant tokens assist the player, and police tokens hinder the player.

Assistant tokens, like other players' Noman tokens, enhance the player's actions during collaborative activities. The player will perform the top action if there is an assistant token on the collaborative activity space, and the bottom action if there is not.

Police tokens, like other players' Noman tokens, block priority experiment spaces. The player cannot place a Noman token on a priority experiment space with a police token.

Cleanup Phase

Follow the regular procedure, but there are the following changes to "1. Collecting Noman tokens," "2. Updating Basement display," and "3. Updating Downtown."

  1. Collect Noman Tokens: After collecting the player's Noman tokens, remove all assistant and police tokens from the main board. Return the assistant tokens to the left side of the main board and the police tokens to the right side.

  2. Replenish Basement Display: Instead of discarding cards from the rightmost column of the Basement display, check the right half of the top card of the solo deck (assistant side). If there are creature cards remaining in the spaces marked with an X, discard them all. Then, replenish the creature cards according to the regular procedure.

  3. Update DOWNTOWN Tiles: As in game setup, draw and place Downtown tiles one at a time from left to right, instead of drawing two tiles together.

Game End and Victory Conditions

The game ends after the 4th round or after the round in which the player has played their 7th creature card during the Research Phase. Immediately check for victory or defeat.

  • If the player has played 6 or fewer creature cards: The player loses the game.
  • If the player has played 7 or more creature cards: Perform the final score calculation as usual. However, if the player has played the 7th creature card before the start of the 4th round, they earn an additional 20 EP.
    • If the total is 100 EP or more, the player wins the game. You are a top scientist!
    • If the total is 99 EP or less, the player loses the game.

Challenges

Instead of aiming for 100 EP, you can also aim for the following challenges. Unless otherwise noted, playing 7 or more creature cards is a prerequisite for victory.

1. Small Creature Challenge

If both of the following conditions are met, the player wins the game.

  • Played 4 common creature cards
  • Total EP are 100 or more

2. Report Mania Challenge

If both of the following conditions are met, the player wins the game.

  • Achieved 3 or more milestone cards
  • Total EP are 105 or more

3. Professional Challenge

In this challenge, the game does not end when the 7th creature card is played; it ends only after the Research Phase of the 4th round. If all of the following conditions are met, the player wins the game.

  • Played 9 creature cards
  • Unlocked scientist cards up to the bottom row
  • Achieved 2 or more milestone cards
  • Have at least 5 coins remaining

4. Survival Challenge

In this challenge, you cannot acquire injury potions. When you obtain medicine potions during the game, instead gain the same number of primate DNA. The medicine potion token with the full side up that you have at the start of the game can be used as usual.

If you need to put a Noman token in the injured state due to the result of the danger dice, you can avoid it by paying 5 coins. Other than using the 1st medicine vial, there are no other ways to heal an injured Noman token. When you have only one active Noman token, the player immediately loses the game.

In the final score calculation, gain an additional 10 evaluation points for each active Noman token.

If both of the following conditions are met, the player wins the game.

  • Played 3 or more creature cards that include wild animals in their cost and
  • The total EP are 105 or more

If you come up with other challenges, post them on the BGG "Biohack" page or introduce them on social media with the tag #Biohacksolo.

Icon List

General

  • Mammal gene / Avian gene / Primate gene
  • Aquatic gene / Reptile gene / Feral gene

Main Boards

  • MOUNTAIN location or performing an action in the MOUNTAIN. / The indicated effect can be performed only once per action.
  • RIVER location or performing an action in the RIVER. / 3 different types of genes.
  • BANK location or performing an action in the BANK. / Gain 1 medicine (flip from empty side to full side) / Pay 1 medicine (flip from full side to empty side)
  • HOSPITAL location or performing an action in the HOSPITAL. / Purchase Creature Cards: Take up to one creature blueprint card from the basement display to your hand by paying its purchase cost.
  • BASEMENT location or performing an action in the BASEMENT. / Gain the indicated amount of EP.
  • Choose one of the options separated by the slash. / Reserve the turn order: Place your Turn order marker on any empty space on the reservation track.
  • Gain 1 resource indicated by the icon / pay 1 resource indicated by the icon. / Gain the indicated amount of coins.
  • Gain 2 resources indicated by the icon / pay 2 resources indicated by the icon. / Pay the indicated amount of coins.
  • Gain 3 resources indicated by the icon / pay 3 resources indicated by the icon. / Gain the indicated amount of discount from the total purchase cost.
  • Gain 4 resources indicated by the icon / pay 4 resources indicated by the icon. / Create a Creature: Choose a creature blueprint card in your hand. Pay its creation cost and play the card to the leftmost empty space of the corresponding row in your player board.
  • By doing what is indicated on the left of the arrow, gain the effect indicated on the right. / Report a Milestone: Complete one milestone card on the DNA Inc. display.
  • By paying what is indicated on one side of the arrow, gain what is indicated on the other side. / Unlock Scientist Card ability: Pay 5 coins to remove 1 lock tile on the topmost row from your scientist card.

Danger Die

  • Roll the danger die once.
  • Reroll the danger die once.
  • Lay down the Noman used for this action (or any 1 active Noman if rolled as a planning effect) and put it in its injured state.

Creature Cards

  • Common class creatures. / Each time you perform the indicated action, gain the following effect. / Gain EP based on the ability
  • Artisan class creatures. / A reported milestone.
  • Noble class creatures. / A completed creature milestone.

Scientist Cards

  • Planning Effect: During the planning phase, gain the indicated effect. / End Game Scoring Ability: In the end game scoring, gain EP as indicated. / During the planning phase, before choosing the location cards, you may roll the danger die once.

Achievement Cards

  • Mammal gene icon on your player board. / Avian gene icon on your player board. / 4 different creatures are required to report this milestone.
  • Aquatic gene icon on your player board. / Primate gene icon on your player board.
  • Reptile gene icon on your player board. / Feral gene icon on your player board.

Downtown Tiles

  • Any gene. / Gain the indicated amount of gene discount from the total creation cost.

Credits

  • Game Designer: Yofiandhy D Indrayana
  • Illustrator: Iqbal Ridzuan
  • Graphic Designer: Tatsuki Asano
  • Development: Taro Matuyama
  • Rule Writer: Nun (Be Catchy Games)
  • Proofreader: Mandy Tong, ats
  • Translator: Yofiandhy D Indrayana
  • World Building: Mono
  • DTP Design: Sui Works
  • Publisher: uchibacoya

Special Thanks to everyone who helped playtesting this game: Azwan Dahlan, Vicky Zulfikar Belladino, Widianto Dwi Ari Irawan, Safwan Syarif, Juju, Audi Tri Harsono, Stefanus S, Emir Ghazali, Marcel Leonardo, Ali Jaya Meilio Lie, Johanes Dimas, Adrian Samyudia, Albert "Alpaca", Yusak Arief, Risky Adipranata, Indrayana Ign, Azidi Ismail, Richard Fei, Aditya H Martodiharjo, Carlo Gitano, M Reza Ramdhani, Fariz AS, Haireey, Gianie Abdu, Junio Andreti, Andri H Satria, Yudha, Nana, Darindra, Mahawira S Dillon, Firdaus Tahir, Andrea, Arif Bawono, Isa R Akbar, Kevin Hendranata, Darwin, Alexandre Alvin, Yuli Yanto, R Haryo Hutomo Ronggo, Iqbal Alfurqon, Wicaksono Wibowo, Totsuca Chuo, Takewatch, Taro Matsuyama, Tatsuki Asano, Sunny, Zume, Mono, Nun, N, Kisara, and many more...