RulesPal
Chat
Rulebook
Dino Gardens thumbnail

Dino Gardens

Dino Gardens Rulebook

Table of Contents

Table of Contents

  • Set-Up
  • The Land
    • Dino Tunnels
    • The Wetlands
    • Dino Hot Springs
    • Obstacles
    • Don't Forget!
  • Gameplay
    • Dino Cards
  • It's Time to Start Your Garden!
    • Planting!
    • Perfect Planting
  • Growing!
  • Eating!
  • Endgame!
    • Take Cover!
    • Congratulations!
  • Dino Battles!
  • Terrible T-Rex!
    • Movement
    • Attack
  • Dino Powers!
    • Bruno
    • Gabby
    • Isabelle
  • Garden Tools!
    • Two Player Variation
    • Hidden Bonus and Shameless Promotion
    • Components!

Set-Up

  1. Everyone chooses a Dino and their corresponding Dino Mat. Each Dino will also need the double sided seeds/plants and wooden hex tiles in their color. Each Dino has a unique Dino Power, so be sure to understand your Dino Power to maximize your garden (See Dino Powers pg.14). To start, place the Dino on top of their Dino Mat. Your Dino Mat will serve as your Dino's home and will be where you place all eaten plants.

  2. The Dino Health meter is located on the right side of your Dino Mat and will be affected by various events throughout the game. To start, place a wooden hex tile of your color on the "0" space in your Dino Health meter.

    Note: Your Dino Health cannot go higher than +50, nor lower than -50.

  3. Place Terrible T-Rex on his island, wearing his lucky top hat.

Dino Cards, Terrible T-Rex awards, and red 10 sided die will be used later.

The Land

Before you enter Dino Gardens, you should learn a little about the land...

Dino Tunnels

At any point in their turn, a Dino may choose to enter a Dino Tunnel by stepping on a tunnel opening and exit at any other tunnel opening; these tunnel openings are treated as adjacent spaces. Dinos may also pass over or stop on a tunnel entrance without using the tunnel. Perry cannot use the Dino Tunnels because Perry is afraid of the dark.

The Wetlands

The Wetlands are more fertile areas of the land and will yield higher results from your plants. Any plant grown on these spaces will result in two or three times the Dino Calories of that plant. After eating a plant from the Wetlands, mark that plant in your home with two or three wooden hex tiles as a reminder of how many calories it is now worth.

Dino Hot Springs

When a Dino would like the full Dino spa experience, they may visit Dino Hot Springs. When a Dino enters Dino Hot Springs, they will increase their Dino Health meter by 20 due to the restorative health benefits. Regardless of any remaining spaces to move, visiting Dino Hot Springs will end the turn.

Obstacles

Dinos cannot enter or plant on spaces containing obstacles. This includes rocks, stumps, the tar pit, the central volcano, and all water, except for Isabelle who can swim in the rivers. Perry is able to fly over any space (see Dino Powers pg.14) however, Perry may not fly over the central volcano because it is too hot.

Don't Forget!

There is trouble lurking in Dino Gardens, and its name is Terrible T-Rex. Terrible T-Rex cannot practice his tap dancing without his lucky top hat, and if another player hides it on one of your spaces, he will attack! (See Terrible T-Rex pg.12)

Gameplay

Dino Gardens has three stages: Planting, Growing, and Eating.

Each Dino starts on their Dino Mat which serves as their home. Dinos return home after losing Dino Battles or when instructed by a Dino Card. When entering Dino Gardens from their home, a Dino can start from any space, without an obstacle, located on the edge of the land. A Dino must move all spaces mentioned on the Dino Card they play.

Dinos can move in any direction throughout the land, from space to adjacent space, but cannot enter spaces containing obstacles or where another Dino is currently standing. Dinos can step on their own seeds and plants, but stepping on another Dino's seeds or plants will start a Dino Battle (see Dino Battles pg.11).

Dino Cards

At any time, a Dino can swap any number of their unplayed cards with the same number of new cards from the deck. Each time cards are swapped, the Dino will lose 10 on their Dino Health meter, regardless of how many cards are swapped. If a Dino's health is at -50, they may not swap cards.

It's Time to Start Your Garden!

Planting!

  • Stanley will act as dealer, and give everyone 5 Dino Cards. Note: Stanley will receive one additional card due to Dino Powers. Stanley plays first and play moves clockwise. If Stanley is not playing, the Dino first in alphabetical order will play first.

  • For each turn, a Dino places one of the Dino Cards from their hand, instruction side up, on the center volcano. Once the Dino has followed the card's instructions, they will move Terrible T-Rex (See Terrible T-Rex pg.11). Once Terrible T-Rex has moved, their turn is over.

  • Dinos plant their garden by moving through the land and placing their seeds on spaces they have stepped on. Dinos must step on a space before planting there, and may plant on the space where they are currently standing. When planting, place the plant "Seed" side up. A Dino can plant multiple seeds per turn, but once you plant a seed you cannot move or remove it. A Dino is not required to plant, but probably should because that's the whole point.

  • If a Dino chooses to expand their garden during their turn, they may step onto a seed belonging to another Dino and begin a Dino Battle (See Dino Battles pg. 11)! If a Dino steals a seed in a Dino Battle, they will place one of their wooden hex tiles on the seed to show they are now the proud new owner of that seed.

  • After each Dino has played all of their cards, the Planting stage is over and Dinos may no longer plant seeds. Remove all Dino Cards from the center of the board, gather any unplanted seeds, and return them all to the box. Do not reshuffle played cards back into the deck.

Perfect Planting

At the end of the Planting stage, if a Dino has planted all of their seed cards, they receive +10 on their Dino Health meter as a reward for their hard work.

Well Done!

Growing!

  • At the start of this stage, any seed a Dino is currently standing on is automatically turned over to the plant side. Play continues the same as the previous stage, with each Dino being given 5 cards. Note: Stanley will receive one additional card due to Dino Powers.

  • To grow a plant, a Dino must step on one space of the seed, then turn it over so that the Plant side is facing up. Congratulations, it is now a mature plant ready for eating! A Dino does not need to step on every space of a seed to turn it over.

  • If a Dino chooses to expand their garden, they may step onto a space claimed by another Dino and begin a Dino Battle (See Dino Battles pg.11)! A Seed will be turned to the Plant side after any Dino Battle takes place over it. If a Dino steals a plant in a Dino Battle, they will place one of their wooden hex tiles on the plant to show they are now the proud new owner of that plant.

  • After every Dino has played all their cards, the Growing stage is over. Remove all Dino Cards from the center of the board, remove any remaining seeds from the land, and return them all to the box. Do not reshuffle played cards back into the deck.

Eating!

  • At the start of this stage, if a Dino is standing on a single space plant they automatically eat it. Play continues as in the previous stages, however in this round each Dino is given only 4 cards. Note: Stanley will receive one additional card due to Dino Powers.

  • To eat a plant, a Dino must step on every space of the plant in a single turn (e.g. a Dino must step on all three spaces of the Monkey Puzzle Tree before eating it). If a Dino steps on all spaces of a plant in a single turn, the Dino has eaten that plant! Delicious! The eaten plant is then placed in the Dino's home. A Dino may eat multiple plants per turn, as long as they can step on all of the spaces.

  • If a Dino wishes to eat a plant from another Dino's garden, they may step on the plant and begin a Dino Battle (See Dino Battles pg.11)! If victorious, the Dino will claim the entire plant but they must still step on all the spaces before they can eat the plant.

  • After every Dino has played their cards, they are full and the Eating stage is over. But watch out! The meteor is about to strike!

Endgame!

Take Cover!

The meteor is about to strike! Any Dino who ends the eating stage in a space directly adjacent to the volcano will be instantly vaporized by the meteor and receive no additional damage. If a Dino ends the eating stage on any other space, they will lose 10 on their Dino Health Meter due to injuries from meteor fallout.

Congratulations!

All Dinos will now add up the number of Dino Calories they've consumed based on the eaten plants in their homes, additional Dino Powers, and any Terrible T-Rex awards. They will then add or subtract the current level on their Dino Health meter to determine their total caloric intake. The Dino with the highest total becomes Dino Champion and must say one nice thing about each of the other Dinos.

Dino Battles!

If a Dino wishes to steal a seed or plant, they must begin a Dino Battle.

  • A Dino Battle begins when the attacking Dino steps on a seed or plant in the defending Dino's garden. Regardless of any remaining spaces to move, a Dino Battle ends their turn.

  • The defending Dino is moved to the space under attack, unless they are at home; in which case, they will remain at home.

  • The attacking Dino rolls the die 3 times and adds the sum of the three rolls, then adjusts the total up or down depending on their current Dino Battle number on their Dino Health Meter. The defending Dino does the same. The Dino with the higher sum is victorious in the battle and remains where they are.

  • The defeated Dino loses 10 on their Dino Health Meter, and is moved home if they are not already there.

  • If the seed or plant changes owners, the winning Dino claims the entire seed or plant, and will mark it with their color wooden hex tile. It is now part of their garden.

  • In the event of a tie, both Dinos will go home and both will lose 10 on their Dino Health Meter. The seed or plant will not change owners.

Terrible T-Rex!

WARNING! Terrible T-Rex is very difficult to defeat in battle, but you will be greatly rewarded if you do!

Movement

  • Terrible T-Rex begins the game on his island wearing his hat, and his hat will only move elsewhere when directed by a Dino Card. Just before each Dino completes their turn, they will choose to move Terrible T-Rex one or two spaces in the direction where his lucky top hat is located. In the eating stage, he must move three spaces. If his lucky top hat is already on his island, Terrible T-Rex will not move.

  • When Terrible T-Rex enters the land from his island, he may come ashore on any of the three spaces marked with his picture. Terrible T-Rex will always move in the most direct path towards his lucky top hat and may pass through Dino Hot Springs. If Terrible T-Rex moves through a space where another Dino is standing, that Dino will lose 10 on their Dino Health Meter. Note: Terrible T-Rex cannot enter spaces with obstacles or water, and cannot use Dino Tunnels because he is too big.

  • Note: The lucky top hat remains where it is if the plant under it is eaten by a Dino and Terrible T-Rex will continue searching for it. If he reaches his hat and it is no longer on a plant, no battle will take place and he will take his hat and return home.

Attack

When Terrible T-Rex reaches his hat, he will attack! The Dino who owns the space where the top hat is located will be moved there to defend, unless they are at home; in which case, they will remain at home.

The Dino to the defender's left will roll for Terrible T-Rex. Terrible T-Rex will roll 3 times, add the sum of the 3 rolls, then add 5. The defending Dino then rolls the die 3 times and adds the sum of the 3 rolls. When battling Terrible T-Rex, no change will be made to the defending Dino's rolled sum. The Dino with the higher sum is victorious in the battle. In the event of a tie, victory goes to Terrible T-Rex.

If Terrible T-Rex wins, all other Dinos will Boo. The space will be returned to its natural state by removing the seed or plant on which the battle took place. Terrible T-Rex will take his lucky top hat and return to his island to tap dance. The defeated Dino will move home and lose 10 on their Dino Health Meter. Note: If there is still time in the planting stage, a Dino may replant the seed on a later turn.

If Terrible T-Rex is defeated, all other Dinos will cheer! Terrible T-Rex will retreat to his island and the winning Dino will remain where they are. The winning Dino will place the lucky top hat on any seed or plant in the land and will also receive an "I defeated Terrible T-Rex" award, which they will place in their home to receive the bonus at the end of the game. NOTE: Only the first 3 Dinos to defeat Terrible T-Rex will receive the bonus.

Dino Powers!

Each Dino has special powers which can be used in their quest to consume the most Dino Calories!

Bruno

Bruno has practiced chewing for many years and is very efficient at eating plants. As a result, Bruno will receive 25 extra Dino Calories. This number will be added to the total after adding up all eaten plants, Terrible T-Rex awards, and Dino Health points.

Gabby

Gabby is training for a Dino Marathon and is very fast. Due to the extensive training, Gabby can choose to travel one extra space per move. For example, if a Dino Card says "Move 4 spaces," Gabby can choose to move 4 or 5 spaces.

Isabelle

Isabelle completed Dino swimming lessons as a young Dino, therefore only Isabelle can swim in the rivers. Entering a river counts as one space, and Isabelle may exit on any space adjacent to the river. Isabelle may not swim in the ocean due to sea monsters, and must end the turn on land.

Garden Tools!

Two Player Variation

If playing with two or three players, consider each player using a "team" of two or three Dinos. At the end of the Eating stage, you will add up the total Dino calories from your entire team in order to determine the winner. Go Dino Team!

Hidden Bonus and Shameless Promotion

If any player is wearing official Dino Gardens merchandise while playing the game, they will receive an extra 10 Dino Calories after the Eating stage. Merchandise available at dinogardens.com!

Components!

  • 1 game board
  • 6 player mats
  • 84 Dino cards
  • 3 Terrible T-Rex awards
  • 7 Dino miniatures & 1 lucky top hat
  • 48 double sided seeds/plants
  • 60 wooden hex tiles
  • 1 ten sided die