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Dinoblivion

Dinoblivion Rulebook

Table of Contents

Table of Contents

  • Game Idea
  • Victory Conditions
  • Game Components
  • Game Setup
  • Gameplay
  • End of the Game
  • Final Score
  • Card Purchase
  • Card Anatomy
  • The 5 Clan Card Actions
  • Totem
  • Attack a Dinosaur
  • General Powers
  • Special Powers
  • Example of a Turn
  • Solo Rules
    • Game Setup
    • Difficulty
    • Solo Victory Conditions
    • Solo Gameplay
    • Unique Cards
    • General Notes
  • Component List
  • Reminder
  • Game Companion

Game Idea

Dinoblivion combines deck building, tableau building and resource management elements. In the game, you have to lead your clan members (represented by your Clan cards), manage your resources and create combos to maximize your chances of winning!

Victory Conditions

To win the game in Duel mode, you must gain the highest number of Victory Points. You can obtain these points by expanding your clan, building totems and fighting dinosaurs to collect their eggs.

For Solo mode rules, see the Solo Rules section below.

Game Components

Cards have different backs. Sort them at the beginning of each game.

  • 2 Score cards
  • 110 Dinoblivion cards
  • 8 Level 1 Dino cards
  • 8 Level 2 Dino cards

The Dinoblivion cards have different faces, sort them as well:

  • 9 Moon Clan cards, marked with the moon symbol
  • 9 Sun Clan cards, marked with the sun symbol
  • 5 Clan Chief cards, marked with the feather symbol
  • 4 Enemy cards (red), marked with the monster-face symbol (for Solo mode)

The 83 remaining Clan (person icon) and Action (hand icon) cards are shuffled together and form the shared deck which represents "the Jungle":

  • 42 Clan cards, marked with the person icon

  • 41 Action cards, marked with the hand icon

  • 1 Main board

  • 2 Player boards

The boards have 2 different faces, for Solo and Duel modes.

  • 1 Mace token. Marks the first player.
  • 6 Food tokens (front: 1 drumstick; back: 2 meat). Food tokens can be used to buy Action cards and to activate some powers.
  • 12 Dino tokens. Your domesticated dinos can help you win battles.
  • 12 Buddy pawns (6 black / 6 white). You can use Buddy pawns to buy Clan cards. They represent your clan's growth potential: new babies and new friendships born while exploring Dinoblivion Land.
  • 24 Egg tokens (front: plain egg; back 1: worth 1 point; back 2: worth 2 points; back 3: worth 2 points, indestructible). Egg tokens represent bonus Victory Points. They remain face down until the end of the game, when they will be revealed. Once the Egg bank is empty, no more eggs can be gained.

General note: After using them, return your tokens and pawns to the Bank above your Player board. Your reserve, below the Bank, holds the resources available to spend.

Game Setup

  1. Place a Player board near each player, Duel side up.
  2. Place the Main board between the players, Duel side up.
  3. Place 24 Egg tokens, face down, in the middle of the game space.
  4. Each player takes 9 Sun Clan cards or 9 Moon Clan cards.
  5. Each player sets up a bank with 3 Food tokens, 6 Dino tokens, and 6 Buddy pawns next to their Player board.
  6. Take the 83 Action and Clan cards, shuffle them, and place them in the centre of the Main board. These cards constitute the Jungle.
  7. Randomly draw 3 level 2 Dinosaur cards and place them face down on a Dinosaur territory. Next, randomly draw 3 level 1 Dinosaur cards and place them face down on top of the level 2 Dinosaur cards. Repeat on the other side. Reveal the Dinosaur card on top of each stack.
  8. To determine which player begins, you must play the evolution game: each player takes 6 Buddy pawns and throws them on the table like dice. The winner is the player with the largest number of Buddy pawns standing upright (the first to evolve from the ape: to walk on two legs). Break-dancers do not count! If it's a draw, try again. The winner takes the Mace token, which indicates the first player.
  9. Reveal 2 Chief cards at random. The first player picks one, then adds another Chief card in order to give 2 choices to the second player. The second player picks one. Each player shuffles their Chief card with their Player deck and places the cards in a face-down single stack on the designated space of their Player board. Next, each player draws 4 cards from their individual deck.
  10. At the beginning of the game, place 2 Food tokens and 2 Buddy pawns into your reserve.

Gameplay

In turn, the players use the 4 cards they have in hand until they can no longer launch any action.

The players have their own Player board with their own cards and resources. Cards are drawn from the left-hand side stack (Player deck) of the Player board and, at the end of the turn, they go to the right-hand stack (Discard pile).

  • The Cave is a space where you can place 1 unused card instead of discarding it at the end of your turn. You will be able to use it or exchange it later.
  • Your resources sit on your Player board.
  • Player deck (Day side): always face down. You can count it.
  • Discard pile (Night side): always face up.
  • The Player board's upper part indicates where to place the various cards and the eggs you've gained.

Dinoblivion is an open game: you can perform as many actions as you want, in any order, until the end of your turn. You can buy a card, attack a dinosaur, build a totem, hunt or mate as many times as you want, until you have no more actions available.

Important!

At the end of each turn, all cards in play and in hand go to the Discard deck, Totems are reactivated, and you draw 4 cards. When you have drawn the last card of your Player deck, the dinosaurs become ENRAGED!

As shown on the Player board: RAGE! — When the dinosaurs are enraged, all creatures flee from the Jungle.

When the dinosaurs are enraged, look at the dinosaur's level to know how many cards you must flip from the Jungle onto the Hunting Ground in front of each dinosaur.

  • Level 1 dinosaur: flip 1 card.
  • Level 2 dinosaur: flip 2 cards.

After you have faced the consequences of the rage, if you need to draw more cards, shuffle the cards from the Discard deck and put them face down in the designated space at the left side of the Player board to create a new Player deck. Finally, draw the cards you need.

End of the Game

When ONE of these 3 spaces of the Main board is empty — either Hunting Ground, or the Jungle itself — it initiates the end of the game.

If the End of the Game phase is initiated during the first player's turn (the one with the Mace token), this player finishes their turn, then the second player plays one last turn before the game ends.

Afterwards, both players count their Victory Points.

Final Score

During a great feast, the clans compare their glory! When both players have finished their last turn, they count their Victory Points. The score card indicates the value of each item collected during the game.

The players take all their cards from their Player and Discard piles and try to create as many families as possible with their Clan cards.

Victory Points are calculated as follows:

  • Each complete Family Symbol: 2 points. A single, unmatched Clan card is "Single, but happy!" and is worth 0 points.
  • Each Totem symbol from cards in play: 1 point.
  • Each defeated dinosaur: 1 point.

The players can finally reveal their egg points and add them to their final score (each egg is worth 1 or 2 points).

The player with the most Victory Points wins. If it is a draw, add up the levels of the dinosaurs killed for each player — the player with the highest total wins. If there is still a tie, everyone wins!

Card Purchase

Buying new cards does not count as an action. Purchased cards must be taken from the top of one of the Hunting Ground decks — they are available for all to buy. You can buy as many cards as you want within your means.

Pay the cost in Food tokens or Buddy pawns from your resource reserve.

Example: a card may cost 5 Food tokens, or 2 Buddy pawns.

Add the newly purchased cards to your Discard pile.

Card Anatomy

In Dinoblivion, there are 2 card types: the Clan cards (grey, person icon) and the Action cards (brown, hand icon). Keep in mind that to play a card with a hand symbol, you need a card with a character symbol.

  • Card Cost.
  • Card Strength can be used to hunt on a Hunting Ground or to attack dinosaurs.
  • Food symbol: represents the food you gain when this card is revealed during the hunt.
  • Friend-pawn half symbol: when 2 halves of this symbol are reunited (across two cards), add a Buddy pawn to your bank.
  • Card Power.

The 5 Clan Card Actions

Clan cards let you launch 1 of 5 actions. To indicate that you are launching a card's action, you must rotate the card sideways: an unused action shows the card upright, a used action shows the card rotated 90 degrees.

1. Hunt. When you hunt, you reveal new cards to buy and you can also gain Food. When hunting, flip cards from the Jungle onto one of the Hunting Grounds. The number of cards flipped equals the strength of the card used to hunt. You cannot divide its strength to hunt on both Hunting Grounds.

Example: Hunting with a strength of 3 flips 3 cards from the Jungle to the chosen Hunting Ground. These cards are revealed, and you gain the number of Food tokens indicated on the upper right corner of the brown cards.

2. Fight a dinosaur. To fight a dinosaur, you must oppose its strength to your combined cards' strength. The dinosaurs are powerful: you will need to cumulate the strength of several cards to defeat them. You cannot use excess strength from a dinosaur fight to Hunt (see Attack a Dinosaur, below).

3. Play an Action card (brown, hand icon). To play an Action card from your hand, you must use a Clan card as follows: rotate the Clan card, and the linked Action card is played alongside it. This is the only way to play an Action card.

4. Mate. Combine Clan cards to create a whole symbol. Add a Buddy pawn to your bank for every complete symbol. A beautiful baby!

5. Use power. Use the unique power of a card.

Totem

The Action cards (brown) with the Totem symbol represent Totems.

Totems are not discarded at the end of the turn. They are powerful tools for your Clan. Your Totems are reactivated at the end of each turn: you can use them again.

To bring a Totem into play, you must use a Clan card like for any other Action card. Once the Totem is on the table, it can be used each turn without any Clan card. Place Totem cards into play at the left side of your Player board: Totems in play stay there at the end of turn, while other cards in play sit on the other side and leave at the end of turn.

Attack a Dinosaur

To attack, choose one of the revealed dinosaurs, then cumulate your cards' strength points to match or surpass the dinosaur's strength.

A Dinosaur card shows its level, its strength, and its reward.

When you defeat a dinosaur, you must also destroy one of your cards (in play or in hand).

Place the defeated dinosaur card at the left side of your Player board (as a trophy) and reveal the next dinosaur card. You can only fight 1 dinosaur from each deck per turn.

Next, collect your rewards. The eggs must remain face down on the left side of your Player board until the end of the game.

For each "gain a card" symbol on the reward, gain 1 card: you pick a card of your choosing from the Hunting Ground next to the defeated dinosaur (except UNIQUE cards). Add it to your Discard pile.

Make sure to place the remaining cards back in the same order in which they were before you picked.

General Powers

  • Green drumstick / green dino-tooth / green Buddy pawn / green egg: Gain a resource.
  • Red drumstick / red dino-tooth / red Buddy pawn: Lose a resource.
  • Upward arrow with card: Draw X cards. Play them this turn.
  • Curved arrow: Pay the price on the left to launch the action on the right.
  • Diagonal slash: When you see a slash on a card, you must choose between both bonuses.
  • Axe: Attack or Hunt with a Strength of X.
  • Totem icon (owl carving): Totem card. Remains in the game after being played.
  • White card with red X: Destroy a card in hand or in play. You can destroy a card after using it.

Special Powers

  • Artis: Lets you play an Action card and then draw a card.
  • Gogo: Lets you create more families and gain more Buddy pawns (one on each side of the card). For each Buddy pawn you acquire with this card, draw 2 cards.
  • Mom: Mom's Strength is equal to the number of your Clan cards in play, including itself.
  • Neandertar: Destroys one of your opponent's eggs. The egg's points are revealed and it does not return to the bank. In Solo mode, this power is of no use.
  • Protectar: Protectar's Strength is equal to the number of Totem symbols on your brown cards in play.
  • Shaman: Lets you gain 1 egg if you have 4 Totem symbols or more in play.
  • Totem card: The Totem card does not launch an action, but it is worth 3 Totems — so 3 Victory Points at the end of the game.
  • Workar: Lets you play 2 Action cards at once.
  • Dinoblivion (starting card): A very powerful starting card. For each Dino token you destroy from your reserve, you obtain 2 Strength points. You can obtain up to 12 Strength points this way.

Example: Destroy 4 Dino tokens from your reserve to obtain a Strength of 8 and defeat the Stegosaurus.

Example of a Turn

Joe has 4 cards in hand for his turn, and in his reserve: 2 Buddy pawns, 3 Dino tokens, and 1 Food token.

Joe chooses to use his Artis action to bring the Dino Farm card into play. Dino Farm is a Totem, so it has to be placed on the left side of Joe's Player board. The Artis power allows him to play an Action AND draw a card. Thanks to this, Joe just added Dinoblivion to his hand!

Joe decides to keep Dinoblivion for a later turn, by placing it in the Cave. He chooses to destroy his Ami card with his Clan Chief power in order to gain 1 Dino token and 1 Food token. The Ami card is removed from the game.

Joe notices on the Hunting Ground the Totem card Hut, useful for gaining Buddy pawns every turn. Joe uses the Dino Farm to collect 2 Food tokens. Then, he spends 4 Food tokens to buy the Hut, which he adds to his Discard pile. Joe decides to end his turn, confident that he'll be able to destroy a dinosaur next turn with his Dinoblivion card.

At the end of his turn, Joe's cards go to his Discard pile, his Totem is reactivated, and he draws 4 new cards.

Solo Rules

Game Setup

Confront the Jungle people! Place the Main board and the Player board in front of you, Solo side up. Put 2 Buddy pawns and 2 Food tokens into your reserve. At random, draw the number of Action cards and Clan cards corresponding to the level of difficulty you have chosen. They form your Jungle deck. Shuffle the Enemy cards (red) into this Jungle deck. Place 12 Egg tokens face down in your bank. On the left side of the Main board, randomly stack 4 level 1 dinosaur cards, and on the right side, randomly stack 3 level 2 dinosaur cards.

Difficulty

  • Gatherer: 40 cards
  • Hunter: 36 cards
  • Warrior: 32 cards
  • Chief: 28 cards

Solo Victory Conditions

To win the game, you need to eliminate all the dinosaurs on the Main board.

If you reach the end of the Jungle cards, you lose.

Solo Gameplay

The flow of the game is the same as in Duel mode, with these additional rules:

  • When you reveal an Enemy card (red) from the Jungle deck, you place it next to the Main board on the same side it has been revealed (or cumulate it with any Enemy card already on that side).
  • When an Enemy card is placed on a side, immediately flip 1 additional card from the Jungle onto the same side.
  • When you trigger the Rage, you have to flip cards from the Jungle onto the activated territory's side for each dinosaur, for each Enemy in play, and for the volcano if it is revealed.

Enemy cards can be defeated as follows:

  • Strength 1: gain 1 Dino token.
  • Strength 2: gain 2 Food tokens.
  • Strength 3: gain 1 Buddy pawn.
  • Strength 4: destroy a card in play.

Defeated Enemies are not destroyed — they must be shuffled back into the Jungle deck.

When you capture an egg, you reveal the points of 1 of the 12 eggs in your bank. The points represent the number of cards to add under the Jungle deck, taken from the cards set aside in the setup phase.

If you reveal an Enemy card while you Hunt, this card has no effect — put it under the Jungle deck.

When 1 of the 2 Dinosaur decks is empty, you will reveal the Volcano! The Volcano is waking up! Next time you trigger the Rage, 3 cards must be flipped from the Jungle deck onto the Hunting Ground next to the volcano!

Good luck against the Jungle people!

Unique Cards

5 cards have the UNIQUE symbol.

Those cards are very powerful. The only way to acquire them is to pay their cost when they are available on top of the Hunting Grounds.

You cannot choose a Unique card when you gain a card by killing a dinosaur.

General Notes

  • It is advised to destroy some of the starting cards with the help of your Clan Chief: it increases the odds of drawing stronger cards each turn.
  • You can destroy a card after using its action.
  • Make sure to keep a balance between Clan cards and Action cards in your Player deck.
  • Only shuffle the cards from the Discard pile to form a new Player deck when you have to draw a card and the Player deck is empty.
  • The game etiquette does not allow the player to look at the Hunting Ground cards at any time.
  • Even if some of your card's strength is not entirely used during combat, you cannot use the remainder to Hunt.

Component List

The cards' names are in a fictitious language.

Starting cards — Sun Clan: Ami (1), Dinoblivion (1), Fructam (1), Bananar (3), Explorar (3)

Starting cards — Moon Clan: Ami (1), Dinoblivion (1), Fructam (1), Bananar (3), Explorar (3)

Action Cards: Banana Boost (1), Capturar (3), Dino Farm (3), Dino Tool (3), Fiyar (3), Hut (3), Mammotar (3), Monki (1), Rotam (3), Stellar (3), Tigar (3), Totem (3), Troc (3), Yak (3), Yolo (3)

Clan Cards: Amazar (3), Artis (3), Ayla (1), Dino Ridar (1), Dominatar (3), Gilir (3), Gogo (3), Huntar (3), Kraf Dinar (3), Mom (3), Neandertar (3), Patrak (3), Protectar (3), Shaman (3), Workar (3), Zazza (1)

Clan Chief: Bobor (1), Cornio (1), Magda (1), Sillia (1), Slayar (1)

Enemy Cards: Cannibalar (1), Cultist (1), Piranar (1), Coconar (1)

Dinosaur Cards: Compsognathus (1), Pterodactyle (1), Stegosaurus (2), Ankylosaurus (1), Dilophosaurus (1), Raptor (2), Parasaurolophus (1), Allosaurus (2), Triceratops (1), Brachiosaurus (1), Spinosaurus (1), Tyrannosaurus (2)

Score Cards: French (1), English (1)

Reminder

A quick reference for the game's icons:

  • Green drumstick / green dino-tooth / green Buddy pawn / green egg: Gain a resource.
  • Red drumstick / red dino-tooth / red Buddy pawn: Lose a resource.
  • Upward arrow with card: Draw X cards. Play them this turn.
  • Curved arrow: Pay the price on the left to launch the action on the right (1 time only, except for the Dinoblivion card: 6 times max).
  • White card with red X: Destroy a card in hand or in play. You can destroy a card after using it.
  • Hand icon (outlined in green): Play 1 Action card (brown).
  • Axe: Attack or Hunt with a Strength of X.
  • Totem icon: Brown cards with a Totem symbol remain in play once played. Each symbol is worth 1 Victory Point at the end of the game.
  • Two half Friend-pawn symbols split by a dashed line: When you gain a Buddy pawn by completing this symbol, you also earn an extra bonus, written on the same side as the completed symbol (see Gogo and Ayla, in Special Powers).
  • RAGE! banner over a dinosaur: When the dinosaurs are enraged, look at the dinosaur's level to know how many cards you must flip from the Jungle onto the Hunting Ground in front of each dinosaur.
  • Number of Totem symbols with a "+" and an egg: When you have 4 Totem symbols or more in play, gain 1 egg.
  • Diagonal slash across two bonuses: Choose between both bonuses.
  • Shield/axe symbol equal to an egg: Strength equals the number of eggs you have. In Solo mode, count the number of revealed eggs from your starting bank.
  • Shield/axe symbol equal to a gray Clan card: Strength equals the number of Clan cards (grey) you have in play, including this card.
  • Shield/axe symbol equal to a Totem icon: Strength equals the number of Totem symbols on Totem cards in play.
  • Egg with a red X: Destroy an opponent's egg. The egg is revealed and removed from the game. (No use in Solo mode.)
  • Indestructible egg (shown with its own artwork): This egg is indestructible. Once revealed, it remains in play.
  • Green "+" on a white card: Gain a card chosen from the Hunting Ground deck next to the Dinosaur you just defeated.
  • UNIQUE banner: You cannot choose a Unique card when you gain a card this way by defeating a dinosaur.

Game Companion

At the beginning of your turn, place your Clan cards on the table and launch as many actions as you can:

  • Buy Cards
  • Hunt
  • Use your Cards' Powers
  • Attack a Dinosaur
  • Play an Action card
  • Gain a Buddy pawn
  • Place / Take / Exchange an unused card in the Cave

At the end of your turn:

  1. Send your cards in play and in hand to the Discard pile (except the Totem cards and the Cave card).
  2. Reactivate your Totems.
  3. Draw 4 cards.