Evergreen: Giant Trees and Mushrooms
Evergreen: Giant Trees and Mushrooms Rulebook
Table of Contents
Table of Contents
Components
- 7 Biome cards with a Super Growth Power
- 7 Biome cards with a Plant Mushroom Power
- 16 Giant Tree treeples
- 19 Single Mushroom pawns
- 23 Double Mushroom pawns
- 4 "Super Growth" Power tokens
- 4 "Plant Mushroom" Power tokens
- 2 Player aid cards
Playing Evergreen with an Expansion
Each modular expansion introduces a new Power. There must always be 6 Powers in the game, so if you want to play with a new Power, another must be removed. But you can play with more than 1 Expansion module at a time if you so desire.
For each expansion you want to add to your game, follow this procedure during setup:
- Choose or randomly select the Power you want to replace, then browse the Biome deck and pull out of it all of the cards with the corresponding icon in the lower right corner. Put these cards back into the box, they will not be used in this game.
- Take the 7 cards showing the Power you want to add to the game and shuffle them into the Biome deck.
- Place a Power token corresponding to the expansion module that you are adding to the game on each player's board, on top of the Power that it replaces.
After this setup, you can start a game using the same rules as the core game. The effects of the Giant Trees, Mushrooms, and their related Powers are described on the next pages.
Giant Trees
Under special circumstances, Big Trees can grow into Giant Trees, impressive arboreal behemoths that collect huge amounts of light and cast equally colossal shadows.
When playing with Giant Trees, apply the following changes to the core rules:
Duplicate Fertility Icon
Biome cards with the Super Growth Power come with 1 Duplicate Fertility icon. Whenever a Biome card with a Duplicate Fertility icon is left unchosen at the end of the Draft phase, place it in the Fertility Zone and add it to the stack for the corresponding Biome.
When you calculate the Fertility value of the Biome, any card with a Duplicate Fertility icon is considered to have the same number of Fertility icons as the card immediately preceding it in the stack.
If a card with a Duplicate Fertility icon is revealed during the setup of the Fertility Zone, shuffle it back into the deck.
The Fertility value of the Snow Biome is 2 (the card with the Duplicate Fertility icon is on top of a card with a skull icon, hence it is considered to have 0 Fertility icons). The Fertility value of the Swamp Biome is 7 (the card with the Duplicate Fertility icon is considered to have 3 Fertility icons, like the card preceding it in the stack).
Power Activation
This is the effect of the Super Growth Power:
Super Growth: Apply a regular Generic Growth effect OR replace 1 Big Tree with 1 Giant Tree treeple from the pool. This power can only be used in the Biome shown on the card you picked this round.
The Super Growth Power can only be used in the Biome shown on the card you picked this round.
Note: The Super Growth Power is the only way to get a Giant Tree.
Collecting Light
Giant Trees have a height of 3 and cast a 3-space shadow.
Giant Trees are worth 5 points when hit by Light.
Biggest Forest
You gain 1 point for each Giant Tree that is part of your Biggest Forest.
Fertility
You get points equal to twice the Fertility value of the Biome for each Giant Tree that is in that Biome.
The Fertility value of the Wheat Biome is currently 3. Each Giant Tree in the Wheat Biome would be worth 3 x 2 = 6 points.
Mushrooms
Mushrooms, unlike plants, are unable to do photosynthesis. They are Earth's best decomposers of organic matter and can grow anywhere—but can thrive only when in shadow.
When playing with Mushrooms, apply the following changes to the core rules:
Power Activation
This is the effect of the Plant Mushroom Power:
Plant Mushroom: Place 1 Single Mushroom pawn from the pool into an empty space of your Planet board.
The 2 Mushrooms on the left are in the shadow of the Big Tree, so they score points: 4 points for the Double Mushroom, 2 points for the Single Mushroom. The rightmost mushroom, however, is hit by Light, so it scores no points.
Special Rules
During the Collect Light step of the End of Season procedure, Mushrooms are worth points when in shadow.
- Single Mushroom: 2 points
- Double Mushroom: 4 points
We recommend counting these points after you are done counting the points from your Light-collecting Trees.
Additionally, after the Collect Light step of the End of Season procedure, each Single Mushroom that is in shadow must be replaced with a Double Mushroom pawn.
Additionally, after the Collect Light step, the Single Mushroom in shadow grows into a Double Mushroom.
Collecting Light
Mushrooms (both Single and Double) have a height of 0 and don't cast any shadow.
Biggest Forest
Mushrooms (both Single and Double) don't take part in your Biggest Forest (i.e., they don't connect separate groups of plants, and don't score any points either).
Fertility
Mushrooms do not score any points for Fertility.
Height and Icon Summary
Height summary (as printed on the sheet, with each row's icons named):
- Height 0: Sprout, Lake, Bush, Mushroom
- Height 1: Small Tree
- Height 2: Big Tree
- Height 3: Giant Tree
Each plant that is hit by Light collects points. Plants are not hit by Light when they are in the shadow of plants of equal height or taller.
Icon summary (as printed on the sheet): Super Growth; Plant Mushroom; In the Card's Biome (down-arrow icon); Duplicate Fertility (triangle icon); Height (up-down arrow icon); Shadow.