Jurassic World: Rückkehr zur Isla Nublar
Jurassic World: Rückkehr zur Isla Nublar Rulebook
Table of Contents
Table of Contents
Material
- 1 Game board
- 4 dinosaur figures
- 36 camps (9 each in 4 colors)
- 24 equipment boxes (6 each in 4 colors)
- 20 dinosaur cards
- 40 starting cards (10 cards per player). The figure at the bottom left of the card shows the color of the player.
- 42 action cards
- 18 scoring cards (wertung)
- 1 start marker
- 20 development tiles
Background and Goal of the Game
In this game you each represent a small team of scientists, who return to Islar Nublar, the home of Jurassic Park and Jurassic World, to recover material and research results from there that are invaluable for the 3 factions.
The Hammond Creation Lab: Named after its founder John Hammond, this highly technical Laboratory, bred and (with some shocking results) developed the dinosaurs living on the Islar Nublar.
InGen: Also founded by John Hammond was International Genetic Technologies. The first laboratory to succeed in giving dinosaurs new life from fossil finds. After various incidents, InGen became the operator of Jurassic World.
The Dinosaur Protection Group: This group of activists and former Jurassic World employees is dedicated to protecting dinosaurs. Even though they were artificially recreated, dinosaurs are intelligent and independent-thinking life forms that are afforded the same protection as any other Life is due.
You start the game with an identical deck of 10 action cards, some equipment boxes and research camps. As the game progresses, you try to upgrade your deck of cards for more resources and new options for actions. At the same time, you set up your research camps in the fields of the game board to get points. How many points you get depends on the (aktiv) scoring cards. Certain fields are more valuable than others. Whoever has collected the most points at the end of the game wins.
Gameplay: The starting player with makes the first move. Then you play in turn clockwise. On your turn, you play out your hand of cards, one at a time, openly in front of you in any order. You initially leave the played cards face up in front of you. Only at the end of your turn do you put all the cards played face up in front of you into your personal discard pile. Then you draw 5 new cards and end your turn. (If your draw pile runs out, shuffle your discard pile and place it back as a new draw pile.)
Game Preparation
- Lay out the game board in the middle.
- Place 1 of the 4 dinosaur figures randomly on each of the 4 red volcanoes on the game board.
- Shuffle the red dinosaur cards and place the draw pile face down on the game board.
- Shuffle the green scoring (wertung) cards and reveal 1 of each on each of the 5 indicated spaces on the game board. You only need the remaining scoring cards for the variant "Individual ratings" (page 12). Put the rest of the cards back in the box.
- Sort the blue action cards according to their purchase price (bottom right). Mix the individual piles separately and place them face up on the corresponding spaces.
- You only need the development tiles for the variant "The Clients" (page 10). Place these tiles for yours first game back in the box.
- Now choose a color and take the following Game materials in this color.
- 10 starting cards. Shuffle these cards, draw 5 of them and take it in your hand. You place the remaining 5 cards face down in front of you.
- 6 equipment boxes. Set this as personal Stock in front of you.
- 9 camps. You place 1 of them on the counter as a counting marker field 100 (0) of the counting bar. In a game with two players, you place two of your camps. In a game of three, 1 of your camps as a general supply on the game board. You place the remaining camps of your color as a personal supply before you.
- Whoever can open their mouth the widest takes gets the start marker and starts the game.
The Cards in Detail
Draw pile, played cards, discard pile: There is no general draw- or discard pile in this game. All players have their own deck of cards, as shown above. You never get cards from your fellow players.
Action cards (blue): These are the cards that are most frequently in play. Most of yours Start cards are action cards. Each action card shows 1 or 2 different Actions. If you play an action card, you choose 1 of the possible actions that are on shown on the card.
Always remember that you can only use 1 of the card actions. For example, you play an action card, to buy a new card, you may not use any other action on the card.
It may happen that you can't or don't want to use any of the actions on the card. You can also play the blue action cards without using the actions shown on the card.
Note: The title and illustration of your clients are on the action cards. They don't have any meaning in the basic game and only come into play with the variant "The Clients" (page 10).
The Possible Actions Are
Buy a new card: To buy a new card, you first choose the card you want to buy. You can only buy the top card of the 5 piles of action cards on the game board. The purchase price of the card is always in red, shown at the bottom right of the card.
To pay you choose the Amber action (top left of the action card). You play the Cards with the amber symbol from your hand until the Total reaches the purchase price (or exceeds).
Then you take the card you bought and place it on top of yours Discard pile (so you cannot use this card immediately). If the value of the cards played exceeds the purchase price, You can use the excess to buy more cards. At the end of your turn, the surplus expires.
Equipment boxes: To put equipment on the board, you play a card with the box symbol. Then you take (maximum) as many boxes as the card shows, from your personal Stock and place them on a field of the game board.
You can:
- Place all boxes on one field or distribute them on different fields.
- Place your boxes on a field that already contains your own boxes and/or camps or other players boxes and/or camps.
- Never place it on a volcano space or a space with a dinosaur figure.
- Move boxes from one field to another field of the game board.
If the value of the cards played exceeds the number of boxes that you have placed on the board you can use the excess to set up a camp or your supplies for use as described in the following two points. At the end of your turn, the surplus expires.
Set up camp: To build a camp, you play cards with the box symbol.
For a camp you have to pay for 4 boxes. Then you take out a camp of your personal stock and put it on any field (without Dinosaurs and not on a volcanic field).
If there is already a camp on the field (by fellow players or by yourself), then you put your camp up on the camp that is already on the field. You can stack camps this way by a maximum of 3 camps on top of each other. There are never 2 camps standing in a field next to each other.
When there are already one or more of your equipment boxes on the field where you set up your camp, you can take back as many of these equipment boxes as you want in your personal supplies.
For every box that you take back, there are reduced Costs for construction of a camp by 1. So you can "save up" Equipment boxes for a camp.
Example: red plays two cards with 2 boxes and takes 2 boxes that are already on the field back. Red has now a paid total of 4 boxes and builds a camp.
When you set up a camp in one of the 3 upper areas of the game board, you immediately get points specified adjacent to this area. The areas of Islands are separated from each other by red lines.
If the value of the cards played exceeds 4, you may use the excess to set up another camp, put boxes on the game board or to stock up on supplies. At the end of your turn the surplus expires.
Whenever you set up a camp, you trigger a scoring. You can find out exactly how the scoring works under "A scoring trigger" on page 8.
Attention: In the "Individual scoring" variant (Page 12) you don't trigger an automatic scoring when "Setting up a camp".
Stock Up on Supplies
As the game progresses, equipment crates and camps are removed from the Game board ("Dinosaur card", page 7) and placed back in the general supply.
To return your equipment boxes or camps from the general supply to your personal supply, you also play cards with the box symbol.
When you play a card with the box symbol, you can take back a maximum of so many parts (Camps and/or boxes) indicated by the number in the box symbol.
With this card you can get up to 3 boxes from the general supply.
Here, too, you can use the excess to build more camps or place more boxes on the board. At the end of your turn, the surplus expires.
Further Actions
Defensive measures: These are the only cards that you can play outside of your turn. If a Dinosaur moves to a space where you would lose equipment boxes or camps, you may play this card from your hand. The dinosaur figure then remains on the field, as if she would have ended her movement on an empty space (see also "dinosaur card", page 7).
Then you put the card on your discard pile. You pull no card from the draw pile for that. So on your next turn you have 1 less card available. As long as the dinosaur figure is on the field, you are not allowed to place or move any parts on or of this field.
Hideout: Place any number of cards in your hand (including your Dinosaur egg and dinosaur cards) face down in front of you. You may not use the actions of these cards during this turn. At the end of your turn, after drawing cards, you take the face-down cards back into your Hand. So on your next turn you have more cards available at your disposal.
Diversion: Put back any dinosaur figure on an empty volcanic field.
Inventory: Place any number of cards from your hand to your discard pile. Then draw one card more than the numbers of cards that you discarded.
Wear and tear: Remove 1 card from your hand from play. You are allowed to remove action or dinosaur cards, but never the dinosaur egg card. Put the removed card back in the box.
Replenishment: Immediately draw as many cards from your Draw pile into hand, as indicated by this symbol.
The necessary change: On this turn you are allowed to use the amber action from your action cards in your hand to bring equipment boxes or camps to the game board. Note that you always just can use 1 action from the card. So when you use the "the necessary change" action you cannot use the amber action from that card.
Improvement: Remove 1 of your played cards from the Game. You are allowed to remove action and dinosaur cards, but never the dinosaur egg card. Put the removed card back in the box. For this you can take a new card that is up to 2 amber more expensive than the discarded card. Place the new card on your discard pile.
Move camp: Move one of your camps on the game board. You may move any of your camps that is on the game board, even when another camp is built over it. But you cannot redeploy a camp from the general or personal supply. With this action you can also put one of your overbuilt camps on the top of the stack in the same field.
Dinosaur Egg and Dinosaur Cards (Red)
When you have the red cards (the starting card Dinosaur Egg and the Dinosaur cards) in your hand, you must play them. You are not allowed to not carry out this action as you are with the blue action cards. However, there are card functions (inventory) that allow you to discard red cards without taking the dinosaur action.
Dinosaur egg: When you play the dinosaur egg card, you take the top card from the face-down dinosaur pile and play it immediately (see below). Both cards, the dinosaur egg card and the just played dinosaur card are then discarded.
Attention: You may never take your dinosaur egg card out of the game!
Dinosaur card: Whenever you have one of these cards you use them to move the dinosaur figures across the game board. If you move a dinosaur figure onto a field with boxes and/or camps, you remove the equipment boxes or a camp from this field.
Each dinosaur card shows one certain dinosaur. You have to move this dinosaur by 1 – 3 spaces in a straight line. you always move the dinosaur downwards, i.e. away from the volcanic fields at the top of the island, towards the southern tip of the island.
The dinosaur's movement can end up in 5 different ways:
1. You stop the movement voluntarily. You must move the dinosaur at least 1 space further. You can then stop the movement voluntarily.
2. The dinosaur reaches an occupied field (Equipment boxes and/or camp). If you move the dinosaur figure to a space where there are equipment boxes, you take all the boxes from that space and place them in the general supply on the game board. If there are camps and equipment boxes on the field, you just remove the boxes. The camp remains intact.
If you move the dinosaur figure to a field with a camp, but without additional equipment boxes, you take this Camp from the game board and place it in the general supply. If several camps are stacked on the field ("build camp", Page 5), you only remove the top camp.
Once you have removed boxes or a camp, you place the dinosaur figure back to an empty Volcanic field on top of the island. From that field the dinosaur figure begins their next move.
Players can take supply boxes and camps of their color from the general supply back into their personal supplies ("stock up on supplies", page 6).
3. The dinosaur reaches the edge of the island in the upper 3 areas. When the dinosaur figure reaches an empty field on the edge of the upper areas and can no longer go in a straight line, their movement ends there. The dinosaur begins their next move from this space.
4. The dinosaur will be over the edge of the playing field in the bottom Area. In the lowest area you can drag out the Dinosaur figure across the playing field. The dinosaur leaves with his last step the playing field. You place the figure back to an empty volcanic field. This ends the dinosaurs movement.
You are only allowed to move the figures beyond the fields in the lowest area of the island. In the upper areas of the playing field the edge is the border (see 3.)
5. The dinosaur has moved 3 spaces. If the dinosaur figure reaches an empty field after its 3rd step, the movement ends there. Nothing else happens and the dinosaur starts its next move from there.
Note: You are not allowed during the dinosaur movement to skip occupied fields (with camps or equipment boxes).
Note: Multiple dinosaur figures are allowed to stand on one field.
Trigger a scoring (in the basic game): Immediately after you set up a camp, you trigger a scoring. You choose one of the 3 scoring (wertung) cards from the "aktiv" area on the board and immediately move your counting marker on the scoring track by the number of points indicated on that card.
Move all scoring cards forward in the direction of the arrows to close the gap. Put the currently used scoring card at the bottom of the scoring card track.
There can be equipment boxes, belonging to other players, in the same field. For the scoring you just take note of your own. If there are several camps stacked in a field, only the camp on top counts for the scoring.
Attention: This rule does not apply in this variant "Individual ratings" (page 12).
Attention: the amber cost in the bottom right corner of the scoring card has no meaning in the basic game.
The Scoring Cards in Detail
You get 2 points for each camp on the pictured field or 1 point for each of these spaces with one or more of your equipment boxes. When you have equipment boxes and a camp in a field you only get points for the camp.
You get 2 points for each camp on a field adjacent to the depicted field or 1 point for each of these fields with one or more of your equipment boxes. When you have a camp and equipment boxes in a field you just get the points for the camp. The landscape of your field is irrelevant here. It can also be the same landscape depicted on the scoring card.
You get 3 points for each different landscape field (park, mountain, forest, plain, lake) on which you have at least 1 camp. Equipment boxes have no meaning in this rating.
You get points for each of your camps, that is on top of a stack of 2 or 3 camps. Equipment boxes have no meaning in this rating.
You get points for every connection between your own game pieces, i.e. camps and Equipment boxes. You count the borders between the fields, not your pieces.
Example: between these 3 fields there are a total of 3 connections. Red gets 6 points.
Fields in a straight line from above (volcanic fields) down to the tip of the island, form a column. For each column in which you are represented by at least 1 camp, you get 3 points. Equipment boxes have no meaning in this rating.
For each group of at least 2 directly neighboring camps you get 6 points. Do you have several groups on the Island than you get 6 points for each one. However, the groups are not allowed to touch each other or they count as one group. Equipment boxes have no meaning in this rating.
For every camp that is adjacent to a river field you get 2 points. Equipment boxes have no meaning in this rating.
You get 3 points for a camp and 2 points for equipment boxes when they are at the forefront of the column in the direction to the volcanic fields.
End of Game
The game can end in 3 different ways:
- Someone is setting up the last camp their personal supply. (It is irrelevant whether there are still Camps in the general supply.)
- The deck of dinosaur cards is empty.
- 2 of the stacks of action cards you can buy are empty.
In any case, you still play to the end of the current round.
Whoever has the most points at the end of this round wins the game.
In the event of a tie, those tied share Participants the place.
Expert Variants
Once you've played the game a few times, you'll be able to complete the following two variants to achieve more variety and strategic depth. You can use the following two variants separate or combined.
The Clients
In this variant you have the opportunity to exert your influence with the 3 clients (Creation Lab, InGen and Dinosaur Protection Group).
Set up
For this variant you also need the 20 development tiles.
First pick up the 10 tiles with the A on the back. Shuffle these cards face down and place 3 of them face down in each of the 3 rows next to the game board. Put the last tile back in the box.
Then you take the 7 B tiles, shuffle them and place 2 face down to the right of the 3 A tiles. Here too you lay the remaining tiles back into the box. Then place the 3 finishing tiles at the end of each row. Now reveal all tiles. Finally, you place 1 of your 6 equipment boxes on each Starting space of each of the 3 rows.
Gameplay
When you play a blue action card, instead of preforming one of the actions you are allowed to increase your influence with the client shown on your played card (title of the card and image). To do so, you move your equipment box onto the row of the appropriate client tile track. Moves 1 tile to the right and in return you immediately receive the reward shown on that tile.
If you reach the last tile on an influence track, you immediately score 10 points and take the equipment box to your personal supply. You cannot gain influence with this client any more.
The individual actions:
- We're done here. Remove one of your established camps and place it into the general supply. You immediately get 6 points.
- That's not rubbish! You may use one of your played cards or Pick one a card from your discard pile and Take it back into your hand.
- Remove 1 card from your hand and remove it from the game. You immediately get as many points as the card cost. You may remove action and dinosaur cards, but never the dinosaur egg card. Put the removed card back in the box.
- Remove exactly 3 cards from your hand out of the game. You immediately get 6 points. You are allowed to remove action and dinosaur cards, but never the dinosaur egg card. Put the removed cards back in the box.
- Draw 2 cards and then remove as many cards from your hand as you want. You may Remove action and dinosaur cards, never however, the dinosaur egg card. Put the removed cards back into the box.
- You immediately generate 4 amber to buy a new card. You are allowed to play additional action cards to increase this amount.
- This action works like the card action Inventory, but you draw 2 more cards than the amount you discarded.
- The Improve action works like the Card action, but you can take a card that is up to 3 amber more expensive.
- The supplies and camp actions are identical to card actions (page 7).
Dinosaur Whisperer: You may move any 1 of the 4 dinosaur figures.
- You may move 1 dinosaur figure up to 4 fields move, but only directly towards the southern tip of the island.
- You can move 1 dinosaur figure up to 2 spaces in any direction (but always only in straight line).
- You may move 1 dinosaur figure up to 3 steps towards the volcano fields (i.e. in the opposite direction as the dinosaur cards) move.
- You are allowed to swap 2 dinosaur figures.
- You can return 1 dinosaur figure to a free starting field. Additionally, you draw a card from your draw pile.
Individual Ratings
Game setup
In this variant you reveal 5 scoring cards as usual on the game board. However, you place the remaining scoring cards face down ready in a pile. Don't put them back in the box.
Gameplay
You don't trigger an automatic scoring when setting up a camp. In this variant you buy the scoring cards and use them to improve your deck. Like action cards, you can now also buy each of the 5 face-up scoring cards. (The "aktiv" area has no meaning in this variant.)
When you buy a scoring card, you immediately get the points. Then you put the Scoring card into your discard pile. If you put the card back into your hand later on, you can trigger the scoring again. (all you have to do is play the card, you don't have to pay for it again.)
You may purchase multiple scoring cards on your turn. At the end of your turn, place a new scoring card from the face-down pile on each empty scoring card space. When this pile runs out there are no more scoring cards to be placed.
The scoring card pile also count towards the end of game condition (2 of the stacks of action cards you can buy are empty). you can still play to the end of the current round. Then the game ends.
Example: red plays these cards and places 1 camp and 2 boxes on the board.
With the 2 cards left red buys this scoring card.
Red activates the just bought scoring card. There is a camp from a previous turn on the board. Red gets a total of 5 points. Both fields with camps are good for 4 points, the field with the boxes gives red 1 point (for a field with multiple boxes you get 1 point in total). The used scoring card is put on the discard pile.
At the end of reds turn the scoring cards are moved to the right to fill the gap. A new scoring card is placed on the empty left space from the face down pile.