Jurassic World: The Boardgame
Jurassic World: The Boardgame Rulebook
Table of Contents
Table of Contents
Components
- 1 central game board
- 1 main street board
- 1 research laboratory and fossil dig site board
- 6 player boards
- 6 player markers
- 16 dinosaur tiles
- 15 building cards
- 15 development cards
- 15 danger cards
- 3 mission cards
- 1 entertainment level marker (green)
- 1 danger level marker (red)
- 1 danger timer marker (black)
- 1 Hammond marker
- 3 six-sided dice
Players: 2 to 6. Age: 12 and up. Playing time: about 60 minutes.
Overview
In Jurassic World the players work together, as a team, to run a dinosaur park. Each player is an employee of the park and does everything they can for the park's success. The employees have different abilities, which let them construct buildings or produce dinosaurs, for example. The best advertising is for visitors to have a good time. But beware: the more dinosaurs there are in the park, the greater the chance they escape, and that can have terrible consequences.
The Goal of the Game
The goal is to fulfil every condition of the mission. You lose immediately if the danger reaches level 20.
The Employees and Their Abilities
You take part as employees with defined abilities. These abilities are shown on each player's own player board. The number of dice shown next to an ability icon shows how many dice you may roll when you use that ability. Across the whole game, the numbers printed next to the various icons give the minimum value that the total of your dice roll must reach when you use that ability.
Divide the tasks among yourselves, and try to make good use of your strengths as one team.
Setup
Place the central game board in the middle of the play area. Place the research laboratory and fossil dig site board and the main street board where everyone can reach them.
Agree which employee each player will be. Each player takes the player board for their employee and the matching player marker.
Shuffle the dinosaur tiles thoroughly and, if possible, put them into a bowl or bag so that players can draw them at random without looking. Place 6 randomly drawn dinosaur tiles on the designated spaces of the fossil dig site board.
Shuffle the building cards, the danger cards and the development cards, each into its own deck, and place the three decks on the designated spaces of the main street board.
Place the red danger level marker on space 1 of the danger track and the green entertainment level marker on space 1 of the entertainment track. Place the black danger timer marker on the grey icon of the danger timer.
Decide together which difficulty of mission you will attempt: easy, medium or hard. The mission decides how many dinosaurs, and how much entertainment, you need in your park to win. If this is your first game, we recommend starting with the easy mission. Place the chosen mission card on the designated space of the main street board.
The mission cards show the dinosaurs the park needs (each value is the minimum number of dinosaurs of that type) and the entertainment level the park needs (the number after the plus sign):
| Mission | Big predator | Small predator | Small herbivore | Big herbivore | Entertainment |
|---|---|---|---|---|---|
| Easy | 1 or more | 2 or more | 3 or more | 1 or more | +14 |
| Medium | 1 or more | 3 or more | 3 or more | 2 or more | +17 |
| Hard | 2 or more | 4 or more | 3 or more | 3 or more | +20 |
Errata (Szabálymódosítások), setup: at least 2 bronze dinosaurs must be on the fossil dig site board during setup.
Turn Structure
The game is played over several rounds. Each round has three phases, in this order:
- Preparation phase
- Action phase
- Danger timer phase
The player holding the Hammond marker is the starting player. Play proceeds clockwise.
Preparation Phase
Each player places their player marker on an empty hexagon. There is no turn order in this phase: discuss with each other what each of you plans to do, and then place your markers in any order.
You may place your player marker on the following spaces:
- Fossil dig site
- Research laboratory
- Main street
- Trade zone
- Dinosaur enclosure
- Construction
- Neutralise danger card
Before moving on to the action phase, you may give the Hammond marker to any player. This can matter for the order in which the actions are carried out in the action phase, and for the danger timer phase.
Action Phase
The starting player is the player who holds the Hammond marker. Play proceeds clockwise. When it is your turn, carry out the action on the space where you placed your player marker during the preparation phase. Once every player has taken one turn, the action phase ends.
The following actions can be carried out during the action phase:
1. Fossil Dig Site
Here you use your finance ability to dig up fossils and prepare dinosaur tiles for the research laboratory. Choose one dinosaur tile and roll the dice. If you roll the required value, move the dinosaur tile to an empty space in the bottom row of the research laboratory. At most 3 dinosaurs may be in the bottom row of the research laboratory.
2. Research Laboratory
Here you use your research ability to examine dinosaurs. You move one dinosaur tile up (genetically develop it) in the research laboratory. The dinosaur is then ready to be placed in the park. At most 3 dinosaurs may wait in the top row of the research laboratory for placement in the park.
3. Main Street
Here you use your finance ability to buy a building or a development. This is explained further in the section "Buildings and Developments".
4. Trade Zone
Here you may receive a development from another player, provided that both players agree to it. The player who wants to receive the development places their player marker here. No dice roll is needed in this space.
5. Dinosaur Enclosure
Here you may place the dinosaurs prepared in the top row of the research laboratory onto the enclosure, or re-cage dinosaurs that have escaped from the enclosure.
To place one or more dinosaurs on the enclosure, you use your defence ability and must roll at least the total shown on the back of the dinosaur tile. If you want to place more than one dinosaur, only the highest number among them counts.
If the hexagon where you are standing is connected to several enclosures, you may not place fewer dinosaurs than the number of enclosures. In addition, every dinosaur you place must have the same diet: all carnivores or all herbivores.
Dinosaurs are explained further in the section "Dinosaurs".
6. Construction
After you have placed buildings, you may use their entertainment function to raise the entertainment level. If the result of your dice roll is equal to or greater than the number shown, move the entertainment level marker to the right on the entertainment track by the step indicated.
7. Neutralise Danger Card
Here you may neutralise continuous danger cards. This is explained further in the section "Danger!".
Danger Timer Phase
Once every player has carried out their action in the action phase, move the danger timer marker clockwise to the next icon.
The player holding the Hammond marker must now test the ability shown on the icon the marker has reached. The minimum value they must meet depends on the number of players (see "Danger Timer" below).
If the player holding the Hammond marker rolls less than the required value, the danger increases. Move the danger level marker one step to the right, then draw one danger card from the danger deck. Carry out the instructions on the card immediately, with all their consequences.
IMPORTANT: After 6 rounds, the danger timer marker ALWAYS lands on the grey icon, where no dice roll is possible. In that case the players must draw a danger card and carry out its instructions.
Danger Timer
The required value depends on the number of players:
| Number of players | Required value |
|---|---|
| 2 | 7 or more |
| 3–4 | 8 or more |
| 5–6 | 9 or more |
Buildings and Developments
During the action phase, players standing on Main Street may buy a building or a development. If a player rolls a sufficient total, taking into account their finance ability, they may take the top card of one of the two decks. The top-left corner of the card they take shows which ability they must roll again, to acquire the building or development on a successful roll. If the player does not succeed, the card is returned face down to the bottom of its deck.
Buildings
Buildings are cards that are placed in the park, on the spaces reserved for them, after a player has successfully acquired one from Main Street using the construction ability. From then on, any player may place their player marker on the blue hexagon shown on the card during the preparation phase. During the action phase, players standing on buildings may test their abilities to raise the entertainment level.
Developments
A player who acquires a development card places it next to their own player board. The development card shows which ability it strengthens for the rest of the game. The number shown on it may be added to the dice roll whenever its owner tests that ability. Some developments also give players advantages described in text, and some can only be used once certain conditions are met.
Errata (Szabálymódosítások), developments: until the entertainment marker has reached the bronze space, each player may have only 1 development card. Until the silver space is reached, each player may have at most 2 development cards. Once the marker is on the silver space, each player may have 3 development cards. Once the marker is on the gold space, each player may have 4 development cards. If a player receives a development card from any source while already holding the maximum permitted number, they must discard one development card (this may be the card they have just received).
Errata, danger timer phase: during the danger timer phase, players may not add development modifiers from their development cards to their dice rolls.
Dinosaurs
Dinosaurs are the park's main attractions, and you need them to win. Dinosaurs come in four groups: big predators, small predators, big herbivores and small herbivores. Dinosaurs are also divided into three categories: bronze, silver and gold, which also show their popularity. These three categories are also shown on the entertainment track. To move the entertainment level marker onto the bronze icon, or beyond it, the park must contain at least one bronze dinosaur. The same applies to the silver and gold categories.
Note that gold dinosaurs are harder both to dig up and to place in the research laboratory, that is, players must roll higher values on the dice for them.
The printed examples on the rulebook page are: Tyrannosaurus Rex (big predator, gold), Velociraptor (small predator, silver), Apatosaurus (big herbivore, gold) and Gallimimus (small herbivore, bronze).
Errata (Szabálymódosítások), dinosaurs: to move the entertainment marker onto the bronze space, the park must contain at least 2 bronze dinosaurs. To move it onto the silver space, it must contain 2 silver dinosaurs. To move it onto the gold space, it must contain 2 gold dinosaurs.
Escapes
When a dinosaur tile is placed in the park, it is placed face up. If a danger card causes an escape, the tiles concerned are turned face down to show this. At the end of every round, move the danger level marker to the right by the total value shown on all the face-down (escaped) dinosaur tiles. Dinosaurs that escaped during the current round do NOT move the danger level marker that round.
Re-caging Escaped Dinosaurs
To re-cage escaped dinosaurs, a player places their player marker during the preparation phase on the hexagon to which the escaped dinosaurs are connected. During the action phase, this player uses their defence ability to turn the dinosaur tiles face up again, and the dinosaurs are re-caged in the enclosure. The player must roll at least the minimum value shown on the back of the dinosaur tile (this is the same number that is taken into account when the dinosaur is placed). If several escaped dinosaurs are connected to the hexagon, only the highest value among them counts, and the player must succeed against that value to turn over all the dinosaur tiles tied to its hexagon.
Danger!
Danger cards mainly raise the danger level, and the higher it goes, the more likely the players are to fail the mission. Danger cards sometimes cause dinosaurs to escape, or make buildings unusable. Immediate danger cards are returned to the bottom of the danger deck, face down, once their effect has been carried out.
Some danger cards show a hexagon in their top right corner, where players may place a player marker. These are called "continuous danger cards". They are placed on the space reserved for them on the game board and continuously affect the game. A continuous danger card is neutralised when a player places their player marker on the hexagon shown on the card during the preparation phase, and in the action phase, rolls at least the minimum value for the matching ability.
IMPORTANT: If players draw another continuous danger card while a continuous danger card is already active, the newly drawn card is placed face down at the bottom of the danger deck, and new danger cards are drawn until the players draw an immediate danger card.
Example Danger Cards
The rulebook shows the following examples, with their card titles in English.
- Immediate danger card, "Dinosaur Escape!": the card text reads "ALL CARNIVORES ESCAPE!" (MINDEN HÚSEVŐ KISZÖKIK!). Carry out the instruction immediately.
- Continuous danger card, "Malfunction": the card text reads "THE PLAYERS MAY NOT USE AND MAY NOT BUILD BUILDINGS!" (A JÁTÉKOSOK NEM HASZNÁLHATNAK ÉS NEM ÉPÍTHETNEK ÉPÜLETEKET!). It is neutralised by rolling the construction ability against a minimum value of 8 or more, as shown on the card.
Game End
The players win together, as a team, when they have placed on the park the number of dinosaurs shown on the mission card, and the entertainment level is at least as high as the value shown on the mission card. The players cannot win while a continuous danger card is active, or while an escape is in progress.
The players lose together, as a team, if the danger level marker reaches the value of 20 on the danger track.
Errata (Szabálymódosítások): Buildings, Research Laboratory and Harder Play
The following is the official two-page Hungarian errata for this edition, translated into English and applied on top of the rules above.
Research laboratory: a dinosaur that has been prepared in the research laboratory may be swapped for a different one if you want. (Shuffle the swapped-out dinosaur back in among the dinosaurs.)
Buildings: the use of a building is subject to conditions (see below). An existing building may be swapped for another if there is no free space left. (This may also be the building that has just been constructed.)
Conditions for using buildings:
- Botanical Garden: the park must contain 3 small herbivores / 2 big herbivores. *
- Monorail: every building space must have a building on it, and the entertainment value must be 12 or higher.
- Golf Course: once the entertainment level leaves the bronze space, it becomes usable once. After that, it must be removed from the game.
- Gallimimus Valley: a Gallimimus must be in the park.
- Gentle Giants Petting Zoo: a raptor baby or a triceratops baby must be in the park.
- Innovation Centre: 4 / 6 / 8 / 10 / 12 development cards must be in play (depending on the number of players).
- Isla Nublar Resort: the park must contain 2 big predators / 2 big herbivores, or 1 big predator and 1 big herbivore. *
- Cretaceous Cruise: the park must contain any 2 of the following: Ankylosaurus, Sinoceratops, Baryonyx, Carnotaurus.
- Aviary: a Pteranodon must be in the park.
- Gyrosphere: 2 big herbivores and 2 small herbivores must be in the park.
- Pachy Arena: a Stygimoloch must be in the park.
- Raptor Pen: a Velociraptor must be in the park.
* Here the "/" sign means "or".
Note: the building names above are translated from the Hungarian errata.
Making the game harder: if the game is still not hard enough, there are two additional difficulty options:
- The danger level marker moves one further step in every round in which the continuous danger card was not neutralised. (Except the round in which it appears.)
- The danger level marker moves one further step in every sixth round.