Manimals: Europa 1
Manimals: Europa 1 Rulebook
Table of Contents
Table of Contents
Setup and Basic Game
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Shuffle the animal cards, then lay out 36 of them in the centre of the table, with the animal sides facing up.
NOTE: Before your first game, be sure to read the EXPLANATION OF SYMBOLS.
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Set the remaining cards aside next to them, forming a draw pile for these cards.
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The first round begins. The oldest player turns over a card of their choice and says aloud the TRAIT you will look for in this round. In this example they say: "Do you know which animal has teeth?"
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Now you try to find the animals that have the searched trait. During the search, simultaneously and as a race, pick up cards with one hand and collect them in the other hand. Cards collected into the second hand cannot be put back on the table!
NOTE: If none of you is able to find an animal that has the searched trait, cover the card with that trait and reveal a new one.
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When you have finished searching, i.e. nobody wants to take any more cards from the table, the round ends.
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CHECKING THE COLLECTED CARDS. Turn all collected cards over to the side with the animal's characteristics and check whether the small symbols include the one you were looking for. If you have a card on which such a symbol does not appear, you are forced to put that card back face up on the table, and additionally put back one correctly collected card (one on which that symbol does appear).
NOTE: If it happens that the cards you hold incorrectly collected outnumber the correctly collected ones, you put back all cards collected in the round that has just ended. Never put back cards that you have kept as victory points from previous rounds (see step 7 below).
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SCORING. The player who collected the most correct animal cards keeps two of them as victory points for the end of the game. All players (one or more) who took 2nd place keep one such card.
Symbol Key
Printed as "OBJAŚNIENIE SYMBOLI" (Explanation of Symbols). The translated name of each symbol is given first, followed by the printed explanation.
- Number of grasping limbs (arms/tentacles): Vertebrate animals have arms, with which they can grasp, climb, or perform other complicated actions more effectively. Many aquatic animals have so-called tentacles, which serve them to recognise and catch prey.
- Number of legs: Animals have a varying number of legs, which serve them for locomotion, i.e. moving about.
- Have feathers: Feathers are an outgrowth of the dermis and are characteristic of birds. They enable flight and also form a protective layer. In addition they occur in various colours, allowing birds to camouflage themselves (cryptic plumage) or to communicate with other individuals.
- Have fur/pelt: The hair covering the bodies of mammals is called fur, and it serves them for camouflage and for protection against external factors. Hairs are an outgrowth of the epidermis. In some mammals the hair covering the skin is called pelt.
- Have scales: Scales form the external covering of the bodies of fish (bony plates) and reptiles (horny plates). In many bird species horny scales occur on the skin of the lower limbs.
- Have wings: Wings are modified forelimbs and enable active flight. For this reason they take on aerodynamic shapes.
- Have fins: Fins are an organ that enables movement in water. They should not be confused with webbing (swim membrane), which occurs in animals associated with the aquatic environment.
- Have a tail: The tail is the final part of the spine (located behind the anal opening). It is covered with skin, hair, scales or feathers.
- Have teeth: Teeth occur in the mouth and are covered with hard enamel. They enable biting and breaking up food.
Variant 1: Turtle (ŻÓŁW) – Youngest Players
- Set up the game in the same way as the basic version.
- From now on the game is played in turns (not simultaneously). The first round is started by the youngest player. They turn over a card of their choice, and then take from the table into their hand one animal card which, in their opinion, has the searched trait. Then the other players, one at a time, clockwise, do exactly the same.
- If a player cannot or does not want to take another card from the table on their turn, they say "pass". From then on they no longer take part in collecting cards, while the remaining players continue taking turns until the last of them passes.
- The rest of play proceeds exactly as described in steps 6–9 of the basic version.
- The next round is started by the player sitting to the left of the player who started the round that has just ended.
- End of game: With 2–4 players, the game ends after the round in which each of you has been the starting player twice. With 5–6 players, the game ends after the round in which each of you has been the starting player once.
Variant 2: Kangaroo (KANGUR) – Adults with Children
This variant was created so that play between adults and children is even more exciting. Setup and play are exactly the same as in the basic version of the game, with one exception: before the SCORING phase, each adult must put back in the centre of the table 3 correctly collected animal cards from this round. These cards are not counted in the total of correctly collected cards for this round.
Variant 3: Cheetah (GEPARD) – Players of Different Skill Levels
Setup and play are exactly the same as in the basic version, with one exception: a player who has collected 3 or more cards (which are victory points for the end of the game) is from then on forced to play with a handicap. This means that before the SCORING phase, each such player must put back in the centre of the table as many correctly collected cards from the round as the number of handicap cards (representing victory points) they have in front of them. The game ends when a player (or players) reaches 7 victory points.
NOTE (printed in the left panel of the sheet, beside this variant): If players collected only a few cards in total in the round, and everyone was forced by the handicap rule to return all collected cards to the table, then the player who collected the most cards before they were returned (or the players who did) wins that round, and only they receive victory points. They keep one or two correctly collected cards from this round (see step 7 of the basic rules).
Variant 4: Owl (SOWA) – Multilingual Animal Name Game
In this variant knowing the animals' traits is no longer important. From now on you search for letters in the animals' names. Setup, play and scoring are exactly the same as in the basic version, with the following changes:
- At the very beginning, choose the language in which you will search for letters in animal names.
- After laying out the 36 cards in the centre of the table, one of the players turns one card of their choice over to its other side. Then they look for the bold letter in the animal's name and say, for example: "Do you know which animal has the letter 'S' in its name?"
- Instead of checking whether an animal has the searched trait, you check whether its name contains the searched letter. The rest of play and scoring proceed exactly as in the basic game.
NOTE: If you play the Owl variant in Polish with younger children, the correctly collected cards will also include those whose common name contains the searched letter.
IMPORTANT: The Owl variant can of course be played using the rules of the variants Turtle (ŻÓŁW), Kangaroo (KANGUR) or Cheetah (GEPARD).
Final Notes
All animals appearing in the game have been checked for consistency of their traits with the scientific knowledge current at the time the original edition was released.
In the Polish edition, the animal cards were checked again so as to reflect the latest biological knowledge.
Credits (designer, consultants, translator, graphic design and publisher lines) are omitted from this transcription.
Components
55 cards (58 x 88 mm) and instructions. Game for 2–6 players, ages 4 and up, playing time 10–20 minutes.