
Again, keep track of who played first. You should also watch how many points each player has showing -- that is, the point value of the dinosaurs they have captured. All your dinosaurs must be out where everyone can see them. But if you have Specials in your hand that give you extra points, that's a secret!
When one player's zoo reaches 50 points (or whatever total you chose), keep
going until everyone has finished the same number of turns. Then show your
Specials. The highest point total is the winner.
Instead of the Time Track, just lay the cards out in the order of their time periods - Triassic, Early Jurassic, Late Jurassic, Early Cretaceous, Late Cretaceous. Once you've played the game once or twice, you'll remember the order they're in!
Instead of the dinosaur markers, just pick up whatever is handy and use it to mark your place in time (Doh!)
Instead of Energy Tracks and energy markers, give each player ten coins. Whenever you spend a point of energy, move a coin from left to right in front of you. When you get new Energy, move your coins back.
If you use this system, remember that the Experts are very powerful cards -
encourage the younger players to take them.
So how do you get extra players into the game? No problem. You can always combine two game sets. Or (until we run out) we have an "expansion set" for sale on the Web, that lets you add two more players.
But you don't have to spend any money if you don't want to! You only need two things to add a player: an extra dinosaur for the Time Track (everybody has toy dinosaurs around) and another Energy Track and a marker (and we don't mind if you copy the Energy Track in the set, if it lets more kids play the game). Have fun!
A useful strategy is for partners to work opposite ends of the timeline,
thus saving on movement energy. However, if you are in the same period as
your partner, either of you can give energy to the other one. So if a bad
die roll ends your turn early, your partner can come get your unused
energy! You can also, if you like, allow partners to trade Gadgets and
Experts back and forth when they are in the same period.
Thanks to Mark Biggar (mab@wdl.lmco.com) and Aron Wall for this variant!
Or a gift deck for a child could feature lots of his very favorite dinosaurs!
Or, for a harder game, you could create a deck with lots of the most dangerous dinosaurs, the kind that end your turn and break your Gadgets.
At the end of the game, award 2 additional points for each group of 3 or more cards of the same creature, plus extra 2 points for each additional card. This reflects the player's success in bringing back a viable population of a certain "dinosaur" suitable for breeding. "Baby" cards count as part of a group, if they are of the appropriate family. (And if you have the Mated Pair card, that also adds its regular bonus.)
Example: 3 Pteranodon = 2 bonus points
4 Ichthyosaurus = 4 bonus points
5 Corythosaurus = 6 bonus points
4 Corythosaurus + 1 Baby Hadrosaur = 6 bonus points
3 Corythosaurus + 2 Baby Hadrosaur = 6 bonus points
3 Deinonychus = 2 bonus points
2 Deinonychus + (1 Baby Raptor or 1 Baby Theropod) = 2 bonus points
This encourages players to capture whole prehistoric families, adding strategy by making some small creatures worth more! Opposing players quickly recognize this and try very hard to prevent others from developing these "family groupings."
Thanks for this one go to John Schneiderman (dino@revelation.unomaha.edu).
Start the game normally, but keep track of who went first. When one player has reached the goal, finish the round, so everyone gets the same number of turns. When the game is over, if more than one player reached the goal, check the point value of the cards - high score wins! (If someone captured more than two creatures from any period, they may only count the two with the highest value.)
If a creature can be found in more then one time period, you can count them for any of those periods . . . or, for a stricter game, only the period they were captured in.
This has the advantage of forcing players to move through time, not just sit in one period. It also makes extinction cards much more vicious . . . a hunter can visit a period, get the creatures he needs, and then play an extinction to wipe out the rest!
Variations
You can require, not just two creatures from each period, but one carnivore
and one herbivore. An omnivore can count as either one (but not both). Or,
for a longer game, two carnivores and two herbivores from each period.
Thanks to John and Fran Ickes (shadowcat@nomad.net) for this variation.