You are on page 1of 20

RULEBOOK 1

Design and build your own dinosaur theme park!


Attract the best visitors by filling your parks with awe-inspiring
creatures from a forgotten time!

In Welcome to DinoWorld, you will build pens to house a variety of types of dinosaur, recreation, and
welfare facilities around your park, use your research labs to improve your work, and try to satisfy some
especially choosy, but potentially very lucrative, visitors.
During the game you will earn stars ( ). The player who builds the DinoWorld worth the most stars wins.

Lite mode vs Danger mode


Welcome to DinoWorld can be played in two modes. If this is your first game, or if you are introducing the
game to new players, we recommend you play in Lite Mode. Danger Mode is for more experienced players.
Most rules are the same in Lite Mode and Danger Mode.
Other rules are highlighted in orange or grey.

These are rules for Lite Mode that willl change if you plaay
in Dangerr Mode.

These are rulles that onlly applly in


n Danger Mode. Ignorre
these rules when playing in Lite Mode.

2
Components
Base Game
9 Pencils

3 Dice 1 Eraser 150 Player Sheets

27 Visitors 12 Research Labs 12 Facilities

Expansion Content Promo Cards

1 Extra Die

5 Small Aviary Cards 6 Large Aviary Cards 5 Public Objective Cards

3 Aquatic Dinos Cards 16 Solo Automa Cards


3
Setup
1 Choose whether you are playing in Lite Mode or Danger Mode. Give each player a player sheet for
the chosen mode of play and a pencil.

2 Place the 3 dice in the middle of the play area.


Sort the Facilities cards into two stacks according to their type (Recreation & Welfare ).
3 Shuffle each stack separately and deal 1 Facility from each stack face up into the middle of the play
area. Put any unused Facilities back in the box.
Sort the Visitor cards into three stacks according to their value (4, 6, & 10 ). Shuffle each stack
4 separately and deal 1 Visitor from each stack face up between two neighboring players. Repeat this
process until each player has 3 Visitors to their left (between them and their left-hand neighbour),
and 3 to their right (between them and their right-hand neighbour). In a 2-player game, this means
there will be 6 Visitor cards between the two players. Put any unused Visitors back in the box.

5 After your first few gam mes, if you


u havee the Public Objecttive cards*, shu uffle them and deall 2 at
random in the middle of the play area with h the 12 / 7 face up. If both off the shapee-rrelated
objectiv
ves are dealt, or botth path-rellated
d objectiv
ves are deallt, reshu
uffle an
nd deall again.
* These cardss werre availlable as partt of the Kickkstarter ed
dition or sep
parately as promo card
ds.

It is highly recommended at this point that players discuss with their neighbours their shared
Visitor cards to ensure that their requirements are understood. All players should also check that
they understand the Public Objectives.

6 Dangeer Mod
de only!
Sort the 9 Research Lab cards into threee stacks acccordin
ng too th
heir type (X, Y, & Z). Shu
ufflfle each
staack separatelyy and deal 1 Researcch Lab from each stacck face up p in
nto the midd dle of th
he play
areaa. Put any unused Research h Labs bacck in
n th
he box.
Note: For you
ur first gamme plaaying Danger Mode, it iss hig
ghly recom
mmen
nded to plaay with the
“Docile Gene Editing” Z lab card.

Choose a diffificultyy level for each player (E Easy, Normal,, Hard, Fieendish). Different playeers can
7
play at different diffficulty leevels to make th
he gamee easier for neew playerss andd harder forr more
exp
perrienced players.
Deependin ng on the difficultyy level you are playin ng at, crooss out boxess on your Thrreat ( ) and
Seecurrityy ( ) tracks on you ur Threaat Tracckerr as per the images beloow.
Note: For you
your firs
first
st gam
ame pl
play
ayin
ing Da
Dangerr Mode it
it is hiighly reccommend
nded to play on “E
Easy” di
difficulty.

Easy Normal

Hard Fiendish
4
How to play
The game is played over 8 rounds. Each round consists of the following phases:
1 CONSTRU UCTION N: One player rollss the dicce, and all players sim
multtaneooussly use the dicee values
to take actions.

2 MAALFFUNC CTIO
ON: In Danger Mode,, everyone musst checck wheeth her theyy exxperieence a Generattorr
maalfunction in
n their park. A malfuncction can cause damage to Dinoo Pens and may eventually leead
to a dinosaaur breakk ou
ut!

3 CLAIIM VISITO ORS: Everyone checkks whetther they can claaim


m one or more of the Visitoors on theirr
left and/orr righ
ht.
At the end of the 8th round, the game ends and everyone works out their final scores.

Construction Phase
Roll the dice
One player rolls the 3 dice into the middle of the play area. It doesn’t matter who rolls the dice; you
may want players to take it in turns rolling the dice, or perhaps the player who does the best T. Rex
impression is the dice roller for the game.
Each player writes the values of the dice into the Dice Tracker on their Player Sheet. The Dice Tracker
also keeps track of the total number of rounds.

Take actions
All players now use the values rolled to take actions simultaneously.
Note: When you are learning the game, it is recommended for the first couple of rounds that players
take it in turns, explaining what actions they are taking, while the other players watch to ensure that
everyone understands the rules.
You can use each die value for that round exactly once. When you use a value to take an action, cross it
off. This way, you can keep track of the values you use in each round.
There are three primary actions that you can take that use dice values. These actions may be taken in
any order.
Important: In a round, you can only take each of the following actions once.
• BUILD DINO PEN: Add one new Dino Pen to your park.
• LAY PATHS: Add new pathways to your park.
• CONSTRUCT FACILITY: Add one new Facility to your park.
You don’t have to use all the values, but any values not used cannot be saved for future turns.
In addition, you may take one or more Research actions. Research actions are free actions that do not
use a dice value, although you are limited to how many you can take in total during the game (see page 9).

Daanger Mod de only!


There aree two additiion
nal Security actions available to you: IMPROVE and BOOST. Full details of
these can be found on pag ge 10.

5
Combining dice values
As mentioned earlier, you can use each dice value once, but you may add values together and instead
use the combined value to take an action. For example, if the three values rolled are 1, 2, and 5:
• You could use the 1, 2, and 5 separately to take three different actions.
— or —
• You could add any two of the values together. For example, you could add the 1 and 2 together to make
3, and then use the 3 to take one action and 5 to take another.
— or —
• You could even add all three numbers together to make 8 and use that value to take a single action.

IMPORTANT CONCEPTS
• ADJACENT: The word ‘adjacent’ means orthogonally adjacent — directly above, below, left, or right —
and does not refer to diagonal adjacency unless the text of a card explicitly states that it does.
• LAKE: There is a lake in the middle of your park. You cannot build paths, Dino Pens, or Facilities on any
of these 4 squares.
• CONNECTED: A feature (a Dino Pen, Facility, or the Lake) is ‘connected’ to a nearby path only if there is
a path in an adjacent square that touches the edge of the feature. A path that runs alongside a feature
but does not directly touch its edge is not connected to it.

• EMPTY: An empty square is any square in the park in which you have not yet drawn anything.
• ENTRANCE: Your park has two entrances. Each entrance has a path coming in through the perimeter
wall which is connected to an adjacent crossroads.

It is stron
ngly recoommmended to thin
nk ab
boutt wh
hatt you willl do with
h you
ur action ns beforee drawwingg anything
g.
Thhis willl help prevent mistakkess being madde (e.gg. Build ding a Penn and
d theen realissin ng yoou are out of
Generattors, not hav vin
ng enou
ugh pips to build all the Paths you wantted d to, Constrructing a Facility
illeggally). You can erase th
he mistakke and redo your acttion as lon ng as itt is witthin th
he same rooundd.
If you nootice afteer th
he round the mistake was drawn, you cann not ch
hangge it. Anny miistaakes are not
eligiblee foor claimin
ng Vissitors or end of gam
me scoriing, butt they are treated as iff th
hey are corrrect for
th
he puurpposess of dealiing daamagge wheen playyin
ng in Danger Mod de.

6
Build Dino Pen
To take this action, choose a value that matches one of the numbers beside one of the dinosaur species
on your player sheet. Then draw a Dino Pen of that type anywhere in your park following these rules:

Reminder that the Dino Pen Dinosaur Carnivore or


must be connected to a path. Species Herbivore

Suggested way
of drawing the
dino species in
the pen.

Value: Size Requirement: Power Requirement:


Possible dice values Number of squares that the Dino Each bolt is 1 Megawatt.
that you can use to Pen occupies. A velociraptor pen A velociraptor requires 2 Megawatts
build this Dino Pen. must be 4 squares in size. of power from adjacent Generators.

• SIZE: You must draw a Dino Pen that is made up of a number of adjacent empty squares equal to the
number shown in the green square beside the corresponding dinosaur.
• SHAPE: The shape of the Dino Pen is up to you. The shape can be anything you like as long as all the
squares form a single contiguous area in your park.
• POWER: Each Dino Pen has a Power requirement (between 0 and 3 Megawatts) which you must
satisfy by building Generators adjacent to the Dino Pen (see below).
• CONNECTION: Each Dino Pen must be directly connected to the network of paths in your park, so that
a path runs directly up to at least one edge of the Pen.
• SPECIES: Always indicate the dinosaur species by either drawing a sketch of the dinosaur or writing
the initial letter of the species in one of the squares of the Dino Pen.
If you cannot fit a specific Dino Pen on your map, cannot meet its power requirement or cannot
immediately connect it to your path network, you cannot build the Pen.

Supplying power (Building Generators)


Each Dino Pen, except for those containing Protoceratops, requires 1, 2, or 3 Megawatts of electricity to
power its electric fence. You must either build Generators adjacent to your Dino Pens to supply power,
or build Dino Pens adjacent to existing Generators. You can build any number of Generators, up to the
maximum number available, in a round. Building a Generator is a free action that can only be taken when
you take the Dino Pen action.
When you build a Generator, draw a box around a single empty square
in your park and draw an electric bolt ( ) symbol in the middle of the
square. Then, cross out one of the boxes in the ‘Generators’ section on
your player sheet. You can build a Generator in any empty square in your
park adjacent to a Dino Pen; the Generator does not need to be connected
to a path.
Each Generator that you do not use is worth 2 at the end of the game.

7
In Lite Mode, you can add a maximum of 12 Generators to your park. Each Generator you build
supplies 1 Meggaw
wattt of power to eaach adjacent Pen.
A single Generator cann be adjacent to up to foour differrent Din
no
Pens and siimulltaneously supply 1 Meegaw watt to each of th
hem. If
multiple squares of a single Dinoo Pen are adjaacent to the same
Generator, th
hat Generator stilll on
nly supplies 1 Megaawatt to thhe
Pen.
In this example, the Steg
gosauuruss Pen is ad
djaccent to 1 Geneerator
and the Velociraptorr Pen iss adjacent to 2 Generatoors. The
T. Rex Pen is adjacent to 3 Generattors. Note thaat each of the
3 Generrattors in this part of thee park supplies power to two
differentt Pens..

In
n Dang
ger Mode, you can add a maximu um off 8 Geenerators to your park. Each Generator youu build can
supply up to 4 Megaawattss of poower to onee or more adjacent Dino Pens, in any combinattioon.
To supply 1 Megawatt to an n adjaccen
nt Pen, draww a small curved
‘power liink’ froom the Gen neraator into thhe Din
no Pen. Yoou may
draaw muultiiplle liinks between a singgle Geenerator and an adjjacentt
Pen. However, each Generaator can onlly supply a maximu um off
4 Megawattss, so you cannoot add more than 4 pow werr links to a
single Generator.
You can add links too a Gennerator that you alread
dy builtt in a
previous round (up to the maximum of 4 links).
In this example, the Stegosaurus Pen requirees 1 Megawatt an nd
so has 1 lin
nk drrawn to an adjaccent Generatoor. The Velocirrapttor
Pen requires 2 Megaw watts and d haas 2 links, both drawn to the
same Generatoor. The T. Rex Pen n requirres 3 Megaawatts: 1 lin
nk
drawn to one Geneeraatoor, and 2 linkks drawn
n to anotheer Generatorr.

increase Threat level


In Danger Mode, every tim
me you build a new Pen, the Thrreat leveel in your parkk in
ncrreases.
To notte thhe increase in Threeat, cross off boxees on yoourr Thrreatt ( ) trackk, from lefft-to-rig
ght. Iff you
u
build a Pen containing a Herbivoore species, cross offf 1 box. Iff yoou build a Pen containin ng a Carnivore
speciees, crrosss off 2 boxes. If yoour Threeat lev
vel iss already at the maximum level, ignore anyy further
in
ncreeasse.

For example:
Your Threaat Lev vel is currently 5.
You
u draw a new w Tyrannosaurus
Rex pen in yoour park (a Carn
nivore).
You muust thereefooree add 2 Threat,
bringing your Threat Level up to 7.

8
Lay Paths
Too take
T taake this
th
his action,
action, choose a d
dice
icce v
value
aluee aand
nd tthen
hen
nuuse
se it to
to draw
draw one
one or more
more path
path shapes
shap
pes in empty
empty
ssquares
quares in yourr ppark.
ark.
E ach p
Each ath shape has a cost (in dice ‘p
path pips’) shown byy a number off d
‘pips’) ots b
dots elow thee p
below ictture of thee sshape
picture hape oon
n
yyour
our P layer Sheet. You can draw ass ma
Player any paths aass yyou
many ou wish,, up to tthe
wish, he totall nu
umber off p
number ips on th
pips he dice
the dice
valuue us
value sed to
used to take
taake this
this action.

• A straight
straight or corner ccosts
ostss 1 pip.
• A T-junction
T-ju
unction costs
cossts 2 pipss.
pips.
• A crossroads
croossroads costs
cosstss 3 pips.
pip
ps.

E very new
Every neew p ath sha
path ape yyou
shape ou draw mu ust b
must bee d rawn iin
drawn n aan
n eempty
mpty ssquare,
quare, aand
nd m ust connect either to onee of
must
tthe
he pre-printed
pre-prrinted
d ccrossroads
rosssroads at aan
n en
ntrancce to you
entrance ur p
your ark, oorr ttoo aany
park, ny path d
path rawn earlier.
drawn
• You
You ccan
an draw
w a sstraight,
traight, ccorner,
orneer, orr T-junction
n pa
T-junction ath sshape
path hapee iin
n any orie
entattion.
orientation.
• You
You ccannot
annott draw
wap ath
pathh sshape
hape in aany
ny of the 4 lakee ssquares.
quares.
patth leading up
• A path up toto the
the edge
eddge of a Dino Pen or Facility stops at the the edge
eddge of
of the feature.
featture. A path
h never
neverr
passees through
passes throuugh a feature.
featuure.
IInn addition
addiition too drawing
drawing newnew p aths, yyou
paths, ou ccan
an ch
hoose to convert a p
choose rev
viously drawn
previously
p ath shape
path shape int to a ccrossroads.
into roossroads. T his ccosts
This osts 4 pipps, regardless ooff tthe
pips, he p atth sshape
path hape yyou
ou
aare
re cconverting.
onverting.

Construct Facility Action


T
Too take
take this
this action,
acttion, choose a dice valu
ue, and
value, and tthen
hen draw the corresponding
corresp
ponding Facilityy symbol
symbol in one
one empty
empty
ssquare
quare in your park.
paark.
Recreation facilities
Recreation faacilities require a value
vallue of 1, 2 or 3.
Welfare ffacilities
Welfare aciliities require a value
vallue of 4, 5 or 6.
E ach
Each hF aciliity takes
Facility taakes up only one ssquare.
quare. E acch Facility has sspecific
Each pecific reestrrictions on where it can
restrictions caan bee built
built
w hich are
which are described
descrrib bed on the Facility
Facility car
rd. F
card. accilities do not need to
Facilities to be
be built
built connected
connecteed to a path
patth unlesss the
the
ccard
ard iindicates
ndicates othe erwisse. U
otherwise. nless ootherwise
Unless therrwisse noted,
noted, you can have
haave more
more than one of each Facility.
Faccility.
T he Fac
The cilittiess sec
Facilities ction on page 14 has a detai
section iled exp
detailed planation of all the Recreation
explanation Reccreaation and Welfare facilit
Welfare ties.
facilities.

Research
D uring a round, you may take any number of free Research
During Researcch actions.
actions..
Y
Youou ccan
an take a maximum of 6 Research actions over the co ourse ooff tthe
course he g ame. Each time yyou
game. ou do
o, crosss ou
do, ut
out
oone
ne of
of the 6 boxes in the
th
he ‘Research’ section of your player sheet.
sh
heet. Unused
Unused d Research actions arre not w
are orrth
worth
aany
ny aatt th he eend
the nd of the game, so there is no benefit to not using
ussing all
alll off tthem.
hem
m.

In Litee Mode,, you may taake a Ressearch action to add 1 or subtracct 1 frrom
m one
of your dice values. Theere is no needd too actu
ually chang
ge the writtten value on
your plaayer sheeet, just adjust the valuee up or doown immediaately beforee you
use it to takke an acction.
You cann use more than n one Reesearrch action inn a round, and maay use multtiple
Resseaarch acctions to chan
ngee thee saame dice value multiple timees. You can adjjust
a value too be greater than 6, but you cannot adjust a value to be less than 1.

9
In Danger Mode, th here are th hreee Ressearrch Laabs av
vaillablle in each
game: X, Y, an nd Z. Each Lab gives you a diffferent action that you
can takke. You can usse th
he X Lab 3 times during the game, the Y Lab
2 times, annd the Z Lab on nlyy once.
You caan use more than one Reseearch action
n in a round
d (incclud
ding
using the same Lab more th han once) and may use the differen nt
actions in any combinatioon.
The Research Lab bs section on page 15 has a detaailed explaanation
of alll thee Research
h Labs.

Security Actions
In
n Danger Mod de, two addittional Seecurritty ( ) actioons arre availablee too you:
Improve or Boost. However, you may take at most onlly one Security actioon
in a round: eitther Im
mprove or Boost. Thesse actions reduce the chance of
Mallfunction (seee below).
Notee: The Boost actioon is onlly availab
ble whhen pllaying at Easy or Normal
difficu
ulty. At Hard and Fiiendish diifficulty, you cannoot use the Boost actioon.
• IMPROVE: This is a free action. Crooss offf 1 boxx on
n yoour Seccurity track.
• BOOST: This acttioon usees a dice value (aany valu
ue). Cross offf 2 boxes on
yourr Securrity track.
When you cross off boxes on your Seccurity trackk always go leeft-tto-rright.

Malfunction Phase
Dangerr Mode adds an addition
nal ‘M
Malfunction
n’ ph
hase. In Lite Mode, skip this phase entirrely.

Roll the Danger die!


A playyer roollls 1 die: this is the ‘D
Danger die’.
All players calcculate their park’s Danger level ass foollows:
• Add the vaalu
ue off the Dangeer die to your park’s Threatt leveel (tthe number of boxes crossed out on
you
ur Threaat traackk) and then sub btractt yoour paark’ss Secu
uriity leveel (tthe number of boxes crossed out
on yourr Securitty tracck). This giv
ves you your park’s Dan nger leeveel.

For example::
The value of the Danger die is 5. Your park’s current
Threat leeveel is 4 an
nd the currrent Security leevell is 2.
Yoour park’s Danger levell is thereefore:: 5 + 4 – 2 = 7.

10
Generator malfunction!
Check you
ur park’ss Danger lev
vel against the Malffuncction chart on yourr playyer sheeet. The chart shows
which Generattors will malfunction. If the Dangeer level is 5 or leess, no Geneeratorrs malfunction
n.
For exaample: If yoour Danger level iss 7, all Generaators in you
ur parrk that haave eith
herr 3 or 4 livee poower
liinks will malffuncction.
Note:: Count th
he total number of link
ks going froom a Generatorr. For exxampplee: A Geneerator that haas
2 power links to one Peen and two lin nks to another has 4 tootal linkks, and will mallfunction on a
Danger level of 6 or more.
Whenn a Generatoor malfuunctions, it damages all Dino Pens to which it is has power links. Each
h liink
between a malffunctiooning Generattor an
nd an adjacen
nt Pen does 1 damag ge to th
he Pen.
Record
d any damage taken by a Pen by crosssing out one of the squares inside it. When all off the
squares in a Peen havee beeen crrossed
d-ou
ut, any exxcess daamage is ign
nored.

For exxample:
This Veelociraptor pen
n is being supplieed with
h 2 Meg
gawatts
of power via 2 linkks to a single adjacent Generaator. Your
park’s Danger leevel this round is 8.
According to thhe Malfunction chart, at Danger leevel 8,
Generators with 2, 3, and 4 poweer links mallfuncttion.
Therefore, the Velocirraptor Pen takes 2 damaage, 1 forr
each link from the malfuuncttioniing Geeneratorr.

Breakout!
If all squaress in a Dino Pen beccome damaged, the electric fencce around the Pen fails and the din
nosaur
breaks outt, destroyyinng th
he Penn and esscaping the park! A destrooyed Dino Pen is worth 0 at the end
of the game.
Alsoo, when a Pen suffers a breakout, the escaping
g dinoosaurs cause 1 daamage to each
h Pen adjacent to
the destroyed Pen. A breakout could therefore causee additionaal breakouts in adjacentt Pens.
• Iff a Pen has already been destroyed by a breakout, th
here is noo addition
nal damage orr further pen
nalty
if a linked Generator malfunctions in a later round.
• You cannot change or ‘re-route’ power links, even if thee linked Pen is desttroyed. Howev
ver, a link froom
a Generator to a deestroyed Pen is no longer ‘live’ and doess not countt towards future malffunction ns.

For example:
This generator is providing 4 power links in total.
However, 2 of those links are not live, as they are
linked to a destroyed Pen. For future malfunctions,
this Generator counts as providing 2 power, but no
new links can be added.

11
Claim Visitors Phase
After eveeryone has completed all of their actioons, all playyers checck to see if theyy cann claaim 1 orr more of the
Visitors immediately too their left andd/or rig
ghtt. To claaim a Visitoor, your park mustt meet the requireemen nts
on the card. Eachh Visitoor sitss between two adjacen nt playeers and can on nly bee cllaimedd by th
hese plaayerrs..
If your parrk satisfies the requiiremennts of a Visitoor card, taake it an
nd keep
p it in front off you; it willl be worth at
the end of th he game. If two neig ghbouring g playeers meet thee Visitor requirrem mennts in the same round, turn
the card by 90 deg greess and leaave it beetweenn the playyerrs; it will bee worth for both playyers at the end
of the gamme..
It is highly recomm
mended that you
u get a neig
ghbour to check you
ur park to confirrm your claim
m is vaalid.

Clarifications
Some Visitors incllude the following req
quirem
mentss:
“A path th
hat traversess [X] squarres”: To meett th
his requirement
you must be able too trrace a route of paths thrrough h at least
the stateed number of squarees, witthou ut ever dou ubliing back
and/or rev visitting a square. The pre--printted crossroads by
the entrance counts as one patth on the route.
For example: Here, you
u can
n traace a single route startting
at the enntrance (numbered
d ‘11’) thhat goes throu ugh 10
different squares.

“A [Dino sp peciies] within [X] patthss of an enttrance”:: To meet


this requirrem
ment you must be ab blee to trace a route, starting
at and inccluding g one of the crosssroads by an enttran ncee,
through (aat most) the stated numberr of squaares, that leads
dirrectly up to the edge off a Dino Pen contain ning the stated
dinosaur speciess.
For example: This Velociraptor Pen is 1 path from the
entrance.
Notee: The reqquirrements of a Visitor card only needd to be
met at thee time it is claimed. If a player subsequently
changes th heir park soo that the requ
uiremeent is no longger
met, theyy doo not lose the card.

Public Objectives
If playying with thesse, during this Phaase, each player ch hecks
to see if they meet the requirements as depicted on the
Public Objjectivve cards. Thee firrst playeer or playyers to meet
the requirrements of a Publicc Objectiv ve in the sam me round
scorre 12 (write 12 in the MISCELLANEOUS section n on
your plaayer sheet)). Then, flipp over the Pub bliic Objective to the
other sidee. Any playyer who meets the requirements in n a laater
round will sccore 7 (again
n, write it in the MISCEL LLAANEOOUS
section)). A player can only score each Pub blic Objective on nce.
It is hig
ghly recommeended thaat you get an nother playeer to
check your paark to confirm you
ur claaim
m is valiid..
12
End of the Game
The game ends at the end of thhe 8th
h round
d. Use th
he secttion
n on the righ
ht-han
nd side off your playyer sheett
to worrk out you
ur final score:
• DINOSAURS: Eacch Dino Pen is wortth the num
mber of indiicatted on the playeer sheeet.
In
n Dang
ger Mod
de, a destroyed Dino Pen is worth 0 .

• FACILLITIES: Add th he yoou have earned d froom all the Facilities in your park, baased on
n the Facilityy cards
in play. Note thaat a destrooyed Dino Peen dooes not con ntributte to the scoring of any Facillity.
• VISIT
TORSS: Each Vissitor that you claim
med iss worth the numberr of printed on it. Remem mber: If you
and your neig
ghb
bour claimed a Vissitor in
n the same roound, both of you scoore thee full for that Visitoor.
• GENER
RATORS: Each unused Generaator is worth 2 .
• MISCEL
LLANE
EOUS: This includees poin
nts from Public Objectiv
ves if you
u aree playing
g with theem.

• SECURITY Y: In Dan
nger Mode, each
h box in your Secu
urity track that you
u have not crrosssed ou
ut iss woorth
the in
ndicated in
n the boxx.

For example: If your Security track is like this at the end of the game, you score 12 .

NO
OTE: If you made any miistaakes: If this is a plaayeer’s first gaame, theey scoore half the foor illegal pens
and facilities (rround down), otheerwise thhe playyer scores nothin ng forr thesee illlegal features.
Either way, iff you
u inccorrectly claaimed a Visiitor, th
hatt Vissitor sccores notthing for yoou; iff your neigh
hbor
could havve claimed d that Visitoor, th
hey may take itt and scoree it. If yoou in ncorrecctly claimed d a Public
Objectiive, you scoree nothing for it. Otther playyers sccore the 7 as normal if th hey achieveed itt.

The player who buiilt the DinoWoorld worth the most wins.
If two orr morre players are tied, the tied player who built the mostt Dino
Pens wins. Iff playerss aree still tied, thee tied player with thhe mosst
claaimeed Visittors win
ns. Iff th
hese tie-breaaks are not suffficient to
divide the plaayerss, thrrow all of thhe tied players into a
pen with a hung gry T. Rex, an nd award thee victory
to whhoeeverr survvives the long gesst!

13
Facilities
Recreation Facilities
Gift Shop Picnic Area
• RESTRIC CTION: Must conneect to a path. • RESTR RICTIOON:: Musst be built diirecttly connected
• ABILITY: How man ny paths froom an entran
nce: to a paath.
1 squaare aw
way = 3 • ABILLITY: Eacch Piicnic Areea adjaceent to the lake is
2 squaare aw
wayy = 2 worrth 3 . Any otther Picniic Area iss woorth 1 .
3 or more sqquarre away = 1
Viewing Platfform
m
Hotel • RESTRICTION: Musst be buillt direectly connected
• RESTRICTIO ON: Must be builtt adjaccent to existin
ng to a path.
hotel (1st placed must conn nect to a path). • ABILITTY: Eachh Viewing Platfoorm m is worth a
• A B I L I T Y: 1 peer hottell per visittor card a number of equal to th
he numbber of squ
uaress in
player has. the largest adjacent undestrooyed Dino Pen.
Roller Cooaster Zipwire
• RESTR RICCTION: Must be built coonneectedd too a path
h, • RESTTRICTION: Must connect to a path h.
or adjacent to an existting Roller Coaster. • ABILITY: Two zipwirress in straight-liine view of
• Abilitty: Each group of 1, 2, orr 3 adjjaccent Roller each other are conssideered connectted. 2 per
Coasters aree worth the foollow
wingg: pen a zip
pwire pairr traaverses.
1 Roller Coaster = 1
2 Rollerr Coastters = 3
3 or moore Roller Coasters = 6

Welfare Facilities
Containment Unit Ranger Loookout
• RESTRICTION: USE IN DANGER R MODE ONLY Y. Max • RESTRICTION: Nonee. May be built anywheere in
1 Unit per penn. your park.
• ABILITY: If adjacentt to a pen when pen is • ABILIT TY: Each h Ranger Lookoout is worrth a number
destroyed, it capturees a dinoo froom th hat pen off equal to the numb ber of differen nt Dino Pens
(mark buildinng with a tick). 5 iff a Carniv vore is that are ‘ooveerlooked d’ by the Ran nger Loookout.
capturedd; 3 if a Herrbivoore is capptured
d; 1 if Con nsid
derr the horizontal and vertiicall lines of
nothin
ng captureed. squarress th hat exttennd from the Ranger Lookout to
thee edgess of your paark, and d coount thhe number of
Danger Zone different Dino Penss th hatt interrsectt with these two
• RESTRICTIO ON: Mustt be bu uilt next to a path. lin
n es o f sq uar es .
• ABILITY: s = half thrreat leevel (roun nded down n).
Peetting Zooo
Hatchery • REESTRICTIION: Mu ust be builtt next to a pen and
• RESTRICTION: Mustt be built adjacent to a Dinoo a p a th .
Pen. • ABIL L I T Y: minus num mbeer of sq quaress* in ONE
• ABILITTY: Each Hatch hery is worth 2 for every adjjacc e nt p en (*
* i n d ang er m o de: inclu
udes damaged
adjaceent Din
no Pen contain
ning a herbivoore speecies, sq
quares, but worth 0 iff penn is destrooyed).
and 1 for every adjaccent Dino Pen contaiiniing a
14 carn
nivore speciees.
Woodland
• RESTRICTION: Your first Woodland may be built
anywhere in your park. Every subsequent Woodland
must be built adjacent to an existing Woodland.
• ABILITY: Provided your final Woodland area is at
least 3 squares in size, your Woodland is worth a
number of equal to the combined value of all
undestroyed herbivore Dino Pens adjacent to your
Woodland, up to a maximum of 15 .

Research labs
A detailed description of the different Research Labs is shown below. Remember that using a Lab is a
free Research action and you can take any number of these in a round (including using the same Lab
more than once). Mark off each use on your player sheet.

X Labs
You can use the action of the X Lab three times during a game.
• CALCULATED RISK: Use this action when you draw a Dino Pen containing a Carnivore species.
Increase your park’s Threat level by 1 instead of 2, but also immediately add 1 damage to the Dino Pen.
• RELAXED BUILDING REGULATIONS: Use this action when you build any Dino Pen. Draw the Dino Pen
so that it is either 1 square smaller or 1 square larger than required for the species.
• REPAVING WORK: Convert any existing path in your park into a crossroads.
• SIDE ENTRANCE: Add a new entrance to your park.

y Labs
You can use the action of the Y Lab two times during a game.
When you change a dice value, there is no need to actually change the written value on your player
sheet, just adjust the value up or down immediately before you use it to take an action. You can increase
a value to greater than 6 but dice values do NOT wrap around from 1 to 6.
• ALTERNATE FUNDING: Change one of your dice values to any value from 1 to 6.
• GENETIC MODIFICATION: Add or subtract exactly 2 from one of your dice values, or add or subtract 1
from up to two of your dice values (you can add 1 to one and subtract 1 from another).
• QUESTIONABLE ACCOUNTING: Add exactly 3 to one of your dice values.
• URBANISATION: Build two special buildings this round.

z Labs
You can use the action of the Z Lab only once during a game.
• DOCILE GENE EDITING: Use this action when you build a Dino Pen. Do not increase your park’s Threat level.
• INTENSE DEVELOPMENT: Use this action in any round in which you have already built a Dino Pen. Use
another of your dice values to take the Build a Dino Pen action a second time.
• MAD SCIENTIST: Immediately score points equal to double the difference between your threat and
your security tracks.
• POWER REGULATOR: Ignore any damage to your park from the Malfunction Phase this round. This
must be activated during the Construction Phase (i.e. before the Malfunction Phase).
15
DinoBOT Solo Rules
A rrival
iv
val ddevelopment
eveloopmen nt company,
commpan ny, tthe
he D
Dinosaur
inosaaur B Biotech
iootech Off
Offshore
fshore Trade
Traade company,
comp pany, or “DinoBOT”,
“DinoBOT”,, is building
buillding
aD Dino
ino ppark
ark ttoo ccompete
ompetee with
with
h yyours,
ou
urs, but tthey
hey aarere cutting g cor
corners
rners ttoo ddoo so at iincredible
ncred
diblee speed.
speed d. You
You must
must
b uilld yyour
build our p ark ttoo b
park bee the
thhe best
best yyou
ou ccan,
an, aass quickk as yyou
quick ou can
can,n, befforre D
before in
noBOT be
DinoBOT eats you
beats u to it. Unfoortu unately
Unfortunately
ffor
or yyou,
ou, D inoBOT h
DinoBOT ass ssome
has ome ssneaky
neaaky ttricks
ricks u upp itss ssleeve
leeeve ttoo aavoid
void ccertain
ertaain rrules
ulles & reg
gulattionss w
regulations hen
when n iitt co
omes
comes
ttoo aattracting
ttracting v isitors!
visitors!

Components
• 12
12 DinoBOT
DinoBOT cards
cards for
for base-game p
base-game lay; 4 D
play; inoBOT ca
DinoBOT ards for use
cards usse with
with Aquatic
Aquatic & Aviary
Aviaaryy d inos.
dinos.
• 1 additional
additionall die
di e

Setup Changes
S huffle DinoBOT’s
Shuffle DiinoBOT’ss 12
12 base-game
basee-gamee ccards
ards inntoo a fface-down
into acee-d
down d raw p
draw ilee.
pile.
• If
If playing
plaaying with
with the
the expansion,
exp
pansion,, randomly re remove
emove 4 of of the
the shuffled
shuffled cards
caards back
back to
to the
thee box,
boox, then
hen shuffle
th fle the
shuffl the
4 expansion
exxpansion DinoBOT
noBOT ccards
Din ardss in
nwwith
ith tthe
he remaining
reemainiing 8 base-game
base-ggamee cards.
caard
ds.

VVisitors
isitors SSetup
e tu p
• Remove
Remove aallll ooff tthe
hee 4 vvisitors,
issittors, aand
nd al
also
lso tthe
he 10
0 vvisitor
issittor rrelating
elatin
ng too sur
surrounding
rrounding tthe he llake
ake with h ffeatures.
eaturees.
• Deal
Deall out
out 3 random
random 6 and
and 3 randomndom 10
ran 10 Visitors
Vissittorss face
face up
up nearby.
neaarby. These
Th hesee are
are the
the visitors
viisitors you
you and
andd
DinoBOT
DinoBOT will
will bebe competing
coompeting g oover.
ver.
• Choose
Choose a difficulty
difficulty se setting
etting ass normal,
normmal, bbut
ut also
alsoo cchoose
hooose a secondary
second dary d difficulty
iffificulty llevel: Tame,
eveel: Tame, BeaBeastly,
astly, or
or
Savage.
Savage. This
This only
only affects
affects tthehe fifinal
nal sscoring.
coorin
ng.

Gameplay Changes
• At
At the
the start
start of
of the
the Construction
Construuction phase,
phase, flip
flip the
the top
top DinoBOT
DinoBOT card
card from
from the
the draw
draw pile
pilee face
facce up
up and
nd place
an place
it
it next
next to
to the
the draw
draw ppile.
ilee.
• Roll dice:
Roll 4 d ice: yyou
ou cchoose
hoosse 3 ooff tthem, writing
hem, w riting ttheir
heir vvalues
alues oonto your
ntto you player
ur player ssheet
heeet aand
nd then performing
n peerfformin
ng
your
your actions
actions with
with them.
theem. DDinoBOT
inoBOT g gets
ets whichever
whichever die diee you
you did
d not
did not choose.
choose. (Note:
Notee: Labs
(N Labs affectingg dice
affecting dice pip
pip
values
values cannot
cannot be be used
used ttoo aalter DinoBOT’s
lterr DinoBOT’s die
diee value)
vallue)
• The
The value
valuee off the
the die DinoBOT
die DinoBOT uses
usses determines
deteermines which
which half
half of the
the DinoBOT
noBOT card
Din card is
is used:
d: 1-3
used 1-3 = top-half,
top-h
half,
4-6
4-6 = bottom-half.
botttom
m-half.
• Place
Place DinoBOT’s
DinoBOT’s card,
card, w ith tthe
with he h alf b
half eing us
being sed
d oriented
used orrien
nted
d to
to the
the top,
top, to
to the
the side
sid
de of
of the
the play
plaay area,
area, along
aloong
with any
with an
ny DinoBOT
Din
noBOT cards
cards ffrom
room previous
prrevioous rounds.
rounds. You
You may
may look
loookk at
at these
these cards
cards at
at any
any time.
timee.

Malfunction
Malfuncction PPhase
hase
DinoBOT
D in
noBOT is not
noot affected
affected by malfunctions
malfun
nctioons (t
(they
they still
sttill affect
affect your
your park
paark as
as normal).
normal).

CClaim
laim
m VVisitors
isitorss Ph
Phase
hasee
DinoBOT
D inoBOT T claims
claimms aany
ny visit
visitors
tors it can
can,
n, just aass a pla
player
ayer wwould.
ould. W
When
hen cchecking
hecking iiff itt meets
meets the
the requirements,
requirements,
oonly
nly numerical
num merricaal value
vallue and
and type
typpe reqquirem ments aapply;
requirements pply; DinnoBOT aautomatically
DinoBOT utomatically complies
compliies with
witth any
any position-
positioon-
oorr p
placement-related
laceement-rrelated conditions (i.e.
conditiions (ii.e. aassume
ssumme alll iits features
ts featurres aare touching
ouching each
re to each other,
her, are
oth are within
within and
and also
also
aaway
way ffrom
rom the
the rrequired
equireed number
nummber ooff ssquares
quaress ooff aan
n eentrance,
nce, and
ntran and are
are all
alll touching
touching g the
the park’s
park’’s perimeter).
peerim
meter).
F or eexample:
For xam
mple:
• For
For the
the visitor
visitor wanting
wantin
ng a llooping
oopin
ng p ath traver
path rsing 8+
traversing 8+ squares,
squ
uares, DinoBOT
DinoBOT
T simply
sim
mply requires
requires 8 paths.
path
hs.
• For
For the
the visitor
visittorr wanting
wanting a pa
ath tthat
path haat tr
raverrses 6++ perimeter
traverses perimeeter squares
squares and
and 1+
1+ lake
lake squares,
squares, DinoBOT
DinoBOT
sim
mply requires
simply requirees 7 paths.
paths.
16
• For
For the
the visitor
visitor wanting
waantting 2 P
Protoceratops
rotocerratoops ppens
ens 4+
4+ paths
paths away
away from
from all
all eentrances,
ntrances, the
the DinoBOT
DinoBOT simply
simply
requires
requirees 2 Protoceratops
Protocerattops pens.
pen ns. These
These Protoceratops
Prottocerattops can also
also be
be used
used towards
towards complying
compllying with
wiith the
the
visitor
vissitor w
wanting
antiing 11+
+PProtoceratops
rotoceratoops p
pen,
en, 11+
+CCompsognathus
ompsoogn nathu
us p
pen,
en, an
and
nd 11+
+ Ste
Stegosaurus
egoosaurus pen, w
within
ithin
n3p paths
aths
of any
of any entrances.
enttrancess.
D in
noBOT shares visitors with you if you both claim them
DinoBOT them in the same
same rround,
ound, aass in
nan ormal ga
normal ame.
game.

Final Scoring
DinoBOT
D inoBOT will end d with
witth 8 cards
carrds (1 gaine
gained
ed p
per
er rround).
ound). IItt sco
scores
ores as ffollows,
ollows, based on the top-halves
top-halves of the
th
he
ccards
ards iitt ccollected:
ollected
d:

TTame
ame DDifficulty
ifficulty
• DinoBOT’s
DinoBO
OT’ss Dino
Dino Pens
Pens sscore
core as normal.
norrmal.
• For
For Facilities,
Faciliities, it gets
getss bonus
bonuss points for
for how
how manyy of
of each
eacch type
type it has:
hass:
scoores 3 / 6 / 9 / 12 / 118
- scores 8 for 1 / 2 / 3 / 4 / 5+ ;
scores 4
- scores /9 / 115
5 / 220
0 / 25 for 1 / 2 / 3 / 4 / 5+ ;
• Add
Add from anyy visitors
vissitors itt cclaimed
laimed or shared with you.

BBeastly
eastlly Difficulty
Diffficulty
In
n aaddition
ddition to tthe
he above,
abovee, D
DinoBOT
inoBOT aalso
lsso sscores:
cooress:
• 3 / 5 / 8 / 122 ffor
or 1 / 2 / 3 / 4 Din
no Pens of th
Dino he ssame
the ame type*.
type*. Cou
unt eeach
Count ach ttype
ype separ
ratelly (e.
separately .g.
(e.g.
set of
a set of 4 Stegosaurus p en
pensns aand
nd
d2P rotocerratops pens scores
Protoceratops scorees 12 + 5 = 17 17 ). ).
•3 for everyy path icon itt has
for s.
has.
(* A
(* viaries an
Aviaries nd Aquatic Dinos each co
and ount aass one type fo
count or tthis
for his scoring,, reg gardleess of size //shape
regardless shapee /
subb-type. So, e.g.
sub-type. e.g
g. 3 different sub
b-types of aquatic dinos count
sub-types couunt as
as “33 of a ty
ype”, tthus
type”, hus scoringg 8 ))..

SSavage
avagee Difficulty
Diffficculty
IIn
n ad
addition
ddition
n to the
th
he above, DinoBOT T aalso
lso score
scores:
es:
•2 forr each Power
Powwer Generator
Geneerator iicon
con itt has.
has..
•3 for
for every Security
Seccurity ico
icon
on it has.
haas.
If you
you beat
beeat DinoBOT’s
DinooBOT’s score, you win! If you ttie,
ie, or
or DinoBOT
DiinoBOT scores
scores more tthan
han
n you, you
u llose.
ose..

17
Mini expansion pack (included with the deluxe edition)

Designer’s note: The Aquatic and Aviary mini expansions are intended to played separately. However,
you may choose to play with both at the same time, if they so wish.

Aquatic Dinosaurs
If playing with these, randomly choose 1 of the Aquatic cards during setup and place it face up in the
middle of the table. When taking the Build Dino Pen action, you may choose to build an Aquatic Dino Pen
instead of a regular Dino Pen.
Aquatic Dino Pens are built on lake squares. Each “Pen” takes up 1 square. They are not really Pens, as
the Dinos swim all around the lake, but for game purposes, each is marked on one square.
Aquatic Dinos need no power connections (water and electricity are a bad combination!).
Aquatic Dinos are always carnivores. However, when adding Threat for adding a new Aquatic Dino, do
not add the normal 2 Threat for a carnivore. Instead, add 1 Threat when you add the first and second
Aquatic Dinos and then 2 Threat for each Dino you add after that.
There are three different types of Aquatic Dinos: Plesiosaurus (marked P), Ichthyosaurs (marked I), and
Mosasaurs (marked M), requiring die values based on the specific requirements on the cards.

Additional Construction Action: Expand Lake


When playing with Aquatic Dinosaurs, a new action is available
to you. The Expand Lake action is a free action (requires no
die), that can be taken once per round. It allows you to draw
an additional lake square adjacent to an existing lake square.
The square where you are extending the lake must be empty.
You do not need to place an Aquatic Dino in the square on the
same round (or ever), but that square now cannot be used to
build any other structure on.

Scoring
Aquatic Dinos score in a different way than normal. Consult
the card you are using to determine how they score.
The card to the right means you score as follows:
• 1 / 3 / 7 / 12 for 1 / 2 / 3 / 4 Aquatic Dinos of
the same type.
10
• 10 eaach set
for each set of 3 unique
uniquee types.
tyypess.

orr eexample:
For xammple:
his scores
This scoores 12 forr the
the four
four Plesiosaurus,
Plesioosau
3 for the two Ichthyosaurus, 1 for the
one Mosasaurus, and an extra 10 for one
complete set of all three.
18
Aviary Dinosaurs
You can now add Pterosaurs urs too yo
your
our parkk b
byy cconstructing
onsstruucting gA
Aviaries.
viaariess. T
There
here
are two types of Aviary available:
ailablee: Small and Large.
d Lar rge. If playing withhAAviaries,
viariiess,
during setup, shuffle the Aviary cards and deall 3 Small Aviari Aviaries
ies an
and
nd 2
Large Aviaries face up in the middle of the table. These These are the
the Aviaries
Aviaries
ame, return th
that can be built in this game, he rest to th
the he box.
the boxx.
no Pen action, you
When taking the Build Dino um ay ch
may hoose ttoo build an
choose nA viaryy
Aviary
Din
no Pen.
Pen instead of a regular Dino
Aviary Pens are restricteded ttoo v erry sspecific
very pecific sshapes,
hapees, ass shown on n tthe
he
information cards. You may ay oonly
nly u
usese eeach
ach ooff thee aavailable
vailabblee sshapes
happes oonce
nce
in your park. However you ou may
may puputut tthese
hese shap pes in
shapes n yyour
our p ark in aany
park nyy
orientation or even flip thee shape horizontally
hoorizonttallly oorr v ertically.
vertically.

For example:
These are legal placements
men
nts ffor
or
a Geosternbergia Pen.

SMALL AVIARY PENS:


• Take up 4 squares per pen.
• Require 2 dice of equal value to build.
• Require 1 Megawatt of power.
• Are home to herbivores.
Designer’s note: Almost all Pterosaurs were carnivorous, but the smaller ones would often eat
insects or fish, and some supplemented their diet with plants and fruit. They are therefore not very
threatening, and we have classified them here as ‘herbivores’ for simplicity of calculating threat.

LARGE AVIARY PENS:


• Take up 9 squares per pen.
• Require 3 dice of equal value, or 3 consecutively numbered dice, to build.
• Require 3 Megawatts of power.
• Are home to carnivores.

When adding a new Aviary Pen, you gain 2 Pterosaurs (a breeding pair). To mark this, inside the Aviary,
add either a bird picture or the marker ‘A’ inside two of the squares.
At the start of each round, all Aviaries that are not full gain 1 new Pterosaur automatically (thanks to
the breeding pair you started with). Add a new bird picture/‘A’ inside one of the empty squares inside
the Aviary.
When an Aviary is first built, no Threat is added. However, when the Pen is full (when you add the final
Pterosaur into the Pen), you gain 1 Threat for a Small Aviary and 2 Threat for a Large Aviary.

Scoring
At the end of the game, each Aviary scores 2 per undamaged square with a Pterosaur inside.
19
10+ players variant
If you wish to play with 10 or more players, make the following changes to the Visitors:
When setting up the Visitor cards, deal 2 Visitors from each stack face up into the middle of the play
area. Do not deal Visitors between the players.
In each round, there is no Claim Visitors phase. Instead, at the end of the game, look at each of the 6
Visitor cards in turn. Every player whose park meets the requirements of a Visitor scores the full stars
for that Visitor.

CREDITS
Original concept and design: James O’Connor
Re-design and development: Nick Shaw and David Turczi
Solo mode: Nick Shaw and David Turczi
Lead developer: Caezar Al-Jassar
Co-developers: Bez Shahriari and Brett Gilbert
Illustrations: Sabrina Miramon (Front Cover) and Beth Sobel (Player sheets)
Graphic Designers: Sebastian Koziner and Zak Eidsvoog
Rulebook Editors: Paul Grogan (Gaming Rules!) and Brett Gilbert
With thanks to Gold ranking playtesters: Pete and Karen Waite, Adam J Martin, Lynette Talbot and Alex
Guttenplan, Clain McBain, and Fabled_Alpaca/Simon Roadhouse
And thanks to our other playtesters: The Cambridge Playtest UK group, Anthony Howgego, Wai-yee
Phuah, Neil HK, Bijan Mehdinejad, Jennifer Symington, Charlie and Alan Paull, Jason Heimbach, Brad
Taylor, Mary Petrie, JT Niekamp, JMPickering, Matt Thomasson, Overboardgames, Jeannette, Hayden &
Logan Beresford, Cory Cray, Brett Petersen, Andy Grant, Jeannette Beresford, Hayden Beresford, Logan
Beresford, Kevin Abbotts, Kamran Zaffar, Vooshvazool, Timea HT, Betsy Munro Jeffrey, Clinton Jeffrey,
Scott Hill, Sean Swift, Sal, Notbrained, pcgamerpirate, Mark and Kelly Palframan, Joseph and Alexandra
Amante, Mjoe, Jeroen and Marjolein Driehuis, Rene Hess and Margarete Muhle, Amanda Myers, Corry
Damey, CalandSal, Rosey and Dave Walter and Anomander64
Rulebook proofreaders: David Digby, Simon Milburn, Matthew Thomasson, and Pete Waite

Manufactured in the Netherlands by NSF


Published and imported by Alley Cat Games Ltd, 20-22 Wenlock Road, London, N1 7GU

WWW.ALLEYCATGAMES.COM
20

You might also like