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Prehistories: Evolutions

Prehistories: Evolutions

RRP: £15.00
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RRP £15.00
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Hand and risk management combined with polyominos High replayability: different objectives each time you play Scales well 2 to 5 In Prehistories, send your best hunters track the animals in the valley and then ask your shaman to paint your achievements on the walls of your cave. Being quick will let you pick your preys first but being strong will get you the best catch. Will you ris…
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Category Tags , SKU ZHACGAM-FLY022EV Availability 3+ in stock
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Awards

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You Might Like

  • The modular way of adding the expansion
  • The excitement of the reveal
  • Easy to integrate the new mechanisms

Might Not Like

  • Can’t use all the modules together
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Description

Hand and risk management combined with polyominos

High replayability: different objectives each time you play

Scales well 2 to 5

In Prehistories, send your best hunters track the animals in the valley and then ask your shaman to paint your achievements on the walls of your cave. Being quick will let you pick your preys first but being strong will get you the best catch. Will you risk wounds that could weaken your whole clan? The first to convey the wishes of the elders, through the paintings, will be the winner.

Place the Animal tiles on the main board, then pick the objectives for the game. Each player takes the 12 cards of the clan of their choosing and then place their cave and the corresponding Totem tokens in front of them. Each player then draws the first three cards of their deck. It is their starting hand. To collect the Animal tile, the lowest value indicated next to each tile needs to be reached. Players simultaneously pick the hunters they want to send from their hand of cards. The player with the lowest total will play first as their hunters are the fastest. The player with the highest total will play last but will be able to hunt more animals or bigger ones. Although, as they are slower, there might not be anything left to hunt…

During the hunting phase, you can choose to hunt with or without getting wounded. If the total of the hunter cards reaches the value indicated by the green arrow, you successfully hunt without getting wounded. You collect the Animal Tile and you draw two clan cards to refill your hand. If the total of the hunter cards reaches the - lower - value indicated by the orange arrow, you successfully hunt but you get wounded. You collect the Animal Tile and come back weakened by the hunt. You only draw one clan card to refill your hand. Two wounds and more, and you cannot draw any clan card for your next turn.

After the hunt, the Shaman will paint your achievements by placing the collected Animal Tiles in your cave. Paint as well as you can, to obey the wishes of the Elders, known at the beginning of the game. Therefore, you’ll need to plan the necessary hunts for these. When you accomplish any objective, place the required number of Totem tokens on the corresponding objective card. The first player to spend their 8 Totem tokens wins the game.

Prehistories is a two to five player game designed by Alexandre Emerit and Benoit Turpin and published by The Flying Games. It sees players leading a prehistoric tribe of hunters going out and catching prey. The game features simultaneous bidding, hand management and tile laying. The bidding mechanism was very clever in as much as the more hunters you have, the bigger the prey you can catch but the slower you will be. Smaller hunting parties can go faster and be first in turn order, but they can only catch smaller prey.

The prey tokens that you collect are placed on your “cave wall” (i.e. player board) and are arranged in such a way as to complete certain objectives that are on display. When you meet the requirements of the objective you place your totem token on it and the first player to place all their tokens is the winner of the game. You can check out a full review of the core game [here]

Two years on from its release Prehistories: Evolution is now available. This is a relatively small box expansion that adds a fair amount of content. What it offers is four additional modules that can be incorporated into the core game. These modules come in sealed envelopes and contain a bit of backstory and special new rules and gameplay elements to add to the core game.

Final Thoughts

Part of the fun of this expansion was discovering what the new modules added. I enjoyed opening up the envelopes, reading the back stories and incorporating the new elements into the core game. So, the review of the expansion is going to be as spoiler free as possible and more general feelings so that you can also experience the excitement of opening the envelopes and discovering the new content.

There is a decent amount of content in this Prehistories: Evolution expansion. After opening the fourth and final envelope I was pleased with what came in the box. The way the new modules are introduced I think is a nice way of doing it. The publisher could have thrown all the content together in the box and said use this bit with that and this other bit over here etc. By adding it as modular envelopes 1) it adds a sense of discovery and excitement as you get to open something new each game and 2) makes adding in the new content easier for people who may not be used to large expansions. Prehistories was always an accessible, family weight game and the expansion carries on with this trend.

Sticking To The Mold

The modulars themselves are not groundbreaking but they are fun and interesting. They offer new ways to hunt, new tokens and new tiles which can be added to the core game with relative ease. If you are familiar with the core game of Prehistories then you should have no problem grasping the new concepts introduced in the expansion.

I like the new content that is added (Man! It’s hard to review this without giving away specifics and spoiling the expansion).It adds variety and replayability to the game. It also brings new things to the table to keep it fresh and interesting. Like I said above, the new modules are not groundbreaking and that is totally fine by me, but they are certainly worth it if you liked the core game. There is some ability to mix and match the modules together but not all of them can be used at the same time. The additional content also fits in the core box which is always a big plus in my books.

Overall, Prehistories: Evolution is a solid expansion. It does not revolutionise the core game but fans of Prehistories will not go amiss at picking up this expansion.

Zatu Score

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You might like

  • The modular way of adding the expansion
  • The excitement of the reveal
  • Easy to integrate the new mechanisms

Might not like

  • Cant use all the modules together