Setup

Example of how to setup a new game.

For each Animal in the game, place its Passport on the table. It contains details about each animal. Don’t worry, most of it isn’t used in the base game.

Place the Entrance Tile in the center of the table.

Shuffle the deck and hand each player 5 Tiles. Each player also picks a color and receives all its Pawns.

Finally, place 5 Tiles faceup next to the deck: this is the market.

Objective

As soon as only 1 player remains who has Pawns, that player takes the final turn of the game.

Otherwise, the game ends immediately as soon as the market is empty (and can’t be refilled).

Everyone scores their claimed Exhibits. Highest score wins!

Gameplay

From start player, take clockwise turns until done.

Each turn has three simple steps (in this order): PLAY, CLAIM, DRAW.

First, two definitions.

Play

Place 1 or 2 dominoes. If you can’t place anything, put 2 dominoes from your hand back into the deck (randomly).

Example of how to play (valid) dominoes on your turn: 1 or 2, top or bottom, put animals on preferred terrain.

Dominoes come in two flavors. If one part of the domino has no background ( = no terrain), it’s a “TOP” tile. Otherwise, it’s a “BOTTOM” tile.

Once a space is overlapped, whatever is underneath is forgotten. You should never have to lift a domino to see below it.

Only two placement rules apply.

Claim

Example of how claim an Area.

You may claim an Area by placing your Pawn on it. Each Area can only be claimed once.

Empty spaces and paths are not Areas.

Draw

Finally, draw tiles from the market until your hand is full again. Refill the market from the deck as needed.

Scoring

At the end of the game, each player scores the Exhibits they claimed.

Your score is doubled if all animals inside the Exhibit are of the same type.

Example of how to calculate the score of an Exhibit: largest area times animals times modifier.

Upgrades

Played the base game and ready for more? Or want to tweak it a little to fit your group? Check out these variants and expansions!

It’s highly recommended to add the “Feeding” upgrade as soon as possible. It was left out of the base game merely to keep your first game as simple as possible.

Variants

Want a harder game? Add this rule: “You must place 2 dominoes on your turn, and they must be separated from each other.”

Want a more competitive game? Change how exhibits score. Instead of counting the most common terrain, you simply count the size of your (claimed) Area only. Yes, this means different players get different points for the same Exhibit.

Upgrade: Feeding

This is an “upgrade” to the base game that requires no extra material. It uses those “food” icons that are on many tiles.

Whenever someone finishes an Exhibit, a Feed Phase triggers.

Example of how to trigger and resolve a Feeding Phase.

If this Exhibit has multiple players inside, they discuss what to do. In the end, though, the player closest to the one who triggered the Feed Phase has the final say.

Zooperative

This expansion allows playing the game completely cooperatively. You win or lose together.

It also allows playing a campaign: multiple games in a row, each one slightly harder. The campaign starts at level 1 and ends at level 8. (You can go further if you want, but it becomes practically unwinnable.)

During setup, draw as many Campaign Cards as the level you’ve chosen. Only pick from cards that belong to your current level (or lower). Place them faceup on the table: they give you your mission(s) for this game.

During gameplay, simply keep your hand tiles open. Players still take turns, though, and you still have final say over what you do.

How do Campaign Cards work? They always have a Win condition. Sometimes, they also have a special rule that’s true for the entire game.

Win: if at the end of any turn, this condition is true, remove this card.

You instantly win the game when there are no “Win” Campaign Cards left.

On higher levels, more conditions are possible.

Endgame: by the end of the game, you only win if this condition is true.

Replace: if at the end of any turn, this condition is true, replace it with a new Campaign Card. Put the original card to the side. You can’t win while there are “Replace” cards left.

Strong Species

Example of what Strong fences mean.

This expansion adds a few more animals and a new terrain.

It uses a new detail from the Animal Passport: strong.

All animals that are strong can only be enclosed by strong fences. The regular fence simply does nothing for an area that contains a strong animal.

Wildlife Wishes

Example of the new Wildlife rules in action.

This expansion adds a few more animals, a new terrain, and objects (such as toys for the animals).

It also uses a few more details from the Animal Passport:

Below is a list of all objects.

Unnatural Utilities

Example of how to calculate food requirements following the new rule.

This expansion adds a few more animals, a new terrain, and stalls (or “utilities”). These modify their surroundings in some way.

The amount of food you must pay during the “Feed Phase” changes.

It also enables animal powers.

Finally, it adds Extinct Animals (a stamp on their Passport). You can’t play an extinct animal until a Research Lab has been played.

Below is a list of all the stalls.