Bios origins настольная игра обзор

Обновлено: 04.07.2024


I love heavy games, my favorites being Mage Knight, Gaia Project, Dominant Species and Spirit Island. I also love physics and space, so when High Frontier 4 All went to Kickstarter I jumped in.

Upon further research I learned about the Bios Trilogy. The Science in the games is what intrigues me and the simulation type gameplay causes obsessive curiousity about learning and playing High Frontier and Bios.

1. How do the solo modes for the Bios Trilogy hold up?

2. For anyone who has tried to play through all 3 games sequentially, is it worth it to have all 3?

I find all 3 themes and settings interesting and compelling. Is it fun to be able to do all three aspects, or is there one game out of the three that you would just rather play three separate times?

I have no doubt that I would enjoy the games, even if I only get to play them rarely and almost exclusively solo. The only factor is that with High Frontier 4 All, I can add one or all these games and not have to pay extra shipping.

I would appreciate any feedback, specifically in regards to 1 and 2 above. Thanks.

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I own all three, but have only played bios genesis solo and learned the rules for megafauna.

They seem to be much more simulation than game.

Played Megafauna 2E solo 2H once, but I do want to play through the trilogy eventually.

I would like to play through all four. From spec to space.

If you categorize games on a line where the two poles are "simulation accurate" and "game play focused", where do Sierra Madre Games titles fall? The earlier the title, the more focused on simulation they are. So American Megafauna 1e/2e (which are almost identical) is more focused on trying to simulate something than Bios Megafauna first edition than the radical redesign of Bios Megafauna (second edition). So these games tend towards "game play" as you advance through the title, but there is a strong degree of simulation in many of them.

BM2E was where I consider SMG started jumping over the centerpoint and shifted focus more towards game design over simulation, as things started really getting abstracted out as different elements were chosen for simulation. The novelty of the 4 moving cratons to create plate tectonics on Earth and the three tracks that showed the cycles of gases are simulationist, but gone are the individual habitats that require specific DNA mutations in favor of 4 basic terrain types (flatlands, swamp, ocean, and the "deep sea" between them) with conditional modifiers on location and piece type (mountains, off shore shelves, forest, arid, wetlands, etc). Gone are the predator DNAs used in that competition, and instead we have five shapes of creeples (creature meeples) to replace it. Gone are the herbivore or carnivore favoring mammal or dinosaur/proto-reptile player types, and instead we have four skeletal types competing for dominance. Oh, and gone is the weird tacked on tar-pit scoring that felt fairly disconnected from the gameplay, and instead we have a much more game-like point system to determine a winner.

Bios: Origins (second edition)? I was going to finish reading the rules on the doctors visit today, but I forgot to grab it up as we rushed out the door. Compared to the more simulationist Origins: How We Became Human, this definitely looks like a the first "transformed simulation into a game" where I might like it - it seems to have introduced game-y elements in a way to make play interesting beyond the simulation, and I think I might actually like this 2E better. Sure, I enjoyed the original game but there was a high degree of frustration with the randomness and chaos of the simulation, and this new version seems to have really tamed a beast without sacrificing the original feel of the game. but until I play the jury is still out.

However, when I do play solo, I find I need some degree of randomization to make the game interesting and challenging. My favorite COIN game is Liberty or Death because of the use of d3s in combat and the uncertainty of the outcome of a battle, and all three titles in the trilogy seem to provide it. They also provide a goal to win rather than a "beat your best" type challenge, which is my preferred solo mode type when I do play.


Represent an intelligent species developing technologies, economics, politics, and consciousness in Bios:Origins Second Edition. This is the 3rd and final game of the Bios trilogy.

We have reworked the game Origins from ground up, keeping its bottom-up take on civilization games, but with new features to integrate it with the arc from the predecessor games Bios:Genesis and Bios:Megafauna (second edition). The old Origins had dice, these are gone, but the classic map is retained.

Bios:Origins include 2 maps. One traditional Earth map and one more empty ocean map. New is a hexgrid, found on the back of the map board, for building custom maps. This can be used to to create custom maps using the punch out hexes included in Bios:Origins or recreate the cratons from an end state of Bios:Megafauna (second edition) if you are playing a trilogy campaign game.

The empty ocean map can be used in your Bios:Megafauna game too if you want, while playing that.

The cards have been sorted in categories of Culture, Politics, and Industry, and a Market has been added. Designers: Phil Eklund & Jon Manker.

Number of players: 1-4

NOTE! Misprint in rulebook. Only in total 205 cards. There are only 119 Idea Cards.

(Please be aware that changes in shipping dates may occur due to this crazy world we live in. We promise to do all we can to make this wonderful game available as fast as we possibly can!)


Represent an intelligent species developing technologies, economics, politics, and consciousness in Bios:Origins Second Edition. This is the 3rd and final game of the Bios trilogy.

We have reworked the game Origins from ground up, keeping its bottom-up take on civilization games, but with new features to integrate it with the arc from the predecessor games Bios:Genesis and Bios:Megafauna (second edition). The old Origins had dice, these are gone, but the classic map is retained.

Bios:Origins include 2 maps. One traditional Earth map and one more empty ocean map. New is a hexgrid, found on the back of the map board, for building custom maps. This can be used to to create custom maps using the punch out hexes included in Bios:Origins or recreate the cratons from an end state of Bios:Megafauna (second edition) if you are playing a trilogy campaign game.

The empty ocean map can be used in your Bios:Megafauna game too if you want, while playing that.

The cards have been sorted in categories of Culture, Politics, and Industry, and a Market has been added. Designers: Phil Eklund & Jon Manker.

Number of players: 1-4

NOTE! Misprint in rulebook. Only in total 205 cards. There are only 119 Idea Cards.

(Please be aware that changes in shipping dates may occur due to this crazy world we live in. We promise to do all we can to make this wonderful game available as fast as we possibly can!)

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