Bios-_Earth
Bios-_Earth
Those are suggested rules for a consolidated multiplayer campaign from Bios: Genesis to
Interstellar. It is meant to be used with my Bios: Earth Campaign Log. It includes house rules
suggested by me or found on the BGG forums.
Campaign scoring
At the end of each game, score 1 campaign VP for each opponent with a lower game score.
House rules
Interstellar: In case of a cooperative endgame, each player scores:
- 0 campaign VP for a collective defeat
- 1 campaign VP for a minor victory
- 2 campaign VP for a victory
- 3 campaign VP for a major victory
This rule changes the dynamic of Interstellar, as players ahead in the campaign scoring
could want a cooperative victory more than the others to keep their lead.
Bios: Genesis
House rules
Rule D10a (Armageddon) is not used.
Armageddon ending makes for a very unsatisfying start for a campaign, as you won’t have
anything to start with in Bios: Megafauna.
Bios: Megafauna
For now, Venus and Mars rules are unplayable in multiplayer. To be added.
To be tested:
Venus : Use the Aphrodite and Ishtar Cratons + the two other cratons on their Earth side.
House rules
Mutagen events are always the first to be resolved during the event phase.
Makes the game more predictable and avoids the extinction of all your species on a bad
event that can’t be foreseen.
Bios: Origins
House Rules
Landfolks vs Merfolks could be clarified, to be added.
This BGG post suggests house rules, here are the ones I use:
1) Negociation: add to the GLOSSARY entry: 'If a trade is initiated with you, instead of
taking a bonus you may cause your trade partner to suffer a Chaos or you may voluntarily
suffer Chaos via an Embargo to prevent either of you from getting a negotiation bonus; you
may only do the latter with a Cultural or Political ruling class.' Motivation: make the Trade
action a bit more balanced and interesting.
2) Emissary: modify section F.f and the GLOSSARY entry: 'If during your activities you use
a card that has an opponent’s Emissary on it, then they gain a NEGOTIATION bonus may
RECALL the emissary to take the SAME Action or Advancement as you do.' Motivation:
make the Emissary function different than trade, and less aggravating to the opponent.
4b) Challenge the Gods: add section E.d: 'If any Tech track column* 3/4/5/6 has been
reached by any player in Epoch I/II/III/IV, then they must play a Globalization Card, take a
Comet Card or Challenge. ' Motivation: keep the Epoch from advancing too slowly relative to
the most advanced tech Civilization; additionally, keep the end game from dragging out.
5) Claim Comet: append to section E3.e: 'If the previous Epoch Bellwether card has not
been used, it must be discarded without effect.' Motivation: force the Philosophy track into
play earlier in the game.
7) Energy track BONUS: append to section G: 'Steam and Oil Energy Advance Bonuses
may advance another Tech track column* less than or equal to the Energy track column* 4-5
granting the bonus. For example, advancing the Energy track from Steam to Oil (column* 4
to 5) the BONUS could advance the Maritime track from Galleys to Ships (column* 3 to 4) or
Ships to Aircraft (column* 4 to 5) but not from Aircraft to Space (column* 5 to 6).' Motivation:
suppress the paradox of more primitive Energy tech advancing more advanced other tech;
plus, with Cohesion rule above the Energy track is more relevant on its own.
10) Idea Card Market: add to H2. 'RESTORE MARKET' 'Discard previous Epoch Ideas with
no Elder on them.' Motivation: improve the Market choices available.
High Frontier
House Rules
Crews: Use the Crews found here.
The base game Crews abilities are more obsolete with each module.
Module 4: When playing with Module 3, instead of choosing a scenario for the War, just play
using both War Outbreak rolls when industrializing and the Exodus Union War Outbreak
(4F2c, removing the War Outbreak Roll from this list as this roll causes a Conventional War
with this house rule) and discover which one will trigger first.
(To be tested) 4F2C: Add the following War Outbreak: Each time a spaceborn colonist is
taken from the queue, roll one dice (1d6) and add the number of Seniority Disks that have
been placed into the assembly (O6). If the result is lower than the number of spaceborn
Colonists in play, then there is an outbreak of War at the start of the next player’s Turn.
4D1a: The monetization Bernals causes the FINAO cost to be doubled instead of causing
isotope monetization.
A common suggested house rule: anchoring one of those Bernals early causes a weird
game state and makes them too powerful.
Interstellar
House Rules