Prehistoric

Origin

Starting from the heart of Africa, players in Origin will determine the course of mankind's expansion on our planet, with the tribes gradually growing more diversified over time while still maintaining links to their ancestors and to all inhabitants of Earth.

The game tokens in Origin come in three colors, three heights, and three thicknesses, and at the start of the game one of the smallest, skinniest pieces is placed in the center of Africa. In addition, you place three technology tiles at random on the tan, orange and violet sections of the tech chart and six random tiles on the brown section; the tech tiles show 1-5 arrows. You also shuffle tan, orange and violet decks of cards and place them in the appropriate places. Tan cards provide an one-shot effect, orange cards give you a permanent power, and violet cards present you with an objective you must meet; if you do so, you can play the objective card on your turn, and immediately draw another. You can play at most one card of each color each turn.

On a turn, a player takes one of three actions:

Place a new piece on a region of the game board, with this piece sharing two of the three characteristics of a piece in a neighboring region; the new piece cannot be shorter than the original piece. Mark this piece with a token of your player color.
Move one of your pieces on the board to an empty region, with short pieces moving only one space, medium height pieces moving up to two spaces, and tall pieces up to three.
Take over a region controlled by an opponent by moving one of your pieces into this region and relocating the opponent's piece to the region your piece left. You can do this only if the attacking piece is thicker than the opponent's piece.

When you place a new piece on the board or move an existing piece, you're rewarded based on the color of the space you occupy. If you place in or move into a tan, orange or violet region, either you take a tile and the top card of this color or you draw three cards of this color and keep one of them. For a brown region, you either draw two tiles from the brown section of the tech board or draw one tile from anywhere. The technology tiles must be acquired from low to high – so you can't acquire a 4 unless you have a 3 – but you can have multiple tech stacks. You must meet a certain technology threshold in order to play the orange cards and acquire their special power.

In addition, you can score points during the game by occupying a grassland on a continent or the two regions on opposite sides of a waterway strait.

Players take turns until either all of the pieces are on the game board or all the tiles have been acquired or all the cards of one color have been drawn. Once this happens, players tally their points for objectives, grasslands, straits, tech tiles, and cards still in hand to see who wins!

Stone Age

The "Stone Age" times were hard indeed. In their roles as hunters, collectors, farmers, and tool makers, our ancestors worked with their legs and backs straining against wooden plows in the stony earth. Of course, progress did not stop with the wooden plow. People always searched for better tools and more productive plants to make their work more effective.

In Stone Age, the players live in this time, just as our ancestors did. They collect wood, break stone and wash their gold from the river. They trade freely, expand their village and so achieve new levels of civilization. With a balance of luck and planning, the players compete for food in this pre-historic time.

Players use up to ten tribe members each in three phases. In the first phase, players place their men in regions of the board that they think will benefit them, including the hunt, the trading center, or the quarry. In the second phase, the starting player activates each of his staffed areas in whatever sequence he chooses, followed in turn by the other players. In the third phase, players must have enough food available to feed their populations, or they face losing resources or points.

Super Tooth

Super Tooth is an original, fast-paced card game set in a prehistoric world of dinosaurs, in which players race to collect sets of plant-eaters before hungry carnivores chase them away.

Super Tooth is a highly re-playable family game for 2 to 4 players ages 5 and up, that can be played in 15 minutes, built with just enough luck and layered with subtle strategy to keep players of all ages entertained and engaged.

From Farm Fresh Games website: "Race through the Jurassic era, collecting plant-eating dinosaurs before the carnivores have them for dinner! Triceratops can help protect them, but the mighty T-Rex is on the prowl and fears no beast. Avoid volcanos and other dangers along the way.

A card game for 2 to 4 players, ages 5 and up, about 15 minutes."

Ooga!

Get your plastic spears ready to hunt dinos!

You'll have to catch dinos that are showed on the chief menu of the day. But every player will do it at the same time, so you'll have to be quick and clever to hit n' catch the right dino card with your personal plastic arrow. The slowest player must give his dino card back...

When you have collected enough dino cards to fill the menu, you shout "Oooga", take the menu card and draws another one.

At the end of the game, the player with the most dinos on his menu cards wins.

Trias

Dinosaurs reside on the modular hexagons of the super-continent Pangaea. Each hex can only support a certain number of animals. Not only that, the continent is splitting up with parts of the land disappearing and new lands emerging elsewhere. Players try to disperse as widely as is wise while still dominating each continent where they exist. The game ends as the meteorite strikes, ending the age of the great dinosaurs.

Players begin by placing herds of their dinosaurs on the single continent of Pangea, made from tiles of various terrain types. They then take turns, which comprise of drifting tiles, conducting optional actions, and finally resolving any of their own tribes that have been left in water or on overpopulated tiles. The first phase, the drift, involves a player moving a landscape tile of the same type as depicted on the card they play. The tile must be moved further away from the South Pole (the centre of Pangea) than it already is, must remain a part of the same continent and must be attached to a continent with that player's herds. Players have 4 action points to spend on other optional actions, including another drift, migrating herds, rescuing swimming herds and reproducing to create more herds.

Points are scored during the game whenever a new separate continent is formed as a result of a landscape tile drift, as well as at the end of the game for each continent. During the game, the player with the most herds on the new continent scores 2 points, while the player with the second-most scores 1. End-game scoring is much more significant, as the player with the most herds gains 1 point per landscape tile on the continent, and the player with the second most scores half that amount.

The final round begins when the meteor strike card is drawn, and the game then ends. After final scoring is completed, the player with the most points wins.

Premiere: Essen 2002