Want To Design A Planet?

Planet is all about arranging continents to maximize your objective’s Natural Habitat while hosting as much animal life as possible. There are twelve turns, each with a corresponding pile of face-down Continent tiles and face-up Animal cards. In those twelve turns, players fully develop their Planets, and compete to claim species!

To start, each player gets an empty Planet core and a random Natural Habitat card, which will determine their objective. Each has its own scale for points, depending on how much of that habitat exists on the Continent tiles. Of the five Habitats, oceans are most prevalent, while glaciers are rarest, so the thresholds are higher for someone with an ocean objective to win points. Each turn, that round’s five Continent tiles will be spread face-up on the board, and starting with the First Player, everyone will take one tile and add it to their Planet. To facilitate the 3D aspect of assembling a world, Planet cores are, effectively, blank magnetic d12s, which I think is awesome! The First Player token does pass at the end of the round, so everyone gets an even amount of first picks.

For the first two rounds, there are no Animal cards to compete for. From round three onward, however, after Continents are placed, players compare that Animal’s criteria to see who wins the card. There are a few categories of criteria, and some terminology to explain it: an Area is a single triangle of Habitat, of which each tile has five, while a Region is a contiguous collection of Areas of the same Habitat. In the picture above, for instance, there are two visible ocean Regions, each a single Area in size. For some Animals, this is ideal – they develop on the Planet with the most distinct Regions of a Habitat, regardless of their size. Other animals are drawn to the biggest Region of one kind, which must either be adjacent to or in no way adjacent to another specific Habitat. The Octopus belongs to the largest ocean Region touching mountains, while the Shark requires the largest ocean Region that doesn’t touch mountains. Having both in the same game was interesting.

That’s the other thing about Animals: whereas setup uses all fifty Continent tiles, there are only twenty of the forty-five Animal cards in play, so from game to game your objectives will vary a lot!

When the twelfth turn is over, each player counts how many Areas of their objective Habitat they’ve acquired, and receives the corresponding number of points. Then, they score the Animals! Each animal from the same Natural Habitat as their objective is worth one point, while each animal from another Habitat is worth two. As such, the game becomes a balancing act between collecting your Habitat, and diversifying enough to win the other Animals!

I immediately liked this game. I love the 3D aspect, the spatial puzzle, the challenge of juggling multiple objectives, the animals… we only really had one complaint, which is that the objective cards should have text or symbols (like each Area has, if you look closely at the tiles) so players don’t have to rely so much on color to know what their target Habitat is. We may have mistaken the ocean’s blue for glaciers, the first time, not having seen the white glacier card before. And nobody in our house is colorblind. Aside from that, though, it’s fantastic! I look forward to playing it again.

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