These are the itty-bittiest dinosaurs you’ve ever held in hand. Lying them down and standing them up again on the boards is a minor dexterity exercise. And they’re so cute. You’ve got stegosaurus, brachiosaurus… allosaurus, velociraptors… the purple ones… I’m getting ahead of myself.
Inside of this very compact box is a sprawling board of actions, Ranches, player mats, research and contract centers, and the desperately important Medical Leave, whose board also houses the round tracker, a phase guide, and end-game scoring on the back. Each player’s Ranch is unique in arrangement and therefore where Barriers need to go to stop dinos from escaping, where your freebie enclosure starts, and which resources are where! Resources become more difficult to acquire the more dinos you need to provide for with them, as you use land to house stegos instead of to grow food. Luckily, you can also gain resources during the Assign Ranchers phase, which is also where you get Barriers, Research benefits, Contract fulfillment, and dinos.

Dino-wrangling is, to nobody’s surprise, incredibly dangerous, and often results in injury. You can shill out Supplies for someone to do that for you, of course, but that gets expensive, so your other option is to pick a dino and roll the Wrangler die. Most of the time, nothing happens. You net the critter without incident, move it to your Holding Area and move on. Sometimes, there’s an incident, and both your Ranger and the dino are wounded and sent to Medical Leave – you still get to keep ’em, but any plans that depended on them being where you’d expected are shot. And sometimes, very occasionally, there’s a different kind of incident, and you wind up with a second dino. This sounds fantastic and I was absolutely delighted when it happened to me… until I realized I had neither the Barriers nor the food for it. Extra dinos are not always a good thing. And being wounded isn’t always so bad! I had for myself a plenty functional build in which being wounded got me a bonus action and wound up rather disappointed when wrangling went without fanfare.

All your ranger actions handled and all your stuff now being yours, you now move on to arranging your Ranch, dealing with runaway dinos, feeding your dinos, dealing with more runaway dinos, and breeding your dinos, at which point there are – you guessed it – more runaway dinos. Now, to be fair, you will not necessarily be dealing with them three separate times, so much as the possibility of them three separate times, depending on what you don’t have enclosures for before breeding them, what you don’t have enclosures for after breeding them, and what you can’t afford to feed. Even the gentlest of herbivores will crash through your Barriers rather than starve to death, which is what the escaping ones do, and jailbreaking carnivores will eat your other dinos instead. (They can, however, eat your other escaping dinos, if that tidies up some problems.) So there is a strong incentive to be sure you can maintain what you’re acquiring, certainly.
There are two other problems, if problems they are, to do with opportunities and the challenges thereof. The first is Contracts, which are both a primary way of earning points and the most difficult one. Seven spare dinos, anybody? A Public Contract only takes three, but your Private Contract needs four, and can only be fulfilled when a Public Contract is also. Talk about steep terms. Especially because, unless you spend a Supply and an action, there’s no way to acquire a dino and sell it in the same round! And, as previously established, feeding them gets expensive. The ones worth more points in both Contracts and on their own are, naturally, the ones that need to eat more. And then there are the purple ones.

“The purple ones,” for which every little figure is unique, are products of the Research division and each come with their own special effects, food requirements, and more lenient habitation rules. They’re hand-raised and unlikely to run off on you, more or less. An excellent example is Gallimimus, an omnivore requiring either one Plant or one Meat, which lets you pick an adjacent dino that does not need to be fed. If that dinosaur is, say, Tyrannosaurus Rex, which needs three Meat in a round (or even just Allosaurus, which needs two), you definitely see returns. Also, Gallimimus is worth two victory points at game’s end, so there’s that too. The non-animal Research cards, like the Mobile Barriers (allowed to be rearranged), also have point values attached.
All in all, this one is very mechanics-crunchy, needs a lot of space for gameplay and very little for storage, and, again, has tiny little dinosaurs you get to profile-match to their pictures and zookeep in a format where they don’t bite. And then you get to sell them to the Jurassic Parks of the world, and they’re no longer your problem! Flawless. Replayable ad infinitum. Have at least one player with steady hands and decent eyesight.















