ORIGINS - Living Rules Aug 2010

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ORIGINS - How we became human

A game of development, progress, and conflict for 1 - 5 players


By Philip Eklund
Copyright © 2007 Sierra Madre Games Co.
Living Rules: Updated Aug 9, 2010

CONTENTS

[1.0] Background [14.0] Special Rules


[2.0] Components [15.0] Notes on the Infrastructure Tracks
[3.0] Units [16.0] Example Game Turn: Alexander the Great
[4.0] Strategy Guide and Tips [17.0] Ending the Game
[5.0] Setting Up the Game [18.0] Optional Rules
[6.0] Playing the Game [19.0] Expansion Set Rules and Notes
[7.0] Phase 1 - Innovation Actions [20.0] Solitaire Game (new!)
[8.0] Phase 2 - Resolve Catastrophes [21.0] Strategy & Tips
[9.0] Phase 3 - Play Card(s) [22.0] Frequently Asked Questions
[10.0] Phase 4 - Stability Roll [23.0] Era I Example Game Turn
[11.0] Phase 5 - Population Actions [24.0] Designer's Notes
[12.0] Phase 6 - Resolve Sieges [25.0] References
[13.0] Phase 7 - Resolve Starvation Hexes [26.0] Credits
[27.0] Endnotes

1
[1.0] BACKGROUND [3.0] UNITS5
The game divides the development of man since the Units are the 24 individual cubes of a player’s color
Eemian Interglacial Age of 120,000 years ago1 into used for playing the game. Unused units are kept in
four stages: slots on the Innovation and Population tracks of his
Demography.6 Unit terms are underlined in the game
rules and are defined below:
Era I: Multiple species of humans developing toward
complex metaphoric language2
Era II: Competing cultures striving for the development Brain Unit: a unit used to cover Instinct icons in the
of consciousness3 five domains of the Brain map card. Covered-up
instincts are inactive; see section 9.4.
Era III: The Age of Faith culminating in the
Enlightenment
Era IV: The Age of Reason, divided by ideology Elder:7 units in the Elder Pool of the Demography.
leading to our present (Expansion Set) Elders in the top half of the pool are called producers;
those in the bottom half are consumers. The more
producers one has, the better the economy. (See
Each player starts in Era I with one hunter-gatherer section 9.3 for Elder Gains, Losses, Expenditures, and
unit on the map and a Brain map for his species.4 He Resets.)
strives to increase his brain size, and to gain Elders (in
the Elder Pool) and metropolises (on the map). As he
progresses through the Eras, going through cycles of Era Unit: a unit coming into play after Era I and used
chaos and prosperity, he accumulates information, on the Advancement track (flip side of the Brain map)
culture, and administration cards, which both help him to show the era.
grow and manage his civilization, and count towards
victory. Footprint:8 the maximum number of Map Units that
the current player can occupy in a hex without
Game Scale starving. See diagram below.
Each hex is about 1700 km (1000 miles) across. Each
player turn is a millennium (1000 years). Each Guest Worker:9 an Elder Unit transferred from the vic-
migratory unit is 4 million people (perhaps 1% of which tim’s pool to the same half of the victor’s pool. The vic-
are warriors), and each metropolis population is equal tim chooses which Elder to transfer. The victor can ex-
to its footprint value times 4 million. pend these units as if they were his own, but returns
them to the owner’s Innovation track if they are later
Lost.
For historical interest, the map shows the shorelines
and ice lines during an ice age, when the continental
shelves are dry, and during a tropical age, when the Infrastructure: five units used by each player to track
ice retreats back to the poles. his technological stage in his Infrastructure tracks
(Footprint, Metallurgy, Maritime, Energy, Immunology).
[2.0] COMPONENTS
Loss: the removal of a Map Unit, Brain Unit, or Elder
• 2 Mapboards (with Domestication tables and
Unit. Place the Lost unit on the rightmost vacant slot of
Infrastructure tracks)
the Innovation track. If this is full, place it in the
• 5 Demographies (player mats) rightmost vacant slot of the Population track.
• 1 Sequence of Play Sheet
• 120 Units (markers in 5 colors) Map Units: includes Migratory and Metropolitan units.
• 102 Era cards (divided into Eras I, II and III on the Migratory units are placed on map spots, and each
back) occupies three hexes at the same time (see diagram).
Metropolises are stationary units placed inside a hex.
• 5 Brain map cards (Era Advancement on the
back)
Neighbor: any other player with Map Units in the
• 3 Climate cards (double-sided)
same hex, or in an adjacent hex, to the player's units.
• One six-sided die

2
particularly useful if you want rafting access to
Alaska, Australia, Madagascar, or Spain.11
• Language: Useful for Domestications
(urbanization and Footprint), Storytellers (reusing
Elders), Lexicalizations (moving Brain Units
around), and advancing to Era II.

Ransacking. The most useful Innovation action is


Imitation (ransacking discards). The two most primitive
species (Peking Man and Archaic Homo Sapiens)
cannot imitate until they clear their social domains, a
serious disadvantage. They should consider a
sacrificial attack combined with a Sabine Raid to gain
valuable discards from their neighbors.

[4.0] STRATEGY GUIDE AND TIPS Metropolises. You only get one Elder more than the
A quick orientation to approaching the game. number of your metropolises, so you will want to build
or invade metropolises quickly. There are three ways
to do this: urbanizations, domestications, and sieges:
Expansion. Quickly expand to hem in your opponents.
• Urbanization: This Population Action, for Era III
If you have social instincts, consider using the
and later, requires a population number of at least
Silverback Action for expansion and aggression.
three.
• Domestication: It’s best to domesticate a work
Economy. Within a turn or two, the map is full. Now animal first, before attempting cavalry animals,
you need to perform an Elder Gain to set up your crops, or minerals. You should aim to keep an
economy. This has two desirable effects: it reduces Elder unexpended and your acorn and language
the number of units stored in your Innovation (allowing instincts clear, and afterwards to occupy and
you to gain more cards each turn), and it puts an Elder domesticate a good work animal hex (with multiple
in your pool, which you can use for gaining Public "+" modifiers, like cattle or wombats).
cards, domestications, or Population Actions (trades,
acculturations, growth, and conquests). • Siege: Your best chance of success is if your
opponent has a low Footprint and you have a high
Metallurgy. To gain in Metallurgy, domesticate
Innovation. It is vital to get and keep Elders early. You "cavalry" animals (those with high negative
gain them by card play, so you want a high Innovation modifiers, like the horse), or clear your "hand"
Number to gain as many cards as possible. The instinct, so that you are ready to use Idea cards
"fecundity decrease" icon, often obtained by right-side with weaponry advances. For the fast growth and
Idea card play, allows you to increase innovation at the low chaos needed for conquests or urbanization,
expense of population growth. use "Silverback".

Brain Map. You want to grow your brain by removing Energy. Progressing into a golden age requires
Brain Units (a process called "encephalization"),10 or advancements in energy. Early in the game, a "work"
by rearranging it ("lexicalization"). For the best chance animal domestication is the only way to get to Energy
of Elder Gain, keep the "alpha" (social) instinct clear. stage 1! (But see optional rule #2, Livestock Raids, for
The instincts have the following uses: how to steal energy from your neighbors.) Until you
• Social Skills: Useful for Elder Gain, Imitation (for raise your energy, don’t try to domesticate any cavalry
ransacking), Silverbacks (for invading), and animals or crops (other than crops with one or more "-"
Locutions (for gaining language and advancing to modifiers, such as the banana). To get to Energy
Era II). stage 2, which is necessary to attain the golden age of
Era III, one must play one of the three Era III cards
• Natural History Knowledge: Useful for
that contain energy advancement (horse collar, blast
Domestications (urbanization and Footprint), and
furnace, and levers & pulleys). Alternatively, one may
Technological encephalization (infrastructure
attempt biofuel resource exploitation. The best sites
advances).
are in the Americas, but Spanish olive oil and
• Technological Knowledge: Useful for language Hawaiian whale oil are also possible. Establish a
encephalization (advancing to Era II) and maritime Metropolis on one of these sites. Unless using optional
and metallurgical advancements. Maritime is rule #2 (Mining), the oil or uranium sites will likely be

3
useful only in the extended game. These sites allow 8. The Era cards are separated into three decks
Energy stage 3, which is essential for attaining the Era based on their backs (Eras I, II, and III), shuffled,
IV golden age. and placed next to the map face-down.
9. The player having the Brain map card identifier (A,
Era Progress. Advancing first is an opportunity to get C, H, N, or P) that appears earliest in the alphabet
a lot of Public cards useful for victory. But beware, at takes the first turn. After his turn, play continues
Era II you can no longer accomplish useful Era I clockwise.
actions such as "Naturalist". Don’t advance to Era II
until you have an Elder and a metropolis, plus a [6.0] PLAYING THE GAME
Footprint of stage 2. Notice that Chaos, usually
something to avoid, is essential for advancement to For each turn the current player performs the following
Eras III and IV. You should save as many fecundity seven phases in order before it is the next player's
decrease cards as your Hand Limit allows to recover turn:
your innovation after Chaos strikes.12 Before
advancing to a new era, make sure you have the 1. Innovation Actions – Perform a number of
technological requirements for the golden age of that Innovation Actions equal to your Innovation
era. That way, on the next turn, you can immediately Number.
perform an “Enter Golden Age” innovation action, and
2. Resolve Catastrophes – Volcanoes, climate
recover suppressed Public Cards, without which you
changes, and diseases.
may suffer repeated chaos.
3. Play Card(s) – Resolve card effects and auctions.
4. Stability Roll – If failed, enter Chaos: depopulate
[5.0] SETTING UP THE GAME your Map Units, move into a dark age, suppress
1. Lay out the maps with the New World to the left of your Public cards, and end your turn.
the Old World. Lay each of the three Climate 5. Population – Perform a number of Population
cards alongside the map so that the side with the Actions equal to your Population Number plus
red dot in the upper left corner is showing. They Elder Expenditures.
indicate the world starts as "Savanna", "Parkland",
6. Resolve Sieges – Take over a foreign metropolis
and "Ice Age".
and a Guest Worker if you outnumber the
2. Each player receives one Brain map card (at defenders.
random) and a Demography with the same
7. Resolve Starvation Hexes – Reduce
identifier (A, C, H, N, or P).13 Each places the
overcrowded Units down to your Footprint.
Brain map card (brain side up) on the rectangle
indicated on his Demography. Note that the lower
part of the Demography has three slots, See the "Sequence of Play" player aid, and the
collectively called the Repertoire, used for the following pages, for details of these phases.
storage of Public cards (victory cards). Note: For
the two or three player game, the recommended
Brain maps for player 1 are H or P, for player 2 [7.0] PHASE 1 - INNOVATION ACTIONS
are N or C, and for player 3 is A. For the four A player may perform a number of Innovation Actions
player game, leave out N or A. equal to his Innovation Number, which is the number
3. Each player receives all of the Units of one color on the rightmost vacant slot of the Innovation track at
(24 total). the beginning of this phase. He may perform these
actions in any order and each action may be
4. Each player places one of his Units on the leftmost
performed multiple times. Example: A player has one
space of the five Infrastructure tracks on the map.
unit left in his Innovation track, which covers the "5"
5. Each player places one of his Units on the map on slot. His innovation number is therefore "4", the
the spot with a species name that matches his number visible to the left of this unit. He can perform
Brain map card. The species are Peking Man,14 up to four Innovation Actions.
Archaic Homo Sapiens,15 Hobbits,16 Neanderthal,17
and Cro-Magnon.18
[7.1] Era I Innovation Actions
6. Each player places Units to cover the Instinct
icons marked in black on his Brain map card. In Era I, there are seven Innovation Actions to choose
from. Each has requirement(s) which must be met by
7. Each player puts the rest of his Units on each slot
having the appropriate Instinct icon uncovered on your
of his Population and Innovation tracks, not
Brain map. Some actions also require an Elder
marked with a red star.
Expenditure; see section 9.3.

4
1. Novel Behavior (requires technical knowledge or 3. Baby Boom (Fecundity Increase). A player may
natural history knowledge). A player may draw the shift the leftmost unit in his Population track to the
top card of the Era I deck, which goes into his rightmost empty slot in his Innovation Track. This
hand. cannot be performed if the Innovation track is full.

Note (deck regeneration): If a player wishes to 4. Economic Stimulation (Elder Reset). A player
draw a card, but cannot because the desired era may slide Elders in the Elder Pool up from the
deck is exhausted, form a new deck using all the consumer to the producer section. The number
discards of the correct era from all player discard reset is equal to the rank of the best information
piles. This deck is shuffled and placed facedown. card on his Repertoire. Example: Blue’s best
information card is rank two. He has three Elders,
all in the lower (expended) half of his pool. He
2. Imitator (requires social skills). A player may ran-
uses one Innovation Action to move two Elders up
sack (i.e.; draw one top card from the discard deck
to the producer half. He uses a second Innovation
of any opponent, as long as it is from an era he
Action to reset his last Elder, with one reset
has already entered), or draw one Era I card if
leftover (which he may use to reset the Elder of
there are no cards that can be ransacked.
another player, see section 9.3).

3. Silverback (requires social skills). The player per-


5. Enter Golden Age. If a player has attained the
forms two fecundity increases, each of which
Infrastructure stage shown on his Advancement
slides the leftmost unit in his Population Track to
track (see section 10.0), he advances his Era Unit
the rightmost empty slot in his Innovation Track.
from a dark age to a golden age of the same Era.
Add two when making this turn’s Stability Roll.
He chooses one Public card on each of the three
Repertoire slots in his Demography to flip over to
4. Locution (requires Elder Expenditure and social the unsuppressed (face-up) side.
skills). A player may clear the Wernicke's Area do-
main (see section 9.3), but goes into chaos during
6. Revolution (Era III and later). A player swaps his
Phase 4 (see section 10.0).
Brain Map card for another, either an unused one
(if available), or one belonging to another player
5. Lexicalization (requires language). A player may who is in any dark age. In the latter case, the
move one Brain Unit into an adjacent vacant do- targeted player may instead cancel the swap by
main on the brain map. Example (See diagram in suffering an Elder Loss. Otherwise, the cards are
section 9.4): Player N can move the unit in his swapped and each player puts his Era Unit in the
Broca’s area into his Neocortex. same age he had it before the swap. The current
player subtracts two from his subsequent Stability
roll. If the identity / ideology of a player changes
6. Storyteller (requires language). A player may per- (via a revolution), then the player’s new identifier
form an Elder Reset; see section 9.3. letter is effective for all purposes (including bidding
tiebreakers).
7. Naturalist (requires Elder Expenditure, language,
and natural history knowledge). A player may 7. Espionage (Era III and later). A player may steal
make an animal or crop Domestication attempt; a card at random from the hand of another player.
see section 9.5.

8. Cold War (Era IV and later). A player may


[7.2] Era II and later Innovation Actions suppress (flip face-down) one Public card of an
A player beyond Era I must chose from among these opponent.
eight Innovation Actions (none have requirements):

[8.0] PHASE 2 - RESOLVE


1. Invention (Card Draw). A player may draw into his
hand the top card of any era deck that he has
CATASTROPHES
entered. Any Public Cards drawn from the era deck in Phase 1
containing a Catastrophe icon must be revealed and
the catastrophes resolved in any order the drawer
2. Education. A player may ransack (see "Imitator"). chooses. The rest of the card is ignored until Phase 3.

5
Catastrophe Resolution disease. As indicated by the red Advancement arrow
(section 9.3), a stricken player advances one on the
Immunology track, and suffers one Elder Loss (section
9.3) and two Fecundity Increases (section 7.0). If a
player cannot advance his Immunology because it is at
the Bound limit, then he is immune to the disease and
suffers no effects. Example: A player with an
immunology of 3 is immune to malaria.

[8.1] Volcanic Catastrophe


This icon causes all Map Units in the specified hex to
be Lost.

[9.0] PHASE 3 - PLAY CARD(S)


A player’s Hand Size (the maximum number of cards
he may hold in his hand at the end of this phase) is
equal to one plus the rank of the best Information card
[8.2] Climatic Catastrophe on his Repertoire; see section 5.0. A player must play
Roll a die and flip over the Climate card that matches at least enough cards to get down to his Hand Size.
the roll: He may play his cards in any order. He must play any
• A 1, 2, or 3 will flip the Dansgaard-Oeschger Public cards that he holds (but see recommended
card.19 One side indicates Savanna climate; the optional rule 18.1). If a player gains or resets an
other Desert climate. Information card, his hand size bonus occurs instantly.
• A 4 or 5 will flip the Greenhouse card.20 One
side indicates Parkland climate, the other Jungle [9.1] Discard Pile
climate. One cannot discard a card without playing it. All cards
• A 6 will flip the Milankovitch Cycle card.21 One played go face-up into a personal discard pile on one’s
side indicates an ice age, the other a tropical age. Demography. One can examine the cards below the
top card of one’s own discards, but not those of an
opponent.
[8.3] Uninhabitable Sites and Spots
• White sites and spots are uninhabitable during an [9.2] Public Cards
ice age. White sites and spots are uninhabitable
during a tropical age, unless have hay technology. Each Public card in a hand is played and auctioned.
The winner of the auction stores the card in the
• Blue spots are uninhabitable during all ages. appropriate Repertoire slot on his Demography. If
• Half gray/half blue sites and spots are nobody bids on it, it is awarded to the current player.
uninhabitable during a tropical age. The player receiving the card receives the effects of
• Yellow sites and spots are uninhabitable during any icons listed on it.
Desert climate, except for metropolises with wells
technology. Auction. All players that have attained a card’s era
• Green sites and spots are uninhabitable during level may participate in an auction for it. Each player
Jungle climate, except for metropolises with may call out his bid at any time, not exceeding his
pesticide technology. number of producer Elders. The minimum bid is one
and bid numbers may match. A player may increase
his bid, but may not decrease it. The auction ends
Note: Migratory units on spots that are no longer when no player wishes to bid. The high bidder is
habitable due to climate are Lost. Metropolises on awarded the card, placed immediately into his
uninhabitable sites are also Lost, unless the player Repertoire. He must make Elder Expenditures (section
has the appropriate Infrastructure technology. 9.3) equal to his bid. A player who wins a Public card
with an Elder Loss icon must suffer an Elder Loss.
[8.4] Disease.22 This effect is a one-time event, and does not reoccur if
This icon indicates the drawing player and one this card is suppressed and later reset.
Neighbor of his choice (if he has any) are stricken by a

6
Ties: If the bidding is tied, the winner is the player [9.3] Idea Cards
whose identifier is uppermost (see below). A player may choose to play either side of these cards,
but not both.23 On the side chosen, the player picks
which icons to use and in what order to apply them,
except that Elder Losses and encephalizations are not
optional.

Example: Player N and Player C each bid one for the


Public card shown. The Neanderthal player wins this
bidding tie and is awarded the card, since "N" is listed
higher than "C". N moves one of his producer Elders
to the consumer side. The Elder Loss icon (see
diagram) indicates he takes an Elder as a Loss, which Requirements. Icons within the lavender field indicate
can be the one he just expended. the minimum instincts or Infrastructure stages
necessary for the left side play of the Idea Card.
Example: Blue has a Metallurgy of 3 and a Maritime
Important (Era IV): If a player's identifier appears on
of 1, more than enough for the left side play of the
a black square ("P" on the Pharoah card above), then
Astrolabium card. This play gains an increase in
he must discard the Public card out of the game as
Maritime infrastructure and an Elder.
soon as he buys it (see section 19.1).

Advancement Arrow. A player may move the


Information Card. Shown is an corresponding Infrastructure Unit one stage to the
information icon of rank three, allowing the right. See diagram.
reset of 3 Elders as an Innovation Action
(section 7.0), and allowing a Hand Size of
four. Bound. The number in the red diamond of each
advancement arrow, called the Bound, indicates the
Culture Card. The icon shown indicates a highest Infrastructure stage limit achievable by that
rank two culture. Culture cards allow card or domestication. Example: The Bound on the
acculturation against a lesser-ranked advancement arrow shown on the Astrolabium card is
culture as a Population Action (section three. The play of this advancement would progress a
11.0). player at Maritime 1 to Maritime 2, but would not
Administration Card. This is a rank one progress a player at Maritime 3.
administration, which adds one to the
Stability Roll (section 10.0). Important: Advancements on Era IV cards require an
Elder Expenditure to perform, for non-slave players.

Facilitated Action. If a Public card displays a Elder Expenditure.24 In order to perform this, a player
Population or Innovation action (as in the Silverback must move one producer Elder in his Elder Pool down
action shown on the Pharoah card above), this action to the consumer section. Elder Expenditures are
is facilitated. A player with an unsuppressed facilitated required for domestications and bids.
action is allowed to perform it, regardless of what Era
he is in.
Elder Reset. A player may move one Elder up (from
consumer to producer). This may be his own unit, or (if
at Era II and later), the Elder of a consenting player.
7
Alternatively, an Elder Reset may be used to
unsuppress (flip over) one of a player’s face-down Encephalization (Era I only) The player takes as a
Public cards. Loss the Brain Unit (if any) covering the specified
instinct. For a language encephalization, the player
Elder Gain. If the player has a number of Units in his chooses which of the two language domains to clear.
Elder Pool that is equal to or less than his number of Example: The Neanderthal brain map has two Brain
Metropolises, he may move a unit into the Elder Pool Units left, covering both his speech centers as shown.
as a producer. The unit taken is the leftmost available He plays a card with a "!" encephalization, and
on the Innovation track, or if this track is empty, the chooses to remove the unit covering his Broca’s area.
leftmost available on the Population track. If the player
cannot or does not wish to gain an Elder, he may use [9.4] Brain Map
this as an Elder Reset instead. Example: A player
A Brain Map has five domains,28 each with an instinct
with one metropolis can make two Elder Gains before
icon (natural history knowledge, technical skills, social
he reaches his limit. The loss of a metropolis does not
skills, language). The presence of a Brain Unit in that
require a corresponding Elder Loss.
domain inactivates the instinct there.

Elder Loss. This icon forces the player to take an


Elder as a Loss, taken from either side of his pool. If
he has no Elders to lose, this icon is ignored.

Cultural Diffusion.25 If a player has a card with this


icon uppermost in his discards, he is unrestricted in
the era level of the cards he can acquire in ransacks or
while bidding in auctions. He also gains a free instant
ransack upon any opponent who attacks or sabine
raids him, which he keeps in his hand until his next
card play phase.
Example: Red, at Era II, wishes to spend an
Innovation action to ransack an Era III card. He may
do this, because a card with the "eyeball-icon" sits on
top of his discard pile. Then it is Green’s turn, and she
plays an Era III Public card, which goes up for auction. Advancing to Era II. A player immediately advances
Red is able to participate because he still has the card to Era II upon the Loss of his last Brain Unit. This flips
with the Cultural diffusion icon showing on top of his his Brain Map card over to reveal the three Era tracks
pile. (section 10.0). His last Brain Unit now becomes his
Example (Sabine Raid): Red starts his population Era Unit, which is placed into the Era II Dark Age,
phase with one unit in (peaceful) siege of a Green labeled "metaphoric language". He may thereafter
metropolis. Red spends a population action to draw from either the Era I or Era II decks.
perform a Sabine Raid ransack on Green, uncovering
a card with the eyeball icon. Green, who now has
[9.5] Domestication of Plants, Animals, and
Cultural Diffusion, responds with his free ransack on
Minerals
Red.
If a Plant or Animal hex is free of metropolises and its
site is habitable (see section 8.3, but see optional rule
Barbarian Raid.26 The play of a card with the 7), a player occupying it may make a Domestication
barbarian icon allows a player to make a barbarian attempt,29 either by card play, or (in Era I) as an
attack upon one of his Neighbors, causing the victim to Innovation Action. A player occupying a Resource hex
forfeit one Public card or lose one Elder of his choice. with a habitable site (section 8.3) may make a
Cards used to make a Barbarian Raid, and the Public domestication attempt, even if the hex already has a
cards lost to a Barbarian Raid, are taken out of the metropolis, and even if the resource has previously
game completely. Barbarian Raids may also have the been exploited. A Domestication attempt requires an
effect of ending enslavement; see section 14.2. Elder Expenditure and the roll of one die, consulting
the on-map Crop Cultivation, Animal Husbandry, or
Fecundity Decrease.27 The player may move the Resource Extraction Table (as applicable). This die roll
leftmost unit on the Innovation track to the rightmost is modified as indicated by the "+" or "-" icons as listed
vacant slot of the Population track. If the Population on the plant, animal, or mineral symbol on the map,
track is full, this effect is ignored.

8
and also on any icons on the Idea card used in the The player locates his Chaos threshold, a number
attempt. directly beneath his Population Number on the
Population track. A  indicates that no Stability roll is
necessary. He rolls one die, and adds to it the rank
Animal Husbandry.30 Allows a Domestication attempt
(number of sword icons) of his best Administration
of an animal hex. Example: Red rolls a "2" while
card. If in Era I, he also adds 2 for every time he took
trying to domesticate the mastodon. The icons on the
the Silverback action this turn. If this sum is less than
mastodon (map hex) and stirrups (Idea card used in
his threshold, then Chaos ensues, with the following
the attempt) 31 each contain a minus ("-") modifier, so 2
four effects:
is subtracted from his roll. The "1-" result on the
Animal Husbandry Table reveals a success if Red has
an Energy stage of at least one. He now rides Depopulation. The player takes as a Loss half of his
mastodons into battle! His Footprint and Metallurgy Map Units, rounding fractions down (in the player’s
both go up a stage, and he gains a metropolis in the favor). He may choose which units to lose.
mastodon hex.
Enter Dark Age (Era II and greater). If the player is
Important: In the case of a modified roll of 6 or more currently in a golden age, then he must move his Era
on the Animal Husbandry table, the player (and a Unit to a dark age of his choice, either the one ahead
Neighbor of his choice) are stricken with a disease of (in the next era), or the one behind (in the current era).
Bound 1, per section 8.4. If a modified roll of 2 or 3 is
achieved, the domestication attempt fails because the
animal is too ferocious. When playing with four or Suppress Public Cards. The player flips all the Public
fewer players, place a unit of a color not in play to cards in his Repertoire face-down, indicating they have
cover the icons of ferocious animals. This indicates no effect until unsuppressed (by an Elder Reset, or
that the animal is extinct and no further Domestication Entering a Golden Age).
attempts may be made in this hex.32 A metropolis may
be formed in such a hex only by the urbanization The Player’s Turn ends. Skip Phases 5, 6, and 7.
action.
Note: Beyond Era I, Chaos is the only way to advance
Crop Cultivation. Allows a Domestication attempt of a to the next era!
plant hex. Example: Green makes a crop
Domestication attempt on the coconut palm, which
has a double "+" modifier. She rolls a "1", which is
modified to "3" = "Nuts". Nuts require an Energy stage
of "2" to achieve a caloric benefit during dehusking.
Since Green’s current Energy stage is 1, her attempt
fails, but she still pays the expenditure.

Resource Extraction. Allows a Domestication attempt


of a gold, silver, tin, biofuel,33 oil, or uranium hex.
Example: Blue, with a metropolis in a gold hex, plays
a card with the flame icon, and rolls a modified "6" on
the Resource Extraction table. He gains an Elder but
not a metropolis.

Domestication Effects. The outcomes (benefits) of


Resource Extraction vary according to the Resource
type, as shown on the map tables. If the player meets Example: Player N, with a population number of 2 and
the requirements (if any) specified by the a chaos risk of "<2", makes a Stability roll. She rolls a
Domestication roll, the attempt is successful. The "1", which plunges her into chaos! She has three Map
player gains the Infrastructure Advances listed, and he Units (2 Metropolises and 1 Migratory), and she
converts one of his units in the hex into a Metropolitan chooses the Migratory unit to be Lost. She has several
unit. Culture and Administration cards, all of which are
flipped upside-down. She chooses to advance her Era
[10.0] PHASE 4 - STABILITY ROLL Unit (at "matrimony") into Era IV ("divorce") rather than
retreat into "racism". If playing the full game, she
enters Era IV and ends her turn.

9
does not depend upon who won the battle. There
[11.0] PHASE 5 - POPULATION ACTIONS is a limit of one Sabine Raid per attack or siege.
A player may perform a number of Population Actions
equal to his Population Number, i.e.; the number on 5. Population Increase. A player may take the
the rightmost vacant slot of the Population track at the leftmost unit of the Population track and place it on
beginning of this phase, plus the number of Elder a habitable (see section 8.3) and accessible spot
Expenditures he wishes to make. He may perform on the map - either where he has units or slaves
these actions in any order and may perform one action already, or in one of his metropolitan hexes
multiple times. See the extended example in section (occupied or unoccupied by friendly or enemy
16.0. There are seven Population Actions: units). If the Population track is empty, no further
population placement is possible. After a unit is
1. Acculturation.34 The player may choose the Elder
placed, it gets a free Migration action (see
of one opponent who has an inferior culture rank,
"Migration" below).
(that is, an opponent whose best culture card has
a lower number of "star" icons) to steal as a Guest
Worker. He may not steal Guest Workers if the 6. Migration. A player may move a Migratory unit
number of Elders in his pool is greater than the that has not yet moved this turn. Each unit may be
number of his metropolises. moved up to five spots, following the white
Note: If a player has no culture card, or his culture hexsides. See diagram. It must finish its move in a
cards are suppressed, his culture is considered to habitable spot. It may not end its move on another
be zero. unit unless it is attacking it. Metropolitan units may
not move.
2. Trade.35 (Era III and later) A player may make a
trade with another consenting Neighboring player. Land spots are habitable and enterable.
The players agree on a single Infrastructure track
on which to compare advancement. The player Sea spots are never habitable and are enterable
who is superior on that Infrastructure track only when Maritime stage 2 is attained (section
performs an Elder Gain and the player who is 15.0).
inferior advances on that track by one stage.
Players get no benefit from trading on an
Infrastructure track where they are equally Continental Shelf spots37 are habitable during an
advanced. Example: On his turn, Peking man, ice age, but sea during a tropical age.
with a Footprint of two, convinces Neanderthal,
with a Footprint of four, to trade with him. By Tundra spots are ice during an ice age, and
expending a Population Action, Peking man is tundra during a tropical age. Ice may never be
able to increase his Footprint to three, and entered. Tundra may not be entered and is not
Neanderthal moves a unit from innovation to habitable without hay38 (Immunology stage 2).
producer.
Note: Each trade expends one action. Only if the
trade action is actually performed is the action Parkland. The green spots are habitable except
expended. Instead of an elder gain, an elder reset during jungle climate, when they become
or public card unsuppress may be performed. uninhabitable jungle which cannot be entered until
Metallurgy stage 2.

3. Urbanization (Era III and later). By spending


three Population Actions, a player may convert a Savanna. The yellow spots are habitable except
Migratory unit into a Metropolitan unit in a hex it during desert climate, when they become
occupies. This hex must have the metropolitan site uninhabitable desert which cannot be entered until
icon, which is of a type that is currently habitable Footprint stage 2.
per section 8.3 (for instance, a jungle site during
Jungle climate is not habitable without pesticides, Straits. A hexside with a white strait icon may be
etc.). Only one metropolis is allowed per hex. traversed only during an ice age or with rafting
(Maritime stage 1). A red strait icon may be
4. Sabine Raid.36 A player may make one ransack or crossed only with rafting. Example: A player has
(if Era III and later) espionage (see section 7.2) Maritime stage 1 (rafts) and it is an ice age. Her
upon a player who he has just attacked (see map unit starts in the spot shown and moves north
"Migration" below) or besieged (section 12.0) to the spot labeled "1", and then east and south to
during this phase. The outcome of a Sabine Raid her destination at "5", crossing two straits. If she

10
has colonial power technology, she can take the represent the metropolis). If either player is superior in
southerly route. The sea spot at "1,2" costs double Metallurgy, he adds one to his strength.
to enter with this technology.
Note: If the current player has siege artillery
technology, see section 15.0.

If the current player has the higher strength, then the


defending metropolis is Lost and replaced as a
Metropolis by one of the current player's Migratory
units, and he steals an Elder as a Guest Worker from
the defender (unless his Elder Pool is full, counting the
Metropolis he just seized).

If the current player doesn’t have a higher strength, the


siege fails and nothing happens.

Example: On Green’s turn, she moves 3 units into a


hex containing a Red Metropolis and a Red Migratory
unit. Red’s Footprint is 2, so both players have the
equivalent of 3 units present. But Green is more ad-
Pacific Ocean. The Beringia and Hawaii spots are vanced metallurgically, so she wins and the Red Met-
shown on both sides of the map. A unit in either of ropolitan unit is Lost. One of her units is shifted to form
these spots occupies the west and east locations a new metropolis there, and she takes one of Red’s
simultaneously. Elders, if he has any. However, if her Footprint is 2,
during the next phase (starvation) two of her units
starve, leaving only the Red Migratory unit and the
Attacking and leapfrogging foreign units. If a
Green Metropolis in the hex.
unit enters a spot occupied by a foreign unit, it
may either attack or request permission to pass. If
permission is denied, an attack automatically [13.0] PHASE 7 - RESOLVE STARVATION
occurs. During an attack, the metallurgical stage of HEXES
the attacker is compared with that of the defender.
The unit with the lesser Metallurgy39 is taken as a A starvation hex is one in which the combined number
Loss. If tied, both are lost. If the attacking unit of friendly and foreign Map Units exceeds the current
wins, it then ends its move. If the spot is player’s Footprint. The current player selects the order
uninhabitable to the attacker, it then is lost. in which the starvation hexes are resolved.
Important: If the attacking unit had to cross a
strait or sea spot in order to attack, its Metallurgy Resolution. The current player removes his units until
is considered one less. there are none left that violate their Footprint limit.
Only units belonging to the current player can starve.
Example: Refer to the map in section 16.0. The India,
7. Globalization (Era IV and later). A player selects Tibet, and Afghanistan hexes each have three Black
a victim who has more Elders than metropolises to migratory units. If Black has a Footprint of two, then all
suffer an Elder Loss (section 9.3). three are starvation hexes. During his starvation
phase, he decides to remove the unit in Nicaea, which
[12.0] PHASE 6 - RESOLVE SIEGES makes all three hexes non-starvation.
During this phase, a siege occurs if the current player
wishes to occupy a foreign metropolis in a hex where [14.0] SPECIAL RULES
he has Migratory units. The current player selects the [14.1] Deal Making
order in which sieges are resolved.
During Era II and later, a player is allowed these two
types of deals with other players:
Resolution. The current player has a strength equal to
the number of his Migratory units in the hex. The
defender has a strength equal to the number of his Foreign Aid. A player is allowed to expend Elders on
Migratory units in the hex plus his Footprint (to behalf of another player (anytime). He may bid Elders

11
in support of another player’s bid, but only if he is masters to catch the disease as well, boosting both of
qualified to bid upon that card. their Immunologies another step.

Embargo. A player may announce the setting or lifting Slave Revolt/Genocide.41 The Map Units of enslaved
of oil rights (necessary for air force or vehicle and slaver societies may never attack or besiege each
technology), or leapfrog rights versus particular other. However, if either the slaver or enslaved player
players (anytime during his turn). He may perform makes a barbarian raid upon the other, or if the slaver
these favors as part of a reciprocal deal; however, all society goes into Chaos or is himself enslaved, then
deals are non-binding. instantly the enslavement comes to an end, dissolving
all slavery rules and putting all the enslaved units into
siege against the metropolises of the former slaver
[14.2] Slaver and Enslaved Societies
society. All Guest Workers of the former slave society
A player losing his last Map Unit becomes an are returned from all players to their home color Elder
enslaved society.40 If this was due to an attack, the Pool. If the slaver society loses any units due to
conquering player becomes the slaver society. If this Chaos, these are replaced by units of the former slave
was due to a catastrophe or starvation, the victim society’s color, taken from his Population track. If a
chooses another player to be the slaver. Both slaver slaver society frees more than one slave society when
and enslaved are subject to the following six effects: he lapses into Chaos, the slaver player decides which
slave color each of the lost slaver units are replaced
Footprint. Upon enslavement, if the Footprint of the by.
slaver and slave society are unequal, the lesser
Infrastructure Unit is advanced in the Footprint track [15.0] NOTES ON THE INFRASTRUCTURE
until they are equal. Stack the slaver’s Unit on top of
that of the enslaved to indicate enslavement. TRACKS
A player with siege artillery (Metallurgy stage 4) may
consider the defender’s Footprint to be one when
Slave Prohibited Actions. A slave society may not resolving sieges.
perform the Domestication, Revolution, Trade,
Naturalist, Urbanization, or Sabine Raid actions. With colonial power (Maritime stage 2), a player's
units may enter sea spots, but at double cost.
Slave Population Growth. An enslaved society may
place new population only in the metropolitan hexes of With blockade technology (Maritime stage 3), a
the slaver society. This placement may be on top of a player’s units may enter sea spots at a cost of one
foreign (non-slaver) unit, in which case an attack each. These units may end their turn on a sea spot,
occurs. If the slaver society has no metropolises, then but if so they are Lost during Phase 7, Resolve
no slave population placement is possible. The Starvation Hexes. (Blockading units are thus useful as
enslaved player may never move his units after sacrificial units during sieges.)
placement. Important: The loss of a metropolis does
not remove the slaves around it.
With air force technology (Maritime stage 4) plus the
use of a metropolis in an oil hex, a player can move
Acculturation. Slaver and enslaved societies may his units ten instead of five, and all spots may be
perform acculturation actions upon each other per the entered at a cost of one. In addition, the player can
limitations of section 11.0, except that the slaver is leapfrog opposing units without permission.
allowed to acculturate the enslaved if both have equal
cultures. The enslaved society is immune to
acculturation except by the slaver. With missile technology (Maritime stage 5), a
player’s units have unlimited movement. In addition,
Note: The enslaved society is not allowed to own he is allowed to expend one or more Population
metropolises and thus is limited to one Elder. Actions, each of which will lower the maritime
infrastructure of a designated opponent by one stage.
Infrastructure Advances. If any infrastructure gains
or losses are achieved by either a slaver or enslaved Upon initially attaining railroad technology (Energy
society, the advance or loss is applied instantly to the stage 3), a player instantly gains one free
other player as well (observing Bound limits, see Infrastructure advance of his choice. Example: A
section 9.3). Example: The slave society catches a player attains Energy 3 and has Footprint 3. He
disease of Bound 4, which boosts both his and the announces that, for his free rail increase, he will
slaver’s Immunology by one. The slaves pick their advance to Footprint 4.

12
A player with vehicle technology (Energy stage 4) Population Action #1. Alexander chooses to increase
plus the use of a metropolis in an oil hex may use his Population actions from three to six this turn by
Innovation Actions to advance any chosen expending three Elders. On his first action, he brings in
Infrastructure other than energy. a Migratory unit at Scythia, and moves it three spaces
into Maracanda, battling the Hindu unit there. The
Metallurgy of the attacker is considered only two, since
A player with A-bomb technology (Energy stage 5)
it crossed some straits, but this is sufficient to crush
may use Population Actions to destroy designated
the defense, still at Metallurgy stage 1.
enemy metropolises. Unless he has Maritime stage 5
(missile), each metropolis attacked must be
Neighboring. Population Action #2. Since the Hindus are culturally
• MAD: If the victim of an A-bomb also has A-bomb inferior, Alexander decides to perform an acculturation
technology, each metropolis he loses may destroy to steal one Elder from them.
an opponent’s metropolis simultaneously.
• Nuclear Winter: For every three metropolises Population Actions #3, #4, #5, and #6. At Pella,
destroyed by A-bombs, during starvation a roll Alexander starts four more map units, and one by one,
must be made on the Climatic Catastrophe table moves them to Memphis, Tyre, Persepolis, and (using
(section 8.2). boats) Ust-Urt Island.42

With venereal disease germs (Immunology stage 3), Resolve Sieges. Alexander chooses to resolve the
a player inflicts (during Phase 6) any players whom he siege in Babylon first. His opponent, Persia, defends
successfully besieges with a disease limited by Bound with a Footprint of three, which matches the number of
3. Alexander’s units. But Alexander’s superior Metallurgy
gives him another effective unit, and he wins and
replaces the Persian metropolis with his unit in Ust-Urt.
[16.0] EXAMPLE GAME TURN: The same thing happens in the next siege, in Arabia,
ALEXANDER THE GREAT (ERA III) except that he uses his unit from Memphis to move in.

Resolve Starvation Hexes. Alexander’s Footprint is


three, so Afghanistan (with two Macedonian and two
Hindu units) is a starvation hex. Alexander chooses his
unit at Maracanda to remove. The hex is no longer in
starvation.

On Alexander’s Next Turn. Alexander increases his


Population number, and sinks into Chaos. This is all
part of his plan to advance into the Era IV Dark Age!
He loses three units in depopulation, flips his Public
cards upside down, advances his Era Marker, and
ends his turn.
Innovation Actions. With five units in his Innovation
track, Alexander has an innovation of two. For one [17.0] ENDING THE GAME
action he advances to the Era III Golden Age, and the The game ends on the end of the turn that the first
other he uses to ransack the Hoplite phalanx card. He player enters the Era IV Dark Age (or the Dark Age
is set for world conquest! that follows Era IV if playing the full game using the ex-
pansion deck).
Play Cards. Alexander plays his only card, the Hoplite
phalanx. He is at Energy stage 2, meeting the Determining the Winner. Each player receives victory
requirements for left side play. This increases his points according to his identifier (A, C, H, N, or P) at
Metallurgy one step (to stage 3, the Iron Age). the end of the game.43 Each player identity counts the
specified Public card ranks held in his Repertoire (sup-
Stability Roll. Alexander has a Population number of pressed or unsuppressed), and/or all the units in his
three and an administration card of rank 3, so no Elder Pool, as noted below. To this total is added the
Chaos is possible. player’s Innovation and Population numbers at the end
of the game. The highest total wins.
13
he may roll on the Resource Extraction Table adding
• Authorization A (National Unity): Victory points = one extra to the die roll. Each attempt costs one
the sum of the ranks of all Administration plus population action and one elder expenditure.
Information Cards in his Repertoire.
3. Counterespionage. (recommended) Allow the
• Authorization C (Universal Humanism): Victory victim of a Cold War or Espionage action to block it by
points = the sum of the ranks of all his Culture plus performing an Elder Expenditure.
Information Cards.
• Authorization H (Social Equity): Victory points = 4. No Final Chaos. (recommended) Replace the first
the sum of the ranks of all his Administration plus sentence of section 17.0 with: "The game ends the
Culture Cards. instant the first player enters the Era IV Dark Age (or
• Authorization N (Family Tradition): Victory points the Dark Age that follows Era IV if playing the full
= the number of Elders of any color in his Elder game using the expansion deck.)" [This rule removes
Pool plus the ranks of all his Culture Cards. the disadvantage that the player ending the game
suffers due to going into chaos.]
• Authorization P (Individual Freedom): Victory
points = the number of Elders of any color in his 5. Swine Flu. Referring to the "6+" entry of the Animal
Elder Pool plus the ranks of all his Information Husbandry table, the Bound of the Disease, instead of
Cards. being "1", is instead considered to be whatever Era the
current player is in.
Example: Player N has two units in her Elder Pool
and several Public cards, two of which are culture: one 6. The Toba Event.45 (This rule makes the cow hex a
with one star, and the other with three stars. Her Pop- bit less attractive as a resource.) If the Yellowstone
ulation and Innovation numbers are both two. There- volcano card is drawn, instead of a volcano in America
fore, she has ten victory points. consider it Mount Toba in Sumatra instead which
blows its top. This event removes all units in the Asian
Note: If playing with the Era IV expansion set, Elephant and Auroch Cow hexes (i.e.; they are lost),
Producer Elders count for double points (for those and forces one climate change roll.
players using Elders for victory conditions). This
applies only for games that enter Era IV (i.e.; the "full" 7. Domestication in Uninhabitable Hexes. This rule
game and the Age of Faith scenario [section 19.1]). modifies the Domestication rule (1st sentence of
Normal scoring applies to games ending at the end of section 9.5) to allow a Domestication attempt in a hex
Era III. that is currently uninhabitable. If successful, the player
gains the effects of domestication, except a Metropolis
is not created. Example: Player A has a migratory unit
[18.0] OPTIONAL RULES in east Alaska during an Ice Age. He plays a card with
1. Voluntary Public Card Introduction. the flame icon, allowing him to make a Resource
(recommended) Remove the rule (4th sentence of Extraction roll for uranium. If successful, he advances
section 9.0) that forces a player to play his Public his energy one step.
cards immediately. Instead, a player may hold Public
cards in his hand in the same fashion as Idea cards. If
the Public card has a catastrophe, it must be [19.0] EXPANSION SET RULES & NOTES
announced and enacted during the Catastrophe phase [19.1] Era IV – The Age of Reason. The Age of
during the turn drawn, but the Public card need not be Reason expansion adds 55 new cards to Origins.
revealed. If using this rule, replace the sentence in These cards allow players to advance their Origins
section 9.2, "If nobody bids on it, it is awarded to the civilizations into the modern age, the Age of Reason.
current player." with the sentence, "If nobody bids on a
Public card, then it is discarded and removed from the
game." Population Actions
Four additional Population actions have been added.
2. New Population Actions. (recommended) These are:
Livestock Raid (Era II and later): If a Neighbor is at
Energy stage 1 or higher, advance to Energy stage 1. 8. Free Trade (Era V). This action is exactly like the
Alternatively, if a Neighbor is at Footprint stage 2 or "Trade" Population action, except that the number of
higher, advance to Footprint stage 2. Elders gained can be up to three (as agreed upon by
the two traders) instead of one. The number of Elders
Mining44 (Era III and later): If a player has a gained in a Free Trade action is NOT limited by the
Metropolis on a resource hex, and expends an Elder, number of metropolises.

14
• A (Olmec/Aspero): Metropolises on Sunflower and
9. Tourism46 (Era V). This action allows the player to Peanut, Migrant unit in Guadalajara.
perform an acculturation on another player who has • C (Egypt): Metropolis on Finger Millet, Migrant unit
fewer total unsuppressed public cards. on "Cro-Magnon", one producer Elder.
• H (Lapita): Metropolis on Kangaroo, Migrant units
10. Elections47 (Era V). This action allows the player on "Hobbit" and Hawaii, one producer Elder.
to add two to his strength during sieges. Even if a • N (Sumeria): Metropolis on Wheat, Migrant unit on
player has more than one active "elections", two is the "Neanderthal", one producer Elder.
maximum strength addition. • P (Harappan/Xia): Metropolis on Rice, Migrant
units on "Peking Man" and India, one producer
11. Terrorism (Era V): With an Elder Expenditure, Elder.
perform a Barbarian raid.

Note: Free Trade, Tourism, Elections, and Note: Guadalajara is the land spot directly below
Terrorism are facilitated actions on certain Era IV Maize, Beans; India is the land spot directly below
cards (see section 9.2). Auroch Cow.

Additional Rules Before the game begins, roll for one climate change.
The following additional rules are only applicable to Then start game per section 5.0, step 9.
Era IV and later:
Note: For a two player game, the recommended
Demographies are C vs. P; for a three player game, C
Ideological Suppression. If a player obtains by vs. N vs. P; and for a four player game, C vs. P vs. A
auction a Public card that indicates his identity letter vs. H.
within a black square, this card is removed from the
game (i.e.; not placed in the discard pile) without its
effects being applied. [20.0] SOLITAIRE GAME
A brutal solo variant of Origins, courtesy John “Dr.
Utopia. This activity, indicated by a circular icon found Erosion” Douglass, revised by Robert Lawrence.
on certain Era IV Idea cards, allows the player to
subtract from the Stability Roll on the turn played. 1) "Public Cards", which includes information,
[This destabilization may be useful for the player to culture, and administration, are removed from each
end the game by failing the final Stability Roll and deck and placed in separate piles
entering Era V.]
2) "Public Cards", which includes information,
Discoveries.48 This activity, indicated by a diamond culture, and administration, are only "awarded"
when a player gains any level on the technology
icon found on certain Era IV idea cards, allows the
track (i.e., increasing in footprint, maritime... etc.).
player to draw new cards into one’s hand off of any
To win a "public card", you must exhaust as many
Era Deck he has entered. These cards may be played
elders as the Era that you are in, or based on the
immediately. position of your letter on the public card (from the
top down), whichever requires the fewest elder
Era IV Scoring. Producer Elders count for double expenditures. Any climate change, volcanic
points (for those players using Elders for victory eruptions, or diseases associated the "public cards"
conditions). This applies only for games that enter Era are played as usual.
IV (i.e.; the "full" game and the Age of Faith scenario
[section 19.13]). Normal scoring applies to games 3) Administration and information cards work the
ending at the end of Era III. same as they do in the normal game. Culture cards
allow the player to make a one time "acculturation"
Short Game: Age of Faith population action that allows the player to gain as
This shorter game starts in 1200 BC, and includes Era many elders their civilization can support up to the
III and IV only. All players start with Infrastructure units level of the Public Card (i.e. an Era II card allows
on Footprint stage 3, and stage 2 in the other four your civilization to gain a maximum of two elders).
Use cubes of a different color to represent these
infrastructures. Each player starts with an Era unit in
elders. When they are lost, they are removed from
the Era III Dark Age. Each player starts with their
the game.
Innovation and Population tracks full, except for those
marked with a red star. Each player starts with three or 4) Anytime a player tries to move to another
four Map Units, placed as follows: continent, the player must a roll a die to see if the
move is successful. After you move your unit and roll
a die, you compare your die roll to your level on the

15
metallurgy track. If the die roll is higher than your going into Chaos. If you have one unit left and you
level on the metallurgy track, your movement failed go into Chaos, the game ends, different than the
and the unit is placed on the "Innovation Track". If multiplayer game.
the die roll is equal or less than your position on the
metallurgy track, your movement was successful. If Here is a sample Solitaire Game, courtesy Robert Lawrence:
30,000 BC Starting in Egypt as Homo Heidelbergensis. Matriarchal society,
an "Eye" is exposed on the last card you played with “alpha” females and some ritualistic behavior.
(meaning "cultural diffusion"), you don't have to 29,000 BC Males start using trophies to attract females. I used exogamy (the
practice of forming pair bonds outside one’s band) to expand into Asia.
follow this rule and can move to a continent with no 28,000 BC First specialists (fire-bearers).
penalty. 27,000 BC Butchers using Clactonian scrapers to bring animal parts home.
26,000 BC Cattle domestication in India, and then Toba explosion depopulates
India and ends the Ice Age. Human’s first use of verbs, and twine.
5) Every time a "barbarian raid" symbols appear on 25,000 BC Human’s first use of nouns. Concepts are now primarily stored in
human memory in verbal form, and Era II (the Bicameral Age) is entered.
a card you draw, you are attacked immediately. You Also first use of woven sandals, the first piece of technology envisioned in
roll a die and compare it to your level on the one’s mind before being created.
24,000 BC Pair bonding. Failed attempt to domesticate rice in china.
metallurgy track. If the die roll is higher than your 23,000 BC First burials (an interesting indication of pre-conscious
level on the metallurgy track, you lose a migratory bicameralism)
22,000 BC Stone points are now hafted onto spears. Body adornment,
unit, metropolis unit, or suppress a "Public Card", including necklaces and ochre body paint. The brief Interglacial ends, a new
your choice. If the die roll is equal or less than your Ice Age is entered.
21,000 BC A setback as human sacrifice is used to try to invoke failing god-
position on the metallurgy track, the attackers were voices. Down to one Elder.
defeated. If you happen to draw two or more cards 20,000 BC Archery invented, using Acheulian points. Acrophony (primitive
alphabet) adopted, and the first attempts at writing. Era II Golden Age
with the "barbarian raid" symbol, it’s World War. If entered.
you lose the roll, you lose "three" Map or Elder units 19,000 BC Following the invention of the ard plough, rice is finally cultivated,
but it turns out to be low protein. Gold mining is attempted, but fails. [I
(player's choice). If you win, you gain one level on forgot to position myself for gold right away, and thus missed a golden
the Metallurgy track and one level on the opportunity (so to speak) last turn, and the lack of gold hurts me all the way
until Era IV].
Immunization track (Cool!!). 18,000 BC Barbarian raids overrun Egypt. (Perhaps the Sea Peoples, who were
among the first subjectively conscious tribes in the world). Pack zebras
domesticated. I am badly suffering for the lack of any maritime skills, not
6) For an innovation action where cards are drawn, even rafts, & wonder if I should be drawing from Era I.
one card is removed from the deck unplayed. (i.e., 17,000 BC Sumerian irrigation adopted, but also the first soil salinization, which
loses me another specialist. However, rafts appear on the Harrappan river!
for each card drawn, one is lost.) For every turn Finally! Also status clothing adopted.
where a player has no cards to play (no cards left in 16,000 BC Natufian style villages.
15,000 BC Unetice smiths fail to refine gold. (sigh)
any deck available based on your current Era) and 14,000 BC The adoption of Elamite-style Federalism causes a population boom.
no other innovation actions possible, the player loses The Syrian city-states use temple administrators. And grooming of each other
is used as a status activity.
migratory and metropolis units (player’s choice) 13,000 BC Wood carving and dugouts. First hieroglyphics and pharaohs. Wheat
equal to your current Era. is grown in the fertile crescent. The first “guest workers”. Smallpox
pandemic.
12,000 BC The world lapses into Chaos, as the bicameral mind breaks down. I
Optional: You must lose a number of idea cards per lose 5 map units.
11,000 BC Era III (The Age of Faith) is entered, and the Pharaohs are re-
turn during Era IV depending upon one's score at the established. Use of oracle bones and ritual burials are used to try to retain
end of Era III: vestiges of the bicameral mind.
10,000 BC Barbarians overrun South Africa. Guest workers die off.
Score less than 12 upon (prechaos) entry into Era Hieroglyphics re-discovered.
IV: lose three idea cards every turn. 9000 BC Stagnation during Era III Dark Ages. Only one Elder; wish I had
gold!! Cities in Fertile Crescent, Harappan Valley, China, and South Africa.
Score 12 to 16 upon (prechaos) entry into Era IV: 8000 BC Primitive skills only during the Dark Ages: fishing weirs, trapping.
lose two idea cards every turn. 7000 BC The Pharaoh’s royal roads established, a boon to specialists such as
stonemasons and couriers.
Score above 16 upon (prechaos) entry into Era IV: 6000 BC A world war, which I lose of course. On top of this, measles [It is
lose one idea card every turn. especially aggravating to lose Elders one is saving to buy Victory cards if the
Victory card when revealed has a disease on it, so you get hurt and you can’t
The rationale for this is that lesser performers are buy it!]. I fortunately avoid chaos, but lose elders and African and Harrapan
eclipsed by other civilizations that get into Era IV cities. My navy expands to the first galleys, then the first ships. The first
general polytheistic religions adopted, incorporating the best of the
first. The final score should be taken just before the (bicameral) personal-god system, with the new universal god system.
final chaos, using the optional rule published in the 5000 BC I use economic stimulation, and am fortunate again to avoid chaos.
4000 BC Stagnant dark ages, but no chaos (whew!)
expansion. 3000 BC Roman influences: divorce, paterfamilias. The worldly influence of the
coliseum emboldens Celtic sea-explorers to enter America.
2000 BC Hallstadt Celts in America create the first biofuel (jojoba bean oil).
7) If you make it to the new world, you gain one on Alcoholism takes its toll on elders. The first troubadours. A population boom.
the Maritime track. 1000 BC The concept of nationhood established. Era III Golden Age entered.
1 AD The rise of reason undermines faith. The world lapses into civil war and
chaos. Era IV (the age of reason) entered.
8) If you empty the population track, you gain one 1000 AD The pharaoh rule re-established. The first pharmaceuticals,
glassblowing. Also, unfortunately, a reversion to bicameral behavior with
on the Footprint track. necropolises.
1100 AD Cities re-established in the Middle East. Iron Age entered.
1200 AD Dark Ages continue, but alphabet re-discovered. First birth control
9) If you are able to establish a unit on every and feminism. Barbarian raids wipe out the Aztecs.
continent, you gain one on the Footprint track. If you 1300 AD More barbarian raids take out Persia. Gunpowder discovered. The
first salesmen. The first Sports Cartels. Attempt to discover oil in the Middle
can establish a metropolis on every continent, you East fails. Life spans long enough to support grandparent nannies for child
gain one on the Metallurgy track. care. Smog.
1400 AD & 1500 AD Dark ages, economic stimulation only.
1600 AD Goodyear and DuPont factories develop the first rubber, chemical
10) Losing Conditions: When all your map units vulcanization, aluminum, plastics, polymers. Germ Theory adopted.
Westinghouse generators produce widespread electricity. McDonalds
have been removed from either Barbarian Raids or establishes fast food industry. But both influenza and HIV strike.

16
1700 AD Era IV golden age. Cities in America and Europe promote nationalistic then any of these locations shouldn't present a problem. Oth-
patriotism.
1800 AD The Fugger family introduces banking. Carrier invents Refrigeration. erwise, you may want to trust to climate changes, though
The first Supreme Courts. The first lawyers. that's a less dependable method. Oil and Uranium extraction
1900 AD Revolution, the nationalistic government is overthrown in favor of one
supporting the family values and the family as the basal societal unit. Farm
will almost never occur in Era III, so carefully weigh using an
machines create the Green revolution. Disney studios, Mattel introduces the action to extract these. Energy stage three or greater and
Barbee Doll.
2000 AD My score, ending as Neanderthal, was 16 pts Elders (8 Elders double
Metallurgy stage four and greater are generally best left for
pts), 24 pts Culture, 5 pts Innovation, 3 pts Population. Era IV. Once you reach Energy stage three, you can
Ending score (total): 48. This is the highest score as of May 20th 2008. think about ending the game rather than pushing on to En-
ergy stage four or five. Then again, nuclear weapons can
add an interesting twist to diplomatic relations…

• Footprint. Domestication of animals and plants is the only


[21.0] STRATEGY & TIPS method to achieve Footprint stage two. Without Energy
The trick to playing Origins is to maintain a healthy demo- stage one, you cannot get to Footprint stage three, domest-
graphy, with low birth rates and more young adults than chil- icate resources, or use the certain Era II cards.
dren. As I say in the player's guide in the rules, one should
avoid the demographies of modern African nations like After obtaining Energy stage one and Footprint stage two,
Chad, where the median age is just 14, fecundity is very high players should make a plant domestication attempt; a roll of
but so is infant mortality, and stability is sub-marginal. 5+ leads to Footprint stage three.

Often in Origins, one has a choice between "masculine" val- • Metallurgy. To obtain Metallurgy Stage one or two, attempt
ues (territorial expansion, aggression, technology, infrastruc- an animal domestication (this requires a roll of 1 or less). De-
ture) vs."feminine" values (pair bonding and marriage, stabil- pending on the climate, zebras and horses give the best
ity, education, child care). The latter actions (represented by chance due to their -2 modifier. Metallurgy stage one can
fecundity decreases) must be played periodically. Resist the also be obtained from Era I cards. If the players stay away
temptation to increase one's maritime skills, etc. and instead from war, Metallurgy is not essential. It should be possible to
play the right side of the card, if one is at less than 2 innova- advance to Era II even if you do not have Metallurgy stage
tion actions. During our playtests, players following this one.
guideline never suffered from turns in which he could do
nothing. An important "Great Wall" in Era IV is Metallurgy stage four,
with which one can get Oil or Uranium easily. Metallurgy is
The percentage of idea cards in Era I with fecundity de- not essential for ending the game, but Energy stage three is
creases is 69%; in Era II it is 82%. In Eras III and IV it is essential.
even higher, with doubles and triples possible. Whether by
imitation or novel behavior, it is not difficult to maintain a • Maritime. Early advances in Maritime infrastructure allow
healthy and stable demography through the use of fecundity your civilization to move to map areas that are otherwise un-
decreases. reachable, such as moving via straits and open ocean. Mari-
time stage three and higher provide added movement and in
Except during pandemics, one can always avoid risking some cases, combat capability. Maritime stage three, for ex-
chaos by migrating rather than expanding population. There ample, allows Map Units to end their turn at sea – this is
are times in the game one wants to fall into chaos, because useful for conducting sieges. Maritime stage five allows a
often only through chaos can progress be made. In these in- player to conduct direct attacks against another player's
stances, one should save cards with fecundity decreases on Maritime Infrastructure. Considering the time scale of this
it, to keep the chaos from going into "deep chaos". An ex- game, this gives new meaning to being "bombed back to the
ample of this is in the extended example of play in the rules. Stone Age."

Infrastructure Notes Note that all Maritime advances are obtained via the play of
• Energy. As mentioned in the Origins rulebook, the domestic- Idea cards, so don't forget the Ransack/Education Innovation
ation of animals is the only method available to advance to actions.
Energy stage one. Therefore, all players should make animal
domestication their highest priority. However, if you are us- • Immunology. As opposed to the Maritime Infrastructure,
ing the optional "Livestock Raid" rule and your neighbor(s) which allows players to move to unreachable parts of the
have achieved Energy stage one, another method is to ad- map, higher Immunology stages allow players to move Map
vance to Era II and steal it from them. Units into formerly uninhabitableareas. Tundra spots, for ex-
ample, become habitable at Immunology stage two. Immun-
After reaching Era III, a player must get Energy stage two to ology stage five makes jungle sites habitable; note the differ-
advance to Era IV (and end the game). One method of ad- ence between this and Metallurgy stage two, which allows
vancing to Energy stage two is possible through the Map Units to enter jungle spots.
extraction of biofuels. Biofuel is only available in one location
in the Old World (the Straits of Gibraltar) but this is a "-" re- Advances in the Immunology Infrastructure depend upon
source and requires a roll of 6 for success. The New World card play, being "infected" (chosen) by neighboring players
contains three biofuel locations, Mexico, Chile, and Hawaii). who are themselves affected, and animal domestication at-
These locations cause no modification and thus successful tempts that pass diseases along to humans (rolls of 6+ dur-
extraction occurs on a roll of 5+. The catch, of course, is that ing animal domestication attempts). Until you are immune to
you have to migrate there. If you have Maritime stage two

17
a disease your civilization will suffer, but the long term bene- slaver you domesticate an animal, your slaves gain
fits generally more than outweigh these effects. this advantage as well. The enslaved player can
concentrate on improving his demography and
Era Progress. If a player has Energy stage one, he should innovation, and leave the hard work of domestication
advance to Era II and even Era III as soon as possible, as
to his masters. Another disadvantage to enslaving
the Era III deck contains many advantageous cards. Always
advance to the Golden Age of Era II rapidly, so as to get into immediately is that the migrant loss hurts your
Era III if Chaos should strike. Don’t advance to Era III until innovation.
you have a couple of Elders, metropolises, and Public cards,
plus Metallurgy stage two (Bronze Age). Q: Are Stability rolls required in Era I? You are not yet
on to the flipped brain card so you don't have dark
War and Slavery. In general, and especially early in the ages and golden ages.
game, war is counterproductive and is not a good method to
use to advance your civilization. War requires diverting your A: Stability Rolls do apply in all Eras, including Era I.
civilization's energies into attacking or defending instead of
advancing. Also, increasing the number of Migrant Units in Q: How soon should you move to Era II? I believe we
play (which are required to fight the war) can leave your so-
moved too quickly and didn't have the resources to
ciety vulnerable to chaos. Meanwhile, the non-warring play-
ers can continue to advance since they do not have to divert
fare well there. We had a lot of "nothing" turns while
resources into prosecuting a war. we waited to cycle through some cards that finally
gave us something we could do. (This was also
Enslaving other players also has little merit. It does little to somewhat true in Era I but was even more agonizing
help you, and may help the enslaved player more than you. in Era II.)
It can be useful if you need a Footprint boost.
A: According to the strategy guide (section 4.0): "Don't
Stability. Watch your population growth, as advancement re- advance to Era II until you have an Elder and a
quires a stable society. Unless you are gearing up for war, metropolis, plus a Footprint of stage 2." Era II (the
you should need only one or two Migratory unit(s) on the bicameral age) was mankind's least stable period, and
board. Of course, if you are intentionally trying to destabilize Era II is the toughest era to play in the game.
your society in order to advance to the next era, then feel
free to expand your population.
Also, if one wants to keep a played card as a "state
Victory. After a player achieves Energy stage two (short secret", one should play a second card (often a
game) or three (full game), the goal (and that player's vic- fecundity decrease card) on top of the first card
tory) will be in sight. That player should advance to the cur- played, to "bury" it so that it will not be easily imitated.
rent Era's Golden Age, draw as many Era III cards as pos-
sible, and expand his population in order to receive maxim- Q: I found myself pretty immobile at the beginning of
um Victory Points (VPs). the game because I was C, the desert climate came in
before my first turn, and never left. Is that to be
The other players are not, of course, sitting idly by while this
expected, or were we doing something wrong?
happens. Once a player crosses the Energy stage two /
three boundary, there are several options. These include at-
A: This is to be expected. According to Jared
tacking the Energy stage two/three player (not always re-
commended), drawing as many cards as possible, and/or Diamond, this is the reason Africa is in the state it is in
building more metropolises to allow for more Elders (and today, despite being the cradle of mankind. The
thus more VPs). Hobbit sometimes also has a harsh time of it. It is
irritating, but not fatal. You can cross deserts via
caravan upon the first animal domestication. However,
[22.0] FREQUENTLY ASKED QUESTIONS getting out of Africa by boat while deserts are active is
Q: Do you need to clear both language areas of your
almost impossible, other than to Madagascar or
brain to satisfy a language prerequisite?
Coconut Palm Island.
A: No, one area is enough.
Q: If a Metallurgy stage zero Map Unit attacks a
Q: What prevents an Archaic Homo Sapiens from Metallurgy stage zero enemy across a strait what
enslaving the Cro-Magnon on his first turn? happens?

A: Nothing prevents Archaic Homo Sapiens from A: The attacker loses.


enslaving either Cro-Magnon or Neanderthal on the
first turn. It seems best, however, for him to instead Q: Can Slave units Migrate?
move east to India and the cow resource. Since the
A: No. The relevant rule is "The enslaved player may
early strategy is to domesticate animals, enslaving
never move his units after placement."
others is not very productive, and it may help the
player who has been enslaved. If and when as a

18
Q: In a game where a player successfully enslaves enough identity and culture to outlive all their
three other players, can Slave units attack others oppressors and contribute massively to the theological
Slave units? and economic ideas that run civilization today. They
never gave up to assimilation! During one game that I
A: Yes. A slave player may place his unit over the recall, a player was repeatedly enslaved during the
units of another slave player, or indeed any other second and third eras, but came forth as a strong
player other than the enslaving player. This constitutes contender in the fourth era (we were playing the
an attack. The relevant rule is: "This placement may extended game with expansion). She came in a close
be on top of a foreign (non-slaver) unit, in which case second out of five. My point is that slavery is an
an attack occurs." (See section 14.2.) undesirable position, but one that does not normally
help the oppressor and is not necessarily fatal to the
Q: When the player who is wiped out becomes victims.
enslaved, what happens to his last destroyed unit if the
unit that destroyed it also perishes in the attack? Q: The rules contain the following strategy
recommendation: "Expansion. Quickly expand to hem
A: Map units that are wiped out are returned to the in your opponents. If you have social instincts,
owning player's demography as a Loss (see the consider using the Silverback Action for expansion and
definition of Loss in section 3.0). aggression." How exactly does this work?
Q: What happens to the unit that is under the A: It can be vital to expand rapidly and attack some of
enslaving unit when the slaver goes into Chaos? If it is your opponents units. For this you need to be able to
under a metropolis I assume it moves to one of the put more than one new unit on the board. Homo
hex points as part of a besieging force, but what if the Sapiens, for instance, has a good chance of being
slaver has no cities, and the unit is under a migratory isolated in southern Africa; the Silverback action may
unit? And what if the migratory unit itself is lost due to be worth the price.
Chaos and replaced with a unit of the same color as
the slave? As a specific example, the Silverback action can be
used early on to gain access to a valuable resource
A: Existing slave units remain in position if the slaver hex such as the cow in India. This action (Silverback is
goes into Chaos. They may move on their turn. a term for an aggressive leader of a gorilla troop)
Existing slave units even remain in position if the typically gives a player two or three population actions
metropolis they occupy is lost for some reason. Map during a turn, with no chance of going into chaos. If an
units should not be stacked upon top of each other; opponent occupies the cattle spot, one can create one
this is disallowed except if they are in combat, hunter-gatherer unit to attack the opponent, killing off
whereupon one or the other or both are immediately both units, and then with the second population action
removed. create and send a second migrant to occupy the hex.
Players who are enslaved may work upon improving Q: If you are in the dark ages can you still suffer the
their demographies, and plotting for their eventual effects of missing the stability roll? You can easily get
outbreak. Since slavers must go into Chaos sooner or into a cycle where you have only one action (one
later to get to the next era, this outbreak is inevitable. innovation) a turn usually with nothing you can do to
My opponents have generally concluded that improve your situation and eventually you miss your
enslaving does not advance one towards victory, and stability roll again which sets you back by loss of units
using units to suppress slaves are better used on on the board and cards suppressed.
other opponents (if any). The slave player can make
things irritating for his masters, occupying space A: The effects of chaos do not differ if one is in the
around his cities, and gaining his infrastructure golden age or dark age. To avoid going into "deep
advantages. My opponents prefer the strategy of chaos" (declines that last 2 or 3 turns), one should
containment, leaving the player disadvantaged in keep cards in reserve.
metallurgy or footprint with one last map unit so that
he is not quite enslaved. Q: Can you gain face-up cards while in a dark age or
does everything stay flipped over until you are in a
The historical model for the game's slave rules were golden age?
taken from the plight of the Israelites (although the rule
that the enslaved can acculturate their masters in A: While in dark ages, one is vulnerable to revolution,
some instances was inspired by the Mamluks and the but other than that there are no special rules for the
Haiti revolt). The Zionist culture, although frequently dark ages. Thus one can gain face-up Public cards
enslaved under civilizations such as the Egyptians and while in the dark ages. Also, it should be noted that
Babylonians, and later in pogroms and inquisitions in going into chaos during a golden age can advance a
various European and Muslim lands, still maintained
19
player into the next era, whereas going into chaos
during a dark age merely stagnates the player. Q. What is a siege?

Q: Why would one want to bid for a card (or play the A. A siegeoccurswhena migratory unit occupiesa spot with a
left side of an Idea card) that has an Elder Loss and no foreign metropolisin the samehex, whether the migratory unit
other effect? movedor not, and whether thereare enoughunits to defeatthe
metropolisor not.
A: There is no reason to play the left side of a card
that has only an Elder Loss. But sometimes one has Q. Is it possible to chain movement? That is, can you
no choice. These cards are in the deck to represent populate and then move five hexes with the free mi-
the bad side of unrestricted growth, or low technology grate action, then populate again at the place you've
expansion such as pollution and soil salinization. just moved to and then migrate the second unit anoth-
er five hexes, and then populate again and move this
Q: If someone is in a golden age in Era II and fails a third unit another five hexes?
stability roll, why would he not want to advance to Era
III? A. Yes.

A: One should always advance to Era III if one can, Q. What does "use of a metropolis in an oil hex"
because it seems better than Era II. However, the mean?
requirements for left side play are higher in Era III than
II, so there is a small downside to this advancement, if A. In order to usethe vehicletechnology or air forcetechnology
one has low infrastructure. abilitiesdescribedin the rulesand on the map, you must havea
metropolisin an oil hex, OR you can haveoil rights grantedto
Q: Any tips on keeping innovation up and fecundity you by an ally with a metropolis in an oil hex (per the "Em-
down? The single action to ransack a Fecundity bargo" rules). A player with oil can setor lift oil rights to others
Decrease and then play it during Phase 3 seems slow. during his turn.

A: There are many players who complain how hard it [23.0] ERA I EXAMPLE GAME TURN
is to keep innovation high and fecundity low. This is This example of play will show the actions taken by
the tempo of the game: how to make fewer (but one player (Player A) during the first turn of the game.
bigger-brained) babies. I have only a few tips. Try to The actions shown are not necessarily optimal play;
ignore tempting infrastructure increases in favor of the idea is to describe the flow of the game and how
fecundity decreases. Keep fecundity decrease cards the actions are handled. Players are encouraged to set
in reserve, for recovery from chaos. See the tips in up the game and follow along with the examples
section 4.0 for gaining Elders, which helps keep shown.
innovation high. Go to higher eras: The higher the era,
the more fecundity decreases there are. This is Player A, Turn 1, Phase 1 – Innovation Actions
particularly true for the Era IV deck, which has birth Player A's Innovation Number is one, since the right-
control, the pill, abortion, etc. most vacant slot at the beginning of this phase on
Player A's Innovation Track is "1". Only two areas of
Q: Are Population Actions compulsory? the Archaic Homo Sapiens brain are uncovered, the
Limbic System and the Hindbrain. This means that the
A: Actions are never compulsory. (The rules say "may
only allowable actions are those that require one or
perform"). Icons on cards are also optionally applied,
both of these symbols; actions that require, say the
except as specified on section 9.3 (Elder Losses or
neocortex can not be chosen. The only action that
encephalizations).
meets this requirement is "Novel Behavior," which al-
lows the player to draw the top card from the Era I
Q: Is there a limit to the number of map units
deck. The card drawn is "Raft."
belonging to the same player that can be on a single
spot?

A: There is a limit of one unit per spot. The migration


rules in section 11.0 state: "[A unit] may not end [its
move] on another unit unless it is attacking it."

Q. What is an attack?

A. An attack occurswhena migratory map unit entersthe same


spot as a foreign migratory unit (and is not allowedor doesnot
want to leapfrog).

20
cupy each spot and since the Population Increase ac-
tion allows a free Migration Action, the unit is now
moved up to five spaces. One thing to remember is
that each player's Footprint Infrastructure is one (this
becomes important in Phase 7). To prevent starvation,
the new unit must be moved far enough away so it is
not in the same hex as the already existing unit. In this
example, this Map Unit is moved five spaces to the
east and is placed in the land spot beneath the Bactri-
an Camel.

Player A, Turn 1, Phase 2 – Resolve Catastrophes


The "Raft" card does not contain a Catastrophe icon,
so this Phase is skipped.

Player A, Turn 1, Phase 3 – Play Cards


The left side of the Raft card contains two prerequisite
conditions: Neocortex and Limbic System. Since the
neocortex area is covered by a Brain Unit, the left side
of this card may not be played.
Player A, Turn 1, Phase 6 – Resolve Sieges
Player A decides to play the right side of the card. There are no foreign metropolises on the map, so this
There are two icons: Encephalization and a Fecundity Phase does not apply.
decrease. The Encephalization is not optional but the
Fecundity decrease is. In this case, Player A decides Player A, Turn 1, Phase 7 – Resolve Starvation Hexes
to perform both actions in the order Encephalization Player A only has one unit in each of two hexes. There
first and Fecundity second. The Encephalization action are no foreign units in either of these hexes, so they
removes the Brain Unit from the Neocortex of the do not count against Player A's units. Therefore, Play-
Brain map; this block is placed on the rightmost vacant er A's Map Units do not exceed their footprint are and
slot on the Innovation track (covering the "1*" slot). not removed from the map. Player A's first turn is now
The Fecundity decrease moves that same block (thus complete.
uncovering the 1* slot on the Innovation track) to the
rightmost vacant slot on the Population track (covering
[24.0] Designer's Notes
the 1* slot on the Population track). The last step is to The Role of Government: Origins reflects my Objectivist
place the Raft card face-up on Player A's discard pile. philosophy. (Objectivism is the father of the Libertarian party,
among other things.) This leads to huge differences
Player A, Turn 1, Phase 4 – Stability Roll compared to other Civilization-style games, all of which
The symbol directly beneath Player A's rightmost un- place players into the role of the government. The players
covered Population number is a happy face. This act as paternalistic bureaucrats. They keep the masses
means that no Stability Roll is required, so play moves happy, by building coliseums, public artworks, welfare, and
on to the next Phase. the like. They keep the masses smart, by funding public
libraries, Manhattan projects, and the like. They gain
notoriety for themselves, by building wonders, sending men
Player A, Turn 1, Phase 5 – Population Actions to the moon, and the like. In Origins, players take the roles
The number of Population Actions Player A can take is of the populace. Their job is to keep the governments under
one, since that is the number in the rightmost vacant control. The only role of such governments is to keep the
Population Track slot. Player A does not have any Eld- people free: free to become smart, or happy, or whatever
ers, so he may not expend Elders to increase this they wish. Freedom is the basic human value: freedom of
number. Player A decides to perform a Population In- speech, religion, business, travel, and trade. This is why
crease action. To do so, he takes the leftmost unit on most of the Era IV cards are businesses, and other icons of
the Population Track (which, you'll remember, went individualism.
from the Brain map to the Innovation track to the Pop- The Liberation of Women: Origins is unique in including
ulation track) and places it on the same spot as the women’s values: demography, love, pair bonding, fidelity,
unit already on the board. Since only one unit can oc- monogamy, child raising. The ability of women to control

21
their “barefoot but pregnant” status, bearing fewer but higher Stock Market. During Era IV, the Elder Pool can be best
quality babies, is indicated by fecundity decrease icons. Era thought of as the stock market. Gains and losses therein can
IV introduces new ways for women to regulate their own be thought of as market fluctuations, and a market with more
fecundity, such as birth control and abortion, and new Elders than metropolises is one ripe for a crash, perhaps
mechanisms for providing more child care, such as longer from an opponent’s globalization actions. The productive
lived grandparent nannies, and alimony laws. Societies with efforts of a society’s skilled specialists is the ultimate source
advanced maternal self-regulation, as mentioned in the of its values, the source of its GNP. This source of value has
Origins background material, have far less delinquency not changed since the very origins of division of labor back in
rates and crime. The introduction of women into professional Era I.
careers increases the number of Elder-specialists, at a cost
of amount of time available for child care. For this reason, Modern Brains. During Era I, the neocortex of human brains
women’s liberation (on the Auto Manufacturers card) marries had localized areas of function, including lateralization
fecundity increases with Elder gains. (different roles for the two hemispheres). By Era III, what is
physically almost the same brain is now a homogenous
Monument-building: I include monuments, often called distributed neural network, with great cross-functionality and
wonders in other games, only during Era II. According to no localized functional areas (with the notorious exception of
Jaynesian theory, monument-building had a critical purpose Broca’s and Wernicke’s areas). The hardware is unchanged,
during the Bicameral Era, to act as a channel for bicameral but the software is greatly upgraded. I theorize that that
humans to remember the admonishments of dead authority upgrade, the upgrade of storing memories in conceptual and
figures. The building of monuments by governments has no verbal terms, occurred in two grand cascading events, both
legitimate purpose in the modern era. associated with the development of language. The first (first
concepts) ended Era I, and the second (first consciousness)
Globalization and Cold War. Globalization describes ended Era II. This phylogeny is recapitulated today. Each
periods where persons are free to transact with each other human is born with an Era I brain, and must go through
with little interference from outside authorities (such as these two events at a young age while learning language
pirates or governments). Governments place few limits on from their parents.
imports, exports, immigration and exchanges of information.
This is the default state of game play; departures from free [25.0] REFERENCES AND NOTES
markets, most notably tariffs, government regulations, fiat Note: I have used out-of-mainstream references for this game!
money, and other so-called Keynesian economics, are
represented as Elder Losses. Globalization started during Allan, J.A. (Editor). 1981; The Sahara, Ecological Change and Early
the age of exploration, and was interrupted with the Cold Economic History. Boulder: Westview Press. Today, the
War era, a nationalist and ideological struggle between Sahara is the greatest desert in the world, but many times in
capitalist nations who saw freedom as the core value, and the past 100 thousand years it was green and full of
communist and national socialist nations who saw equality or megafauna.
racial purity as the core values. After the fall of the Berlin
Wall in 1989, and the collapse of communist Russia, Dennett, Daniel. 1998; "Julian Jaynes's Software Archeology,"
globalization has returned and nations advocating central reprinted in Brainchildren.
planning are generally sinking into poverty, while those
nations that have embraced capitalism have increasing
Diamond, Jared. 1997; Guns, Germs, and Steel. New York:
standards of living for all their citizens. Reference: Yergin,
W.W.Norton & Co. His thesis is that geography and
Daniel and Stanislaw, Joseph. 1999; The Commanding environment, rather than race or culture, set the stage for the
Heights: the Battle Between Government & the Marketplace advent of the plant and animal domestications that kick-started
That Is Remaking the Modern World. Touchstone Books.) civilization.

The Ills of Society. These include the big four addictions:


Diamond, Jared. 1997; Collapse. New York: Penguin Group.
sugar, alcohol, caffeine, and nicotine, plus the associated
rather modern ailments of obesity and depression. Crime
and pollution also are of lesser, but locally significant, Dunbar, Robin. 1996; Grooming, Gossip, and the Evolution of
importance. These ills sap the will and lifespans of society’s Language. Cambridge: Harvard University Press. Did our
most productive specialists, and thus are represented in the ancestors evolve language so as to use gossip as a more
efficient substitute for the grooming behavior that other
game as Elder Losses. The players most susceptible to primates use to establish and maintain social relationships?
these losses are those who rush into a new era in advance
of the technology gains to support this lifestyle.
Dyson, Freeman. 1988; Infinite in All Directions. New York: Harper
Note that these modern problems are problems of plenty and Row
rather than scarcity, and indicate the stagnation of an
underpopulated world rather than the starvation of an Gonick, Larry. 1990; The Cartoon History of the Universe, Volume 1.
overpopulated world. The dictums of Malthus are appropriate New York: Doubleday.
only for creatures that live off of what nature provides, not for
creatures like humans who create their own resources. It is Humphrey, Nicholas. 1999; "Cave Art, Autism, and the Human
for this reason that the Malthusian models that I used for my Mind," in Journal of Consciousness Studies, vol. 6, pp. 116-
game American Megafauna (a game of Darwinism during 143.
the Paleozoic) were not used in Origins.

22
Jaynes, Julian. 1976; The Origin of Consciousness in the Era IV Editing: John Menichelli, Hirotsugu Kondo
Breakdown of the Bicameral Mind. Boston: Houghton Mifflin
Co. This Princeton psychologist-iconoclast wrote but one book.
A book with that rarest of all commodities, a truly novel idea. Solitaire Game: Dr. John Douglass, Robert Lawrence.
There are lots of theories on the origins of life, but this work is
the first and only explaining the origins of consciousness.
Historical Background: Pablo Klinkisch, Brian McVeigh of
the Julian Jaynes Society
Kuijsten, Marcel (Editor). 2007; Reflections on the Dawn of
Consciousness. Henderson, NV: Julian Jaynes Society. One of
the authors, Brian McVeigh, gave advice for this game. Distribution: Henning Poehl of Sphinxspiele Verlag,
www.sphinxspiele.de
Lunine, Jonathan. 1999; Earth, Evolution of a Habitable World.
Cambridge: Cambridge University Press. Dr. Lunine was kind
enough to review the game's climate background and provide Art: Phil Eklund, Tobias Naesborg (Era card reverse)
the latest 2007 ice core data.
Clip Art: IMSI's Masterclips Premium Image Collection, 1895
Mann, Charles. 2005; 1491. New York: Vintage Books. Revelations Francisco Blvd. East, San Rafael, CA 94901-5506
of the Pre-Columbian Americas, including evidence that the
forests there were "anthropogenic" (human-caused).
Playtesting: Jared Wilson, Lucas Wan, Franco Momoli,
James Sterrett, Steve Hammond, Phil Rennert, Tuomas
Mithin, Steven. 1996; The Prehistory of the Mind. New York: Riekkinen, Darrell Hayhurst, Eric Gerber, John Hart, Steve
Thames & Hudson. The promoter of "cognitive archeology",
whose ideas about the breakdown of the modular non-lingual
Turney, Jim Gutt, Art Fitzsimmons, Keith Dalzell, Dave
mind form the basis of the Brain Maps and Era I actions. Sisken, Chris Carlson, Daryl McCallum, Peter Boddy, Jason
Schmidt, Matt Eklund, Dick Sauer, Lajos Brons, José Nicolas
Ramirez, Maggie Siegmund, and especially Dr. Nicole
Peikoff, Leonard. 1991; Objectivism: The Philosophy of Ayn Rand. Morper.
New York: Meridian. An impressive sweep of the objective
basis of all knowledge, covering almost everything about Era III Return feedback to: phileklund@aol.com or OriginsGame@yahoogroups.-
and IV humanity. com
Website: www.sierramadregames.com
Rand, Ayn. 1979; An Introduction to Objectivist Epistemology. New
York: Meridian. The basis of reason and truth, from the Origins online discussion:
greatest philosopher of the 20th century.
http://games.groups.yahoo.com/group/OriginsGame/
Rand, Ayn. 1982; Philosophy, Who Needs It. New York: Bobbs-
Merrill.
[27.0] Endnotes
Sagan, Carl. 1977; The Dragons of Eden. New York: Ballantine
Books. Good cortical maps. 1
DATING ANCIENT EVENTS is specified by how many kilo-years
ago it occurred, abbreviated "kya". Since each turn is a millennium,
Wright, Robert. 1994; The Moral Animal, Why We Are the Way We 120 kya is 120 game turns ago. Events more recent than 15 kya are
Are. New York: Vintage Books. Evolutionary Psychology calibrated years, calculated by comparing carbon 14 dates to tree
preaches that free will is an illusion and man's actions are ring research. (The science of dendrochronology got started in A.E.
solely a product of his DNA. Keep in mind when reading this Douglass' lab, located in a primitive bunker underneath the
book, that this is true only for Eras I and II. University of Arizona football stadium - just down the street from
where I am writing this - and still the world's finest tree-ring
laboratory.)

[26.0] CREDITS 2
LANGUAGE, a "code of visual-auditory symbols that serves the …
ORIGINS Design and Layout: Phil Eklund function of converting concepts into the mental equivalents of con-
(phileklund@aol.com), (520) 324-0523 cretes. … The ability to regard entities as units is man’s distinctive
2525 E. Prince #72, Tucson, AZ 85716 method of cognition, which other living species are unable to follow."
(www.sierramadregames.com) [Rand, 1979; p. 10.] In the development of a language, "each new
stage of words literally created new perceptions and attentions, and
such new perceptions and attentions resulted in important cultural
Translation: German translation by Ina Steigüber changes which are reflected in the archeological record." [Jaynes,
(ina.steigueber@hotmail.de), also Dr. Isabel Braun, Nicole 1976; p.132.] "Language is primarily a tool of cognition, not of com-
Morper, Philipp Klarmann, and Ferdi Köther. Japanese munication… A Robinson Crusoe marooned on a desert island has
no need for communication, but still needs urgently to conceptualize,
translation by Kondo Hirotsugu. Chinese translation by
name, and act upon the elements of his environment. Without lan-
Zheng He. Contact phileklund@aol.com for copies of these guage, he would not survive." [Peikoff, 1991; p.79.]
translations.
3
CONSCIOUSNESS, as defined by Dr. Julian Jaynes, refers to the
Rules Editing/Development: Michael and Audrey Debije, culturally-acquired ability to mentally store concepts about oneself in
Brian Leet, Rick Heli, Neal Sofge word format, and to reconstruct images from words. The fact that
consciousness requires language, a cultural rather than evolutionary
advance, means that infants, schizophrenia patients, and

23
Neanderthals are not conscious in the sense used in this game. "Consumption is the final, not the efficient, cause of production. The
With consciousness, one can narraticize, in other words, able to efficient cause is savings, which can be said to represent the
visualize oneself as a causal agent, and run through one’s mind opposite of consumption: they represent unconsumed goods.
alternatives to actions. "A whole kingdom where each of us reigns Consumption is the end of production, and a dead end, as far as the
reclusively alone, questioning what we will, commanding what we productive process is concerned. The worker who produces so little
can. A hidden hermitage where we may study out the troubled book that he consumes everything he earns, carries his own weight
of what we have done and may yet do...This consciousness that is economically, but contributes nothing to future production. The
myself of selves, that is everything, and yet nothing..." [Jaynes, worker who has a modest savings account, and the millionaire who
1976; p.1.] Consciousness is necessary for the uniquely human invests a fortune (and all the men in between), are those who
activities of introspection, volition, fantasies, suicides, treachery, finance the future. The man who consumes without producing is a
nostalgia, or cruelty, and yet is not necessary for thinking, problem parasite, whether he is a welfare recipient or a rich playboy." [Rand,
solving, signal learning, listening, writing books, building cities, or 1982; p.132.]
ruling empires.
8
FOOTPRINT, the land area each person needs to survive, is
4
PLAYER IDENTITY shifts from era to era. Players start the game heavily dependant upon the technology of food production or
as a distinct species or subspecies, but by Era II all species are gathering. Contrary to the claims of some environmentalists,
assumed to become one species through interbreeding. (This model footprint shrinks with increasing technology. It requires 2800
of the roots of racial differences, called the Multi-regional Evolution hectares (Ha) to support each person of hunter-gatherer technology,
Hypothesis, assumes a human evolutionary origin in more than one but only 56 Ha to support each wandering herdsman. Slash-burn
region. It predicts that Europeans still have some Neanderthal blood, agriculture requires only 11 Ha per person, and short-fallow
and Indonesians still have traces of Hobbit blood.) By Era II, the agriculture is down to 2 Ha. The Industrial Revolution reduced this to
unified human species are now divided along largely linguistic 1 Ha per person, and each person supported by crops from the
grounds, with five major language families. By Era III, humans are Green Revolution needs only 0.22 Ha. It was the advent of
distinguished mainly by religion, and by Era IV are divided along agriculture (Footprint stage 3) that makes possible sedentary life,
ideological grounds. with permanent walls, cities, sewers, art - all the accoutrements of
civilization. See the end of this rulebook for a map showing the
5 worldwide distribution of footprint technology as of 2000 BC (Era II).
UNIT, an "existent regarded as a separate member of a group of
two or more similar members." [Rand, 1979; p.7.] In the game,
"Units" refer to the little colored 8 mm cubes. More generally, 9
GUEST WORKERS Guest workers acquired by acculturation
organizing objects into units is vital for human cognition - for represent specialists who voluntarily migrate to areas of opportunity
cataloging things in the brain for retrieval ("psycho-epistemology"), or freedom. Guest workers acquired as POWs are less
for concept-formation, and for mathematics. "An animal cannot euphemistically referred to as slaves.
organize its perceptual field. It observes and reacts to objects in
whatever order they happen to strikes its perception. But a man can
classify concretes according to their resemblances." [Peikoff, 1991; 10
ENCEPHALIZATION, the physical evolutionary growth of the
p. 75.] The "software upgrade" that allows the human brain to think brain. By the dawn of Era I, encephalization had brought the
in terms of units is the word, the mental entity by which concepts are neocortex of Homo Sapiens to modern size, and yet mysteriously
stored in the brain. his behavior and tool kits seemed no greater than his predecessors
with half the brain size. Leda Cosmides and John Tooby have
6
DEMOGRAPHICS, the science that deals with human populations, described four isolated "instincts" that encompass the intelligence of
especially the statistical analysis of births, deaths, and age early man. I have mapped these modules as technical (large areas
distributions. The empty slots in the Population and Innovation of the neocortex set aside for the manual manipulation of stone and
tracks indicate how many children and young adults the society has, wooden objects), natural history (knowledge of the natural world of
respectively. Suppose a player has a Population number of 4 and an the hunter gatherer, including foraging locations and hunting
Innovation number of 1.This is the lamentable demographics of behavior), social (interactions, hierarchy, alliances, and empathy
today's Chad: a high fertility rate of 7 births per woman (often unwed with fellow humans), and language (cognition and communication).
teenaged girls), but also a high infant mortality, half the population [Mithen, 1999.] Cortical domains associated with these instincts
under 15 years old, and a low MPI (male parental investment). were somewhat plastic (if one area of the brain were damaged,
Another player having equal numbers of infants, youths, and elders another could fill its function), but isolated (percepts used by one
has a demography similar to today's Japan and Western Europe: a domain could not be shared by another).The evidence for the
fertility rate less than 2 per woman (stagnant), but a high MPI, life cognitive isolation of these early brain specializations is
expectancy, and adult literacy rate. Female choice is an archeological. For instance, for millions of years, all known artifacts
underappreciated factor in the building of great societies. For are made of wood and stone. Why not out of bone? A modular non-
instance, beginning two decades after the 1973 Roe v. Wade court lingual mind, upon encountering a bone, treats it as an object of food
decision, there was a massive drop in the crime rate, recorded in to be processed according to algorithms from the natural history
virtually every community in America. The reason? Legalizing module, not the technological one. Skill acquired in the knapping of
abortion (an Era IV fecundity decrease icon) allows young women to stone could not be applied to bone because of the software
decide when and where children can be raised with reasonably high incompatibility preventing exchanges between the domains of these
MPI. two instincts. Other evidence of domain isolation is the lack of art,
jewelry, or other status symbols throughout Era I, interpreted as a
7 separation of social and technical intelligences. Until the Linguistic
ELDERS, my term for specialists, are essential for the production
of wealth - material goods - under a system of division of labor. A Revolution that heralds Era II, there are only two hints of the use of
specialist lives by producing just one thing, and is supplied by the technology to send social messages about status and mating
labor of others for the greater part of his needs. The specialist is a fitness: sticks of red ochre (body paint?), and non-functional hand
rarity in the history of mankind; men up to medieval times have been axes.
mainly generalists who spent their lives producing or growing
everything they need. Having a division of labor society allows each 11
person to concentrate upon the type of work for which they are best MARITIME TECHNOLOGY is an early example of a technology -
suited. In particular, it frees geniuses to study science and invention, a product conceptually visualized in the mind before it is made. It
rather than filling their lives working on the farm. The Elder Pool with allowed the discovery of new lands, beginning with the aborigine
its two halves represents the economy, which is booming if landfall in Greater Australia about 55 kya, as indicated by the time of
production is greater than consumption and busting if not. megafaunal extinctions there. Pre-Clovis Indians perhaps used

24
animal skin boats to get around the Cordilleran Ice Sheet, the barrier
to China did not bring hand axe technology with them (see the
between Beringia and the rest of the New World during the Ice Age.
Movius Line on the map at the end of this rulebook for the northern
The greatest maritime culture of all time, the Polynesians, used bird
limit of hand axes). Peking Man died out in the Linguistic Revolution
watching and seaworthy outriggers to discover Hawaii by 500 AD
at the end of Era I.
and New Zealand by 1000 AD. Vikings hopped from Greenland to
Vinland in 1000 AD. The Polynesian and Viking feats can be
duplicated in the game using stage 2 boats (galleys); duplicating the 15
ARCHAIC HOMO SAPIENS, the awkward name for Homo
Columbus voyage from the Canaries requires stage 3 ships. heidelbergensis, an ill-defined species ranging throughout Africa and
12 Eurasia. Their large, prognathic faces had massive, chinless jaws
DARK AGES AND CHAOS overtook the Mediterranean ancient
world in the division between Eras II and III, at about 1200 BC, as with huge teeth, large brow ridges, low, flat foreheads, and thick
the bicameral mind collapsed. In Greece, the Mycenaean abruptly skulls encasing a large brain of over 1200 cc. They left Africa 600
abandoned their cities, losing 75% of their population as they revert kya (the second human species to do so) and spread to Europe
to nomadism. Their unique writing (Linear B) was lost forever. (The (where they evolved into Neanderthals) and east as far as India (see
idea they were invaded by Dorian barbarians has been discredited.) the "Movius Line" on the map at the end of this rulebook). Their
On Crete, the Minoan civilization was extinguished, abetted by the anatomy and geographic distribution make them a plausible
Thera eruption. Their unique architecture and technologies (such as common ancestor for Neanderthals and Cro-Magnon. In Germany,
indoor plumbing) were forgotten, and their trade networks they are known to have hunted horses and other game using
disbanded. Levantine city-states were destroyed within a fifty-year wooden projectile spears. There are indications for sexual
period, apparently from internal dissention. The Assyrians also dimorphism, and on these meager grounds I have represented this
lapsed into a two century chaotic period (from which they would hominid as pack hunters under a dominant alpha male.
revive as an empire of unprecedented ferocity). The Hittites of
Anatolia, the Egyptian New Kingdom, the city states of coastal Syria 16
and the Levant, the Hurrian kingdom of Mitanni, and the Kassite THE HOBBIT, the nickname given by the dig workers who in 2003
kingdom of Babylon all faded to black. These dark ages traveled unearthed Homo floresiensis, a dwarf form of H. erectus that lived
east, with the fall of the Harappan and Shang dynasties in 1300 and until quite recently on the Indonesian island of Flores. These
1046 BC respectively. American bicameral theocracies periodically hominids stood only about 1 meter in height with a very small brain
fell, particularly the Mayan, Anasazi, and Mound Builders. Often size of 417cc.The skull has human-like teeth with a receding
there were signs of iconoclasm, as with the destruction of the famed forehead and no chin. Archeological evidence suggests that the
busts of Easter Island (anger at the now silent gods?) But when Flores hominids used stone tools and fire to hunt the pygmy
Pizarro arrived in Cuzco on the early evening of November 16, 1532 elephants (mostly juveniles), Komodo dragons, and giant rats found
AD, he found a thriving bicameral empire. "Not subjectively on Flores, and had arrived there at least 95 kya. The "hobbits" seem
conscious, unable to deceive or to narratize out the deception of to have survived 15,000 years of coexistence with Cro-Magnon,
others, the Inca and his lords were captured like helpless after the latter's arrival during the Linguistic Revolution, but
automatons. And as its people mechanically watched, this shipload eventually became extinct 13 kya.
of subjective men stripped the gold sheathing from the holy city,
melted down its golden images and all the treasures of the Golden 17
NEANDERTHAL MAN, an adaptable hominid who exploited a
Enclosure, ... murdered its living god and his princes, raped its
unprotesting women, and, narratizing their Spanish futures, sailed great variety of climates and biomes in Europe and Asia, beginning
away with the yellow metal into the subjective conscious value around 115 kya and going extinct suddenly during the great Era II
system from which they had come." [Jaynes, 1976, p. 160.] Linguistic Revolution. The last fossils in Spain and the Balkans are
dated at 24 kya. They employed crude stone tools, hide making,
woodworking, and rudimentary shelters. Like the Maori of New
13
COLLECTIVE IDENTITY Each living thing exists as a member of Zealand, Neanderthals did not use projectiles and relied on short-
many collectives: as a species, as a representative with a particular range ambush with thrusting spears. They used the Levallois
mutant gene, as a member of a given herd, etc. Each collective can technique for their spear points. They used no bone or antler tools,
be visualized as being in fierce Darwinian competition for the dwellings, or fitted clothes, and, other than burying their dead, there
behavior mode of the individual being. For example, sometimes a is no evidence for art or culture. Neanderthals were physiologically
male will forsake the herd, in order to find a mate in another herd. adapted to a cold climate, with a large braincase, short but robust
One collective (his herd) suffers, for the sake of another collective builds, large noses, and presumably light skins. Their brain sizes
(his selfish genes). Sometimes an isolated herd will, given time, have been estimated to be larger than modern humans, although
speciate. The species qua species suffers, for the sake of the herd. this was rather compensated by their more robust builds. On
In this game, I distinguish five collectives, each competing for average, Neanderthal males stood at 1.65 m tall and females at 1.55
attention: "A" (alpha), a hierarchal pack, with a clear leader who has m tall.
priority in breeding opportunities. Like a colony of bees or ants, the
members act to preserve the alpha and his genes; "C" (curiosity), an 18
CRO-MAGNON MAN, the nickname for biologically modern
entire species of inquisitive critters, each collectively acting to
preserve their species through the acquisition of new clever traits; human beings (species Homo sapiens) that first appeared in Africa
"H" (herding), a pack more egalitarian than the alpha pack, whose at about 115 kya, the starting date for this game. They are identical
members altruistically act to preserve the herd, including risking their to us physically, with a prominent chin, a sharply rising forehead,
life to aid a crippled herd member; "N" (nurturing) a mated pair, each and a gracile skeleton. During the Linguistic Revolution, Cro-
of whom is willing to forfeit their lives for the sake of their next Magnon invaded Europe and Asia (as the third out-of-Africa
generation and immediate kin; and "P" (possessive) non-social humans) as skilled hunters, toolmakers and artists. Their upper
creatures, each acting to preserve his territory from his own kind. Paleolithic culture produced a markedly more sophisticated tool kit,
using a wider variety of raw materials such as bone and antler, and
containing new implements for making clothing, engraving, and
14
PEKING MAN, Homo erectus, is the first species of humans sculpting. They produced fine artwork, in the form of decorated
known to have emigrated out of Africa, and the first known hunter- tools, beads, ivory carvings of humans and animals, shell jewelry,
gatherer. The finds near Peking have been dated from roughly 400 clay figurines, musical instruments, grave goods, and polychrome
kya. H. erectus was fully bipedal, but had a brain about 75 percent cave paintings of exceptional vitality. The coexistence of
smaller than modern humans (950 to 1100 cc). These early Neanderthal with Cro-Magnon in Europe was about 6000 years (six
hominids stood about 1.79 m with males being about 20-30% larger turns), however, mitochondrial DNA and other evidence suggests
than females. Although H. erectus introduced the Acheulian tradition little, if any, interbreeding between the two groups.
of sophisticated stone tools in Africa, those wanderers that made it

25
19
DANSGAARD-OESCHGER EVENTS, rapid climate fluctuations one's volition to fate, chance, the gods, or other authority figures.
during an ice age, caused by solar output variations that trigger the High initiative means acceptance of the responsibility of forming
formation of oceanic thermocline upwellings, such as the North At- one's own judgments and of living by the work of one's own mind.
lantic Deep Water (NADW). Examples are shown by the dots on the Fatalism means accepting outside authorities or chance to run one's
Climate and Environment diagram at the end of this rulebook. Dur- own life. [Rand, 1979.]
ing a typical event, averaged annual temperatures skyrocket 5° C
over 30-40 years, followed by gradual cooling. Post-event conditions 24
PRODUCTIVITY LOSS, indicated by the "Elder Loss" glyph, is
are extremely dry and cold, encouraging desertification. The regions
at the horse latitudes following the last event became 50% sand caused by factors such as pollution (mainly soil saltification from
dunes (the yellow regions of the game map), compared to 10% irrigation), addictions (the big four today: sugar, alcohol, caffeine,
today. The increased seasonal upwelling of the Canary and and nicotine), and mysticism. It is a game premise that factors that
Benguela Currents, and the much cooler (8° C) oceans off the once served a useful survival purpose in Era II, become
southern shores of West Africa, causes a 90% reduction in summer counterproductive after the origins of consciousness, morality, and
rainfall in places such as South Australia and the Sahel. The Climate volition.
and Environment diagram at the end of this rulebook indicates the
periods that the Sahara was barren; during other times it is a fertile 25
CULTURAL DIFFUSION, represented by the "Eye" glyph,
savanna. Dansgaard-Oeschger events thus drive planetary deserti-
catalogs the institutions that spread ideas independent of population
fication, rather than "overgrazing" or other biological factors.
movement, such as intermarriage, trade, warfare, enslavement, and
special cross-cultural rituals (such as the Olympic games). Many
20
GREENHOUSE GASES warm the planet by trapping solar heat. anthropologists prefer cultural diffusion as an explanation for the
Despite the notoriety of carbon dioxide, the majority of the global spread of ideas and culture, as opposed to theories based on the
greenhouse effect is due to water vapor, and thus during an ice age migration of peoples. During Era I, the principle dynamic for cultural
the world becomes both cold and dry. During the last glacial period, diffusion was the wandering male. Young human males are under
rainforest cover declined sharply, replaced by savanna in Amazonia, Darwinian pressure to avoid in-breeding by abandoning their clan
grasslands in West Africa, and by deciduous forests in the interior of and marrying into another’s clan, carrying bits of their culture with
Southeast Asia and the Sundaland shelf. Only in Central America them.
and the Chocó region of Columbia did the jungles survive largely
intact. Jungles flourish during periods of increase of the greenhouse 26
MOUNTED BARBARIANS throughout history have emerged like
gas carbon dioxide (see the Climate and Environment diagram at
locusts from the grassy Asian steppes, home of the domestication of
the end of this rulebook). Today, in the face of rising levels of carbon
the horse. The first horse nomads are the Indo-European tribes of 4
dioxide (due to volcanoes and fossil fuel burning), the rainforests of
kya. Since early horses were rather too small to be ridden, the de-
Brazil are expanding rapidly, overtaking the surrounding grass and
velopment of wheeled vehicles, using lightweight spoked wheels,
scrub savanna. Rainforests breed mosquitoes and tsetse flies,
was crucial. For a thousand years, Indo-European charioteers
vectors to malaria, yellow fever, and rinderpest (animal
threatened the early civilizations of the Middle East and the Indus
trypanosomiasis), which make the equatorial zones largely
plains. Some, such as the Hittites, Hyksos, and early Greeks, estab-
unsuitable for colonization even today.
lished their own centers of civilization. The archetypical steppe war-
riors are the Huns (Hsiung-nu), who in 375 AD invaded China and
21
MILANKOVITCH CYCLES, periodic wobbles in the orbit of the Europe using the technologies of horsemanship, the composite bow,
Earth around the Sun, and in the tilt of the Earth on its axis. These and a sophisticated taxation system. The pastoral way of life favored
wobbles, with cycles of tens to hundreds of thousands of years, alter martial values. Livestock was a less secure resource than agricultur-
the planetary heat flux, which in turn affects how much carbon al crops, being capable of being raided by rival rustlers. Wandering
stored in the oceans or biomass is released into the atmosphere as herdsmen needed a system of military readiness both to protect
carbon dioxide. Normally, the Earth is warm and stable, but the last their animals and to raid their neighbors. This way of life instilled a
2.6 million years have been the coldest since before the time of the willingness to resort to violence, a limited empathy outside the im-
dinosaurs. Ice sheets up to 3 kilometers thick covered the northern mediate family, restrained affections in personal relationships, and
continents, and so much water was sequestered in the ice that one great concern for equestrianism, personal courage, and status. But
could walk from France to England. Ice Age conditions such as herds need a large ecological footprint, and conflict with farmers
those today have unstable climates, and the congruence of two or over land usage was inevitable. From biblical times, when Cain (the
more Milankovitch orbital variations occasionally kick the world out farmer) slew Abel (the herdsman), to the cowboy of the American
of deep freeze, into relatively mild (but still frigid) periods called West, it was usually the farmer, with his fences, cities, sheriffs, and
interglacials. We live in one such "Tropical Age" today, called the sheer numbers, who prevailed.
Holocene, and the previous one, called the Eemian, ended 120,000
bitter years ago (see the Climate and Environment diagram at the 27
BIGGER BRAINED BABIES, the product of having fewer but
end of this rulebook).
better cared for infants. Infant humans are born altricial, that is,
helpless and requiring constant care. This is a consequence of the
22
EPIDEMIC DISEASES are largely transmitted to humans from the limited size of a woman’s birth canal (any bigger and it would affect
animals they domesticate, and include measles, tuberculosis, and her ability to run), which in turn limits the prenatal brain development
smallpox (from cattle), flu and pertussis (from pigs, dogs, or ducks), of the newborn. Today’s babies require three quarters of their caloric
and falciparum malaria (from chickens). [Diamond, 1997; p.207.] intake just to fuel their over-sized but not yet operational brains.
(Adults require one quarter of resting metabolism for the brain, still
impressive compared to other apes, which need just 8%). The chief
23
INITIATIVE vs. FATALISM corresponds to the right and left side female strategy to produce and raise bigger-brained babies is to
play of an Idea card, roughly corresponding to the functions of the promote MPI (male parental investment, a zoological term). Humans
right and left cerebral hemispheres of the brain. During Era II, after have very high MPI; fathers who love, guide, and help raise their
memories began to be stored in the form of words, the mind was offspring are the norm in every recorded human culture. (Compared
organized in a bicameral fashion, with a dominant left side that to chimpanzee fathers, who are clueless as to who their offspring
implemented decisions, and a right side (the "god-side") that made are). The "fecundity decrease" icons in the game in general list
decisions in novel situations. [Jaynes, 1976.] After the breakdown of female strategies to promote "quality over quantity" improvements in
the bicameral mind in Era III, man's struggle to find an authority for child raising through pair-bonding and MPI. [Wright, 1994; p.57.]
his actions has led some to rely on reason, and others to abdicate

26
28
THE FIVE CORTICAL DOMAINS include the hindbrain, the limbic
system, the neocortex, and two specialized language centers in the emphasizes that animals that have survived dozens, even hundreds,
neocortex called the Wernicke’s and Broca’s areas. The hindbrain of glacial and interglacial cycles don't just happen to die out the
(cerebellum plus brain stem) contains the most basic (and ancient) moment that humans arrive (40 kya Americas, 55 kya Australia).The
neural network for reproduction, self-preservation, aggression, megafauna on these isolated continents would have been quite
territoriality, and social hierarchy. Nearly as ancient is the limbic naive and unfamiliar with bipedal hunters as a source of danger.
system (thalamus, hypothalamus, amygdale, pituitary, and Perhaps it was not the spear, but fire, and firestick farming
hippocampus) which generates vivid emotions, stores non-verbal (terraforming by fire, a common aboriginal practice in Australia and
sensations, and is the site of action of many hallucinogenic drugs. America), that extinguished these creatures.
Most of the rest of the brain is the familiar wrinkled gray matter
called the neocortex, the major component of bird and mammal 33
brains. Wernicke’s area and Broca’s area are left-hemisphere BIOFUEL, any of the biomass-derived oils used for lighting,
sections of the neocortex involved in language processing, speech heating, or (later) engines. The most popular biofuel of the ancient
production and comprehension. According to the bicameral theory of world - olive oil, with an energy content of 40 MJ/kg - was widely
pre-conscious authorization, information processed on the right or used in lamps. The biofuel sources depicted in the game are
"god" side of the brain was communicated to the left side in the form rapeseed / olive oil (Mediterranean), peanut oil (Andes),
of audio hallucinations, or "voices". These "voices" came from the jatropha/jojoba oil (Sonoran desert), and whale oil (Hawaii). With an
right brain counterparts to Wernicke's area and Broca's area, and energy content of 39 MJ/kg and oil yields in the 900 to 1600 kg/ha
were communicated via the anterior commissure. These regions are range, rapeseed oils are of interest today as possible renewable
somewhat dormant in the right brains of most modern humans, but substitutes for diesel fuel.
some studies show that auditory hallucinations cause increased
activity in these areas of the brain. [Jaynes, 1976.] 34
ACCULTURATION, the ability to attract and absorb peoples of
alien cultures. The greatest acculturation event in history was the
29
DOMESTICATION, the process of selectively breeding a plant or invention of monotheism as recorded in the Old Testament. In the
animal in captivity, making them dependant on humans for Bicameral Era, everyone was governed by personal gods; their
reproductive success. All the known centers for the origin of food numbers were legion. Beginning in Era III, when the personal gods
production are shown on the game map, including: the Fertile fell silent, societies tumbled into dark ages as mankind struggled
Crescent (10.5 kya), China (9.5 kya), New Guinea (9 kya), Sahel (7 with the concept of a universal supernatural authority figure. The
kya), Mesoamerica (5.5 kya), Andes (5.5 kya), Ethiopia and West idols and graven images that handled the old gods had to be
Africa (5 kya), and the eastern U.S. (4.5 kya). Earliest dates for smashed, in order to bring men to accept this new and fundamental
animal domestications are: the sheep and goat 10.5 kya (Fertile shift in authority structure.
Crescent), the pig and silkworm 9.5 kya (China), the Auroch cattle 9
kya (Indus Valley), donkey and cat 8 kya (Egypt), the llama and 35
TRADE, the exchange of valuables. "Let us consider a meeting
guinea pig 5.5 kya (Andes), guinea fowl 7 kya (Sahel), and turkey
5.5 kya (Mexico). "The linearbandkeramic culture that arose slightly between two individuals from two different bicameral cultures. Let us
before 5000 BC, was initially confined to soils light enough to be assume they do not understand each other’s language and are
tilled by means of hand-held digging sticks. Only over a thousand owned by different gods…if the bicameral theocracies of both indi-
years later - with the introduction of the ox-drawn plow - were those viduals meeting have been unthreatened for a generation, both their
farmers able to extend cultivation to a much wider range of heavy directive gods would be composed of friendly voices. The result may
soils and tough sods." [Diamond, 1997; p. 89.] have been a tentative exchange of gestural greetings, … or even an
exchange of gifts. The relative rarity of each other’s possessions
(coming from different cultures) would make such an exchange mu-
30
ANIMAL PASTORALISM, the cultural dependence on the tually wished for. This is probably how trade began… Such trade
exploitation of dairy, pack, or draft animals. The earliest known was not, however, a true market. There were no prices under the
megafaunal domestication was made by the reindeer-herders of the pressures of supply and demand, no buying and selling, and no
tundras of Lapland. Animal-drawn sleds have been discovered money. It was trade in the sense of equivalencies established by di-
dating back to 12 kya. Cattle herding started in India by 9 kya, and vine decree. There is a complete lack of reference to business
became a staple of civilization that continues today (the biomass of profits or loss in any of the cuneiform tablets that have been so far
cattle seem to be the greatest represented by a single species on translated." [Jaynes, 1976; pp. 205-210.]
planet Earth today). Draft horses were first domesticated in the
Asian hinterland in 6 kya. Records that refer to Arabian camels 36
SABINE RAID, the means by which, according to legend, the
traversing the Arabian and Saharan deserts as pack animals date to
1700 BC. In America and Australia, the megafauna were killed off Romans acquired wives (and culture) shortly after Rome was
too rapidly for animal pastoralism to get started, until post- founded by Romulus in about 753 BC. The predominantly bachelor
Columbian introductions. The only exceptions are the small camels Romans invited the neighboring Sabine peoples to a party (toga
of the Andes - llamas and alpacas – which were domesticated 5.5 party?), and then abducted their women.
kya.
37
ATLANTIS, fabled civilization(s) lost to the worldwide flooding of
31
STIRRUPS, the third revolutionary step in the use of warhorse the continental shelves when the ice-sheets melted. Enough water
technology, after chariots and saddles. A knight braced in stirrups was sequestered by the Pleistocene glaciers for sea levels to be 120
could deliver a blow with a lance that employed the full weight and meters lower than today. One of the largest regions now inundated
momentum of horse and rider together. He could also use a longer is Sundaland, twice the size of India, today submerged in the Java
(and vastly more powerful) bow by standing up on the stirrups. The Sea. Another is the Black Sea, which during the Pleistocene was a
first full stirrups are depicted in Chinese terracottas dating from the much smaller freshwater lake. C14 dating of fresh- and saltwater
surprisingly late date of 300 AD. shells of the Black Sea strata has revealed that the waters swelled
and rapidly grew salty around 5500 BC, when presumably rising
Mediterranean waters breached a dam in the Bosporus. Whatever
32
PLEISTOCENE MASS EXTINCTIONS in Australia and America cities thriving on the shorelines of the lake were lost in the deluge,
have been variously attributed to climate change [e.g., Guilday, which possibly inspired the stories of Gilgamesh, Noah, and Plato's
1967] or due to human predation [e.g., Martin, 1967]. Dr. Martin Atlantis.
(now retired in a small Arizona town not far from where I live)

27
38
HAY, the technology that allowed the colonization of Europe by
wandering herdsmen, by permitting their herds to overwinter in the
vast treeless tundras south of the icecaps. "Nobody knows who
invented hay, the idea of cutting grass in the autumn and storing it in
large enough quantities to keep horses and cows alive through the
winter. All we know is that the technology of hay was unknown to the
Roman Empire but was known to every village of medieval
Europe .... So it was hay that allowed populations to grow and
civilizations to flourish among the forests of Northern Europe. Hay
moved the greatness of Rome to Paris and London, and later to
Berlin and Moscow and New York." [Dyson, 1988; p.135.]

39
METALLURGY was initially driven by social rather than economic
or technical need; the earliest copper and gold objects were
personal ornaments. Stone continued to be the material of choice for
tools for the next 4000 years. Systematic metalworking began with
the Bronze Age, when pottery glaziers accidentally discovered
techniques for smelting copper and tin from naturally-occurring
outcroppings of ore, and then alloying those metals to form bronze
castings. The dates for the early Bronze Age vary with location: reer, between the rights of the state and the rights of the disadvant-
3500 BC for the Near East (Uruk), 3300 BC for India (Harappans), aged, etc. Each conscious individual comes to sanction in his life
2100 BC for China (Xia), 1800 BC for Europe (Únetice), and 900 BC one basic collective, which has the fundamental priorities and rights
for the Andes (Chavín). The critical ingredient of bronze is tin, as in his decision-making. I call this collective the basal societal unit
ancient sources of tin were confined to the British and Canary (abbreviated BSU). I recognize five BSU’s in this game, each based
islands. This made bronze implements quite expensive until the upon ideology. Those of the National Unity BSU (Authorization A)
introduction of cheap iron tools around 1200 BC. The superiority of believe that each person is defined first and foremost by their nation-
iron over bronze in battle or in agriculture is not so much due to the al identity. In the name of unity, they rally around strong leaders or
properties or hardness of iron, as it is the abundance of iron ore. dictators, sponsor state religions or languages, are suspicious of im-
The era of cheap aluminum was ushered in by the Hall-Héroult migrants, and favor national defense. They clash with those of the
process of 1886 AD, which uses electricity and the catalyst cryolite Social Equity BSU (Authorization H), who tend to classify peoples in
to smelt aluminum ore. The era of synthetics was ushered in by the terms of economic classes rather than nationalities, and who might
development of thermoplastics (cellophane and bakelite) early in the be found living in communes or Communist nations. The most prim-
20th century. al BSU (Authorization N) are traditionalists who act for the sake of
their children and kin. This DNA-based BSU subsumes both family
values and racism, and is strongest in nomadic peoples with a pa-
40
SLAVE SOCIETIES in this game are patterned after the plight of ternal head of household, often with their women veiled and kept in
the Hebrews in Egypt and Babylon - captive peoples with sufficient seclusion. The broadest BSU is Authorization C, humanists both
culture to maintain their identity in the face of bondage and even to secular and religious who speak and act for the good of the entire
outlast their captors. Enslaved players who win a cultural advantage human species. The narrowest BSU, and the most selfish (and the
over their masters become a slave-soldier caste with the potential to one I favor) is the Individual Freedom BSU (Authorization P). The
seize power for themselves, as did the Mamluks in Egypt from 1250- enjoyment of individual rights never compromises the rights of any
1517. other individual, but always compromises the rights of all groups
which claim that individual as one of their own.
41
GENOCIDE, a governmental policy to slaughter a segment of its 44
UNDERGROUND MINING dates to Era II. A shaft dated at 40
own population on racial or religious grounds. This atrocity is
committed, in game terms, whenever a slaveholder enables attacks kya was used to extract ochre for body paint in the Ngwenya
upon his slaves by performing a barbarian raid upon them. Mountains of Swaziland.

45
THE TOBA EXPLOSION, by far the most powerful in the last
42
PLEISTOCENE LAKES, far larger than any found today, formed 100,000 years, caused a volcanic winter worldwide about 72 kya, in
when the ice sheets of America and Europe dammed northern- which much of the life on Earth perished. Humanity itself dwindled to
flowing rivers. Shown on the map are Lake Agassiz in America and perhaps just a few tens of thousands of persons, and this event
the Aral-Caspian Sea in Turkistan. Today's Ust-Urt plateau was isolated Cro-Magnon and Peking Man in Indochina from the rest of
formerly an island of the Aral-Caspian Sea. The much smaller ice humanity (at the time spread thinly along the southern coasts from
sheets of Asia and South America formed only modest lakes. Africa to China). Because of the wind direction (the eruption
occurred during the summer monsoons), six meters of ashfall buried
every living thing in India.
43
THE AUTHORITY OF COLLECTIVES "We have seen that, in the
history of political society… the rights of government, - the magistra- 46
TOURISTS are often interested in antiquities, so it is the number
cies and subordinations of kinship, - antedate what we now call the of cards rather than rank that is counted to make tourist dollars
rights of the individual. A man was at first nobody in himself; he was possible.
only the kinsman of somebody else. The father himself, or the chief,
commanded only because of priority in kinship: to that all rights of all 47
ELECTIONS During Era IV, the age of ideologies, expansion by
men were relative. Society was the unit; the individual the fraction.
conquest is ephemeral (given the timespan of 1000 year turns) if the
Man existed for society. He was all his life long in tutelage; only soci-
populace remains ideologically unconvinced. Sieges nowadays are
ety was old enough to take charge of itself. The State was the only
not so much battles as they are a "coup by public opinion".
Individual." (Woodrow Wilson). It is a rule of nature that rights gran-
ted to any group can only come at the expense of other, overlapping 48
groups. For instance, an all-volunteer army pays homage to indi- DISCOVERIES This icon represents a fundamental science or
vidual rights, at the expense of those who favor national rights and math discovery, which generates new ideas.
the draft. Sometimes, a person must choose between family and ca-

28

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