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D
2018 · 1-2 players · 45min · weight 2.38 · 3,570 ratings
no digital port yetdifficulty: Easy
BGGEnrichedDeep analysis5Sources2RulesPick0.495Deep dive
Rating
6.39
Users rated
3,570
Owned
8,289
Wishing
741
At a glance
What playing it feels like, broken down.
Core loop
Draft a card; choose to use it as dino DNA, attraction blueprint, or discard for an action; build park attractions and create dinosaurs for guests.
What it gives you
How strongly each kind of experience comes through (0–3)
Sensation
1
Fantasy
2
Narrative
0
Challenge
2
Fellowship
1
Discovery
1
Expression
2
Submission
1
How it works (4 mechanics)
- [3]multi_use_card— “Each card serves three potential purposes: DNA sequences for dinosaurs, blueprints for attractions, or actions by discarding”
- [3]hand_management_under_draw— “built around a clever hand-management mechanism; deciding whether to create dinosaur, build attraction, or discard is core”
- [2]engine_growth— “attractions add to a player's hand-limit, income, and end-game victory points”
- [2]dice_mitigation— “five new full-color DNA dice; mix and match dice for more variability”
Under-the-radar score: 0.13
Archetype fits
How well this game shape maps to mobile archetype templates. Composite is a weighted sum of the 10 fit dimensions.
| Archetype | Composite | LTF | Session | Combo | Arc | Share | 5in | Onboard |
|---|---|---|---|---|---|---|---|---|
| Balatro multi_use_card (DNA / attraction / discard) + engine_growth via attractions raising hand-limit and income echoes Dominion-shape additive engine, but no joker-style multiplicative stacking caps combo_scaling. Two-player duel competitive end-state limits loss_tolerance compared to solo Spire roguelite. | 5.70 | 6.0 | 8 | 5 | 7 | 4 | 6 | 6 |
| Snap i_cut_you_choose_draft is open-information not hidden-card-reveal, so the Snap bluff/lane-flip dynamic is absent. 45-min session length 3x the Snap match window and tableau density of attractions-plus-dinosaurs blows past the 5-inch lane budget. | 4.70 | 6.0 | 4 | 5 | 6 | 3 | 5 | 5 |
| Cozy Two-player adversarial duel with park-threat-management (negative pressure on guests) sits in the Open tier — head-to-head bookkeeping loss caps loss_tolerance at 5; the dice-and-discard tempo lacks the unhurried tile-laying feel. | 3.90 | 4.0 | 4 | 4 | 5 | 3 | 5 | 4 |
| Coop Game is fundamentally PvP duel — no shared fail-state or info-asymmetry coordination. Adapting to coop would invent a new game. | 3.50 | 5.0 | 3 | 3 | 4 | 3 | 4 | 4 |
| Wordle 45-min two-player duel cannot compress to a 60-90s daily puzzle; the multi_use_card decision space is too branching for a single-grid share output. No daily-seed shape in the loop. | 3.40 | 5.0 | 2 | 3 | 4 | 3 | 4 | 3 |
Translation pick
Why this is on the shortlist for a digital build, and how each signal contributes.
Rating quality×0.300.117
Demand (wish/own)×0.180.138
Plays in one sitting×0.170.500
Easy to translate×0.201.000
No existing port×0.151.000
Total fit0.495= 0.495
Difficulty reasoning
Two-player, multi-use cards, and dice resolution all port cleanly. Shorter than Dinosaur Island, ideal for mobile sessions.
Closest loop translation
none yet
Sources (2)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.
BGG comments0.75LLM memory0.10
BGG tags
Categories (4)
AnimalsCard GameDiceScience Fiction