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S-Evolution

#148517BGG ↗

2013 · 2-4 players · 45min · weight 2.42 · 167 ratings

v2 v3 v4 wide v4 deep

BGG raw

ID
148517
Name
S-Evolution
Year
2013
Rank
28550
Min players
2
Max players
4
Playing time
45
Min playtime
45
Max playtime
45
Avg weight
2.4167
Num weights
12
Bayes avg
5.48355
Average
5.31138
Users rated
167
Num owned
191
Wanting
9
Wishing
72
Num comments
68
Fetched at
Wed Apr 29 2026 05:46:36 GMT+0000 (Coordinated Universal Time)
Mechanisms (2)
Trick-takingWorker Placement
Categories (2)
Card GameCivilization
Description (1976 chars)

From fire to smartphone in less than an hour! S-Evolution is a unique combination of a classic card game — with tricks, colors and trump — and of a typical "Eurogame" of resources management and civilization. Each player has a deck of 24 cards, and in each of the six rounds, he draws a hand of four cards from this deck. Each player starts the game in Age 1 and adds the progress card of this age to his deck. Each round consists of a card phase, lasting 4-5 tricks among all the players, followed by an individual management phase. During the card phase, players try to (1) gather resources (which are on the cards) to pay for the needs of their civilization and to construct buildings, (2) avoid diasters, and (3) collect discoveries. However, the value of a player's cards are affected by which Age he occupies. In Ages 1 and 2, for example, his cards have no color, so they automatically lose to cards of players in Age 3 and above as those folks have discovered the awesome power of hue. What's more, in the primitive Age 1, you can't see the cards before you play them. That's how primitive you are! In Ages 5 and 6, a player can start using trump to beat out those in lower ages. The advantages in the card phase are balanced by the needs of your population, which is much greater in later ages. In each trick, each player collects one played card based on the value of their card played, and players then use the resources on these cards (food, tools and science) to satisfy the needs of their population, erect buildings (which supply additional resources), gain advantages (which can protect you from disasters or earn you victory points), or advance to the next Age of S-Evolution. Players score points each round depending on how well they meet the needs of their population, suffering penalties if they fail to do so. At the end of the sixth round, players score points for their sets of discoveries, and the player with the highest score wins!

LLM v2 (wide)

Not yet enriched at v2 (wide pass).

LLM v3 (deep)

Not yet enriched at v3 (deep pass).

LLM v4 wide (controlled-vocab primitives)

Not yet enriched at v4 (wide pass).

LLM v4 deep (archetype fit)

Not in the v4 deep-pass top-20% slice.