Sixty-Something Millions of Years Ago — A great ice age has ended. With massive warming altering the globe, another titanic struggle for supremacy has unwittingly commenced between the varying animal species.
Dominant Species: Marine is a game that abstractly recreates a small portion of ancient history: the ending of an onerous ice age and what that entails for the living creatures trying to adapt to the slowly-changing earth.
Each player will assume the role of one of four major aquatic-based animal classes — reptiles, fish, cephalopod or crustacean. Each begins the game more or less in a state of natural balance in relation to one another. But that won’t last: It is indeed “survival of the fittest.”
Through wily action pawn placement, you will attempt to thrive in as many different habitats as possible in order to claim powerful card effects. You will also want to propagate your individual species in order to earn victory points for your animal. You will be aided in these endeavors via speciation, migration and adaptation actions, among others.
All of this eventually leads to the end game – the final ascent of a vast tropical ocean and its shorelines – where the player having accumulated the most victory points will have their animal crowned the Dominant Species.
But somebody better become dominant quickly, because there’s a large asteroid heading this way....
Game Play
The large hexagonal tiles are used throughout the game to create an ever-expanding interpretation of the main ocean on earth as it might have appeared tens of millions of years ago. The smaller Hydrothermal Vent tiles will be placed atop some of the larger tiles throughout play, converting them into Vents in the process.
The action pawns drive the game. Each pawn allows a player to perform the various actions that can be taken—such as speciation, environmental change, migration or evolution. When placed on the action display, a pawn will immediately trigger that particular action for its owning player. Dominant Species: Marine includes new “special” pawns that can be acquired during the course of play. These special pawns have enhanced placement capabilities over the “basic” pawns that each player begins the game with.
Generally, players will be trying to enhance their own animal’s survivability while simultaneously trying to hinder that of their opponents’—hopefully collecting valuable victory points along the way. The various cards will aid in these efforts, giving players useful one-time abilities, ongoing benefits, or an opportunity for recurring VP gains.
Throughout the game species cubes will be added to, moved about on, and removed from the tiles in play (“earth”). Element disks will be added to and removed from both animals and earth.
When the game ends, players will conduct a final scoring of each tile and score their controlled special pawns—after which the player controlling the animal with the highest VP total wins the game.
Dominant Species Veterans
For players of the original Dominant Species, this iteration introduces several key evolutions to the system (pun definitely intended):
Actions are taken immediately whenever a pawn is placed instead of waiting to execute actions after all pawns are on the board. This gives players a bit more flexibility in their strategy, doesn’t increase game time when more pawns are acquired by players, and lessens the brain-burn quite a bit since it alleviates the burden of having to plan out an entire turn in advance.
Domination is no longer on a per-tile basis, and is no longer ‘competitive’ with other players. In this game you check dominance for each element type over the entire earth, and whether or not you dominate an element type is independent of whether one or more opponents also dominate it. Domination of an element is how you acquire – and try to maintain – control of the special pawns.
Animals no longer have default special abilities. Now, players are dealt 3 Trait cards during setup, choosing one to keep and putting the others back in the box. The chosen Trait gives their animal one of eighteen unique abilities spread amongst the Trait cards.
Acquiring special pawns through domination gives a player great flexibility in planning and executing a strategy. Special pawns can ‘bump’ an opponent’s basic pawn in order to take an action that would otherwise be blocked. They can be placed anywhere on the action display (where basic pawns must be placed in top-to-bottom order only). There are powerful action spaces where only a special pawn can be placed. And at the end of the game, each special pawn awards its owner VPs according to its highest achieved dominance value.
—description from the publisher
- Streamlined version of original Dominant Species
- Great thematic quality
- Removes problematic programming aspect from original
- Interactive euro game
- Fixes many problems with original
- Lots of different actions and strategies
- Card system adds depth to strategy
- Agonizing decisions without analysis paralysis
- Can get swingy with card display
- May require house rules for card display balance
- Programming aspect was very punishing in original
- Marine creatures competing for dominance in ocean areas
- Ocean environments with different species competing
- Thematic euro with marine twist
- Dominant Species
Mechanics (from transcript analysis)
- action selection — Selecting actions with pawns that trigger immediately, can't go higher than previous pawn
- Area Control — Controlling different areas on the board and scoring at different times
- Card Traits — Cards providing special abilities as traits at game start or power cards during game
Video topics + discussion points
Quotes (from this video)
- definitely kicks like Calico to the curb
- this is definitely the gateway seven wonders game, seven wonders is not a gateway game
- it's an opportunity game that's what I like
- it's interactive one of the more interactive euros out there
- no one is talking about this
- wow does it burn your brain
- the uniqueness factor at this game really works
- it's like the most flexible DM in the world
- every decision I make feels meaningful
- Ark Nova easily easily my number one of the year
- I fell in love with it like halfway through the game
- it's so good
- cannot wait to have this in my collection
- hallmark of a great game where you play it and you'll want to play it again as soon as possible
References (from this video)
- Strong thematic connection to nature
- Improved action system compared to original
- Four different species with distinct play
- Natural events add variety
- Very mean and cutthroat gameplay
- Swingy card system can be frustrating
- Requires correct player groups
- Not played as frequently due to meanness
- Species competing for control and food
- Prehistoric Earth
- Evolutionary strategy
- Dominant Species (original)
Mechanics (from transcript analysis)
- action resolution — Actions resolved one at a time with spatial restrictions
- Area Control — Species fighting for control over Earth regions
- Resource management — Managing food scarcity and extinction
Video topics + discussion points
Quotes (from this video)
- you just gotta play it to find out I can teach this in no time at all
- death by gorgeousness
- theming wise Wings man edges over Arc Nova to deserve the tap spot as the best nature game there is
- I'm invested I'm immersed I'm building my Zoo
- it just screams out a nature theme
- when it comes to their tasting games
- I want this game to not drag on to 90 minutes two hours to finish a four player game
References (from this video)
- Fixes many issues from the original Dominant Species
- Worker placement system is faster and snappier than the pre-programming system
- Rich thematic experience with marine creatures
- Creates engaging, meaty gameplay
- Card system can be swingy
- Currently lacks a house rule solution for card balance issues
- Very meaty and aggressive - doesn't hit the table as much due to weight
- Evolution and competition between marine species for survival and dominance
- Oceanic ecosystem
- Heavy Euro with area control
- Dominant Species
Mechanics (from transcript analysis)
- Area Control — Players aggressively control hexes of different terrain to survive and breed
- Card system — Cards provide victory point conditions and special effects
- worker placement — Place pawns to select actions, forcing placement further down the chart on following turns
Video topics + discussion points
Quotes (from this video)
- It's that great banter game that's just great for like a good party setting
- The game needs to be quick and snappy and that's the way it should work
- When I got the game myself and finally got it out and played it with fellow gamers it was brilliant
- I don't see this really rising further up the top 100 though I think this is going to be its peak
- If there's a slight flaw at this game it's that the card system needs a little bit of tweaking it can get quite swingy
- The fans recommended this game and the fans were right
- It's kind of like that awesome experience that you only get to experience every now and again in a blue moon
- I found brian board to be a big surprise one of those big exceptions to the rule
- It's that great sort of climactic tension where throughout the game you're trying to figure out who is not on our side here
- It's a really clever system there's a decent amount of dice mitigation you know every time you roll those dice you are there racking your brains
References (from this video)
- Deep strategic feel and tension
- Rich thematic integration
- Can be slow and heavy for some players
- Tactical animal dominance with strategic positioning
- Evolving ecosystem with species competing for dominance
- Ecological conquest and adaptation
- Dominant Species (original)
- Way Out West
- Everdel
Mechanics (from transcript analysis)
- Blocking and placement order — Turn order and space control influence outcomes and timing.
- Track-based tension and competition — Tension as players adapt to evolving strength and initiative.
Video topics + discussion points
Quotes (from this video)
- I'm Adam Porter I'm a game designer from Wales and I've been fascinated by worker placement games for a decade
- Five criteria immersion interaction tension feedback and decisions
- worker placement is a thematic description... describes a narrative of sending our little in-game avatars out to take actions
- the simple Act of placing such a token denies other players access to that action for the rest of the round