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Evacuation box art

Evacuation

Game ID: GID0117955
Game Info
Year
2023
Players
1-4
Age
14+
Playtime
150 min
Collection
Rating
Mechanic profile
Percentile rank vs. all games
Vibe profile
Not enough video data yet
Description

"Hurry to the ship! Twelve houses from our town have already burned down!"

In Evacuation, life on our planet is being burned away thanks to increasingly intense sunlight, so everyone is trying to move all the people and factories in their territories from the "old" planet to a new one — and they have only four rounds in which to do so.

You start the game with a full functioning economy, and over the course of play, you must dismantle that economy and move it. Income on the old planet shrinks over time, and production probably won't be much better until you establish yourself on the new planet and kick things into action. Resources can't be mixed across the planets, so you need to take special care with your planning.

To do this, you choose actions from the player board, with the expert variant adding cards to your hand that allow you to choose additional actions and combine them. Each action has its own value, and the sum of these actions is important for an "end of the round" bonus. Additionally, players move their markers along the orbital track based on the value of their actions.

If you can raise production of three resources to level 8 and have three stadiums on the new planet, you win. Otherwise, players compare scores after four rounds. Evacuation includes modules to add new play options.

NOTE: A community FAQ is available here to provide some clarity on Frequently Misplayed Rules.

Description

"Hurry to the ship! Twelve houses from our town have already burned down!"

In Evacuation, life on our planet is being burned away thanks to increasingly intense sunlight, so everyone is trying to move all the people and factories in their territories from the "old" planet to a new one — and they have only four rounds in which to do so.

You start the game with a full functioning economy, and over the course of play, you must dismantle that economy and move it. Income on the old planet shrinks over time, and production probably won't be much better until you establish yourself on the new planet and kick things into action. Resources can't be mixed across the planets, so you need to take special care with your planning.

To do this, you choose actions from the player board, with the expert variant adding cards to your hand that allow you to choose additional actions and combine them. Each action has its own value, and the sum of these actions is important for an "end of the round" bonus. Additionally, players move their markers along the orbital track based on the value of their actions.

If you can raise production of three resources to level 8 and have three stadiums on the new planet, you win. Otherwise, players compare scores after four rounds. Evacuation includes modules to add new play options.

NOTE: A community FAQ is available here to provide some clarity on Frequently Misplayed Rules.

Ask a Rules Question
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 11
This page: 11
Sentiment: pos 7 · mix 1 · neu 0 · neg 0
Mentions per page
Showing 1–11 of 11
Video lGCXY2daZiY Rules Teach at 28:45
video_pk 65957 · mention_pk 160183
Evacuation video thumbnail
Click to watch at 28:45 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I'll take you through five general tips for what can help you to explain board games
  • this is deck building
  • the wind condition
  • Spirit Island is actually a surprisingly difficult game to explain because the turn sequence is completely jumbled up compared with the sequence you would use in your mind to understand the theme
  • there are many games out there even really crunchy Euro red cheaty Euro types of games where you can still really use the theme to your advantage
  • the game is scenario driven the cards will unfold the story and you'll win if you find something that says you are victorious you lose if you max out any track with a red skull
References (from this video)
No references stored for this video.
Video JFqChYWR1cg Meeple University Rules Teach at 0:05 sentiment: positive
video_pk 64841 · mention_pk 158409
Meeple University - Evacuation video thumbnail
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Wide degree of asymmetry and differing strategies in the advanced variant.
Cons
  • Many more attack cards than positive cards, leading to more nomias in the deck as the game progresses.
Thematic elements
  • Survival as civilizations try to escape an impending horde of nomias after the space station is broken into.
  • A space station
Comparison games
none
Mechanics (from transcript analysis)
  • Deck building — Players can add cards to the nomia deck, choosing to add more beneficial blue cards or strategic nomia attack cards.
  • hand management — Players play one card from their hand each round and discard it, with the discard pile being returned to hand when only two cards remain.
  • Movement — Players advance their minis along a track based on the movement value of the card played.
  • set collection — The nomia deck is rebuilt by adding cards based on the number of blue cards in its discard pile.
  • Simultaneous action selection — Each player simultaneously chooses one card from their hand to play during the 'survivors run' phase.
  • Variable player powers — In the advanced variant, each player has unique civilization powers and potentially altered win conditions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • let's learn to play evacuate game
  • evacuate is a game of survival nomia have broken into the space station and now it's every civilization for itself as they run and try to escape the impending horde dodging obstacles and each other to try to be the last one to survive
  • in the advanced variant of the game each player will take on the role of an asymmetrical civilization trying to escape the nomia
  • we hope that you enjoy the video do check out evacuate we've put a link to its project page below so that you can check it out if you find this video useful please help us by hitting that like button subscribe to us you can also hit the meeple in the corner to do so and hit the bell icon so you'll be notified when we release new and exciting videos you can also follow me on instagram for my board games journey and if you have any questions comments or feedback please leave them in the comment section below until next time
References (from this video)
No references stored for this video.
Video PEKbQsxVWLQ Meeple University Rules Teach at 0:11
video_pk 64049 · mention_pk 157543
Meeple University - Evacuation video thumbnail
Click to watch at 0:11 · YouTube ↗
Pros
  • Explicit rule walkthrough and phase-by-phase breakdown.
Cons
none
Thematic elements
  • resource management, population happiness, and interworld production balance
  • Two worlds: Old World and New World, with evacuation of populations and factories to the new world.
  • instructional, phase-by-phase explanation
Comparison games
none
Mechanics (from transcript analysis)
  • Action system with energy-based costs and slots — Players place action cards into slots; energy costs scale by slot and number of cards per round.
  • end game bonuses — If you cannot pay costs, you gain penalty chips; penalties affect endgame scoring.
  • Endgame scoring modes: Race mode and Points mode — Race mode ends via production and stadium thresholds, while Points mode uses goal cards and different scoring.
  • Evacuation of population and factories between Old World and New World — Players move population and factories between worlds via ships and evacuation bays, with resources stored on each world.
  • Penalty chips for unmet costs and penalties — If you cannot pay costs, you gain penalty chips; penalties affect endgame scoring.
  • Progress track and bonuses — Progress track positions affect actions and unlock bonuses; crossing transitions affects resource production.
  • Research Tech with immediate/ongoing effects — Tech cards can be researched for one or more steps, potentially giving immediate or ongoing effects.
  • Settlement and population placement on the New World — To settle a hex, you must meet biome, icon, and population/factory requirements and pay the cost in steel.
  • Setup phase specifics: random techs and market — At setup, techs are arranged, markets exist, and players draw and choose actions.
  • Spaceships as transport mechanism for interworld exchanges — Exchanges between worlds occur via loading ships and paying energy, transporting resources between worlds.
  • Tech trees — Tech cards can be researched for one or more steps, potentially giving immediate or ongoing effects.
  • Track advancement — Progress track positions affect actions and unlock bonuses; crossing transitions affects resource production.
  • Turn order and bonus spaces — Turn order is adjusted by happiness and progress; bonus spaces offer rewards that affect future turns.
  • Two-world resource tracks and separate production — Resources produced on each world are stored separately and must be managed distinctly until moved via ships.
  • World-building: constructing Stadiums, Spaceships, and Infrastructure — Buildings can be placed in either world, and some can be transported; infrastructure cards provide effects.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • we'll be teaching you how to play evacuation game
  • the old world is dying soon to be consumed by the Sun
  • evacuation is played in up to four rounds and each round is played in seven phases
References (from this video)
No references stored for this video.
Video 4DoGpYdnDb8 Getting Games Rules Teach at 0:00
video_pk 63301 · mention_pk 156655
Getting Games - Evacuation video thumbnail
Click to watch at 0:00 · YouTube ↗
Pros
  • Infrastructure cards are important for increasing New World production.
  • Two distinct play modes (race and points) offer different endgame goals.
  • Evacuation and settlement mechanics create meaningful decisions about where to develop on both worlds.
  • Stadiums provide happiness-based turn order and scoring significance.
Cons
none
Thematic elements
  • Evacuation and colonization, resource management, infrastructure growth, and population settlement.
  • Two worlds on a planet: an old world and a new world; the sun is expanding, threatening everyone on the planet; biomes on the new world ( tundra, desert, forest, sea ) accessed via satellite positioning; evacuation and settling mechanics.
  • Tutorial/demonstration of gameplay
Comparison games
none
Mechanics (from transcript analysis)
  • Action phase and action columns — Players, in turn order, place an action counter in one of four column slots on their board and perform one action from that column. The first two actions in a round cost no energy; the third costs two energy; the fourth and subsequent actions cost three energy. Repeating a column increases cost (fourth card costs an extra energy, fifth costs another).
  • end game bonuses — Progress actions can trigger year-end bonuses which grant resources. In race mode end conditions include producing on the new world at a threshold and building a number of stadiums; in points mode there are specific Victory Point goals to achieve.
  • income phase — At the start of each round, income is generated on both worlds; initially the old world produces seven steel, seven energy, and seven food, while the new world has no production until settlements occur.
  • Infrastructure and stadiums — Infrastructure cards give ongoing production benefits and may be drawn or played with infrastructure actions; stadiums increase happiness icons used for turn order and scoring. Stadiums can be moved via ships between worlds.
  • penalties — Penalties tokens are gained for failing to feed, lacking stadiums, or other end-state requirements; penalties reduce production on the new world and affect final scoring.
  • Progress track and satellites — Artificial intelligence satellites move along a progress track. The closer satellites are to the new world, the more benefits you gain. Progress tokens crossing transitions can flip production tokens and affect efficiency on the old world.
  • Settlement and biomes — The new world is divided into four biomes ( tundra, desert, forest, sea ); settlement places population and factories on empty hexes, with biome and icon requirements influenced by satellite positions and progress tokens.
  • Spaceships and evacuation — Ships are constructed by spending resources from a chosen world; ships have evacuation bays and can transport to the other world by spending energy. Ships can carry population, factories, stadiums, and other payloads; evacuation bays have color borders that match evacuation options.
  • Tech trees — Technology tiles are gained via technology actions by selecting a column; the lowest undeveloped technology in the chosen column is gained. Some technologies grant permanent effects (e.g., factories). Cloning allows creating population markers on the new world, enabling earlier settlement opportunities.
  • Technology and cloning — Technology tiles are gained via technology actions by selecting a column; the lowest undeveloped technology in the chosen column is gained. Some technologies grant permanent effects (e.g., factories). Cloning allows creating population markers on the new world, enabling earlier settlement opportunities.
  • Track advancement — Artificial intelligence satellites move along a progress track. The closer satellites are to the new world, the more benefits you gain. Progress tokens crossing transitions can flip production tokens and affect efficiency on the old world.
  • Turn order and happiness — Turn order is influenced by stadium happiness icons; more happy faces can advance you earlier in the turn order; if no one has happy faces, turn order can reverse.
  • Victory and scoring modes — Two modes are available: race mode (evacuate the planet and optimize production and stadiums) and points mode (score via Victory Point goals and other criteria).
  • Year-end bonuses and endgame triggers — Progress actions can trigger year-end bonuses which grant resources. In race mode end conditions include producing on the new world at a threshold and building a number of stadiums; in points mode there are specific Victory Point goals to achieve.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • evacuate this planet before it gets roasted
  • the game ends either at the end of four full rounds or it'll end early if someone reaches both of the race thresholds
  • infrastructure cards are incredibly important for increasing New World production
References (from this video)
No references stored for this video.
Video _gRREJIsZG0 Board Game Dad Discussion at 0:00 sentiment: positive
video_pk 42505 · mention_pk 129110
Board Game Dad - Evacuation video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • excellent thematic integration
  • strong sense of strategic transition
Cons
  • rule depth to be tested with players
Thematic elements
  • moving production from an old planet to a new one
  • space/planetary transition scenario
  • thematic and cohesive
Comparison games
none
Mechanics (from transcript analysis)
  • tile placement — players balance transitional production by moving resources from old to new nodes
  • tile placement / resource balance — players balance transitional production by moving resources from old to new nodes
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I've decided not to do paid Kickstarter previews. we want to hear about what reviewers actually think of games.
  • the first one is Trolls and Princesses... I thought it was a cute theme.
  • Beacon Patrol is a Cooperative tile placing game.
  • it's a draft and write records a game about building a band.
  • I don't like trading mechanic but here's the thing when you're trading to a Cooperative end we had a really fun time with it.
  • the White Castle is a dice worker placement game which I love. I love engine building.
  • Praga Caput Regni... it's messy. teaching it... not fun.
References (from this video)
No references stored for this video.
Video Qkk9ZGUTtHU Board Game Dad Review at 0:00 sentiment: positive
video_pk 27738 · mention_pk 81013
Board Game Dad - Evacuation video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Elegant dual-inventory mechanic that aligns tightly with the theme
  • Progress track elegantly models the shift from old world efficiency to new world efficiency
  • Tight economy rewards long-term planning and careful sequencing
  • Beautiful map and central action area; functional yet aesthetically purposeful
  • Consistent symbolography and clear rule interpretation that aid strategy
  • High skill ceiling with meaningful, non-random decisions; strong replayability via variants
Cons
  • High complexity and learning curve; can be intimidating for some players
  • Interaction is relatively isolated; not a heavy player-interaction game
  • Art direction is functional rather than flashy; focus is on mechanics and board clarity
  • Luck exists mainly through card availability in base and optional advanced variants
Thematic elements
  • Evacuation and public attention management; balancing resource production with societal priorities (stadiums, population, and factories).
  • A sci-fi colonization scenario with an old world and a new world, where players relocate population and production between planets.
  • Analytical, systems-driven exploration of how mechanics reinforce theme; emphasis on planning and long-term consequences.
Comparison games
  • Shipyard
  • Woodcraft
  • Praga Caput Reni
Mechanics (from transcript analysis)
  • Card-driven options and variants — Base game uses cards for markers and effects; an advanced variant can use cards for their effects, increasing variability and luck.
  • Competitive space usage — Competition for spaces in the new world exists, but overall interaction is limited; players focus on their own optimization while managing turn order to grab key spaces.
  • Dual inventories (old world vs. new world) — Players track resources and production separately on two sides of the board, with actions in the old world paid from its inventory and new world production rising from settlements.
  • Evacuation/settlement mechanics — Stadiums and population are moved to the new world to unlock new production and to establish factories.
  • Progress track and thresholds — Advancement along a progress track shifts efficiency from the old world to the new world, and reduces old-world production as thresholds are crossed.
  • Resource management — Food, steel, and energy are generated and consumed to perform actions, settle populations, and meet round requirements.
  • Resource types and flows — Food, steel, and energy are generated and consumed to perform actions, settle populations, and meet round requirements.
  • Stadium requirements — A minimum number of stadiums must be met; failing to do so incurs penalties, shaping strategy for infrastructure placement.
  • Symbol clarity and rule accessibility — Symbols are consistently presented; rule references and the appendix are used to interpret symbols, aiding strategic planning.
  • Track advancement — Advancement along a progress track shifts efficiency from the old world to the new world, and reduces old-world production as thresholds are crossed.
  • Transport phase — A transport phase moves resources, stadiums, and population from the old world to the new world, using energy and turn-time.
  • turn-based action economy — Each round provides four actions; players must sequence actions to optimize resource use and future options.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I love this progress track and how the progress track shifts from uh efficiency on the old world versus increased efficiency on the new world increased production on the new world
  • the mechanics of this game so perfectly are suited to to what the game is about
  • this is a game where decisions that you make early are going to affect the turns that you can take in the following round
  • the theme supports the rules it makes sense I think it's just a genius game
  • this is my favorite one
  • it's complex in the sense that you can get very deeply involved in the strategy
References (from this video)
No references stored for this video.
Video WoyWR9aLmd4 The Broken Meeple Top List sentiment: mixed
video_pk 13601 · mention_pk 39736
Overall sentiment (raw)
mixed
Pros
  • good game overall
Cons
  • too many variants
  • action cards can break the game
  • point vs race mode divide
  • unnecessary complexity
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's not even a game it's just like a story
  • why is it there this is the game about inventions and this is basically telling me to make cutesy patterns with tiles
  • the bane of my freaking life this horrible game
  • I just want to feel like right I can do this I can do this
  • just design one good game one good game one good mode
  • why can't I tell you
  • they just made them a lot worse
  • it's a red flag to the game is going to suck
References (from this video)
No references stored for this video.
Video zqJEHE_2Zyw Before You Play Top List at 23:09 sentiment: positive
video_pk 13232 · mention_pk 38766
Before You Play - Evacuation video thumbnail
Click to watch at 23:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Tension from early-victory threats
  • Strong designer pedigree
Cons
  • Ambitious scope may demand careful playgroup management
Thematic elements
  • survival and relocation under pressure
  • Societal collapse, evacuating to another planet
  • tense, mission-driven
Comparison games
none
Mechanics (from transcript analysis)
  • Resource track / engine pacing — Balance action economy as the economy deteriorates.
  • Timed rounds / limited rounds — Up to four rounds to achieve victory conditions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The theme seems fairly unique
  • Looks adorable, looks really nice
  • Stock market manipulation game
  • two-player Co-op trick taking
  • barista theme
  • asymmetric guilds
  • dynamic economic structure
  • Malala-like system
  • Tech trees
  • the world is crumbling around you
References (from this video)
No references stored for this video.
Video HNQDJcL3WgA Rahdo Runs Through Top List at 0:08 sentiment: positive
video_pk 3507 · mention_pk 10440
Rahdo Runs Through - Evacuation video thumbnail
Click to watch at 0:08 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • 2023 was the greatest year in board game history for my tastes
  • Conveyor belts are my favorite board game mechanism period
  • This is a technological breakthrough for Games
  • The greatest bag building game of all time
  • Ode to the power and resiliency of Science and cooperation
  • Wall-to-wall optimism and an Ode to the power and resiliency of Science and cooperation
References (from this video)
No references stored for this video.
Video uYNVXp6Q-PA BoardGameCo Discussion at 4:15 sentiment: positive
video_pk 3114 · mention_pk 9098
BoardGameCo - Evacuation video thumbnail
Click to watch at 4:15 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Heard good things
  • Still intrigued
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I know the games I play. I know the games I love to play. And I know the games that I theoretically want to play but don't actually play.
  • I need at least one of those two things in play - either high personal interest or good reputation
  • Designers, reviewers, other people mentioned
  • I'm going to be trying to be more mindful about reality as opposed to the desires that I have
  • These tend to be less of a priority. Like occasionally I dive into an unplayed game that isn't a review copy, but more often than not if I'm diving into an unplayed game, review copies do take precedence
  • I have so many euros I love and so many that I'm behind on
References (from this video)
No references stored for this video.
Video Ci5uhW6G-NE Our Family Plays Games Discussion at 40:11 sentiment: positive
video_pk 2450 · mention_pk 7177
Our Family Plays Games - Evacuation video thumbnail
Click to watch at 40:11 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • strong thematic hook
  • cooperative play can be engaging
Cons
none
Thematic elements
  • evacuating civilization to a new world
  • dying world due to solar radiation
  • heroic, urgent survival
Comparison games
none
Mechanics (from transcript analysis)
  • cooperative play — players work together to evacuate people and resources
  • resource_management — balance people and resources to reach safety
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Happy Birthday time for Grant.
  • We love you so much.
  • We are taking OVER THE WHOLE HOTEL.
  • The Omaha Gaming Convention will be right here in Omaha, Nebraska.
  • Meepleathon here we come!
References (from this video)
No references stored for this video.
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