1
Complete all five phases
Each Round is made up of 5 phases: Hire Workers, Public Actions, Private Actions, Jeeple Tour, and Income & Cleanup
2
Finish each phase together
All players must complete each phase before any player moves on to the next phase
3
Reveal Worker cards
Reveal Worker Database cards from the deck equal to the number of players plus 1
4
Select Workers
In Turn Order, each player selects one of the available Worker Database cards and takes the Workers shown on the card from the general supply
5
Discard remaining cards
Place all Worker Database cards that were dealt in a discard pile next to the deck
6
Draw DNA dice
Draw a number of random DNA dice from the dice bag equal to the number of players plus 2, roll them, and place them on the Gather DNA spaces on the Central Islands
7
Take turns performing actions
In Turn Order, players take turns performing 1 public action from the available options; any Workers or Coins spent are returned to the general supply
8
Pass when desired
If you do not want to take a public action, you may instead pass and skip the rest of this phase
9
Continue until all pass
Players continue taking turns until everyone has passed, then return all DNA dice to the bag
10
Gather DNA
Select a single DNA die from the pool and spend 1-3 Workers of any color to gain all DNA icons on the selected die, multiplied by the number of Workers you spend
11
Build a Dino Paddock
Choose a Dino Paddock tile from the Island and spend 2 Workers of any color (or 1 Administrator) plus the Coin cost printed on the tile to purchase it
12
Build an Attraction
Choose one of the 4 available Attraction tiles and pay the Coin cost printed on it to immediately place it in your Park
13
Build a Special Building
Choose a Special Building tile from the Island and spend 1 Worker of any color plus the Coin cost printed on the tile to immediately place it in your Park
14
Place immediately
You must place each tile immediately after you purchase it
15
Maintain adjacency
Each tile you place must be adjacent (along an edge) to at least 1 other tile in your Park
16
Separate Dino Paddocks
Dino Paddocks may not be adjacent to each other
17
Avoid duplicates
You may never have 2 tiles with the exact same name in your Park (including Attractions)
18
Cannot place, cannot buy
If you cannot legally place a tile, you may not purchase it
19
Take actions simultaneously
Since private actions only affect your Park, you may take them at the same time as other players, in any order you choose
20
Place Workers to act
To take a private action, place a Worker on the corresponding action space on your Park board in the next empty slot
21
Use each action up to 3 times
Since there are 3 slots on each action space, you can use each action up to 3 times each Round
22
Use any color Worker
You may place Workers of any color on any private action space, though some Worker types have special skills that grant bonuses
23
DNA Refinement
For each Worker you place here, choose one of the DNA recipes shown and take one action:
24
VC Funding
For each Worker you place here, gain the number of Coins shown on the slot where you placed the Worker (each subsequent slot gives 1 less Coin)
25
Security
For each Worker you place here, spend Coins to advance the marker on your Security track by 1 space (the cost is the number of Coins printed in the zone you advance to)
26
Jeeple Garage
For each Worker you place here, spend Coins to advance the marker on your Jeeple Upgrade track by 1 space (the cost is the number of Coins printed in the zone you advance to)
27
Make Dinosaurs
For each Worker you place here, choose a tile in your Park that has at least 1 empty Dino slot and spend DNA to make 1 Dino there
28
Scientist bonus
When gathering DNA, gain +1 DNA of any type; when refining DNA, gain 1 basic DNA of your choice after you combine or split
29
Administrator bonus
When building a Dinosaur Paddock, you do not need to spend a 2nd Worker; when raising VC funding, gain an additional 1 Coin
30
Security Worker bonus
When increasing Security, pay 1 less Coin
31
Park Ranger bonus
When upgrading your Jeeple, pay 1 less Coin
32
Start at Welcome Center
Your Jeeple Tour always starts at your Welcome Center (or your Park Entrance in Round 4 or later)
33
Move up to your Route limit
The total distance your Jeeple may move equals the number of Route tokens you have unlocked
34
Move to adjacent tiles
Each time you move your Jeeple, you may move it to any adjacent tile in any direction
35
Mark your path
After you move, place one of your available Route tokens on the tile that you just exited to track your route
36
No backtracking
Once you've placed a token on a tile, you can't return there for the rest of your Tour
37
Activate tiles optionally
Each time your Jeeple enters a tile, you may choose to activate the tile by spending the required Workers and/or resources
38
End your Tour
When you place your last available Route token, your Tour has reached its last stop; you may activate the current tile, then must end your Tour
39
Place required Workers
Each Special Building and Attraction has one or more Worker slots showing a specific Worker type; to activate, you must place at least 1 Worker of the indicated type
40
Gain or spend Excitement
Gain Excitement equal to the Excitement value printed at the bottom of the tile, minus the value on the Boredom token (if there is one)
41
Increase Boredom
If there is no Boredom token on the tile, place one there with a "1" showing; if there is already a Boredom token present, increase its value by 1
42
Take the tile's action
Once you have placed a Worker and paid any costs, you may take the action printed on the tile; if you placed more than one Worker, you may use the action once per Worker you placed
43
No Worker required
Dino Paddocks do not require a Worker to activate, but there must be at least 1 Dino present to activate it
44
Calculate Excitement
Add together the Excitement values for each slot that has been filled, then subtract the value on the Boredom token (if there is one)
45
Increase Boredom
If there is no Boredom token on the tile, place one there with a "1" showing; if there is already a Boredom token present, increase its value by 1
46
Make a Danger roll
Find the Danger die that corresponds to the Dinosaur's type (Herbivore, Small Carnivore, or Large Carnivore) and roll it once; for each skull icon you roll, gain 1 Death token
47
Skip activation
You may choose not to activate a tile when you move your Jeeple there
48
No Excitement or Boredom
In this case, you do not gain Excitement, increase Boredom, or roll a Danger die
49
Still mark movement
You must still place a Route token to show you have expended movement
50
Return Jeeple and Route tokens
Move your Jeeple back to your Welcome Center (or Park Entrance if you have one), remove all Route tokens and place them next to your Lab Board
51
Gain Jeeple Bonuses
Gain the benefits of all Jeeple Bonus tokens you have slotted into your Jeeple Upgrade track (including any tokens you slotted earlier this Round)
52
Collect Coin income
Collect the number of Coins shown on your current space on the Excitement track
53
Reset Excitement
Move your Excitement marker back to the "0" space
54
Return Workers
Return all Workers placed in your Park to the general supply (you may save any unused Workers for the next Round)
55
Evaluate Threat
Compare your Threat track and Security track; if you have more Threat than Security, gain Death tokens equal to the amount by which your Threat exceeds your Security
56
Cleanup Central Islands
Return all leftover DNA dice to the bag, discard 2 Dinosaur Paddock tiles from the end of the track, and discard 2 Special Building tiles from the end of the track (3 tiles if playing with 2 players)
57
Adjust Turn Order
Re-order the player markers on the Turn Order track from the player with the fewest VP (first) to the player with the most VP (last); if there is a tie, the tied player who was previously later in Turn Order moves ahead
58
Advance Round marker
Move the Round marker forward to the next-numbered Round space; if it reaches the END space, the game immediately ends
59
Replace Welcome Center
At the end of Round 3, when the Round marker advances, all players replace their Welcome Center with a new Park Entrance
60
Flip and relocate
Pick up your Welcome Center tile, flip it to the "Park Entrance" side, then place it in a new location in your Park that is at least 3 spaces away from its previous location
61
Start Tours from new location
From now on, your Jeeple Tour always starts at your Park Entrance
62
Score at any time
Objective cards can be scored at any time during a Round; when you complete an objective, place one of your Objective markers on the card in the first empty slot
63
Score VP immediately
Immediately score the VP printed on the slot where you placed your marker