Nice Green Things

Overview and Victory

Players take turns to buy a project card, each containing one or more useful things, and construct eco systems from them. When the projects run out the game ends and victory is determined by scoring.

The Symbols

Plant, Fungus, Fish, Amphibian, Reptile, Bird, Mammal, Octopus Insect, Worm, Tree, Bat . For each of these the player gains a rare population (pop) group of the type shown.

for each of these the player gains cashflow to support one project.

for each of these the player loses one cashflow, so projects with this symbol may not be buyable if they would put the buyer into negative cashflow.

, , , , for each of these the player gains science knowledge support for one pop group.

, , , , for each of these the player gains crowd support for one pop group.

, , , , for each of these the other player loses crowd support for one pop group.

, , , , DNA symbols show which habitat and science colours a pop needs.

, , , , for each of these habitats the player gains support for one pop group.

this is an emergency rescue project which can be exchanged for the project on top of the trashed pile, at any point in the player's turn. Cashflow rules for the replacing project apply, and the cashflow for the rescue project itself is lost on exhanging it.

Project Queue

Projects (cards) can be bought from a queue of five available, priced at zero to four by their distance from the front of the queue. Payment is by passing queue jumping points on the tug-of-war board to the other player, to use for their own queue jumping actions. Queue jumping points can't go above 4 or below minus 4. If a player chooses not to buy any card, the one at the front of the queue is trashed instead.

After the player buys a project or decides not to buy anything that turn, they roll a D6 to trash something from the queue by its number in it. Rolls of 6 or the now-empty position the player just bought from, have no effect. Projects are then moved up the queue with another one or two randomly selected unused ones added to the back of the queue.

Cashflow

Projects must be funded by cashflow and cannot be bought if they would put the buyer into negative cashflow. Some projects contain cashflow so are self-funding, and some produce surplus so can fund others that lack any income of their own. There is no storing of surplus money from unused cashflow, it's purely a per-turn requirement. There are also some cards which offers only cashflow ("visitor centres" representing various forms of fund raising facilities).

Players have a cashflow chart on their side of the shared player board, using a counter to show current net cashflow. This starts the game at 1, meaning even a project with -1 cashflow could be bought on the first turn.

Eco systems

Players make arrangements of their cards into eco systems, which are used to score victory points at the end of the game. An eco system contains cards of the same suit (green, red, black or blue), in 3 rows, each containing a card with the symbol(s) for that row - habitat on the bottom row, science in the middle and pops on the top row. Cards usually have more than one type and can be used in any row they have the symbols for, but only count for that row.

Eco systems can be rearranged only when adding a card to them.

The value of an eco system for victory is the number of each pop type in it, but that cannot exceed either the number of science symbols or the number of habitat symbols in the same eco system.

Scoring

When the last project is bought or trashed the game ends and players score victory points to determine the winner. Points are scored for having more of a pop type than the opponent does. Scoring is one point per pop, tripled if the winner has that pop as a target on their secret victory criteria card.

Emergency rescue projects, visitor centres and cashflow are not worth any victory points.

Score Calculator
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The Projects/Cards (in 4 suits, by colour/science/habitat type)

Trash Table (roll D8 and D6)
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D8

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1-2 Rewild GreenFirst queue card
3-4 Rewild RedFirst queue card
5-6 Rewild Blue
7-8 Rewild Black

Player Board

The bar below the main table shows current net cash flow as a convenience to avoid adding up ins and outs each turn. Net cashflow starts at 1, and can never be negative.
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