How can a people who have so much always be trying to get things? Where are they going to put all the things that they want? If their house burns down or is washed away in a storm, how will they carry the things away? Why, if they have so many things, are they so upset when one of the things is taken or goes missing?
I have seen so many starving humans steal small things from rich humans and then get badly punished for it…by humans different than the humans who were stolen from. This makes no sense. Why do those humans care if the rich humans are robbed of the tiny things they shouldn’t need anyway? Why don’t the rich humans, if they are so mad, track down the poor humans and kill them? That would make much more sense. This way is stupid.
Humans always seem to be getting other things to do their jobs for them. They have ‘servants’ who are supposed to bring them food. They have ‘armies’ who are supposed to kill their enemies. They have ‘courts’ who solve their problems. In the Taqar, we solve our own problems. If I am hungry, I kill something and eat it. If there is a gnoll who has angered me, I hit his face until he admits I am in charge. If there is a dispute, I wrestle with the other one until I win or I lose, and that settles that. This way is simpler.
Perhaps the trouble is that there are so many humans and they all live in the same place. The human nomads who live on the Taqar are more like us than their sea-dwelling cousins, though even they are strangely obsessed with owning and controlling things. Perhaps if humans spread out more or had fewer pups, everything would be better. Then, though, a lot of humans would have to die. This usually upsets them. Not always though. Why they cannot leave their dead for the birds and rats is also very confusing. All that trouble to bury or burn perfectly good meat? If they did those things on the Taqar, they would probably starve.
Anyway, the only thing I have is a human sword and a gnoll sling. The sling is more reliable, and I don’t need to worry about it rusting. The sword, though, is useful for killing humans, which I have to do a lot. I am frightening to them, which is the smartest thing about them, and it is useful to kill them from time to time so they know not to trouble me. I carry their skulls around, which is annoying, but I got tired of trying to explain about all the ears I had collected. The skulls do not need explanation. They still say I am a bloodthirsty monster, but they would say that anyway without the skulls, and at least this way they know that if they try and touch me, I will rip off their heads and wear them on my belt. This lets them know where they stand, which is good for all creatures to know.
In some ways, it is unfair that the humans fear me so much. They are far crueller than I am. I do not kill pups, or those bearing their tiny human litters. I do not kill those who have not harmed me. I do not steal from those who have little. I do not destroy things unless I have good reason. How am I the monster, then, when I have seen human armies torch poor farm villages and sell the survivors like they were things? This is cruelty.
I may be a bloodthirsty monster, but at least I am not cruel.
Thank you for playing Planet: Earth. Thank you for sticking with us through the development process, since the game really is quite buggy at the moment. We promise to stop releasing new Errata and FAQ documents sometime in the next million turns or so.
Anyway, if you’ve gotten this far (turn 4.3 billion, or so), that means you’ve managed to build and sustain life on this planet despite numerous potential extinction events, including various meteor and asteroid strikes, pandemics, and so on. If you still have dinosaurs active in the game, congratulations! You earn +10 achievement points to be spent on new atmospheric events, including ‘fire rain’ and ‘rainbow lightning’.
The game, as you may have guessed, is nearing its final stages. If you developed Humans (which you should have, otherwise the odds of earning anything other than a draw are slim), they’ve now grown to the point where, within the next couple hundred turns, they will have consumed most of the natural resources left on the board. This, of course, is the Final Event. If you can manage to surpass this one, you will have won the game. There are, however, several victory options still available.
Option 1: Global War
For every space on the board occupied by humans, you may draw one card from the ‘Violence’ deck and remove a number of population tokens as indicated by the card. If you can draw sufficient cards to manage to remove all Civilization tokens, you win the game. Bonus Points: +0
Option 2: Environmental Disaster
Trade in sufficient human tokens to draw from the ‘Meddling Humans’ deck. Keep drawing until you get sufficient flood, wildfire, drought, and tornado cards to remove civilization tokens as described above. Do this, and you win the game. Bonus points: +25
Option 3: Pandemic
This works similarly to all Pandemics, however you must generate sufficient Virulency points to overcome all human population centers’ Resistance Rating. If you can manage to make humanity Extinct, you win the game. Bonus Points: +15
Option 4: Multiplanet Species
Generate sufficient technology tokens to purchase draws from the Breakthrough deck. If you can play enough ‘Space Development Cards’ to create a Mass Migration event sufficient to reduce population tokens below the number of remaining resource tokens, you win the game. Bonus points: +100
Option 5: Pan-global Utopia (Non-Human)
Invest sufficient improvement points in non-human populations (we recommend apes, computers, extraterrestrials, or dolphins) to successfully gain Breakthrough draws sufficient to play the ‘Self Awareness’ card. Then, follow the procedure for Global War, above, but with non-humans fighting humans. Bonus Points: +150
Option 6: Pan-global Utopia (Human)
Invest sufficient improvement points in human populations to gain Breakthrough draws sufficient to play the ‘Limiteless Energy’ card. Then proceed to spend technology tokens as indicated on the card to move the human race’s Psychology Meter to a rating between ‘Languid’ and ‘Acquisitive.’ Then reduce population tokens to lower than resource tokens to win the game. Bonus points: +250
We realize that this is a bit unbalanced and we promise to work out the bugs in the retail version. Thank you very much for playing the Beta-test version of Planet: Earth!