Contents:
Pangaea is an extension of/response to Phanerozoon. My objective is to take the basic format of the original, but to start from a unicellular LUCA, with multicellular life evolving only gradually, and also to encompass the whole tree of life, i.e., not just mostly eukaryotic, mobile heterotrophs, but sessile autotrophes like plants, sessile heterotrophs like fungi, diverse offshoot clades like protists, and hypothetical clades filling niches that are rare or absent in our world, like mobile, multicellular autotrophs. I also want to add a geographic and geological dimension.
There is a tension between simplicity and elegance and granular simulation, and while I generally prefer the former over the latter, I am still trying to find the right balance between the two. This page is very much a work in progress.
The game has no GM, and is played remotely. Initial setup requires a blank world map and a suitable place for recording player actions, like a Discord server or forum thread. You will also need a flexible random number generation method. The game is divided into rounds. Each round lasts 24 hours. At the beginning of a round, one player rolls a dice (or generates a random number) to choose a random event from the Random events table. Players then follow the instructions for that random event. During a round, players may take up to three actions to evolve new species--really families of species or entire clades--or to alter the geology of the world. A player may take a fourth action if they also draw a picture of a species that hasn't been illustrated yet. Each round represents roughly ten million years of geological time (maybe more in the early game before multicellular life evolves).
At the start of the game, the world map is blank, the global average temperature is 15 degrees C, the atmosphere is devoid of oxygen, and the only species available to evolve is the LUCA of all future life on this world, a single-celled microorganism with the adaptations extremophile (thermophile), autotroph (chemoautotroph), and anaerobe. It is sometime in the murky middle of the local Proterozoic eon, long after the beginning of life, but long before the first multicellular organisms that will leave fossil traces. On the first round, instead of a random event, the world properties are chosen as laid out here.
If you are playing as part of a larger campaign, continue play until at
least one approximately human creature has evolved. You may wish to
shorten the nominal turn length to anywhere from 1 million to 100,000
years after you reach Ad-hoc tool use. Otherwise, play can
continue indefinitely, or mounting geological catastrophes render your
planet uninhabitable.
Player actions can alter existing species ("evolution actions"), or alter the physical world ("geology actions"). Unless otherwise noted, you can do any action any number of times per turn. This includes:
Once you take an action, describe how it happened with a sentence or two. Justifying actions narratively and giving them context in the world is the core of gameplay.
In a Discord server or other context that allows it, you may want to format evolution actions as individual replies to earlier messages about that species, in order to make it easier to keep track of their history. When applying an adaptation, you should include the name of the new species, the name of the parent species, what adaptation(s) it is gaining or losing, and a short description of how the adaptation occurred and/or the new appearance/behavior of the species. I recommend the following format:
For geology actions, you should copy-paste your alterations into a full-sized image of the world map, so other players can use it as a base without having to merge different versions of the map (see Altering geology, below).
Trilobites were a diverse class of arthropods that thrived in the lower Paleozoic. "Species" in Pangaea represent whole families of closely related organisms like this, though how diverse they are exactly is up to your imagination (and your art skills). Not that your illustrations need to be as high-quality as this one!
Adaptations are grouped into categories, and within each category, some restrictions may apply. For example, as you might expect, unicellular adaptations only apply to unicellular species, while multicellular adaptations only apply to multicellular creatures. Some adaptations are mutually exclusive: a creature is usually either a heterotroph or an autotroph.
Many adaptations have prerequisites. For example, the taproot adaptation requires the root system adaptation. If a species has both, you cannot remove the prerequisite adaptation while evolving a new species, unless you also remove the adaptation that depends on it. During an ordinary evolution action, you can always remove one additional adaption to create a new species, but only if that adaptation is a prerequisite to an adaptation you are also removing that turn, and no other adaptations the species has also have that adaptation as a prerequisite. For instance, you could remove both flowers and seeds from a species that has only those two adaptations; but you could not remove seeds if the species also had the adaptation fruit, which depends on seeds also.
Some other adaptations are irreversible. These adaptations usually reflect major changes in body plan that become inextricable parts of a species' overall form or metabolism. An example of this would be bilateral symmetry. Having evolved a fundamentally bilateral body plan, few or no animals have ever subsequently dispensed with it. Animals that have evolved, e.g., radial symmetry, like the starfish, have done so as a special case within the broader category of bilaterians; and other asymmetric animals, like the flounder with its migrating eye, are bilaterians with some incidentally asymmetric adaptations based on a bilaterian body plan. Irreversible adaptations are noted as such in the tables of adaptations.
When the game calls for a random adaptation, use a random number generator to choose an adaptation from the Basic adaptations table. These adaptations represent more genetically superficial, niche-filling adaptations, and are never irreversible, nor do they act as prerequisites for other adaptations.
If you have a convenient way of storing the list of living species like a spreadsheet, you can remove the ability to do targeted extinction actions as normal, and instead implement a fixed extinction rate rule: for every species extant at the start of a round, roll 1d20: on a 1-5, the species goes extinct (but can still be resurrected as a Lazarus taxon); on a 6-20, nothing happens. This rule should keep the number of species manageable, while allowing players to focus on other actions like evolving new species and altering the geology.
The world starts as a blank image, 1000 pixels wide and 500 pixels tall. We use a Hammer projection since it is equal-area; this means there do not have to be complicated rules to adjust for how much land geology actions are permitted to alter near the poles. The Hammer projection is also accepted as an input in G.Projector, a tool that can re-project the map into other projections, or change the central meridian. Altering the projection can be useful to avoid common traps of fictional map-making, where cartographers often unwittingly use the shape of the drawing surface to guide the shape of their coastlines--producing squared off continents to fit squared off paper, for instance. At 1000 px by 500 px, the 15-degree graticules in the image below are about 1700 km apart at the equator, assuming an Earthlike world. This corresponds to about 45 pixels.

The image above shows one way you can mark terrain
features. There are five elevations that must be tracked: deep ocean,
i.e., dense
basaltic crust without an overlying continental landmass; shallow
ocean, i.e., continental
shelf, granitic continental crust which is relatively low-lying and
has been flooded either due to subsidence or a rise in sea levels; low-lying
land, which represents any kind of plains, coastal plain, or even
rough terrain which is not high enough to alter the local climate; upland,
like plateaus and low-lying mountains; and mountains, in this case
representing specifically young and very elevated mountain ranges, or
extended regions at a very high elevation. In a normal geology action,
terrain can only be raised or lowered a single level: from deep ocean to
shallow ocean, from shallow ocean to low-lying land, from low-lying land
to upland, or from upland to mountain; or any of these in reverse. These
elevation changes can represent many different kinds of geological
activity: subsidence or uplift due to volcanic activity, the rebound of
land after the melting of an ice sheet, erosion, a local spell of
volcanism due to a minor hotspot or a nearby convergent plate boundary,
the raising or lowering of sea levels, or the deposition of sediment by
water or wind. For ice sheets, the underlying terrain is instead shown in
grayscale. Fault
lines, whether they represent convergent or divergent plate
boundaries or some other kind of discontinuity, are marked in dark red
lines. Any area of the map completely enclosed in fault lines is its own tectonic
plate.
The following actions are available as special geology actions.
| Action | Effect |
| Create/remove fault | Add or remove fault lines that are in total no more than 50 pixels in length. Subsequent motion of tectonic plates will determine exactly what kind of fault this is. |
| Continental drift | Shift a tectonic plate by up to 30 px. As part of a continental drift action, you can specify how landforms evolve along the margin of the tectonic plates affected, up to 50 px on either side of the fault line. |
| Create/destroy major hotspot | Create a major hotspot beneath the oceanic crust. Speckle the plate with islands as it moves over that hotspot during future rounds, or create a single large island if the plate is stationary for several rounds. |
| Orogeny | Add mountains up to maximum elevation, anywhere on a continent that's being pushed into a convergent boundary, in a region up to 3,000 px square. Weak spots in the crust can cause buckling and flexing even well away from fault lines, with brittle crust, at geological scales, as much like fabric as like rock. |
| Flood basalt | A major episode of volcanism floods a region. You can raise the terrain in a region up to 4,000 pixels square; the global temperature increases by 1 C. |
| Bolide impact | A large asteroid impacts the planet; mark an impact crater up to 5 px in diameter. If it hits land, dust from the impact and from massive fires decreases the global temperature by 1 C. |
| Outburst flood | Scour out channels from the margin of an ice sheet to the nearest sea, up to 100 px in width. |
Plates generally drift in roughly the same direction for many millions of years, driven by convection currents in the mantle of a tectonically active world. This motion is not smooth and continuous however, and has a great deal of variation.
Where oceanic plates meet oceanic plates, one will subduct beneath the
other, creating an upwelling of volcanism at the plate boundary, and,
frequently, island arcs and archipelagos like Japan and the Philippines.
Where an oceanic plate meets a continental plate, it will subduct, as in
the Pacific Northwest of America, creating similar volcanism in the
continental landmass, and with islands and small landmasses embedded in
the oceanic plate frequently collecting on the margin of the continent.
Where two continents meet, as at the Himalayas, the result is usually a
large region of mountain-building.
Where two plates recede from one another, the result in the ocean is a
mid-oceanic rift, like the Atlantic ridge, and rift valleys in
continents as in East Africa.
None of this behavior must be imitated in the history of your own world. These are guidelines and advice to facilitate creativity, not hard and fast rules.
The average global temperature starts at 15° C. For each degree below 15° C, polar ice sheets will cover land to about six additional degrees of latitude--so while at 15° C there are no polar ice sheets, at 14° C, ice sheets extend from the poles to 94° N and 94° S; at 13° C, they will extend to about 88° N and S; and so on. When the average global temperature reaches 0° C, all land may be covered in ice sheets, though the seas may still be warm enough to support ice, and the equatorial oceans in particular are likely to be ice-free. At -5° C, the whole world is covered by ice at least part of the year; at -10° C, the ice is too thick to support photosynthetic life, and all photosynthetic life will die, in addition to every species that relies on photosynthetic life as part of its food chain. If somehow your plant gets to -20° C, life on your world has gone extinct, and the game ends.
Similarly, if the global temperature is higher than 40° C, the climate will become unstable; at the end of each round, the temperature of the planet will increase by 1° C. If the global temperature rises higher than 50° C, it will increase by 2° C, and above 60° by 4° C. Additionally, if the global temperature is higher than 60°C at the start of a round, you must roll a mass extinction event: roll 1d6 for every species. On a 1-3, they go extinct. On a 4, they survive unscathed. On a 5, the original goes extinct, but a surviving offshoot gains a random adaptation. On a 6, two surviving offshoots are created instead of just one. If the global temperature reaches 70° C, life on your world goes extinct, and the game ends.
At the beginning of the game, the atmosphere of your world is anoxic and weakly reducing; most life is some form of chemosynthetic autotroph, and any oxygen that does get added to the environment quickly reacts with iron or other elements and is sequestered. For each species with the autotrophy (photosynthetic) adaptation at the end of a round, the Oxygen Catastrophe counter increases by 1. When it reaches 100, the Great Oxidation event occurs instead of a random event at the start of the next round. Each player may choose one anaerobic species with one extremophile adaptation to preserve. All other anaerobic clades are wiped out as the atmosphere shifts to one that is toxic to them.
TBD
When creating a new world, choose a random gravity between 10% Earth's gravity and 150% Earth's gravity; choose a day length duration from 6 hours to 200 hours; choose a random axial tilt between 90 and 0 degrees; and choose a random number of large moons (moons large enough to be rounded by gravity) between 0 and 3.
The primary body the world orbits is:
If you rolled "gas giant," re-roll for the giant's primary, treating a 6 as "roll again." "Axial tilt" becomes the gas giant's axial tilt, and your world orbits it around its equatorial plane. Any large moons your world has become sister moons of your gas giant parent.
If your primary body is an M-class star, triple the length of your day due to tidal forces. If the result is over 100 hours, your planet is tidally locked to its star. If your primary is a K-class star and the length of your planet's day is greater than 150 hours, your planet is also tidally locked to its star. If your primary is a G-class star, and your planet's day is greater than 190 hours, your planet is tidally locked to its star.
| Roll | Event |
| 1-3 | Global cooling - The global average temperature decreases by 1d4, due to environmental feedback loops, an increase in albedo, a decrease in solar output, or some other factor. |
| 4-6 | Global warming - The global average temperature increases by 1d4, due to environmental feedback loops, volcanic outgassing, an increase in solar output, or some other factor. |
| 7-9 | Climate stabilizes - If the global average temperature is greater than 15 degrees, decrease it by 1d4 degrees. If the global average temperature is less than 15 degrees, increase it by 1d4 degrees. If decreasing the global temperature would lower it below 15 degrees, or raise it above 15 degrees, it remains at 15 degrees instead. |
| 10 | Massive bolide impact - An enormous asteroid strikes the planet, causing a mass extinction event. Roll 1d6 for every species. On a 1-3, they go extinct. On a 4, they survive unscathed. On a 5, the original goes extinct, but a surviving offshoot gains a random adaptation. On a 6, two surviving offshoots are created instead of just one. Due to geological aftershocks, Alter geology actions can alter up to 3,000 px square this round. |
| 11 | Supervolcano eruption - Choose a sub-continental hotspot (or, if none exists, create one). This hotspot triggers a massive, explosive eruption that fills the upper atmosphere with soot, and decreases global temperatures by 2 C. Every player gets an additional, free Targeted extinction action this round. |
| 12 | Evolutionary explosion - Due to environmental factors not visible in the fossil record, meddling by traveling hyper-advanced aliens, or some other unknown factor, this era is an especially fruitful one for biological innovation. Every player gets an additional, free Apply adaptation action, and you may target species that were evolved in this round. |
| 13 | Rare adaptation - An incredibly rare or improbable trait evolves in one species. Apply a random trait from the Rare trait table to a species of your choosing. |
| 14 | Large igneous province forms - Choose a divergent plate boundary or hotspot, or, if no suitable location exists, create a hotspot. For the next 1d4 rounds, global temperature increases by 2 C per round. While the large igneous province is forming, alter geology actions can alter up to 3,000 px square. If the large igneous province takes more than two roudns to form, then on the third round, a mass extinction event occurs: roll 1d6 for every species. On a 1-3, they go extinct. On a 4, they survive unscathed. On a 5, the original goes extinct, but a surviving offshoot gains a random adaptation. On a 6, two surviving offshoots are created instead of just one. |
| 15 | Panspermia - An asteroid carrying an extremely hardy extraterrestrial lifeform crashes into the planet; against all odds, it has survived both travel through space for an unknown length of time, and the impact. A single-celled organism with the adaptations autotrophic, radiophilic, psychrophilic, endospore-forming, facultative anaerobe, and two other random adaptations appears. This event can only occur once. If rolled again, re-roll. |
| 16 | Alien visitation - Alien explorers visit the
planet for inscrutable reasons. Roll a 1d6 to determine which of
the following activities they undertake:
|
| 17 | Bizarre geology - Some incredibly improbable
confluence of factors (or possibly outside intervention) has led
to a bizarre geological formation on your world. Roll a 1d6 to
determine what kind:
|
| 18 | Bizarre skies - Some incredibly improbable
confluence of factors (or possibly outside intervention) has led
to a bizarre meteorological or celestial phenomenon on your world.
Roll a 1d6 to determine what kind:
|
| 19 | Make something up, or pick any outcome off this table. |
| 20 | Roll twice on this table. |
If an adaptation has variations listed, a variation must be chosen when the adaptation is chosen (multiple variations can co-exist). If an adaptation lists variations including "something else," those are merely suggestions to get you started. Adaptations marked with an asterisk are irreversible. Adaptations marked with a + sign stack.
Note that a few traits are automatically present by simple exclusion; any species doesn't have sexual reproduction has asexual reproduction by default; any species that doesn't have autotroph automatically has heterotroph; and any species without some kind of aerobic adaptation is automatically an anaerobe.
If you want to explore niches that remain unfilled in terrestrial biology, might I suggest this paper on so-called 'forbidden phenotypes'?
Once a species is evolved with the multicellular or macro-organelles adaptations, it is considered a multicellular or macroscopic species (even if it's technically unicellular). All unicellular traits are fixed, and can't be removed or changed--they are part of the new species' basic metabolism. Multicellular organisms evolved from a unicellular line with syngamy or meiosis may start with sexual reproduction. Extremophiles and autotrophs retain their specific variety of extremophile and autotroph.
Multicellular adaptations are suitable for any kind of organism--plant, animal, fungus, etc. Adaptations can be interpreted widely, and applied to creatures of any niche, unless noted otherwise. You are not restricted to evolving species which resemble terrestrial ones.
All adaptations past this point require Large brain.
If you continue the game past the development of a sentient species, you may at the start of the next round optionally roll for the fate of the civilization during the geologically brief period immediately after it achieves sentience instead. Roll a 1d6, with the following results:
On a 1-4, a mass extinction event also occurs due to the disruption of the environment as the civilization matures: roll 1d6 for every species. On a 1-3, they go extinct. On a 4, they survive unscathed. On a 5, the original goes extinct, but a surviving offshoot gains a random adaptation. On a 6, two surviving offshoots are created instead of just one.
Rare adaptations are normally unavailable, unless you roll the "rare adaptation" event as a random event. Roll a 1d20 to select a rare adaptation from this list: