Each player takes:
The 1st player rolls all the DNA dice and places them along the top of the research center with 1 die per slot.
In turn order, each player assigns one of their scientists to one of the action spaces (below) or passes. Continue until each player has had 3 turns. Note that only 1 scientist can be assigned to each slot!
After all players have had 3 turns in this phase, take the die with the most threat pips and move it to the holding area in the top right corner. If no DNA dice were unclaimed, no die is moved.
Remember: You cannot exceed the cold storage limit for that DNA type!
There are 2 special die symbols (below) that you must us a #3 scientist to claim. You only get the benefit once (not multiplied by scientist level).
Hire a specialist by paying the cost of the market row the specialist is in. Immediately place the card to the right of your lab board and carry out any immediate effects.
You can normally have a maximum of 3 hired specialists. If hiring would put you over this limit, you must immediately fire a specialist. You give up any bonuses they gave you including extra workers.
Buy a lab upgrade by paying the cost of the market row it is in. Immediately place it in 1 of the 6 spaces in your lab. If your lab is full, you can place it on top of a previous upgrade.
The 2 special lab upgrade tiles, Dino Research II and DNA Refinement II must be placed on top of the level 1 versions of these, respectively. They cannot be placed anywhere else.
All players assign their workers (including any unused scientists) to take lab actions. Lab actions can be resolved in any order the player wishes.
Each worker slot can be activated only once per round, unless it is labeled as unlimited.
Note that some lab upgrades (with a green background) are activated once, at purchase time, only.
After placing a worker on the Dino Research tile, spend the required DNA from your lab as required by the recipe on the dino tile. You must have the capacity to support another dinosaur of that type.
Certain lab upgrades will allow you to increase your security level by 1. Pay the corresponding cost in the security level section you are moving to. If your security level reaches 11, take a hexagonal "+10" modifier token.
In turn order, each player takes a number of visitors from the bag equal to their excitement level. Place them all at your park entrance and collect $1 from the bank per patron. Patrons are gold colored meeples. Do not collect money for the hooligans (purple or yellow depending on game version).
Place all visitors at available attractions and dinosaur exhibits. Each dino exhibit has space for visitors equal to the number of dinosaurs in the exhibit. All hooligans must be placed first! Any visitors left over are left at the entrance.
Add the number of pips on the DNA die that was set aside in the holding area earlier (if applicable) to your current threat level. This is your final threat level for the round. Then check your security level, incorporating any bonuses you may have for that. Then:
If visitors are eaten, you remove to the bag, starting with patrons (not hooligans), the number of eaten visitors. If you run out of visitors in your park, remove visitors from the entrance. Subtract 1 VP for each visitor eaten.
If a player fulfills an objective at any time, they claim it by putting one of their corporation tokens on the card. The objective cannot be claimed by any other player.
If multiple players fulfill the objective at the same time, they all claim the card by putting their corporation tokens on it.
The end of the game is triggered when there is only 1 objective card left unclaimed. Finish the current round and perform final scoring.
Each player adds the VPs printed on the attractions and dino exhibits in their park.
If there is a tie, the tied player with the most leftover money wins.