Sorry for the delay, Circus goers, in getting reviews out. I haven't played many games in the last month due to my normal group not being able to meet for a variety of reasons, the least of which is my dear friend's poor, but improving, health. So, forgive the lags in between reviews for a while as it's getting hard to get people together. I'll try to get more out in the near future. I had planned a "Holiday Buyers Guide" and have the template made, but I missed the timeline pretty heavily and so I've cancelled it. Finally, I'll have a 2011 recap done this week. Onto the fun!
The components are top-notch as well, with the box art being quite attractive and the chits being very well illustrated. I mean, the box art alone just begs you to buy the game. Inside the box you'll find several custom dice in green, yellow, and red, with each color being used for something different. Also inside are a big pile of cards that ship with a plastic cigar band sleeve to keep them from flying all over the place. 
At the end of a turn you may choose to advance the children into adults which, like life, pretty much amounts to the roll of a die. You roll the special die to determine if your child survives and becomes an adult, and be advised that the deck is stacked against you due to the distribution of the icons. If you've developed the "fur" technology, your odds improve, as does the advent of developing fire. King Louie had it right. If you make a successful roll, the child chit is removed and a man or woman chit is placed in its stead, but if not, the child simply ceases to be and is removed. On top of that, children must always be accompanied by an adult, so if you elect to abandon one, it immediately dies.
Developing technologies is done by having your tribals sitting on different resources at the same time, such as having two different tribals on flint resource chits simultaneously, which allows you to develop the spear technology, thus giving you a stronger fighting ability. Develop the fire technology and your kids run a better chance of survival, and develop the wheel and you gain a +1 movement rate on each subsequent turn. There's also a cave skill that you can develop that allows you to hide out in caves, earning sanctuary from attacks. The only restriction in developing these technologies is that you can only develop one technology per turn, so there is no hope of placing your people on a bunch of chits and getting a windfall of technological breakthroughs. The only thing missing is a monolith chit which would allow you to develop all the technologies at once; apparently the designers aren't Arthur C. Clarke fans.
Once you're done moving your tribals, you may be allowed to move dinosaurs, depending on the card you pulled, which may end in bloodshed. This is epic, because while each dinosaur has a different aptitude for gnawing tribals' bones into meal, all of them are more lethal than your average tribal. Getting into combat, seeing as it makes sense to do so now, there are different rules for combat depending on who is involved. To initiate combat, you simply need to share a space with an enemy tribal or a dinosaur. While all cave dwellers roll the green dice, the thunder lizards get to roll their own red die, which has a higher hit percentage. It's got the Heroscape combat system, essentially, where each success counts as a hit, with opposing hits cancelling one another out. Killed dinosaurs respawn at their start position, but tribals who die go back to the owner's pile to be put into play later.