This is a documentation for Board Game Arena: play board games online !
Tips arknova: Difference between revisions
Eric Juneau (talk | contribs) No edit summary |
Eric Juneau (talk | contribs) No edit summary |
||
| (2 intermediate revisions by the same user not shown) | |||
| Line 9: | Line 9: | ||
The biggest enemy of good is great. Don't try to optimize everything. You won't have time. Play good animals/break/repeat. | The biggest enemy of good is great. Don't try to optimize everything. You won't have time. Play good animals/break/repeat. | ||
If you aren't sure what action card to upgrade first, Animals and Sponsors are safe bets. Both give you the option to play cards on the | If you aren't sure what action card to upgrade first, Animals and Sponsors are safe bets. Both give you the option to play cards on the display. Next best might be Cards. Most people don't favor upgrading Association. | ||
====Money==== | ====Money==== | ||
| Line 61: | Line 61: | ||
In general, sponsors, extra cards, and extra builds are all optional, depending on what your opponent is doing. If your optional actions are better than your opponents', do them. If not, break and repeat. If your opponent is playing many good end-game sponsors, it's because you let them. | In general, sponsors, extra cards, and extra builds are all optional, depending on what your opponent is doing. If your optional actions are better than your opponents', do them. If not, break and repeat. If your opponent is playing many good end-game sponsors, it's because you let them. | ||
Watch the cards in the | Watch the cards in the display religiously. Snap cards from your opponent and use them yourself. Drawing cards randomly (unless you can immediately sunbathe) is a poor strategy. | ||
Your best animals are ones with 9-10 appeal points, animals you can release, eagles, rhinos, and the Sun Bear. If you can't play them, at least you can keep them away from your opponent. | Your best animals are ones with 9-10 appeal points, animals you can release, eagles, rhinos, and the Sun Bear. If you can't play them, at least you can keep them away from your opponent. | ||
| Line 348: | Line 348: | ||
</div> | </div> | ||
==Keywords/Glossary== | |||
;Adapt X:Draw X final scoring card(s) then discard X final scoring card(s). | |||
;Assertion:Gain 1 unused conservation project. | |||
;Boost<nowiki>:</nowiki>X: Place X action in slot 1 or 5 | |||
;Camouflage:If you play 1 other animal this turn, you may ignore 1 of its conditions. | |||
;Clever:Place any action card on slot 1 after completing your turn. | |||
;Constriction:Place a constriction token on the X rightmost actions of each opposing zoo, where X is the number of appeal and conservation tracks the player is ahead. Actions with a constriction token have -2 strength. Constriction tokens are discarded when the action is taken or at the next break. | |||
;Cut Down:Remove 1 empty enclosure from your map and regain its cost. | |||
;Digging X: You can do one of the following actions X number of times: Discard a card from the display, then replenish OR discard a card from your hand, then draw. | |||
;Dominance:Add the conservation project ''Primates'' to your hand (if not already in the game). | |||
;Extra Shift:Return 1 Association worker to ready status. | |||
;Flock Animal X: This animal may share an enclosure with an herbivore of X+. | |||
;Full-throated:Gain 1 Association worker. | |||
;Glide X:Discard up to X cards from your hand. For every octopus icon on them, gain either 1 reputation, 2 appeal, or a kiosk. | |||
;Helpful:Has no Reef Dweller effect. | |||
;Hunter X: Reveal X cards from the deck. Add 1 animal card to your hand and discard the rest. | |||
;Hypnosis:Perform an action from slot 1, 2, or 3 from the highest appeal zoo (if it's not yours). | |||
;Iconic Animal<nowiki>:</nowiki> X: Gain 1 appeal for each X icon in your zoo. | |||
;Inventive:Gain 1/2/3 [[File:arkNova_XToken.png|18 px]] tokens for 1/3/5 [[File:arkNova_Primate.png|18 px]] icons in your zoo. | |||
;Jumping X:Advance the break token by X spaces and gain X money. | |||
;Mark:Mark 1 animal card in the display after finishing your action. | |||
;Monkey Gang:Reveal cards from the deck until you reveal a card with a [[File:arkNova_Primate.png|18 px]]. Put that card in your hand and the rest under the deck. | |||
;Multiplier<nowiki>:</nowiki>: Place one [[File:arkNova_Multiplier.png|18px]] icon on X action. | |||
;Pack:Gain 1 appeal for each predator icon in your zoo. | |||
;Peacocking:Place ''Large Bird Aviary'' in your zoo for free (if available). | |||
;Perception X: Draw X cards from the deck. Keep 2 and discard the rest. | |||
;Petting Zoo Animal:Gain 3 appeal for each Petting Zoo Animal in your zoo. | |||
;Pilfering X:Player with the highest appeal zoo (and player with the most CP if X = 2) decides whether you can take X cards from their hand or 5 money from their zoo. | |||
;Posturing X:Place X pavilion/kiosk(s) for free. | |||
;Pouch X:Place X card(s) from your hand under this animal. Gain 2 appeal for each. | |||
;Resistance:Draw 2 final scoring cards. Keep 1 and discard the other. | |||
;Scavenging X:Take X random card(s) from the discard pile. Keep 1 and discard the rest. | |||
;Scuba Dive X:Reveal X cards from the deck. Keep 1 sponsor card and discard the rest. (X is the number of octopus icons and reptile icons in your zoo). | |||
;Shark Attack X:Discard X animal cards in reputation range from the display. Gain half of the appeal points from those cards (rounded down). | |||
;Snapping X:Gain X card(s) from the display. | |||
;Sprint X:Draw X cards from the deck. | |||
;Sunbathing X:Sell up to X card(s) from your hand for 4 money each. | |||
;Symbiosis:Use one ability of 1 other marine animal from your zoo. | |||
;Trade:Trade 1 [[File:arkNova_XToken.png|18 px]] token for five money or five money for 1 [[File:arkNova_XToken.png|18 px]] token. | |||
;Venom X:All zoos with higher appeal than yours get a venom token on their X leftmost actions. Each turn they do not discard a venom token, they pay 2. Venom tokens are discarded when they take an action with one or at the next break. | |||
;X Magnet:Add all cards matching the X characteristic from the display to your hand. | |||
Latest revision as of 18:30, 27 January 2026
General Strategy Tips
Ark Nova is a sprint, not a marathon. It all boils down to gaining appeal points and conservation points faster than anyone else. A beginning player is often distracted by the many options and animals. "Burst out" your available options as quickly as you can, establish a superior position on points, then work to end the game as quickly as you can.
The pace of the game is: cheap animals -> medium animals -> expensive animals. Run away from small animals like the plague. Small animals won't net you big points and your opponent will outpace you. Your goal for any break is to exhaust your money on animals, draw your next animals, build enclosures for animals, do an Association action once or twice, and play a synergistic sponsor.
The key to winning is synergy. Between your starting hand, the base conservation projects, and the display, draw and play cards that have some unifying synergy.
The biggest enemy of good is great. Don't try to optimize everything. You won't have time. Play good animals/break/repeat.
If you aren't sure what action card to upgrade first, Animals and Sponsors are safe bets. Both give you the option to play cards on the display. Next best might be Cards. Most people don't favor upgrading Association.
Money
- At the beginning of the game, play low-cost animals to increase your Appeal.
- Play Sponsor cards that increase appeal or money: Explorer, Science Museum, Expert in Big Animals, Expert in Small Animals, -ologists, ones that let you build specialized structures for free
- Partner Zoos reduce the cost of animals by 3 for each continent icon (meaning two Europe icons reduce the cost by six).
- Building costs 2 money per hex, so don't build needlessly.
- The more Appeal you have, the more money you earn during Breaks.
- If you have no money or Association workers, your best bet is to advance the Break counter.
- Kiosks earn 1 money per adjacent building/occupied space. Place your Kiosks next to as many different constructions as possible, not tucked away in a corner. You don't need 4-5 kiosks, just 1-2 well-placed ones.
- Money is only earned during Breaks, except for "bonus icons" gained from:
- Building a structure on the appropriate hex space
- Conservation project cards that match the player token space with a money bonus
- Advance the Break icon with the Sponsors action (if upgraded, money earned is doubled)
Conservation Projects
Conservation points are the key to big points and they're weighted heavily in the early game by providing a lot of bonuses. Being the first one to the bonus spaces is always better than second or third, as bonuses are eliminated once selected by someone (excluding the 5 money). If possible, try to be as aggressive as you can be with scoring conservation points early.
At the beginning of the game, there are three available Conservation Projects to support. If your hand can't support them, be on the lookout for releases/animals to release. A wolf, secretary bird, white stork, bison, or any iconic animal should be a top-priority release. When you release, you also get the enclosure back.
Conservation points also increase earnings, as every used cube from your "income space" provides those resources during a Break.
Focus on supporting the bottom tier of multiple Conservation Projects. Supporting the top tier is more difficult, especially across multiple.
Early game conservation points can upgrade your draw cards action, thereby letting you access higher reputation rewards, gaining even more bonuses.
Support Conservation Projects related to the countries (Europe, Asia, etc.) at 2 or 5. The 4 slot only gives 3 Conservation Points. Support the rest of the projects at either 2 early or at 4 or 5 later. If no 5th icon is in sight, support at 4 and move on.
When you release an animal, you lose appeal, but gain conservation points, so consider what animal to release. 1 CP is roughly equivalent to 3 appeal. So if you release Greater Flamingo, you lose 7 appeal and gain 4 CP for a net gain of 5. If you release Eurasian Lynx you lose 2 appeal and gain 4 CP, for a net gain of 10. Iconic animals are the most profitable to release. Cheap animals with low appeal are also useful because the appeal gain cancels out the appeal loss. For example, paying 4 money for a Slow Worm or 9 for a European Pond Turtle gives the same net gain of 3 CP, but at different costs.
Cards
Don't hoard cards. Drawing a large volume of cards takes up time. You won't be able to play everything you gain. An unexpected Break can decimate a large hand.
Don't focus too heavily on future cards that may never show up. One trap that new players can fall into is waiting to draw certain cards with certain icons. Often this boils down to holding onto that Eurasian Brown Bear (which requires another bear tag to be in play), hoping beyond hope that you see, can draw, then play another bear tag.
Other Tips
Be the first to take a university or partner zoo. If you're unsure of which partner zoo to choose, Asia is a good overall choice.
You can keep 4 cards at the start, but expect to snap one, be it either animal, sponsor, or release.
X tokens are a great way to speed up your actions. Using a stage 5 action followed by a boosted stage 5 action can create powerful surges in points and resources.
In general, sponsors, extra cards, and extra builds are all optional, depending on what your opponent is doing. If your optional actions are better than your opponents', do them. If not, break and repeat. If your opponent is playing many good end-game sponsors, it's because you let them.
Watch the cards in the display religiously. Snap cards from your opponent and use them yourself. Drawing cards randomly (unless you can immediately sunbathe) is a poor strategy.
Your best animals are ones with 9-10 appeal points, animals you can release, eagles, rhinos, and the Sun Bear. If you can't play them, at least you can keep them away from your opponent.
Quick Reference Icons
| Icon | Action |
| Any action | |
| Animals action | |
| Association action | |
| Build action | |
| Cards action | |
| Sponsors action |
| Icon | Partner Zoo |
|
Africa |
|
Americas |
|
Asia |
|
Australia |
|
Europe |
| Icon | Definition |
|
Money |
| Reputation | |
|
Conservation points |
|
Partner zoo |
|
Research |
| Appeal | |
|
University |
| Icon | Animal |
|
Bird |
|
Herbivore |
|
Predator |
|
Primate |
|
Reptile |
|
Bear |
|
Petting Zoo animal |
| Icon | Animal Ability |
| Constriction | |
| Hypnosis | |
| Pilfering | |
|
Venom |
|
Hunter |
|
Perception |
|
Pouch |
|
Sunbathing |
Keywords/Glossary
- Adapt X
- Draw X final scoring card(s) then discard X final scoring card(s).
- Assertion
- Gain 1 unused conservation project.
- Boost:X
- Place X action in slot 1 or 5
- Camouflage
- If you play 1 other animal this turn, you may ignore 1 of its conditions.
- Clever
- Place any action card on slot 1 after completing your turn.
- Constriction
- Place a constriction token on the X rightmost actions of each opposing zoo, where X is the number of appeal and conservation tracks the player is ahead. Actions with a constriction token have -2 strength. Constriction tokens are discarded when the action is taken or at the next break.
- Cut Down
- Remove 1 empty enclosure from your map and regain its cost.
- Digging X
- You can do one of the following actions X number of times: Discard a card from the display, then replenish OR discard a card from your hand, then draw.
- Dominance
- Add the conservation project Primates to your hand (if not already in the game).
- Extra Shift
- Return 1 Association worker to ready status.
- Flock Animal X
- This animal may share an enclosure with an herbivore of X+.
- Full-throated
- Gain 1 Association worker.
- Glide X
- Discard up to X cards from your hand. For every octopus icon on them, gain either 1 reputation, 2 appeal, or a kiosk.
- Helpful
- Has no Reef Dweller effect.
- Hunter X
- Reveal X cards from the deck. Add 1 animal card to your hand and discard the rest.
- Hypnosis
- Perform an action from slot 1, 2, or 3 from the highest appeal zoo (if it's not yours).
- Iconic Animal: X
- Gain 1 appeal for each X icon in your zoo.
- Inventive
- Gain 1/2/3
tokens for 1/3/5
icons in your zoo. - Jumping X
- Advance the break token by X spaces and gain X money.
- Mark
- Mark 1 animal card in the display after finishing your action.
- Monkey Gang
- Reveal cards from the deck until you reveal a card with a
. Put that card in your hand and the rest under the deck. - Multiplier:
- Place one
icon on X action. - Pack
- Gain 1 appeal for each predator icon in your zoo.
- Peacocking
- Place Large Bird Aviary in your zoo for free (if available).
- Perception X
- Draw X cards from the deck. Keep 2 and discard the rest.
- Petting Zoo Animal
- Gain 3 appeal for each Petting Zoo Animal in your zoo.
- Pilfering X
- Player with the highest appeal zoo (and player with the most CP if X = 2) decides whether you can take X cards from their hand or 5 money from their zoo.
- Posturing X
- Place X pavilion/kiosk(s) for free.
- Pouch X
- Place X card(s) from your hand under this animal. Gain 2 appeal for each.
- Resistance
- Draw 2 final scoring cards. Keep 1 and discard the other.
- Scavenging X
- Take X random card(s) from the discard pile. Keep 1 and discard the rest.
- Scuba Dive X
- Reveal X cards from the deck. Keep 1 sponsor card and discard the rest. (X is the number of octopus icons and reptile icons in your zoo).
- Shark Attack X
- Discard X animal cards in reputation range from the display. Gain half of the appeal points from those cards (rounded down).
- Snapping X
- Gain X card(s) from the display.
- Sprint X
- Draw X cards from the deck.
- Sunbathing X
- Sell up to X card(s) from your hand for 4 money each.
- Symbiosis
- Use one ability of 1 other marine animal from your zoo.
- Trade
- Trade 1
token for five money or five money for 1
token. - Venom X
- All zoos with higher appeal than yours get a venom token on their X leftmost actions. Each turn they do not discard a venom token, they pay 2. Venom tokens are discarded when they take an action with one or at the next break.
- X Magnet:Add all cards matching the X characteristic from the display to your hand.























































