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;Adapt X:Draw X final scoring card(s) then discard X final scoring card(s).
;Adapt X:Draw X final scoring card(s) then discard X final scoring card(s).
;Assertion:Add 1 unused conservation project to your hand.
;Assertion:Gain 1 unused conservation project.
;Boost<nowiki>:</nowiki>X: Place X action in slot 1 or 5
;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.
;Camouflage:If you play 1 other animal this turn, you may ignore 1 of its conditions.
Line 368: Line 368:
;Hypnosis:Perform an action from slot 1, 2, or 3 from the highest appeal zoo (if it's not yours).
;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.
;Iconic Animal<nowiki>:</nowiki> X: Gain 1 appeal for each X icon in your zoo.
;Inventive:Gain 1/2/3 [[File:arkNova_XToken.png]] tokens for 1/3/5 [[File:arkNova_Primate.png]] icons 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:something
;Jumping X:Advance the break token by X spaces and gain X money.
;Mark:something
;Mark:Mark 1 animal card in the display after finishing your action.
;Monkey Gang:something
;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:something
;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.
;Pack:Gain 1 appeal for each predator icon in your zoo.
;Peacocking:something
;Peacocking:Place ''Large Bird Aviary'' in your zoo for free (if available).
;Perception:something
;Perception X: Draw X cards from the deck. Keep 2 and discard the rest.
;Petting Zoo Animal:something
;Petting Zoo Animal:Gain 3 appeal for each Petting Zoo Animal in your zoo.
;Pilfering X:Take 5 or draw one random card from the hand of the zoo with the highest appeal (and the zoo with the highest conservation points if X=2), if it's not yours.
;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:something
;Posturing X:Place X pavilion/kiosk(s) for free.
;Pouch:something
;Pouch X:Place X card(s) from your hand under this animal. Gain 2 appeal for each.
;Resistance:something
;Resistance:Draw 2 final scoring cards. Keep 1 and discard the other.
;Scavenging:something
;Scavenging X:Take X random card(s) from the discard pile. Keep 1 and discard the rest.
;Scuba Dive:something
;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).
;Sea Animal Magnet:something
;Shark Attack X:Discard X animal cards in reputation range from the display. Gain half of the appeal points from those cards (rounded down).
;Shark Attack:something
;Snapping X:Gain X card(s) from the display.
;Snapping:something
;Sponsor Magnet:something
;Sprint X:Draw X cards from the deck.
;Sprint X:Draw X cards from the deck.
;Sunbathing:something
;Sunbathing X:Sell up to X card(s) from your hand for 4 money each.
;Symbiosis:something
;Symbiosis:Use one ability of 1 other marine animal from your zoo.
;Trade:something
;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.
;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.

Revision as of 17:30, 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 Board
Immediate effect
Effect gained on conservation project support and Break
Income in each Break
Effect during final scoring
Immediate one-time effect
Draw card from deck or reputation range
Snap (take any card from reputation range)
Icon Definition
Money
Reputation
Conservation points
Partner zoo
Research
Appeal
University
Icon Animal
Bird
Herbivore
Predator
Primate
Reptile
Bear
Petting Zoo animal
Icon Condition
Condition: Icon in zoo
Condition: Appeal required
Condition: Research required
Condition: Partner zoo required
Condition: Reputation required
Condition: Upgrade required
Ignore 1 condition
Icon Animal Ability
Constriction
Hypnosis
Pilfering
Venom
Hunter
Perception
Pouch
Sunbathing
Icon Build Definition
Standard enclosure of specific size
Kiosk
Pavilion
Build a 2-space/3-space Enclosure for free
Specific special Enclosure
Rock
Water
Enclosure requires adjacency to depicted type and quantity of spaces
Icon Definition
X-token
Upgrade a card
Action strength
Support of a conservation project
Move any action card to slot 1
Perform another action
New Association worker
Hand limit
Appeal limit
Pay X money to play a Sponsor from your hand
Multiplier
Can be affected by interactive effects
Your zoo
Any zoo
Large animal enclosure (4-5 hexes)
Small animal enclosure (1-3 hexes)

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.