Ark Nova board game box image

Top 2 · #2 of 40 in Strategy

Ark Nova

A big euro strategy game where you design and run a modern zoo and carry out species conservation projects. Its own system, combining card drafting with action slot management, made it a worldwide hit after release.

My collection
👥 1–4 players (best with 1·2) age 14+⏱️ 90–150 min🎯 weight 4/5
StrategyFamilyCard game

Rules

Build a zoo to raise your appeal, and support species conservation projects to collect conservation points. The two tracks run toward each other, and the moment your two counters land in the same scoring area or pass one another, the game ends.

Edition: Base game (per the official Feuerland Spiele English rulebook, V2)Checked against one official rulebook · other edition pending

What kind of game is this

You run a zoo: you build enclosures, bring in animals, and support species conservation projects. Score comes from two directions. Animals raise your appeal, and supporting conservation projects raises your conservation points. Winning is not about pushing one of them as far as it goes — it is about raising both until your two counters meet.

TermWhat it means
AppealHow attractive your zoo is. It sets your income each break and is one axis of the game-end check
Conservation pointsWhat your conservation work has achieved. The other axis, and the basis for converting to Victory Points
ReputationDetermines how far into the display you can reach (your reputation range). The track tops out at space 15
StrengthThe number 1-5 of the slot an Action card sits in. It is how hard you get to use that action
DisplayThe 6 face-up cards on the game board. You may take the ones within your reputation range
Partner zoo / universityTiles gained with the Association action. They cut animal costs and grant icons
Association workerThe worker you send to a task on the Association board. They come back each break
X-tokenA token that raises your action strength by 1 each. You can never hold more than 5

Where this guide stands

It was written against the full text of the official Feuerland Spiele English rulebook V2, cross-checked against the official Korean errata and FAQ published by Korea Boardgames. The Korean edition's own rulebook could not be obtained from any public source.

Components

ComponentCountNotes
Zoo cards212128 Animal · 64 Sponsor · 20 Conservation Project
Base Conservation Project cards12The ones laid out below the Association board from the start
Final Scoring cards11Each player takes 2 and keeps them hidden, then discards 1 later
Action cards205 to a set. Double-sided, with the upgraded side II on the back
Game board · Association board1 eachThe game board carries the display and the reputation, appeal, conservation, and break tracks
Zoo maps8Front sides are 4 copies of Map A and 4 of Map 0; the backs are the eight different Maps 1-8
Standard enclosures9028 of size 1 · 24 of size 2 · 15 of size 3 · 13 of size 4 · 10 of size 5
Special enclosures124 each of Petting Zoo, Reptile House, and Large Bird Aviary
Unique buildings15They only come into play through Sponsor cards
Money tokens7040 of 1 · 11 of 5 · 10 of 10 · 9 of 20
Partner zoos · universities20 · 12One of each kind starts on the Association board
Bonus tiles9Only 4 random ones are used per game. The other 5 go back in the box
X-tokens20Each one is +1 strength
Multiplier · Venom · Constriction tokens8 eachWhat an animal's interactive ability drops onto an opponent's Action card
Break token1When it reaches the end of the Break track, everyone goes through the break
Per player color (4)3 + 4 + 25 each3 counters · 4 association workers · 25 player tokens
Solo tiles2The large tile that replaces the Break token, and the small one for the Appeal track

Money has no currency name. The rulebook simply calls it «money», and so this guide only gives the number — «2», not «2 coins».

Setup

  1. 1Put the game board in the middle and place the Break token on the starting space for your player count. With three players that is the space marked (3).
  2. 2Shuffle the 9 Bonus tiles and place one face up on each of the 4 blank yellow spaces on the board. Do not place any on the two yellow spaces that show icons, and return the remaining 5 tiles to the box.
  3. 3Shuffle the Zoo cards into a face-down deck on the board and deal 6 cards face down to the display spaces (you turn them up at the end of setup).
  4. 4Put the Association board beside the game board and place 1 partner zoo of each continent and 1 university of each kind on it. Leave room above and below it for conservation projects.
  5. 5Shuffle the Base Conservation Project cards into a deck and lay out 4 face up in a 4-player game, otherwise 3, below the Association board.
  6. 6Shuffle the Final Scoring cards face down next to the Association board. Determine a start player at random; turn order is clockwise.
  7. 7Each player takes a random Map A zoo map with that side up (recommended for a first game). Place a 3-space enclosure, empty side up, on the indicated spaces.
  8. 8Each player takes a set of 5 Action cards and lays them side I up in the five slots below their map. The Animals card goes in the leftmost slot (strength 1); distribute the other four at random.
  9. 9Each player puts their appeal, conservation, and reputation counters on the first space of each track. Appeal alone starts by turn order: the start player on 0, the second player on 1, the third on 2, and the fourth on 3.
  10. 10Each player puts 7 player tokens on the spaces along the left edge of their map, stands 1 association worker on the notepad as the active worker with the other 3 lying down below it, and takes 25 money.
  11. 11Each player draws 2 Final Scoring cards and keeps them hidden, then draws 8 Zoo cards, keeping 4 as their hand and discarding 4 to the discard pile. Once everyone has chosen, reveal the 6 cards of the display.

A two-player game blocks off some spaces

Use 6 player tokens of an unused color. On the 3 face-up Base Conservation Project cards, cover the left level of the left card, the middle level of the middle card, and the right level of the right card; then cover the three spaces in the left column of the donation area on the Association board. Blocked spaces cannot be used by either player.

+RW!!Empty building spacePlacement bonus (+)Rock (R)Water (W)Needs the upgrade (!)
The spaces on your zoo map are hexes. You cannot build on rock (R) or water (W) spaces, but plenty of animals need an enclosure next to them. Yellow spaces (!) only open up once you upgrade your Build action, and green spaces (+) pay a placement bonus the moment you cover them.

A turn — one Action card goes back to slot 1

Ark Nova has no rounds. Players simply take one turn each in clockwise order, with breaks cutting in along the way. All you do on your turn is choose one Action card and take that action.

  1. 1Choose one Action card from the five slots below your map. The number of the slot it sits in is its strength.
  2. 2Shift the card down to show it is being used, and perform the action with that strength.
  3. 3When the action is done, remove the card from its slot and shift every card to the left of the now-empty slot one slot to the right.
  4. 4Place the used card in slot 1. To use that action at strength again, you have to wait for it to be pushed back up the row.
1Cards2Animals3Sponsors4Build5Assoc.Before — Build sits in slot 4 (strength 4)1Build2Cards3Animals4Sponsors5Assoc.After — Build is in slot 1, the three on its left shifted right
Build was used from slot 4. Build goes back to slot 1, and the cards that were in slots 1-3 (Cards, Animals, Sponsors) each shift one slot to the right. Association in slot 5 does not move.

X-tokens raise your strength

Each X-token you return raises this action's strength by 1. You may spend as many as you like at once, but you must set the strength before you perform the action — an X-token gained during an action cannot pump that same action. You can never hold more than 5.

  • There is no «do nothing» action. Playing 0 Animal cards or building 0 buildings is not allowed.
  • If you cannot or do not want to take any of the 5 actions, take the X-token action: choose any card, move it to slot 1, and take 1 X-token. The slot number contributes nothing here, and you cannot take it at all if you already hold 5.
  • Effects that say «after finishing» are resolved only once you have completed the action including moving the Action card to slot 1. If several apply, you choose the order.

The five actions and their upgrades

ActionSide ISide II (upgraded)
CardsAdvance the Break token 2 spaces, then draw cards from the deck (up to 3) or «snap» exactly 1 card from the displayYou may also draw from the display within your reputation range, the table's values improve, and you can snap from a lower strength. You may now raise reputation to 10 or more
BuildBuild exactly 1 building of your choice, up to your strength in size: kiosk, pavilion, standard enclosure, Petting ZooBuild several different buildings whose total size does not exceed your strength. Reptile House and Large Bird Aviary open up, as do the ! spaces on your map
AnimalsPlay Animal cards from your hand. The table on the card sets how manyYou may play them straight from the display if they are within reputation range (paying the folder number extra). At strength 5 or more you gain 1 reputation at the start of the action, and you may play animals with the side II condition
AssociationPerform exactly one association taskPerform several different tasks (their values summing to no more than your strength). On top of that, one donation opens up
SponsorsPlay exactly 1 Sponsor card. Or advance the Break token by your strength and take that much moneyPlay several Sponsor cards (strength + 1 must be at least the sum of their levels). Choosing to advance the Break token instead pays you double

There are only four upgrades in the game

They come from the Conservation track, the Reputation track, your second partner zoo, and your second partner university. One of them offers an alternative reward instead. So you can never upgrade all five cards — deciding which to upgrade is the first fork in the game.

  • Upgrading only flips the card. It stays in the slot it is in, and you use side II from your next action onward.
  • Upgrading during an action does not apply to that action. It does, however, count immediately for any requirement check that asks whether the card is upgraded.
  • Bonuses gained during an action, on the other hand, can be used within that same action. You may raise your reputation to gain an extra association worker and then use that worker for the next task.

The Cards action — the display and reputation range

The game board holds 6 face-up cards on numbered folders — this is the display. The folder your reputation counter sits on, and every lower-numbered folder, is within your range. The higher your reputation, the more cards you can reach.

1In range2In range3In range4Out of range5Out of range6Out of rangeThe 6-card display and reputation range (reputation reaching folder 3)
Reputation reaches folder 3 of the display. Cards 1-3 are within range (green), so the upgraded Cards, Animals, Association, and Sponsors actions can take or play them; cards 4-6 are out of range.
  • Drawing from the deck: draw as many cards as the table printed on the card allows for your strength, up to 3. Then you may have to discard 1 card from your hand — it may be one you just drew.
  • Snapping: at or above the minimum strength shown on the card, instead of drawing several you take exactly 1 card from the display. You may take any card regardless of your reputation.
  • Whether you draw or snap, first advance the Break token 2 spaces. You gain no money for that movement.
  • Replenish the display only after your turn is completely finished. Slide the higher-numbered cards down without changing their order, then fill the empty folders from the deck.
  • You may hold any number of cards after this action. You only reduce to your hand limit (normally 3) during the break.
  • When your reputation counter lands on a space with a bonus beside it, take it immediately and only once. Raising reputation to 10 or more requires the upgraded Cards action.
  • The Reputation track ends at space 15. If you are on 15 and gain more reputation, each remaining step becomes 1 appeal instead.
  • You may not look through the discard pile during the game.

Building — attach it, and keep kiosks apart

  • A building costs its size × 2. A 3-space enclosure costs 6, a 5-space one costs 10. Pay before you place it.
  • A new building must touch an existing one along at least one edge. Only your first building is different: at least one of its spaces has to sit on a border space of your map.
  • Build on empty spaces only. Buildings may not run off the map, overlap another building, or cover water or rock spaces.
  • A kiosk pays income every break. A pavilion raises your appeal by 1 immediately, once.
  • Place a standard enclosure with its empty side (yellow edge) up. You flip it when an animal moves in.
  • Covering a placement bonus (+) pays it immediately and once. When you build several buildings you build them one at a time and take each bonus as it comes, so money you just gained can pay for the next building.
  • With the upgrade you build several buildings per action, but never two identical ones — each must be different and their total size must not exceed your strength.
  • The upgrade also opens the ! spaces. Covering every space except water and rock immediately gains you 7 appeal.
K✗✗✓✗✗✗✓✗✗✓✓
A kiosk (K) must be at least 3 spaces from any other kiosk — meaning at least 2 spaces in between. Only the four spaces marked ✓ can take your next kiosk.

Unique buildings cannot be built with this action

A unique building such as the Meerkat Den only comes into play through a Sponsor card. The Build action covers kiosks, pavilions, standard enclosures, and special enclosures — nothing else.

The Animals action — enclosure first, animal second

  1. 1Check conditions — you can only play the card if you meet every condition down its left side (a particular partner zoo, an animal category, continent icons, and so on).
  2. 2Pay the cost — the figure in the card's upper-left corner. A partner zoo on that animal's continent cuts it by 3 per continent icon on the card. Even if a card pays you for playing the animal, you must be able to pay the full cost first.
  3. 3Fill an empty enclosure — the number in the hexagon is the minimum enclosure size. Put the animal in an empty standard enclosure of that size or larger and flip the enclosure over. Any water or rock adjacency requirement has to be met too.
  4. 4Place the card — put the Animal card beside your map. You may overlap your cards, since everything you still need is printed along the top.
  5. 5Execute effects — advance your appeal by the amount on the card. Some animals also grant conservation points or reputation. Anything not marked «after finishing» resolves immediately.
W4434✓3✗4-space enclosure — touches water3-space enclosure — too smallWater space (W)
An animal requiring size 4 or larger plus 1 adjacent water space. The brown enclosure on the left is 4 spaces and touches water (W), so it works (✓). The purple one on the right is only 3 spaces, so it is too small (✗).
  • There are 7 animal categories: bird, herbivore, predator, primate, reptile, bear, and Petting Zoo animal. Bear and Petting Zoo animal are special cases, so their icons are black on white.
  • Whenever a rule asks for animal categories, that includes bears and Petting Zoo animals. If they are meant to be left out, the card says so explicitly.
  • The three special enclosures are the Petting Zoo, Reptile House, and Large Bird Aviary, and your zoo may hold only one of each. You never flip a special enclosure; you mark how many of its spaces are used with your player tokens.
  • Petting Zoo animals can never go in a standard enclosure. All reptiles and some birds, by contrast, may go in either a standard or a special enclosure.
  • Water and rock adjacency requirements apply to special enclosures just the same.
  • When you build a Reptile House or Large Bird Aviary, you may move animals already in your zoo into it on the spot. This chance comes only at that moment, and if several animals qualify you decide about each one separately.
  • For each animal moved, flip back the smallest occupied standard enclosure that meets all of that animal's requirements, water and rock included. In the rare case there is none, flip the smallest occupied enclosure that at least meets the size requirement; if there is no such enclosure either, flip none.
  • Water or rock depicted on a unique building or a printed enclosure does not satisfy a water or rock requirement.

Interactive effects such as Venom and Constriction only apply to you once your zoo has 5 or more appeal (space 5 of the Appeal track is marked as a reminder). If your group dislikes that kind of needling, you can play the solo effects printed on the cards instead.

The Association action — four tasks and a donation

To carry out an association task you need at least 1 active association worker on your notepad. Send it to the matching task on the Association board. If one of your workers is already there you must send 2, and if three of yours are there you cannot take that task at all for now. Workers in other colors do not matter.

Strength neededTaskWhat it does
2Increase reputationRaise your reputation by 2, taking any bonus you pass
3Gain a partner zooTake one from the Association board and place it on the lowest empty space on your map. No two may share a continent, and 4 is the maximum
4Gain a partner universityTake one from the Association board onto the lowest empty university space. You may never take one you already have
5Conservation project workSupport a project already in play, or play a Conservation Project card from your hand and support it immediately
  • From your third partner zoo onward, your Association action must be upgraded. That requirement is printed on the zoo map rather than the card, so it applies no matter how you obtain the zoo — via a Bonus tile or Sponsor card included. The same goes for Build: without that upgrade, a building gained from a Sponsor card or Bonus tile still cannot go on a ! space.
  • A partner zoo cuts the cost of animals from its continent by 3 per continent icon, and grants 1 icon of that continent. The rare animal with two continent icons is therefore 6 cheaper. The conditions down the left side of a card never count as icons.
  • Universities raise your reputation and grant research icons, and are the only way to raise your hand limit to 5.
  • To support a conservation project you must meet a condition that has no player token on it yet. Each player may support a given project only once.
  • When you support one, take a player token from the left edge of your map and place it on that condition. The bonus under the token you lifted activates at once, and some of them pay out again every break.
  • Playing a new Conservation Project card puts it on the leftmost space above the Association board, sliding the others right. If that exceeds your player count's limit (2, 3, or 4), discard the rightmost card. The base projects below the board never move and are never added to.
  • A project that releases an animal into the wild works differently: instead of collecting icons you discard 1 animal with the named icon that requires the named standard enclosure size. Move your appeal counter back by that animal's appeal, then take the conservation points — you lose appeal first and gain conservation second.

Donations need the upgrade, and one per action

Once the Association action is upgraded you may perform several different tasks (their values summing to no more than your strength) and, on top of that, make one donation. Pay the smallest amount still visible in the donation area and cover that space with one of your player tokens for 1 conservation point. You must have performed at least one task in the same action to donate, and no worker is needed. Once every space but the last is covered, each further donation costs 12 and no more tokens are placed.

The Sponsors action

  • Play exactly 1 Sponsor card from your hand. Your strength must be at least the card's level, and you must meet the conditions on its left side.
  • Resolve its instant and recurring effects, then place it beside your map. Some sponsors let you put a unique building into your zoo.
  • Alternatively, advance the Break token by your strength and take that much money. You take the full amount even if the token reaches the last space before using all those steps.
  • Upgraded, you play several cards: strength + 1 must be at least the sum of their levels. You may play from the display too (within range, paying the folder number extra), and choosing the Break token option pays double.
  • What the card colors mean: a yellow background at the lower left is a one-off effect on play, a blue band at the top is a recurring effect, purple means income every break, and a brown background at the lower right is an effect during final scoring.
  • When a Sponsor card's effect refers to «an icon», the card's own icon counts. Only the icons in the upper-right corner are counted, with rock and water icons in the upper-left corner as the exception.

Overlap your played cards so only their tops show and save table space. Cards with a final-scoring effect carry a vertical brown strip behind the level, so you can still find them once they are stacked.

The break — six steps

A break happens when the Break token reaches the last space of the Break track. Whoever put it there gains 1 X-token, finishes their current turn, and then everyone goes through the steps below. Any steps past the end of the track are ignored.

  1. 1Hand card limit — discard down to your limit. It is normally 3, or 5 if you hold a particular university.
  2. 2Tokens on Action cards — return any Multiplier, Venom, and Constriction tokens sitting on your Action cards to the supply. They stop having any effect.
  3. 3Association board — all your association workers return to your notepad and become active again. Replenish partner zoos and universities so exactly one of each kind is available again; there is no need to replenish what every player already has.
  4. 4Replenish the display — discard the two cards on folders 1 and 2, slide the rest down, and refill from the deck.
  5. 5Take income — the three sources below. Usually everyone takes it simultaneously, but when order matters (several players taking a card from the display, say) take it clockwise starting from whoever triggered the break.
  6. 6Break track — return the Break token to the starting space for your player count.
IncomeWhat you take
Appeal incomeThe amount printed beside your counter on the Appeal track. A counter on space 7 takes 11
Kiosk incomeCheck each kiosk separately: 1 money for each edge-adjacent unique building, special enclosure, occupied standard enclosure, and pavilion. An empty standard enclosure pays nothing; an empty special enclosure does pay
Recurring incomeFrom Sponsor cards and from income icons on bonus spaces of your map that you have already uncovered

When several players gain cards during a break, the display is replenished after each player chooses before moving on to the next.

Game end and final scoring

If, at the end of your turn or during a break, your conservation counter and appeal counter are in the same scoring area or have passed one another, the end of the game is triggered. A scoring area is one space of the Conservation track together with the adjacent spaces of the Appeal track.

Conservation track →··Cons. 20··Scoring area··Appeal 64··← Appeal track
The rulebook's own example: 20 conservation and 64 appeal land in the same scoring area (centre) and trigger the game end. The two tracks run in opposite directions, so only raising both scores brings the counters together.
  1. 1Trigger — if it happened at the end of your turn, every other player but you takes one more turn. If it happened during a break, everyone including you takes one more turn.
  2. 2Score cards — add the appeal and conservation points from your Final Scoring cards and from every card with an end-of-game icon. If no player ever reached 10 conservation points, everyone discards one Final Scoring card first.
  3. 3Determine Victory Points — read the little white number in the space your conservation counter occupies and add the value of your appeal counter. That sum is your score.
Conservation pointsWhite number on that spaceAppealVictory Points
162480104
183078108

Three gates on the Conservation track

2 conservation points — upgrade one Action card or activate one more association worker (available to every player who reaches it). 5 and 8 conservation points — take 5 money or one of the Bonus tokens beside the space. A Bonus token taken is then removed from the game, but the option to take 5 money always remains. 10 conservation points — the first time any player reaches it, every player discards one Final Scoring card.

On a tie, the tied player who supported the most conservation projects wins — count the player tokens lifted from the left edge of your map. If that is still tied, the tied players share the victory.

Strategy that follows straight from the rules

  • Pushing one side alone cannot win. Appeal at 113 does nothing if your conservation counter is still far away, and the reverse is just as true. Your score is the conservation space's white number plus your appeal, so both have to grow.
  • There are only four upgrades. Since you can never upgrade all five cards, it pays to decide which two or three to grow early, based on your opening hand and your map.
  • An Action card dropping back to slot 1 means using an action hard costs you that action for a while. Cycling all five evenly is the baseline rhythm, and X-tokens are how you break it once.
  • Enclosures come before animals. Hoarding Animal cards with nowhere to put them is dead weight; building enclosures and never filling them gains no appeal.
  • A partner zoo cuts that continent's animals by 3 per icon. If your hand is stacked with one continent, spending strength 3 to get it early pays well.
  • A kiosk pays for every building sharing an edge with it. Planting one where the map will later fill in earns interest every break — but kiosks must stay 3 spaces apart.
  • Supporting a conservation project at a lower level is often still worth it: lifting a player token from your map can open a bonus that pays out every break, so the earlier you do it the more it returns.
  • «Release into the wild» takes appeal away first and gives conservation second. It is a way to draw the two counters together, but a lower appeal also means less income each break.

Choosing maps · solo play · expansions

Zoo mapCharacter
Map A (4 copies, all identical)For a first game. A generous head start and generous rewards
Map 0 (4 copies, all identical)For beginners after their first game. More bonus spaces
Maps 1-8 (backs of A and 0, all different)Once you are comfortable. Each gives you an individual special ability
  • With the advanced maps, either take 2 at random and choose 1, or lay out player count + 1 and choose one each in reverse turn order. Unselected maps go back in the box.
  • If an experienced player is teaching beginners, Map 0 gives a small head start and Map A a larger one.

Solo play changes a few rules

Lay out 3 Base Conservation Project cards as in a 3-player game and place no tokens of another color on them. Do not use the Break token: instead put 7 tokens of an unused color in the left column of the large solo tile and move the topmost one right at the end of each turn. You start with 20 appeal (the small tile on space 45 of the Appeal track), and at most 2 Conservation Project cards sit above the Association board. The game ends after 6 rounds, and 100 Victory Points or more is a win. A break runs steps 1-5 only — step 6 is skipped.

ExpansionNotes
Ark Nova: Marine Worlds (2023)Published in Korean by Korea Boardgames. An error in the «Bonus Tiles on the Reputation Track» entry on page 8 of the rulebook led to an official erratum and correction stickers in May 2025
Map Pack 1 · Map Pack 2Small expansions that add more zoo maps

Rules people get wrong

Q. Is saving an Action card until it reaches slot 5 always better?

No. While a card climbs to the right you cannot use that action at all, and once you use it, it drops to slot 1 and stays weak for a while. Some actions also gain nothing from a strength above 5. Weigh that against the fact that X-tokens can raise your strength anyway.

Q. If I upgrade an Action card in the middle of an action, can I use the upgrade right away?

No. The upgraded side applies from your next action onward. It does count immediately, though, for any requirement check that asks whether the card is upgraded.

Q. Can a bonus gained during an action be used in that same action?

Yes. If an Association action raises your reputation and that gains you another association worker, you may use that worker for a further task within the same action. Only the strength and the type of action are fixed when the action begins.

Q. Can a Bonus tile give me a third partner zoo?

Not unless your Association action is upgraded. The requirement is printed on your zoo map, not just the card, so it applies however you obtain the partner zoo. The same holds for Build: without that upgrade, even a building gained from a Sponsor card or Bonus tile cannot go on a ! space.

Q. When releasing an animal into the wild, do I lose appeal first or gain conservation points first?

You lose the appeal first, then gain the conservation points.

Q. If a water area is two spaces wide, is a building next to it adjacent to two water spaces?

No. Only the water spaces whose edges your building actually touches are counted. Touching just one means it is adjacent to one water space.

Q. How high can appeal and conservation points go?

113 appeal and 41 conservation points are the maximums. Once a counter reaches the end of its track you cannot gain any more.

Q. If my score rises on another player's turn and meets the end condition, does the game stop there?

No. The game only ends at the end of the turn of the player who met the condition, or during a break. It waits until then to trigger.

Q. What counts as a border space?

A space with at least one of its six edges not touching another space. Your first building must cover at least one border space.

History and editions

ItemDetail
DesignerMathias Wigge
Graphic designChristof Tisch · Steffen Bieker — per the rulebook credits
IllustrationLoïc Billiau · Dennis Lohausen — wiki cross-check
PublishersFeuerland Spiele, German edition 2021 / Capstone Games, English edition 2022
Korean editionPublished by Korea Boardgames
Players · time1-4 players · 90-150 minutes
  • It won the 2021 Golden Geek Award for Best Heavy Game and the 2022 Deutscher Spiele Preis, and was up for the 2022 Kennerspiel des Jahres. — wiki cross-check
  • Its overall BGG rank rose from 4th in July 2024 to 3rd in December of the same year. — wiki cross-check
  • A digital adaptation, «Ark Nova Digital», arrived in 2025. — wiki cross-check

It shares the zoo theme with New York Zoo (Uwe Rosenberg) but is in a completely different weight class. Ark Nova sits at BGG weight 3.8 and leans heavily on card text, so Map A really is the place to start for a first game.

Sources

Official Feuerland Spiele rulebook (Ark Nova, English V2)Official Feuerland Spiele rulebook (Arche Nova, German original V2.0)Official Korean errata and FAQ for Ark Nova (Korea Boardgames)BGG — Ark NovaWiki cross-check — Wikipedia: Ark NovaWiki cross-check — Namuwiki: Ark Nova (Korean)

Rule summaries are reference content written by us, not quotations from the official rulebook. Always check the official rulebook for exact rules. Diagrams are original schematics, not rulebook illustrations.

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Last updated 2026-09-14

💡 Master tip

The key is setting off your upgraded (level II) actions efficiently when an action card reaches slot 5. Early on, get sponsor cards that raise your income onto the table quickly to build your engine.

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