
We bought a zoo! Well, we bought a game that simulates the administrative snarl that I imagine owning and operating a zoo to be like but I stand by the cinematic sentiment. When I first opened up this heavy box and saw the menagerie of carboard on display I’ll confess to no small amount of dizziness. As the above picture shows, this game is busy and bustling with at least three boards, two score trackers that run in opposite directions, and many many cuddly critters. Lets put on our emotional sunscreen and try not to get lost in the dizzying paths of Ark Nova.
In Ark Nova players are rival zoos trying to fill up their personal map with enclosures, money-making kiosks, dazzling pavilions, and perhaps a few special exhibits. Into the enclosures will be dropped animals of various shapes, sizes, and predetermined crowd appeal. Zoos are not just about drawing in visitors and selling merchandise but also about ecological education and contributing to conservation efforts. These two goals are rewarded with the aforementioned dual score trackers. Running counterclockwise along the main shared board is your zoo’s appeal is boosted by adding animals and features and coincidentally translates to income in a move that might seem familiar to Terraforming Mars players1. On the opposite side and running clockwise is your ecological score which you improve mostly through conservation efforts. The game ends when both of one player’s score trackers cross like so many ghostbusting beams. At the end of the game, the player who was the greatest positive distance between these two scores wins.
To gobble up points, players take turns taking one of five actions represented by five cards – Cards, Build, Animals, Sponsors, and Association. These cards sit in order from strength 1 to 5 and depending on where they are in this row when you play them they give you more options or better effects. After you take your action, you slide the card to the strength 1 position and slide all the other cards up to fill in its spot. This creates a dance where every turn you weigh the benefits and timing of what action you want to take at what strength. It also means there can be frustrating moments where the thing you need to do is not in the position you need it to be or you take a massively overpowered action to do something puny. As the game progresses, you gain the ability to level up these action cards and flip them over to their advanced side which makes them more powerful and flexible. In addition, the game spits out these X-shaped bonus tokens that can be used to boost actions so if you can turn a 3 strength Sponsors action to a 4 or higher depending on how many Xes you cash in.

The Cards action lets you draw cards from the deck or snatch up cards from the shared board. Most of the cards are animals but there are also sponsorship cards and conservation cards. At the start of the game you have a hand limit of three cards which triggers discarding at the end of a round but there are ways to boost up your hand size to 5.
The Build action is how you add buildings to your zoo and the stronger position the action is in, the larger or more buildings you can plop down. It costs 2 dollars per hex so a small enclosure or kiosk will cost you just 2 but an aviary or massive home for elephants will cost you 10. Buildings have to be built adjacent to previous buildings and certain features like rocks and water can prevent placement. Dotted on your map will be little bonuses that trigger when they’re covered up.2
The Animals action is how you start filling up your zoo with what everyone came to see. Before you can play them however you have to make sure there is a home for them. Most of the time they will go into empty enclosures. You mark which ones are filled by flipping them over. There are, however, some special buildings like petting zoos or reptile houses that can take multiple animals and is represented by placing cute little cubes into available slots. Whenever you play an animal, you trigger effects on the card. Most of the time you’ll add to your zoos appeal and your score will go up. Animals can also grant you bonus actions, let you draw more cards, or steal from your neighbors. The game helpfully comes with a thorough glossary of all the special abilities so you can clarify just what your marmosets and lemurs are getting up to. Along with their cost in dollars, some animals may have specific needs whether it’s being housed near water or in a zoo that has certain aspects already present. Animals have icons to determine both what kind of beastie they are (predator, bird, reptile, cute, etc) and which continent they come from. These icons will be referenced throughout the game so it’s helpful to store them where you can see them easily.
The Sponsors action allows you to either grab some extra cash mid-round or to play one or more of the many Sponsorship cards that grant you special bonuses or ongoing effects.3 Instead of costing money, these are limited by the strength of the action when you take it so if you’re at strength 4 you could play a Sponsorship card with a cost of 4 or less. These cards are very important to have readily at hand as they often grant you extra money or points based on what you and other players do.

Finally there is the Association action which is the fiddliest and requires we go to our board annex. Thematically this represents sending administrative staff out to do PR and make connections with the broader conservation community. Like with Sponsors, the strength of the Association action determines which of the 4 actions you can take on the board with a 5th bonus action unlocked when you level up the Association action. Unlock any of the other actions, you also need to send out a little meeple to take this action. As the game goes on you unlock more meeples and can take more and more actions. The first is to boost your reputation (represented by the little mortarboard cap) which grants you special bonuses on a third (non-score) tracker. The second action is to partner with a continent which can make it easier to secure animals from that region. The third action is to partner with universities to grant reputation or research bonuses as well as increasing your hand size. The fourth action is to contribute to conservation cards4. You do this by taking a cube off your sheet (unlocking a little bonus, Scythe-style) and claiming one of the slots you qualify for, gaining a bump to your conservation score. In the picture above, players could try to collect birds, American animals, or Asian animals. At the start of the game, three of these base conservation cards are revealed and act as a shared motivation for all players but throughout the game new cards can be played and competed over. The bonus action allows you to donate cash for conservation points which can be a great late game catch-up mechanism.
The game consists of players picking one of these actions and going back and forth so it can be a very fast game, particularly early on when the engine isn’t quite pumping out bonuses and exceptions. The game doesn’t have predetermined rounds but there is a de facto one that is determined by the games Break mechanic. Certain actions, notably Cards and Sponsors can move a cute wooden coffee mug down the Break tracker until the Break is triggered. When this happens, players earn income, (both money as well as any other income bonuses accrued by Sponsors cards or other bonuses) meeples come home, hand limit is triggered, and a few other game effects reset. Once everyone has had their Break the game continues and rolls on until the next break.
I am many paragraphs in and still haven’t covered everything this game has to offer but I hope I’ve given a sufficient sense of just what all there is to do which is frankly, a lot. Faithful footnote readers will see that I keep being reminded of Terraforming Mars and there is a lot to compare in these games from length to complexity to similar engine building and glory chasing. There are significant differences particularly in the rhythm of the game and the way the action dance plays out. Of the two, I’m more likely to reach for the red planet but I won’t lie that there is something very satisfying about laying the groundwork and building the community ties so you can dumbo drop an elephant into a nice warm new home. This is a game of fun choices and I can understand why it’s been a BoardGameGeek darling for years.

















