Dame Nature
Dame Nature Rulebook
Table of Contents
Table of Contents
Components
The game contains:
- This rulebook.
- 90 cards, as follows.
68 cards for the base game:
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6 Setup cards. The front (base game) is numbered 1 to 6, and the back (Invasive species, page 22) is lettered A to F.
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27 Condition cards:
- 6 atmospheric Condition cards
- 6 hydric Condition cards
- 6 geological Condition cards
- 6 thermal Condition cards
- 3 Joker Condition cards: multiple Condition cards, each of which represents all 4 Conditions
Some Condition cards carry symbols used for the advanced rules, from page 15 onward.
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10 plant and animal Species cards: one of each species.
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18 Symbiosis cards.
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1 First Player card.
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6 Player Aid cards, with a different front and back. The back is used for the advanced rule on page 22.
22 cards for the different game modes (p. 15):
- 6 Cat cards
- 3 Pollution cards
- 3 Species reintroduction cards
- 6 Wetland cards
- 3 Invasive species cards
- 1 Player Aid card (Wetland / Invasive species)
How to Play
Introduction
You are the artisans through whose hands the web of life is woven, from the smallest herbs up to the great predators.
Right from the start, you will have all the cards you need for the game in your hand.
Goal of the Game
It is a cooperative game in which you program the cards to play at the right time and in the right place, so that together you complete the entire web of life, with limited communication.
To win, all the cards making up the web must be in place before the end of the last turn. You must therefore have played the Aigle royal (Golden Eagle) to win.
The rulebook's diagram of the web shows a finished web, built from left to right with Conditions and Species. Its callouts read as follows: the blue Condition needed to install the Species Jonc; the two Species Aubépine and Chêne, which must be installed before the Conditions that follow them (green and violet) can be placed; and the Species Mésange bleue, which can be placed once its Conditions (violet and green) are in place.
From page 15 onward, you will find 12 new rules to make you think, and therefore play, differently!
Setup
- Lay out the 6 Setup cards (number side up) in 3 columns (cards 1, 2, 3, then 4, 5, then 6).
- Leave in the box the Condition and Species cards bearing these symbols. They will be used for the advanced game modes (p. 15).
- Build a deck with the 10 Species cards and the Condition cards, according to the number of players:
| Number of players | Condition cards | Joker cards | Species cards |
|---|---|---|---|
| 3 | 20 (5 of each colour) | 3 | 10 |
| 4 | 20 (5 of each colour) | 2 | 10 |
| 5 | 24 (6 of each colour) | 1 | 10 |
| 6 | 24 (6 of each colour) | 2 | 10 |
- Shuffle this deck and deal it evenly to all players. Each player may only look at their own hand.
- According to the number of players, also deal each player one Player Aid card and some Symbiosis cards, placed in front of them, this side visible:
| Number of players | Symbiosis cards |
|---|---|
| 3 | 0 |
| 4 | 1 per player |
| 5 | 2 per player |
| 6 | 3 per player |
- The player you feel has the most naturalist soul takes the First Player card.
Playing the Game
Together, you will rebuild the web of life in the middle of the table. When its required Conditions are all present, a Species can be installed. When two Species are installed one above the other, new Conditions can be placed so that a new Species can be installed, and so on.
Players must not show their hand to the other players outside of Symbioses.
Turn Structure
There will be as many turns as there are cards in each player's hand.
Each turn is divided into two phases:
- a programming phase;
- a reveal phase.
1. Programming (and any Symbioses)
Simultaneously, each player chooses a card from their hand and places it face down in front of them. Naturally, they give no information.
There are 2 ways to make a Symbiosis:
- by being the first player;
- by turning over a Symbiosis card.
Before or after placing their card in front of them, each player may turn over one of their Symbiosis cards to:
- show one of their cards (the one placed in front of them or another one from their hand) to all the other players;
- OR give one of their cards (the one placed in front of them or another one from their hand) to another player. Only that player knows the card given, and in exchange must give them one of their cards (from their hand or the one placed in front of them) or return theirs;
- OR exchange one of their Condition cards (the one placed in front of them or another one from their hand) with any card in the discard pile (if there is one).
On each turn, the first player gets a free Symbiosis (without turning over a Symbiosis card)!
It is possible to play several Symbioses in a turn, but the number of Symbioses for the game is limited: a Symbiosis card that has been turned over (and therefore used) can no longer be used for the rest of the game.
With 3 players there are no Symbiosis cards, so only the first player of each turn can make a Symbiosis!
As long as no one has revealed their card, a card placed face down in front of you may be replaced by another card from your hand (you are allowed to change your mind).
2. Reveal
When all the players agree that they are sure of their choice and no longer wish to exchange information via Symbioses, the first player reveals their card and places it in the play area. The others then do the same, one after another, clockwise. If a card cannot be placed, it is discarded.
If the discard pile contains several cards, all of them must be clearly visible.
Joker cards: when a player reveals a Joker card, they choose the colour they want to give it, and orient it accordingly (before the next player reveals their card).
When a Condition Card Can Be Placed in the Play Area
The 4 Conditions needed by plant Species can be placed from the start of the game. The Conditions needed by an animal can only be placed after the 2 Species preceding it have been installed.
When a Species Card Can Be Placed in the Play Area
A Species card can be placed once its required Conditions have been placed (in any order).
End of the Turn
At the end of the turn, the first player gives the First Player card to the player on their left, who becomes the new first player for the next turn (and will receive a free Symbiosis).
Example
Example from the third turn of a 5-player game:
- The first player places their green Condition.
- The second player places their violet Condition (needed for the Mésange bleue).
- The third player can place their Species (the Mésange bleue), because its 2 Conditions (violet and green) are present.
- The fourth player cannot place their violet Condition, which is discarded.
- The fifth player cannot place their Species (Campagnol), which is discarded.
In the next turn, a yellow Condition must be placed before the Carabe doré, and a blue Condition is needed to place the Campagnol (one player will have to use a Symbiosis to exchange one of their Condition cards for the Campagnol in the discard pile, and play it). Then the Condition cards of the next column can be placed.
End of the Game
The game can end in 2 ways:
- The Aigle royal has been placed? Well done, you have won! The glory of your victory is all the greater the fewer cards there are in the discard pile. And if there are no cards in the discard pile, you are the best!
- You have played all your cards but the Aigle royal has not been installed? You have discarded too many cards, and the game is lost. You have probably learned lessons to help you get out of it next game!
If, during a game, you have already discarded too many cards to be able to place the Aigle royal, you may simply decide to stop the game and start again!
Maximum number of cards that may be discarded in order to win:
| Number of players | Maximum number of cards discarded |
|---|---|
| 3 | 3 |
| 4 | 2 |
| 5 | 5 |
| 6 | 6 |
Advanced Game Modes (Modes de jeu initiés)
"Life finds a way." Ian Malcolm, Jurassic Park, 1993
Because life can take different paths, we offer you 4 of them, each comprising 3 game modes, which will lead you to adapt and therefore think together differently!
Each stage of a path is a game in its own right, with its own rule, to which the rule of the previous stage must be added! The 3rd stage is therefore made up of the cumulative rules of the 3 stages. To win a path, you must successively win the 3 stages that make it up, without any defeat.
Naturally, for your enjoyment, and if you are particularly fond of certain game modes, you may also simply play the stage of your choice, cumulating the rules or not!
Paths may cross, so you may also have fun mixing the rules of different stages from different paths.
Path 1: Natural Variations
Certain Conditions cannot exist alone and require the presence of other elements in order to be viable. Others can only appear in response to the installation of a key species. Lastly, some habitats, such as wetlands, shelter unique biodiversity and need specific interactions in order to be maintained. This path highlights these ecological interdependencies, where the appearance of a Condition or a Species can depend directly on an element that already exists. Across three stages, it shows how environmental and biological factors influence one another, creating a web of evolution that is always in motion. This path invites you to work with natural constraints, taking into account how each element fits together with the others.
Stage 1: Associated Conditions
Sometimes certain Conditions can only be viable if they are associated with others.
4 Condition cards are concerned and must be in your game.
Once revealed, an associated Condition may only be placed if the previous player revealed a Condition card; otherwise the associated Condition card is discarded. This means that the first player of the turn can never place an associated Condition.
Stage 2: Dependent Conditions
Certain "engineer" species allow the installation of new Conditions.
4 Condition cards are concerned and must be in your game.
Once revealed, a dependent Condition may only be placed if the previous player revealed a Species card; otherwise the dependent Condition card is discarded. This means that the first player of the turn can never place a dependent Condition.
Stage 3: The Wetland
Wetlands are essential to biodiversity, offering refuge to many species and playing a key role in regulating water and climate. They also contribute to ecological balance by supporting rich and varied ecosystems.
Place the Wetland Player Aid card under the Setup cards. Add the 6 Wetland cards to your base game and deal the cards to all players. This is the only game mode in which all players will not necessarily have the same number of cards.
You must build an additional aquatic web, made up of 4 Conditions and 2 Species: the Charagne and the Gardon.
A card (Condition, Joker or Species) can only be placed in the aquatic web if the previous player revealed a blue Condition card (or a blue Joker), otherwise it is discarded.
Path 2: Natural Areas Under Strain
Ecosystems are not always stable or welcoming. Some habitats present exclusive interactions, where species depend strictly on one another. Others must adapt to ephemeral conditions such as floods or drought. Some are marked by extreme specialisation, where flora and fauna follow distinct trajectories, shaped by their environment.
- Privileged Symbiosis: a species cannot exist without its partner.
- Temporary Conditions: some transitional habitats must be exploited before they disappear.
- Species-specific biodiversity: different rules for fauna and flora in the development of an ecosystem.
This path highlights the challenges of biodiversity in constrained environments, where every decision can have lasting consequences.
Stage 1: Privileged Symbioses
The interaction between certain species can be exclusive and essential. When you turn over a Symbiosis card to show one of your cards, you can no longer show it to everyone, only to a single player!
Stage 2: Temporary Conditions
Certain conditions are temporary (floods...) and must be quickly exploited by the species adapted to that habitat.
4 Condition cards are concerned and must be in your game.
At the end of a game turn, a temporary Condition must be covered by a Species card, otherwise it is discarded. There may be other Condition cards between the temporary Condition and the Species.
Stage 3: Species-Specific Biodiversity
The development of flora or fauna does not require the same natural balances.
At the start of the game, once the players have looked at their hand of cards, and starting with the first player, each chooses on which side they place their Player Aid card on the table: Plant (Végétal) or Animal.
During the game, if they reveal a Species card that does not match the chosen side, Plant OR Animal, they must discard it. They may of course still play the Condition cards of their choice.
The Player Aid cards show a Végétal side with a green border and an Animal side with a brown border.
Path 3: Human Impacts
Ecosystems are also influenced by human activity. Climate change, development and interventions alter habitats and redefine balances. This path explores these impacts:
- Climate change: thermal and hydrological variations influence the viability of natural conditions.
- Environmental change: urbanisation, dams and other infrastructure impose new balances.
- Species reintroductions: humans also try to repair biodiversity.
This path highlights the complexity of the interactions between humans and nature, where every action can have profound and sometimes unpredictable consequences.
Stage 1: Climate Change
Climate change leads to imbalances, particularly thermal and hydrological ones (dried-up ponds and watercourses...).
If, during the same turn, a thermal Condition card (yellow) is revealed just before or just after a hydric Condition card (blue), the blue card is discarded.
A Joker played on its blue or yellow side is considered here to be a blue or yellow card, respectively.
Stage 2: Environmental Changes
A dam, urbanisation or a power station can considerably affect the environment and call for new natural balances.
The Condition cards must be placed in the order in which they are indicated. A Condition card that does not respect this order is discarded.
Stage 3: Species Reintroductions
Human activities can disrupt ecosystems (for example through pollution), but they can also try to restore them, notably through actions such as species reintroduction.
Shuffle together the 3 Pollution cards and the 3 Species reintroduction cards.
At the start of the game, randomly add to your deck of cards as many of these cards as there are players. The remaining cards are set aside (with 6 players, all of these cards are therefore used).
These cards are played in the same way as Condition and Species cards.
To win the game, all of them must have been played.
When a player reveals a Species reintroduction card, the Condition cards revealed afterwards (during this turn or the next ones) are discarded, until an animal Species is revealed. If a Species is revealed immediately after a Species reintroduction card, perfect!
A Pollution card can only be played once the 4 plant Species are already present at the start of the turn. When a Pollution card is revealed, it must be discarded together with one of the Condition cards already placed that is not covered by a Species card (if there is one).
Path 4: The Impacts of Other Species
In nature, interactions between species shape ecosystems. Competition, symbiosis and predation influence the balance of habitats.
This path highlights three key dynamics:
- Invasive species: some colonise new territories, sometimes to the detriment of local ecosystems.
- Incomplete symbiosis: these symbiotic interactions depend on the simultaneous presence of the species.
- The first predator: some introduced predators (cats) disrupt native species.
This path illustrates how interactions between species can unbalance or stabilise an ecosystem, depending on the conditions present. It highlights the fragility of ecological relationships and the impacts that certain species can have when they arrive in a new environment.
Stage 1: Invasive Species
Some species disrupt the ecosystems they colonise, notably because they have no predators or outperform local species in their new habitats.
Replace these 3 Species cards with the 3 Invasive species cards: Aubépine is replaced by Renouée du Japon, Carabe doré by Frelon asiatique, and Martre by Raton laveur.
Lay out the 6 Setup cards (lettered side up) in 3 columns (cards A, B, C, then D, E, then F).
Use the Player Aid card for Invasive species.
Throughout the game, an Invasive species card is discarded if it is not played by the first player.
Stage 2: Incomplete Symbioses
In nature, a strict Symbiosis relies on the presence of both partner species; if one is missing, the interaction cannot take place.
Symbioses no longer allow you to show one of your cards to the other players, but only to exchange a card (with another player or with the discard pile).
Stage 3: The First Predator
Free-roaming domestic cats are predators that hunt many species of birds, small mammals, reptiles and insects, contributing to the decline of local fauna, especially in fragile ecosystems.
At the start of the game, add to the deck of cards as many Cat cards as there are players.
A Cat card is played by placing it face down in front of you, like a Condition or Species card. During the same turn, if:
- a Cat card is revealed just before or just after a Species card, then the Cat card and the Species card involved are discarded;
- 2 Cat cards are revealed by 2 players, then they are returned to hand (so some players may therefore play one extra turn at the end of the game).
If these 2 situations occur during the same turn, the Species card is discarded and the players take back their Cat cards.
To win the game, all the Cat cards must have been played and discarded.
Player Aid
Setup:
| Number of players | Condition cards | Joker cards | Species cards | Symbiosis cards |
|---|---|---|---|---|
| 3 | 20 (5 of each colour) | 3 | 10 | 0 |
| 4 | 20 (5 of each colour) | 2 | 10 | 1 per player |
| 5 | 24 (6 of each colour) | 1 | 10 | 2 per player |
| 6 | 24 (6 of each colour) | 2 | 10 | 3 per player |
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Programming: each player places one card from their hand face down in front of them. A Symbiosis may be used to:
- show one of your cards to all the other players;
- exchange one of your cards with another player;
- exchange one of your Condition cards with any card from the discard pile.
The first player gets one free Symbiosis each turn.
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Reveal: starting with the first player, each player reveals their card and places it, if possible, to complete the web. The player on the left becomes the new first player for the next turn.
A Species can only be placed once its Conditions have been placed. As soon as 2 Species are placed one above the other, the Conditions needed for the next Species can be placed.