Natera: New Beginning
Natera: New Beginning Rulebook
Table of Contents
Table of Contents
- Objective
- Components
- Setup
- Seasons and Turn Order
- District Board
- Actions
- Science Board
- Claims
- Board Locations
- Tribe Leaders
- Bear Rangers (Complexity: 3/5)
- Beaver Corporation (Complexity: 5/5)
- Chimpanzee Family (Complexity: 1/5)
- Fox Syndicate (Complexity: 2/5)
- Gorilla Consensus (Complexity: 2/5)
- Mole Band (Complexity: 3/5)
- Rabbit Pioneers (Complexity: 4/5)
- Racoon Association (Complexity: 2/5)
- Raven Cabal (Complexity: 3/5)
- Red Panda Committee (Complexity: 4/5) — Nuclear Discovery Mini-Expansion
- Reptile Clan (Complexity: 1/5)
- Traveling Turtles (Complexity: 5/5) — Nuclear Discovery Mini-Expansion
- End of Game
- Final Scoring
- Nuclear Discovery Mini-Expansion
- Credits
Objective
In Natera, you control a unique animal tribe with a newly gained self-awareness and intelligence. Each tribe is represented by its own specialty and behavior. In order to win, your tribe must accumulate venture points (Venture Point), which represent one's control over the newly explored environments.
This exploration takes place on the District board, where your tribe leader and explorers will venture out into the areas left behind by humanity. As you explore deeper, you will build authority in those different Districts, allowing you to access better locations and resolve powerful exploration cards.
Rounds are measured in seasons. A season consists of two phases. During the season phase, each player will take turns playing 1 action. Players keep going around the table until everyone has passed. During the rest phase, each tribe will produce resources, recover their explorer tokens and draw new exploration cards.
The game ends when a year has passed. Players score venture points (Venture Point) coming from their authority over Districts, claims achieved, settlements built, science discovered and cards played. The tribe with the most venture points is the one that adapted the best to the new natural era.
Components
- The District Board
- 140 Exploration Cards: Basic, Advanced, Specialist
- 40 Cards
- Season Marker
- 187 Resources Tokens
- First Player Marker
- 32 Hidden Location Tiles (Tier 2 and Tier 3)
- 10 Claim Tiles
- 4 District Leader Discs
- 10 Tribe Cards
- 10 Tribe Mini-cards
- 11 Tribe Leaders and 20 Explorer Tokens
- 5 Science Boards
- 4 Player Boards
- 4 Player Aids
- 32 Settlement, 12 Claim and 16 Authority tokens (in 4 player colors)
Setup
- The District board.
- Season marker.
- District Tier 2 and Tier 3 tiles.
- District Leader Discs.
- Claim Tiles.
- Exploration cards.
- Specialist cards.
- Resource tokens.
- Player board.
- Player Pieces.
- Authority Markers.
- Tribe Cards and Tribe Minicards.
- Tribe Leader Tokens.
- Science Board.
- Draw cards.
You're ready to play!
1. The District board: place it in the middle of the table.
2. Season marker: place on the season track.
3. District Setup: Shuffle and randomly place a TIER 2 tile in the 2 empty District tile locations. Shuffle and place a TIER 3 tile in the last open space. Repeat for the other three Districts.
4. District Leader Discs: Place the circular District Leader tile on the circular space for the District. Repeat for the other three districts.
5. Claim Tiles: Place a numbered set of tiles (for example A.1-E.1) or a random set of tiles (A-E) disregarding the numbers.
6. Exploration cards: Shuffle the Basic Exploration cards (Green backs) and Advanced Exploration cards (Yellow backs) and put both decks beside the District board.
7. Specialist cards: Shuffle the Specialist cards (blue back) and flip over 5 cards.
8. Resource tokens: Place where all players can reach.
9. Player boards: keeps track of your resources, productions, settlements, tribe tokens and claim tokens. During the rest phase of each Season, you will gain resource tokens equal to the production (Production icon) on your cards.
10. Claim Tokens: You have three Flag Claim tokens. These tokens are placed on the District board when you satisfy claim conditions (see Claims). Claim tokens on the District Board are worth 7 venture points (Venture Point) at the end of the game.
10. Settlement Tokens: Place your eight settlements here. You can place these on the District board with the "use an ability" action. Settlements on the District Board are worth 3 venture points (Venture Point) at the end of the game.
11. Authority Markers: Place a player marker on the 0 on each authority track.
12. Tribe Card: This represents your animal tribe.
12. Tribe Mini-card: Gather the resources shown on the card. Then flip over the card to the production side and place into the Production area. During the Rest Phase of each Season, you will gain (Production icon) resources from the production on your Leader Card, Tribe mini-card, Distric Leader disc, Science Board and Exploration cards (played below your player board).
12. Stockpile: These two areas are for holding all your resources. The top section holds: Food, Supply and Power Cell. The lower section holds: Endurance, Agility, and Intelligence.
13. Tribe Leader and Explorers Tokens: Place the matching animal Tribe Leader and Explorer tokens here. These workers will be sent to the District board to collect resources and gain authority.
14. Science Board: Shuffle and deal one science board to each player and place it in their playing area. Each player chooses which side to play with.
15. Draw Exploration Cards: Each player draws 6 basic exploration cards (Green backs) and 2 advanced exploration cards (Yellow backs) then discards 4 cards of their choice.
Seasons and Turn Order
The game takes place over four rounds which are seasons, which represent one year. Each season is made up of an action phase followed by a rest phase.
Season Phase
Beginning with the starting player and in clockwise order, players each take their turns performing exactly 1 action, until they choose to pass for remainder of the season phase.
Players may perform any one of the following actions in any order:
- Send a tribe leader or explorer
- Play an exploration card
- Hire a specialist
- Use an ability
- Discard cards* (free action)
When a player does not want or cannot perform anymore actions, they are forced to pass and their turns are over for the current season. They will be skipped for the rest of the phase until everyone else has also passed.
Once all players have passed their turns, the season phase ends. The season token is moved to the next rest phase.
Rest Phase
In between seasons, during the rest phase, players will perform the following steps in order:
Players recover their tribe leader (Tribe Leader icon) and Explorer tokens (Explorer icon).
Players collect new resources based on their production. Production is depicted by the production icon (Production icon). First, players resolve any production present on their tribe minicard, science board, improvement cards in play (Improvement icon) and District leader discs (leader disc icons) then, players resolve their unique production from their tribe card (unique icon).
Players draw new basic and advanced exploration cards (Basic/Advanced icons) indicated on the season track. Players add those new cards to their hand. Cards drawn in this step can also be drafted as a variant (see below).
The first player token is moved to the next player clockwise. The season token is moved to the next season.
At the end of the fourth season, skip this step and trigger the end of the game.
Season 1: 6 Basic, 2 Advanced. Discard 3.
Season 2: 3 Basic, 1 Advanced.
Season 3: 1 Basic, 3 Advanced.
Season 4: 1 Basic, 3 Advanced.
Draft Variant
At the start of the game and during the rest phase, draft cards Instead of drawing cards and adding them directly to your hand. Each player draws the indicated amount of cards, selects a single one to add to their hand, and passes the rest of those cards to their left during season 1 & 3, and to the right during season 2 & 4. Repeat until all the cards have been drafted. For the starting hand, draft all 10 cards, then discard 4 cards.
We strongly recommend playing with the drafting variant after your first few games.
District Board
The District board is where the different tribes will discover what humanity left behind. The board is composed of the following Districts: Farm, City, Military, Coast and Forest.
The District board also includes the following concepts:
Authority: The four corner Districts each have an authority track. Authority represents the level of control your tribe has over that district. In addition to being part of many requirements, leading in authority is crucial to victory as it rewards a significant number of venture points (Venture Point) at the end of the game.
Locations: Each District starts with 2 Tier 1 locations. Players will interact with locations in order to collect resources and increase their authority. When a tribe leader or explorer token is sent to a location, players earn resources and increase their authority in that District. A District leader disc is also present in the middle of each District. (See Send a Tribe Leader or Explorer.)
Hidden Locations: locations that are marked with TIER 2 and TIER 3 are not revealed at the beginning of the game. Instead, they must be discovered by players once they reach a certain authority threshold in a given District. Those locations give more valuable rewards.
Settlements: a player may exchange 10 supply in order to establish a settlement. Settlements generate resources whenever players interact with locations containing them. Settlements are worth 3 venture points (Venture Point) at the end of the game. (See Establish a Settlement.)
Claims: players place a claim tokens once they have met certain conditions. Each claim is worth 7 venture points (Venture Point) at the end of the game. There are 9 locations that a player can mark with a claim token. There are 5 special claims on the left side of board which change from game to game and 4 claims on the main District board next to level 10 on each authority track. (See Claims.)
Farm District
Where tribes can gather food and attributes.
City District
Where tribes can scavenge supply and gather additional exploration cards.
Military District
Where tribes can collect power cells and manipulate their authority.
Coast District
Where tribes can barter their food for other resources.
Forest District
Where tribes start their new journey. All resources can be accessed in this District in exchange for a card from your hand. The forest (center circle area) does not have an authority track.
Actions
1) Send a Tribe Leader or Explorer
Player choose one of their available tribe leader (Tribe Leader icon) or explorer (Explorer icon) tokens and sends it to a district location that they have access to.
Each time that a tribe leader or explorer token is sent to a district that has an authority track (Authority icons), that player moves up their authority marker by 1 on the corresponding district authority track. This is the main way to build authority in a District. The player also collects the reward indicated in the center of the location.
Location with settlement: When a settlement is present on a location visited by any player's tribe leader or explorer token, the settlement owner collects the settlement bonus (House icon) indicated on the bottom right of the location.
Discovering hidden locations within districts
Tier 2 – Locations: The first player to reach 3 authority or more in one of the four outside Districts must reveal the 2 hidden locations labeled "TIER 2" of that District. Those two locations are now considered discovered, but may only be accessed by players with 3 or more authority in that district.
Tier 3 – Locations: The first player to reach 6 or more authority in one of the four outside Districts must reveal the hidden location labeled "TIER 3" for that District. This location is now considered discovered, but may only be accessed by players with 6 or more authority in that district.
Token restrictions
Explorers (Explorer icon) are non-blocking tokens, that allow other players to access the same location.
Tribe leaders (Tribe Leader icon) are blocking tokens. This means that other players cannot send Tribe leaders, or Explorers to a location where a tribe leader is present.
A player cannot place two of their tokens (Tribe leaders or Explorers) in the same location. Multiple players may share a same location following all other token restrictions.
Cost restriction
In order to access a location with an exchange (arrow icon) Symbol, a player needs to be able to pay the resource on the left of the symbol in order to collect what's on the right. When resolving a location, the player may resolve all elements of the location (rewards and settlement bonus) in the order they wish. This can only be done once.
Collecting District discs
The game begins with 4 District discs in the middle of the farm, city, military and coast districts. Each token provides a production bonus (Production icon) to the player who holds the token during the rest phase.
The first player to reach 2 authority in a district takes that district's token and puts it in their play area. This player is now considered the authority leader in that district.
At the end of their turn, if another player surpasses the district leader on an authority track, that player becomes the new district leader and takes the district token from the former authority leader.
A player needs to hold at least 1 authority in order to keep a leader token. Return the token to the middle of the District if a player's authority falls to 0.
Example: the racoon player receives 5 endurance resources, and must reduce their authority in any District by 1. They will also increase their authority in the Farm District by 1 from interacting with the District.
The yellow player receives 2 Endurance resources from their settlement.
2) Play an Exploration Card
In order to play an exploration card, a player must consider the following 7 elements:
2.1 - Card cost: All Exploration cards have three different costs indicated in the upper left part of the card. An exploration card can be played by either spending endurance (Endurance icon) or agility (Agility icon) or intelligence (Intelligence icon) resources. Only one of those three costs needs to be paid in order to play a card. In the case of aquaponics displayed above, a player would need to pay either 5 endurance, 4 agility or 3 intelligence in order to play it.
2.2 - Card requirements: Some exploration cards have a requirement that must be satisfied in order to play them. There are 3 types of requirements:
- The player must have an explorer or tribe leader token present in a specific District.
- The player must have an authority greater than or equal to the requirement in a specific District track.
- The player must have a minimum number of specific tags in play. They can be featured on either exploration or specialist cards.
2.3 - Venture Point: Venture points are awarded during Scoring.
2.4 - Card rewards: Exploration card rewards differ based on the color of that card's background.
- Instant reward: Cards with this background, have a reward that is collected once at the moment they are played.
- Production reward: Cards with this background, and the production icon (Production icon) do not provide a reward when played. Production is collected during the rest phase.
- Activatable Ability Reward: Cards with this background, are activatable ability cards. They will have this symbol (arrow icon), which means you use your action to do something.
- Passive Ability Reward: Cards with this background, are passive ability cards. They provide you with a permanent bonus that is always active.
2.5 - Basic vs Advanced exploration: Exploration cards come in two different decks, separated by color. Basic exploration (Basic icon) cards are green and advanced exploration (Advanced icon) cards are orange. When drawing, players may choose draw from either deck.
- Basic explorations are easier to play and generate more resources.
- Advanced explorations are harder to play and reward venture points.
2.6 - Card tags: Card tags interact with other game mechanics, such as card requirements, claims and tribe abilities. Nuclear Discovery mini expansion introduces a new card tag.
2.7 - Placing the card: Once resolved, group together instant cards (Light grey background) in order to show the left side of the cards to be visible, showing their tags.
Cards with Production (Dark grey background with Production icon) should be placed underneath your player board, below your tribe minicard.
Ability cards (blue and orange background) should be placed in such a way that their ability is visible.
3) Hire a Specialist
Five specialist cards are revealed at the beginning of the game. As an action, a player may hire one specialist from the specialist row.
- Pay the specialist's cost: The player must pay the food (Food icon) cost in the upper left corner of the card.
- Specialist tag: A specialist always feature one specialist tag.
- New action available: Once a specialist has been added to your played cards, a new action, shown in yellow) becomes available. Specialist's abilities always exchanges power cells (Power Cell icon) for another resource. (See Use a Specialist Ability.)
- Collect the card reward: When acquired, the player immediately collects the instant reward on the right side of the reward box.
- VP: Venture points are awarded at the end of the game.
- Place the card: The card is placed in such a way to see the bottom activation boxes.
- Reveal a new specialist: Whenever a specialist is hired, a new one is immediately drawn and put face up in the specialist row.
Example: In a previous action, a player purchased the Business Ape card for 23 food and add the specialist into their play area and collect 7 food. As an action, that player decides to use the business ape's ability which costs 4 power cells. The player collects 7 food.
4) Use an Ability
As an action, players may use an activatable ability. All activatable abilities are represented in the orange reward zone on the card.
Abilities fall under three different categories:
- Establish a settlement
- Specialist's card ability
- Exploration card abilities
To use an ability, it must be present on your player board or on a card you've played.
There is no limit to how often you may use an ability. An ability may be used multiple times per season but only once per turn.
4.1) Establish a Settlement
The establish a settlement ability on the bottom right of each players board. It is always available.
To establish a settlement on a location, a player must pay 10 supply (Supply icon) from their player board stockpile.
A settlement may be placed on a location if that player has enough authority to access that location.
Each location can only hold one settlement.
The player chooses a location and places a settlement token from their player board on the chosen location, covering the (House icon). The location is now considered settled by that player.
Locations in the center Forest District cannot be settled.
When any player visits a location with a settlement present, the player owning the settlement collects the settlement bonus (House icon). This is indicated on the bottom right of the location. The settlement bonus is collected each time a player interacts with the location.
At the end game, each settlement established by players will score 3 venture points (Venture Point).
Some cards may let you establish a settlement as a reward. Settlements established this way do not cost supply. Unless explicitly stated, establishing a settlement in that manner follows the above restrictions, as normal.
4.2) Use a Specialist Ability
As an action, a player may use the ability of one specialist they have hired.
The player pays the number of Power Cells (Power Cell icon) indicated on the upper part of the reward box in order to collect the resources at the bottom part of the reward box.
A specialist's ability can be activated any number of times per season, but only once per action.
4.3) Activate Exploration Card Ability
Exploration cards with an ability (arrow icon) are available once a card has been played, after you have paid its cost. (See Resolve an Exploration Card.)
As an action, you may use that ability. An ability can be activated any number of times per season, but only once per action.
5) Discard 2 Cards (A Free Action)
As a FREE action, a player may discard 2 cards from their hand in order to gain 1 resource of their choice. (Endurance, agility, intelligence, food, supply or power cell)
This action is a free action and may be done multiple times per turn. This does not count toward your limit of 1 action per turn.
Science Board
The science board represents a tree with which a player may progress to earn powerful bonuses and venture points. The main way players progress is with exploration cards featuring science tags (Science icon). These all contain at least one growth bonus (Growth icon).
Players must place their first marker on one of the bottom three spaces.
1 - Tree progression: Each time a player gains a Growth bonus (Growth icon), they choose one space to mark with a Growth token (Growth icon). A player can only choose a space connected with another space they previously marked creating an unbroken chain of Growth tokens. Then, they collect the bonus. This also applies to spaces connected downwards. A space can only be marked by a Growth token (Growth icon) once.
2 - Collecting rewards: The player immediately collects any reward from the space they placed a Growth token. When a player gains multiple growth bonuses (Growth icon) in a single action, they will collect all rewards covered that turn. If a reward shows an included cost, the player must be able to pay that cost in order to choose that specific space.
3 - Reward type: The bottom three spaces are production (Production icon) rewards and provide resources during the rest phase. Spaces with venture points (Venture Point) are scored at the end of the game. All other spaces are immediate rewards.
Claims
Claims are additional objectives available to all players that reward 7 venture points (Venture Point) at the end of the game. There are two types of claims:
- The 4 claims spaces on the District board are associated with the authority tracks of outside Districts. They are claimed once a player reaches the maximum level of authority (10) in the corresponding District (authority icons).
- The 5 special claims tiles on the left side of the District board are claimed once a player fully satisfies their corresponding objective.
Each player starts the game with 3 claim tokens (Claim icon) on their player board.
A player may place up to three claim tokens (Claim icon) during a game.
Once a particular claim is achieved, it becomes unavailable for all other players. Once on the board, a claim token (Claim icon) cannot be removed, even if a player no longer satisfies the claim's condition (including dropping below 10 authority).
Placing a claim token is not an action, and is mandatory. Once a player satisfies the conditions of a specific claim, they must immediately place their claim token.
Board Locations
Each District's board space always shows 2 Tier 1 locations. When a Tier 2 or Tier 3 location is revealed (see Discovering Hidden Locations, above), it is drawn at random from that District's own pool of possible Tier 2/Tier 3 tiles below, so the exact Tier 2 and Tier 3 locations in play vary from game to game.
Farm District Location Tiles
Tier 1 (always in play)
- Gain 2 Endurance.
- Gain 4 Food.
Tier 2 pool (2 revealed at 3+ Authority)
- Gain 3 Endurance, 2 Agility or 2 Intelligence.
- Gain 2 Endurance and draw a card.
- Gain 5 Endurance and decrease your Authority in any District by 1.
- Hire a Specialist with a reduced cost of 6 Food.
- Gain 4 Food and draw a card.
Tier 3 pool (1 revealed at 6+ Authority)
- Play an Exploration Card for a reduced cost of 4 Endurance or 3 Agility or 3 Intelligence.
- Return one hired Specialist to the bottom of the Specialist Deck, and gain its Food Cost.
- Spend 2 Endurance to gain a Growth Bonus.
City District Location Tiles
Tier 1 (always in play)
- Gain 2 Supply.
- Draw 2 cards.
Tier 2 pool (2 revealed at 3+ Authority)
- Spend 1 Supply to gain 8 Food.
- Draw 3 cards and discard 1 card.
- Gain 2 Supply and draw a card.
- Gain 5 Supply and discard 2 cards.
- Gain 3 Supply or 2 Resources of your choice.
Tier 3 pool (1 revealed at 6+ Authority)
- Gain 5 Supply.
- Collect a Settlement Bonus from 2 different Settlements belonging to any player.
- Gain a Growth Bonus and discard 2 cards.
Military District Location Tiles
Tier 1 (always in play)
- Draw 1 Card. Increase your Authority in any District by 1 and decrease your Authority in any District by 1.
- Gain 2 Power Cells.
Tier 2 pool (2 revealed at 3+ Authority)
- Gain 4 Power Cells and decrease your Authority in any District by 1.
- Increase your Authority in any District by 1.
- Gain 2 Power Cells and draw a card.
- Copy the effect of one location in the Forest District.
- Draw a card and copy the effect of a Tier 1 location.
Tier 3 pool (1 revealed at 6+ Authority)
- Copy the effect of 2 different Tier 1 locations.
- Copy the effect of a location.
- Spend 2 Power Cells to gain a Growth Bonus.
Coast District Location Tiles
Tier 1 (always in play)
- Spend 2 Food to gain 2 Intelligence.
- Spend 2 Food to gain 2 Agility.
Tier 2 pool (2 revealed at 3+ Authority)
- Spend 2 Food to gain 4 Endurance.
- Spend 2 Food to gain 4 Supply.
- Spend 2 Food to gain 3 resources of your choice.
- Spend 2 Food to draw 3 cards.
- Spend 2 Food to gain 4 Power Cells.
Tier 3 pool (1 revealed at 6+ Authority)
- Spend 5 Food to hire a Specialist with a cost of 18 Food or lower.
- Spend 5 Food to gain 5 resources of your choice.
- Spend 5 Food to gain a Growth Bonus.
Forest District Locations (Tier 0 — always accessible in exchange for a card from hand)
- Gain 5 Endurance and discard 1 card.
- Gain 3 Agility and discard 1 card.
- Gain 3 Intelligence and discard 1 card.
- Gain 8 Food and discard 1 card.
- Gain 4 Power Cells and discard 1 card.
- Gain 4 Supply and discard 1 card.
Claim Tiles
- 5 Specialist cards.
- 4 settlements.
- 3 Settlements with one in Farm, City and Coast Districts.
- 3 Settlements with one in Farm, Coast and Military Districts.
- 3 Settlements in Tier 2 and/or Tier 3.
- 7 Exploration cards with a Requirement tag.
- 2 Specialist cards that each cost more than 19 Food and 2 Specialist cards that each cost less than 20 Food.
- 5 Exploration cards with any requirement tags featuring an Explorer or Tribe leader in a District.
- 3 Authority in each of the 4 Districts (Farm, City, Military, and Coast).
- 4 Specialist cards without Endurance, Agility and Intelligence rewards.
- 4 Specialist cards with different Venture Points values (including special values).
- 4 Exploration cards with a Requirement tag featuring any Authority track.
- 8 Growth tokens on the Science Board.
- 5 Growth tokens placed in a full column on the science board.
- 5 Exploration cards with a Science tag.
- 6 Growth tokens placed in two full continuous rows on the science board.
- 4 Exploration cards with an Improvement tag.
- 3 Exploration cards with an Interactive tag.
- 6 Advanced Exploration cards played.
- 6 Exploration cards with a Discovery tag.
Tribe Leaders
Each Tribe Leader card has a Complexity rating from 1/5 to 5/5. Unless otherwise noted, at setup a player collects the starting resources on their Mini-card, then flips over their Mini-card.
Bear Rangers (Complexity: 3/5)
Setup: Collect the starting resources on your Mini-card. Also, draw an additional card. Then flip over your Mini-Card.
Note: All Bear tokens are Tribe Leaders.
Each time the Bears send one of their Tribe Leaders to a Forest location, increase an Authority Track of your choice by 1.
Production: Draw an Exploration card.
Beaver Corporation (Complexity: 5/5)
Setup: Collect the starting resources on your Mini-card. Also, place a Settlement token on an available District location. Collect the Settlement bonus. Then flip over your Mini-Card.
Each time a Tribe Leader containing a Beaver-owned Settlement explores a location, gain the Settlement bonus twice.
Production: Collect a Settlement Bonus from 1 Settlement belonging to any player.
Chimpanzee Family (Complexity: 1/5)
Setup: Collect the starting resources on your Mini-card. Then flip over your Mini-Card.
Agility can be used as Intelligence and vice versa.
Production: Gain two resources of your choice.
Fox Syndicate (Complexity: 2/5)
At start: Collect the starting resources on your Mini-card. Also, copy a location in the Forest District. Then flip over your Mini-Card.
Each time you send a Tribe Leader or Explorer to the Forest District, draw a card.
Production: Copy a location in the Forest District. Draw a card.
Gorilla Consensus (Complexity: 2/5)
Setup: Collect the starting resources on your Mini-card. Then flip over your Mini-Card.
Each time you play an Exploration card with a Science tag, gain 1 Endurance.
Production: Place a Growth token on your Science Tree. (We recommend not placing a Growth token on a space with a movement icon, as it will have no effect during the Rest Phase.)
Mole Band (Complexity: 3/5)
Setup: Collect the starting resources on your Mini-card. Then flip over your Mini-Card.
Note: Moles have 4 explorers but do not have a tribe leader and cannot block other Animal Tokens.
Each time another player's animal token moves to a location where a Mole is present, the Mole player collects 4 Food, and the other player collects 2.
Production: Decrease an Authority Track of your choice by 1 level.
Rabbit Pioneers (Complexity: 4/5)
At start: Collect the starting resources on your Mini-card. Then flip over your Mini-Card.
Each time you play an Exploration card with a Requirement tag, gain 2 Food.
Production: Increase an Authority Track of your choice by 1 level.
Racoon Association (Complexity: 2/5)
At start: Collect the starting resources on your Mini-card. Then flip over your Mini-Card.
You can use a Specialist's ability from the row. This ability can be used even if the Raccoon player does not own that Specialist.
Production: Gain 4 Power Cells.
Raven Cabal (Complexity: 3/5)
At start: Collect the starting resources on your Mini-card. Then flip over your Mini-Card.
Before drawing a card, you may look at the top card of either the basic or advanced Exploration deck.
Production: Draw a card.
Red Panda Committee (Complexity: 4/5) — Nuclear Discovery Mini-Expansion
Setup: Collect the starting resources on your Mini-card. Then flip over your Mini-Card.
Each time you gain a new type of tag (including Specialist, basic Exploration, and advanced Exploration), gain 1 Energy Cell.
Production: Select a tag type. Draw cards from the Advanced Exploration deck until you find the selected tag. Add the card to your hand. Return all other drawn Exploration cards to the deck and shuffle.
Reptile Clan (Complexity: 1/5)
Setup: Collect the starting resources on your Mini-card. You may discard up to two Specialists in the Specialist row and replace them with Specialists drawn from the top of the deck. Then flip over your Mini-Card.
Specialists you hire cost 2 Food less.
Production: You may discard up to two Specialists in the Specialist row and replace them with Specialists drawn from the top of the deck.
Traveling Turtles (Complexity: 5/5) — Nuclear Discovery Mini-Expansion
At start: Collect the starting resources on your Mini-card. Also, place a Settlement token on an available District location. Collect the Settlement bonus. Then flip over your Mini-Card.
Settlements are worth 2 Venture Points instead of 3.
Production: You may move one of your Settlements on the District board to a new location. Collect the Settlement bonus from the new location.
End of Game
The game ends immediately after all players have passed in the final season.
Each player counts their venture points (Venture Point). The player with the most venture points wins. Please see Final Scoring below.
In the case of a tie, players sum their Authority (authority icons) from all Districts. The player with the most Authority wins. If the tie persists, the player with the most Supply (Supply icon) wins. If the tie still persists, players share the win.
Final Scoring
When totaling points, we recommend the following order:
Claims Achieved: Players earn 7 points (Venture Point) for each claim they have achieved. During scoring, if additional players met conditions on Claim tiles that have already been claimed, and they still possess claim tokens on their player board, they may also place a claim token on those claim tiles. Each Claim made during final scoring is worth only 1 venture point.
Settlements Established: Each settlement established scores 3 Venture points (Venture Point).
Science Board: Each player sums all venture points (Venture Point) scored in the upper part of their science board.
Specialist Cards: Players sum venture points (Venture Point) on their specialist cards.
Exploration Cards: Players sum positive and negative venture points (Venture Point) on their exploration cards.
Authority Tracks: All authority tracks are scored individually. The first, second and third player with the most authority on a track score 1st, 2nd, and 3rd place Venture Points respectively.
The player possessing the district leader disc is always first place. Second and third place are awarded by second and third most authority.
In the case of a tie for second place, points for the second and third place are divided among the tied players, rounded down. No one scores third place.
If tied for third, each tied player receives 1 Venture point.
Nuclear Discovery Mini-Expansion
The Nuclear Discovery mini-expansion adds:
- 10 Exploration Cards (Advanced)
- 2 Tribe Cards
- 2 Tribe Mini-Cards
- 2 Tribe Leader Tokens and 4 Explorers
The mini-expansion introduces a new card tag (see Card Tags) and adds two new Tribe Leaders: Red Panda Committee and Traveling Turtles (see Tribe Leaders, above).
Credits
Game Design: Eric Fugere & Hugo Tremblay-Ledoux
Illustrator: Marton Ádám Márton
Graphic Design: Marton Ádám Márton & Ammon Anderson
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