In Natera: New Beginning, you play as a sentient and intelligent animal tribe, exploring and controlling areas abandoned in a bright, post-humanity world.
With the help of your unique tribe leader and your explorers, you will explore, build authority, and take control of four distinct areas. Doing so will unlock new, more powerful tiles and allow you to establish settlements to further cement your presence. Improvements with human science will unlock powerful bonuses on a tech tree. Collecting the most venture points after four seasons will prove you are the animal tribe that adapted the best to the new Natural Era.
The game includes 150+ basic and advanced exploration cards featuring discoveries, improvements, science, and forty unique specialist cards, allowing each animal tribe to navigate and explore different strategies every single game.
—description from the designer
- Integrates multiple mechanisms (worker placement, deck-building, track progression) coherently
- Strong thematic integration with card text and board interactions
- Tight, emergent gameplay with many possible action combos
- Solid solo mode with adjustable difficulty and a clear objective
- Reasonable playtime for a heavy euro-style game
- Rule clarity can be an issue; potential goose for newbies and solo rules sometimes ambiguous
- Resource scarcity can make early turns feel punishing and fragile
- Some locations are permanently blocked by the robot, reducing early options
- High strategic depth may have a learning curve for new players
- engine-building, resource management, exploration
- Planetary exploration and colony building on a developing world
- tech-tree progression with card-driven narrative cues
- Dune Imperium
- Lost Ruins of Arnak
- Ark Nova
- Terraforming Mars
- Gricola
- Glass Road
- Terraforming Wars
- Arc Nova
Mechanics (from transcript analysis)
- asymmetric solo AI — A solo bot with leaders and mole tokens acts to impede and challenge the player.
- card text interaction / board modification — Cards can modify or lock locations, move tokens, and alter actions available.
- deck-building / hand management — Draw a mix of basic and advanced cards to build your tableau and plan combos.
- economy / settlement building — Build settlements and place specialists for ongoing benefits and scoring.
- end-game scoring & scoring incentives — Points come from settlements, tracks, cards, and achievements; threshold-based scoring in solo mode.
- engine building — Convert resources (food, stamina, agility, power cells) into other resources and engine benefits.
- resource conversion / engine-building — Convert resources (food, stamina, agility, power cells) into other resources and engine benefits.
- set collection — Achieve board-wide goals by collecting icons and completing tech-tree columns.
- set collection / achievements — Achieve board-wide goals by collecting icons and completing tech-tree columns.
- Track advancement — Multiple tracks (docks, wheat, city, rural, etc.) that you advance for rewards and end-game scoring.
- worker placement — Place workers on districts to take actions; robots can replace spots and block access.
Video topics + discussion points
Quotes (from this video)
- This game is fantastic
- Masterfully done. One of my favorites.
- Not terribly complex to learn
- A great conglomeration of mechanisms and experiences
References (from this video)
- high depth and weight for experienced players
- engaging simultaneous action feel
- strong thematic cohesion and artwork
- high learning curve
- potentially long playtime
- nature, tribal leadership, environmental balance
- fantasy world with anthropomorphic animal tribes
- epic, strategic
- Everdale
- Brass Birmingham
Mechanics (from transcript analysis)
- area majority — players vie for control of territories to score
- Card-driven actions — cards provide actions and contract objectives
- dice placement — dice act as workers to activate actions on cards
- dice worker placement — dice act as workers to activate actions on cards
- Resource management — manage natural resources to complete contracts
- Tech Tree — unlock abilities and options through a tech tree
- Tech trees — unlock abilities and options through a tech tree
Video topics + discussion points
Quotes (from this video)
- it's basically King of Tokyo made in a tug of war way
- I really want to roll dice and smash staff
- Mega Fun
- I hope to get this one a Spiel
- this is the heaviest side definitely looks like a wide
- we are very excited
- this looks fantastic
- this looks like an absolute Jam
- I can't wait to play this
References (from this video)
- Well-integrated blend of deck-building, worker placement, and tableau-building
- Dynamic, evolving action spaces provide meaningful variability each game
- Strong thematic flavor with anthropomorphic animal factions
- Modular tech tree adds replayability and depth to progression
- Multiple viable routes to victory through milestones, card synergies, and settlements
- Generally approachable weight with clear teachability
- Some peer comments note the game can feel derivative of other popular titles in the space (Terraforming Mars, Ark Nova, etc.)
- Early game can feel tight with limited progression and actions available
- Deck size and card interactions may be heavy for some players and require careful onboarding
- Balance and edge cases may rely on advanced cards to unlock deeper strategies
- Societal development, resource management, and strategic engine-building through faction-specific decisions.
- Anthropomorphic animals rise to power and rule a world, with political and economic dynamics shaping development.
- Anthropomorphic, thematic, card-driven progression with evolving board actions and tech advancement.
- Terraforming Mars
- Ark Nova
- Dune Imperium
- Lost Ruins of Arnak
- Holler toow
Mechanics (from transcript analysis)
- Deck building — A large deck with basic and advanced cards that provide resources, actions, and scoring opportunities.
- deck-building / hand management — A large deck with basic and advanced cards that provide resources, actions, and scoring opportunities.
- Dynamic reveals / variable spots — Worker spots are revealed or modified as you reach tiers, creating variability between games.
- Milestones and settlements — Chasing milestones and placing small houses creates scoring and interaction opportunities.
- Resource management — Six different resource types are used to activate cards, pay costs, and fuel tableau effects.
- Simultaneous reveal — Worker spots are revealed or modified as you reach tiers, creating variability between games.
- tableau building — Acquire and place cards in a personal tableau to grant ongoing and one-time benefits.
- tableau-building — Acquire and place cards in a personal tableau to grant ongoing and one-time benefits.
- Tech tree progression — A modular, two-sided tech tree that offers onetime bonuses and end-game scoring opportunities.
- Tech trees — A modular, two-sided tech tree that offers onetime bonuses and end-game scoring opportunities.
- Tribe leaders blocking spots — Each faction has a tribe leader that blocks spots, influencing strategic placement and denial.
- worker placement — Place 2–3 workers per faction on action spots; spots can flip or reveal additional options as you progress along tracks.
Video topics + discussion points
Quotes (from this video)
- I couldn't wait to talk about it and so that's a hint of how much I enjoyed it
- This is Zootopia the board game
- the deck of cards as you might know I really enjoy games with a lot of uh decks of cards
- there are variable ways to play this game
- the tech tree really reminded me of games from uh Jeffrey CCH
- I really enjoyed it and see this game having a lot of legs to being very replayable
- there are several pathways to victory with Milestones and card synergies
- the weight of this game is about three out of five
- I learned how to play it and played round of it and really wanted to get back into it the next evening