Nature is a strategy game that stands on the shoulders of the award-winning blockbuster Evolution. It's been completely redesigned to be more streamlined, more forgiving, deeper, and very easily expandable. The innovation of Nature is a modular game system that allows players to create and explore a unique ecosystem each time they play.
Adapt to the Changing Environment
Grow the population of your species in a dynamic ecosystem where food is scarce and predators lurk. Give them traits like Tusked to help them find food, Fast to outrun predators, or Clawed to hunt other species.
Create a Unique Ecosystem Each Time You Play
Add the Jurassic module to introduce colossal dinosaurs, or the Arctic Tundra module to experience life on the edge of the habitable world. The Nature Big Box edition contains five simple modules that can be combined to make 24 different ecosystems.
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Nature Digital
Download the free-to-try app for iOS, Android, or Steam.
https://www.naturedigitalgame.com/
The Future of Nature
NorthStar Studio will release the Nature Climate module and the Nature Disease module in 2026, and 1 - 2 small modules every year for the next decade. Let NorthStar know which module you'd be excited to see by taking the BGG poll:
https://boardgamegeek.com/blog/308/blogpost/166360/future-na...
—description from the publisher
- Modular disasters add variety and replayability
- Clear tension between predators and population management
- Adaptive playstyle rewards flexible planning and adaptation
- Rule complexity can be daunting for new players
- Prototype state means components may change in final version
- Module interactions can introduce balance edge cases
- Ecology, evolution, survival, adaptation
- Ecosystems with evolving species facing resource scarcity and natural disasters
- procedural ecological simulation with modular disaster events
Mechanics (from transcript analysis)
- Disaster cards — Natural disaster cards introduce shocks (wildfire, floods, etc.) that can remove populations or alter food availability, creating dynamic pressure.
- End-round scoring and bag storage — Food tokens are stored in individual bags; surviving populations also score, and disasters influence who can survive to the next round.
- Events — Natural disaster cards introduce shocks (wildfire, floods, etc.) that can remove populations or alter food availability, creating dynamic pressure.
- feeding phase — During feeding, players forge or acquire food that scores points at game end; food stored in bags contributes to end scoring.
- Modular board — Optional disaster and module additions can be combined to alter game length and complexity, enabling varied play experiences.
- modular expansions — Optional disaster and module additions can be combined to alter game length and complexity, enabling varied play experiences.
- population management — Discard cards to add population to an existing species or increase its size, driving foraging needs and scoring potential.
- Predation and predator traits — Some traits function as predators or predator-like abilities, enabling attacks on other species and triggering special effects (e.g., opportunistic feeding).
- Trait cards under species — Players can play traits face-down underneath a species or discard to modify population size, with a hard limit of three traits per species.
Video topics + discussion points
Quotes (from this video)
- it's natureful glory
- the natural disaster module
- there's a lot of potential for nature to be the game that you want it to be
- you can add them together so it gets bigger and bigger
- you can play with Dinosaurs you can play in the rainforest have Birds
- Kickstarter there’s many more modules we just played one of them
References (from this video)
- Extremely portable, fits in your pocket
- Very brief play time (about 15 minutes)
- High replayability with different goal cards each game
- Very lightweight experience may not appeal to heavier gamers
- Nature and landscapes, memory of regions
- A compact landscape-building card game using 18 cards
- Light, quick micro-game
- Meadow
- Parks
Mechanics (from transcript analysis)
- Compound Scoring — Score based on goal cards revealed at the start and the resulting terrain patterns.
- pattern-based scoring against goals — Score based on goal cards revealed at the start and the resulting terrain patterns.
- tile placement — Place cards from hand overlapping to build regions.
- tile placement / overlapping — Place cards from hand overlapping to build regions.
Video topics + discussion points
Quotes (from this video)
- This game contains over 200 cards with stunning hand painted watercolor illustrations of landscapes, plants, insects, birds and other animals.
- The rule book also contains scientific facts about every plant and animal in the game so you can learn something while you play.
- The result is so lovely and really captures the beauty of nature.
- Parks is a 1 to four player worker placement game
- these gorgeous prints feature a mix of artists and were made to celebrate and support the US National Park system
- Cascadia is a fabulous game that the entire family can enjoy from experienced Gamers to new players I highly recommend
- Naturop is a one to two player light 18 card micro game that plays in 15 minutes
- you'll have a different set of goal cards each game it packs Unlimited replayability in just 18 cards
References (from this video)
- Modular design increases replayability and customizability
- High-quality components even in prototype form
- Trait-based mechanics encourage diverse strategies
- Flexible playtime to accommodate different groups
- Clear physical tokens and paths (size, population, feeding) aid accessibility
- Rule complexity can be daunting for newcomers
- Module interactions may skew balance and require careful setup
- Predation dynamics can slow the feeding phase in longer games
- Reliance on proxy prototype components may shift as final production progresses
- Evolution of species through feeding, growth, and predator-prey dynamics
- Earth's ecosystems across multiple biomes with evolving species and habitats
- Card-driven, modular evolution game that centers on trait-based growth, feeding, and lifecycle events
- Oceans
Mechanics (from transcript analysis)
- can migrate and canopy feeding (flight module) — Flight module enables migratory moves and canopy feeding options, providing additional strategic paths and safety from direct predation.
- card discards to grow — Players may discard a card to increase their species size or to add population, enabling tactical shifts mid-game.
- card synergy and multiple decks — When modules are used, players may draw from multiple decks (base + module decks) to choose traits; trait interactions create strategic depth.
- feeding and resource management — Food tokens are generated at the Watering Hole each round; feeding determines survival and end-game scoring via victory points.
- free actions and optional campaign actions — Two free actions exist during adaption (e.g., activating predation or adjusting sizes), offering tactical flexibility each turn.
- Modular board — Base game supports five modules (Jurassic, Arctic tundra, rainforest, natural disaster, flight) that alter cards, components, and rules.
- Modular expansion — Base game supports five modules (Jurassic, Arctic tundra, rainforest, natural disaster, flight) that alter cards, components, and rules.
- population and size tokens — Species grow via size tokens and population tokens; growth is influenced by discarded cards and events, with starvation mechanics driving risk.
- predator-prey combat — Predators hunt other species to gain meat; attack values depend on size and trait modifiers, and hunting can target other players’ or one’s own species.
- Resource management — Species grow via size tokens and population tokens; growth is influenced by discarded cards and events, with starvation mechanics driving risk.
- round-based play with variable length — Game length is four rounds by default but can be extended to five or six rounds with modules; length is adjustable even in base game.
- trait drafting / hand management — Players draw and play trait cards onto their species to shape their evolution; cards are played face-down and revealed later.
Video topics + discussion points
Quotes (from this video)
- this is Nature this is the next in the evolution series
- Northstar game Studio sponsoring today's video
- very variable when it comes to the length of play whatever you are feeling on that day
- the five different modules that come in this base game
- the goal of the game is to feed those species and the more food that you gain from feeding these species the more victory points you're going to gain
- you can actually tweak the length of the game if you want
References (from this video)
- Tight four-round structure that emphasizes meaningful decisions
- Easy to learn and teach, suitable for classrooms and casual players
- Inclusive base package with modular expansions rather than booster packs
- Strong thematic integration of ecological scarcity and predator-prey dynamics
- New players can be punished by experienced opponents due to mastery dynamics
- Take-that elements and card draw randomness can be punishing for some groups
- Expansions/modules can raise complexity and potentially overwhelm players
- Mechanics can feel basic without modules; some players may desire more depth without expansions
- Natural selection, predator-prey dynamics
- Ecosystem of animals in a competitive card game environment
- Educational/simulation of ecosystems
- Lorana
- Magic: The Gathering
- Dominant Species
- Glory to Rome
- Through the Ages
Mechanics (from transcript analysis)
- 4-round game structure — Nature plays in four rounds, creating a tighter, more bounded experience than Evolution
- hand management — Players draw a hand, discard to increase population, or discard at round start to adjust options and survivability
- Hand management and population scaling — Players draw a hand, discard to increase population, or discard at round start to adjust options and survivability
- Limited Resource Pool — Food tokens available per round are indicated by the watering hole, driving feeding decisions
- Multi-use cards — Cards that can be used to build up a species with traits, or drawn, discarded, or reassigned to affect population, food, or vulnerability
- Predator cards from a separate deck — Predator traits can be assigned to species; free in Nature, enabling interaction without sacrificing a hand card
- Simultaneous reveal — Traits are played face-down and revealed simultaneously, creating a guessing/fleet-management dynamic each round
- Simultaneous trait reveal — Traits are played face-down and revealed simultaneously, creating a guessing/fleet-management dynamic each round
- Watering hole resource pool — Food tokens available per round are indicated by the watering hole, driving feeding decisions
Video topics + discussion points
Quotes (from this video)
- nature is obviously a reimplementation of evolution which simulates an ecosystem of animals that you are trying to build up in the style of a card competitive card game
- this game features multi-use cards that can either be used to build up your individual species with different traits that allow it to do many things such as evade Predators or to gain more food when you go to the water hole
- Predator cards that you can assign to your species for free
- I feel like this is a great point of thematic integration where it really does simulate this scarcity that is found in nature
- you can play a game in about 15 to 20 minutes
- it's a game that can be widely distributed among players whether they're hobbyist Gamers or not
- everything is all inclusive
References (from this video)
- Immersive, cohesive theme with vivid artwork
- Beautiful, high-quality components and wood tokens
- Modular system dramatically increases replayability and variety
- Rule set is accessible, with depth added through modules
- Learning curve around trait allocation and population balance
- As modules accumulate, setup and gameplay time can increase
- Base game's four-round structure may feel short without modules
- survival of the fittest through ecosystem-building; predator-prey dynamics; adaptation and growth of species
- biome-spanning ecosystems across Jurassic, rainforest, Arctic, tundra, and natural-disaster modules; each game configuration creates a distinct environment
- documentary-like immersion that frames play as natural selection and ecological competition
- Evolution
Mechanics (from transcript analysis)
- modular module system — players combine different modules to create unique configurations, expanding complexity and replayability
- phase-based rounds — each round has four phases: preparation, adapting, feeding, and cleanup, structuring strategic tempo
- population progression and recovery — when a population dies, it can come back in a later round with adjusted starting values, offering redemption and momentum
- predator-prey dynamics — species can become predators or be vulnerable to predators, influencing survival and growth
- resource management via tokens — plants and meat tokens represent food resources used to feed populations and drive scoring
- Trait cards — a limited set of trait cards modifies species abilities, enabling strategic customization
Video topics + discussion points
Quotes (from this video)
- this is nature it's really a very thematic game yes it is
- the circle of life right here
- it's almost like a documentary that you might see of how animals survive in nature
- the modules really adds a lot of things in here
- you can play this game in the base game but adding modules really changes the dynamic
References (from this video)
- Deep strategic depth with layered trait interactions
- Effective solo mode and AI variants with modules
- Shows clear improvement in bot behavior with the variant discussed
- Learning curve is nontrivial
- Without modules, base game can feel swingy or unpredictable
- survival, adaptation, predator-prey dynamics, and interspecies competition
- prehistoric ecosystem with herbivores and predators interacting around a watering hole; events unfold via cards that grant traits and alter feeding outcomes
- commentary-driven analysis and strategic playthrough narrative
- Jurassic module
- Flight module
- Nature (base game)
Mechanics (from transcript analysis)
- card discard for growth — players can discard cards to add population or to increase a species’ size, influencing future food gains and survivability.
- population management and extinction — size and population drive scoring and feeding; extinction and starvation can occur when balance tips unfavorably.
- predator-prey interaction with defense — defensive traits reduce a hunter’s ability to capture or eliminate a population, shaping target choices during hunts.
- trait cards and species customization — each species can be enhanced with up to three trait cards that modify defense, feeding efficiency, or other survival traits.
- waterhole feeding and depletion — food is gained by population size during hunts and via the watering hole; emptying the watering hole can trigger special effects (e.g., tusk, opportunistic feeding).
Video topics + discussion points
Quotes (from this video)
- Nature, number one, it's one of my favorite games of the year easily.
- I'm going to show you how that variant works first and then the second play will be flight.
- I like the challenge and the variant makes the bots more competitive.
- The best way to play this is to throw in a module.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Unstoppable is my number one of 2025.
- Is it as good as Exceed? Heck no. But it's good enough that we'll play it sometimes.
- The core card play is so good. The combos and cooperation are great.
- My son and I have really enjoyed the 1v1 mode in Yomi 2.
References (from this video)
- Clear, instructional showcase of solo module interactions
- Strong emphasis on emergent strategies in a modular system
- Detailed treatment of the AI opponent and mood mechanics
- Visually rich discussion of upcoming climate expansion and its effects
- Rule-heavy for new players; complexity can be intimidating
- Some rules details are module-specific and could be easy to miss in a first playthrough
- Species adaptation and survival in a dynamically changing environment
- A modular ecosystem simulation where players manage wildlife populations across changing climates
- Abstract, emergent gameplay with emphasis on strategic evolution rather than fixed scenes
Mechanics (from transcript analysis)
- AI opponent (Ronnie) mood system — Ronnie's behavior is determined by mood left/right columns, affecting where/how its species acts; mood can shift due to events.
- end-of-round climate and cold effects — In tundra, cold level reduces populations unless protected by size and traits; end-of-round bonus for surviving species in Arctic Tundra.
- Feeding phase and resource management — Players feed hungry populations from a watering hole or supply; feeding order and limitations affect survival.
- hidden hunter traits — Some hunter traits are hidden; turning from forager to hunter without immediate reveal influences opponent interaction.
- Modular expansion integration — Base game combined with Natural Disasters and Arctic Tundra modules to alter rules, interactions, and objectives.
- resource draw and module-specific rules — Draw counts from plant and meat decks, with tundra-specific rules about discarding for population/size and feeding constraints.
- traits, size, population management — Species evolve by adding traits, increasing size, or increasing population, with trait slots and hunter transformations.
Video topics + discussion points
Quotes (from this video)
- Arctic tundra and natural disasters. Yes, I'm going to try and make things as harsh as I can for myself.
- This is what this game's all about. Particularly in solo and for species, there'll be emergent behaviors and you'll find combinations that we didn't find when we were play testing in how you put your game together.
- Ronnie is not a human player. Ronnie is a set of circumstances.
- This is a hidden hunter trait. This says when it's played, they turn from forager to hunter.
- If I see any red traits, they're liable to go hunting.
- This is a modular system.
References (from this video)
- Polished game design
- Modular gameplay
- 100% biodegradable
- Good packaging
- Core system feels too simple
- Potentially sterile gameplay
- Might not appeal to casual gamers
- Evolution and survival
- Animal ecosystem
- Species adaptation
- Oceans
Mechanics (from transcript analysis)
- card management — Players use cards to evolve animals, increase population, and add traits
- Modular gameplay — Five additional modules can be added to change game rules
- Resource management — Feeding and surviving at the watering hole
Video topics + discussion points
Quotes (from this video)
- I'd rather have one game I really like than dozens of ordinary games made from combining different modules each time.
References (from this video)
- Natural selection
- Multiple biomes and time periods
- Adaptive ecosystem simulation
Mechanics (from transcript analysis)
- modular design — Players can combine different modules to create unique gameplay experiences
Video topics + discussion points
Quotes (from this video)
- Wingspan showed us that board games don't need swords and sorcery to attract players
- Sometimes spending an hour arranging beautifully illustrated cards of birds, fish, or trees is more than enough
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Good morning everybody. Friends, look, we've got a special guest.
- Moon Colony Blood Bath has been my obsession lately
- I always need to learn a game in person. I just the way my brain works.
- this game was really really hard to get
- worker placement is probably my favorite mechanism in games
- I need a break from all the Stefan Feld games
- it's got that Euro feel to it. It is a Euro game
References (from this video)
- More accessible to new players than Evolution
- Modular system adds flexibility and replayability
- Maintains depth with synergistic modules
- Complexity can grow with many modules
- Many modules not yet explored
- Ecosystem balance and adaptation
- Ecosystems and natural habitats
- Modular, narrative-driven
- Evolution
Mechanics (from transcript analysis)
- Interactivity through modules and actions — Modules add actions and synergy to the ecosystem
- Modular system with modules — Base game plus modular expansions that modify ecosystem
- No snowballing; resources reset and rebound — Poor rounds don’t permanently cripple players; resources cycle back
Video topics + discussion points
Quotes (from this video)
- Nature is a reincarnation of Evolution.
- Nature is simpler than Evolution.
- This is really my grail game. It's the game that I've been kind of trying to figure out how to do for the last 15 years.
- Cooperative poker game.
- Very simple, elegant, simple, fun.
- You can mix and match modules which really changes things.
References (from this video)
- Clear core loop: grow/adapt species to survive and maximize food
- Modular system enables customization with multiple modules
- Rich trait interactions create strategic depth and player agency
- Asymmetric elements (predation vs foraging) add depth and tension
- Explicit discussion of prototype status and upcoming final components informs expectations
- Prototype components may change before final release
- Rule complexity can be intimidating for new players due to many trait interactions and hunting rules
- Management of multiple tokens (size, population, and food) can be fiddly for beginners
- Some details are only fully explained during the tutorial, requiring careful instruction for groups
- Evolutionary adaptation and survival through trait-driven gameplay
- Dynamic ecosystem where multiple species adapt to limited resources and stealthy predators over a four-round game
- Procedural/tutorial-style explanation with example-driven reasoning
Mechanics (from transcript analysis)
- Card-based trait system — Players draw traits from a nature deck and play them to a species to modify size, population, foraging, hunting, defense, and special abilities.
- end-of-round and end-of-game scoring — Food tokens collected in feeding are stored for end-game scoring; surviving species score extra points.
- Extinction and scoring cycle — If a species loses all population tokens or per-round dynamics reduce tokens, it can go extinct and be replaced next round; endgame scoring rewards food tokens and surviving species.
- Modular expansion — Base game supports up to four modules; modules modify mechanics and increase round count (up to five rounds with modules).
- Predation and hunting — Predatory trait enables eating other species; hunting requires sufficient hunt value to overcome target's defense value.
- Simultaneous reveal and feeding phase — Trait cards are revealed at the start of feeding; players take turns feeding to maximize tokens while respecting limits.
- Species growth and population management — Discarding trait cards allows growth of size or population; population tokens indicate feeding requirements per round.
- Watering Hole resource management — Food tokens appear at a shared Watering Hole; players feed herbivores to collect tokens, with limits based on tokens and hungry population tokens.
Video topics + discussion points
Quotes (from this video)
- the object of the game is to gain as much food as possible
- the base game is played over the course of four rounds
- this is a modular gaming system for one to four players in which you can tailor your gaming experience by incorporating up to four different modules
- players can choose to add one to four modules
- it's all about strategically finding those combinations of traits in order to adapt your species for survival
References (from this video)
- Multiple game mode options
- Concept of animal evolution
- Less dynamic than expected
- Limited trait variety
- Evolution
- Natural world
- Animal survival
- Evolution
- Oceans
Mechanics (from transcript analysis)
- Card-based evolution — Players create animals with traits
Video topics + discussion points
Quotes (from this video)
- When things are too perfectly balanced, then they become a lot less interesting
- I would like the chance to win a game at the start
References (from this video)
- High variability and replayability thanks to disaster modules (gigantic meteor, ice age, etc.)
- Strong thematic integration of hazards, cold protection, and predator-prey dynamics
- Engaging, puzzle-like decision-making under pressure with emergent strategies
- Notable potential for surprising strategic twists across rounds
- Feeding decisions can be brutally punishing and misaligned with expectations
- Reliance on card draws can lead to frustrating variability, especially in solo or skewed player counts
- Complex setup and rule interactions may deter new players
- Disasters can reset progress and amplify losses, creating heavy swing turns
- predator-prey interactions, survival, and adaptation under environmental stress
- Arctic ecosystem with round-based population dynamics and climatic hazards
- procedural emergent storytelling driven by card-driven events and disasters
Mechanics (from transcript analysis)
- Adaptation choices — During adapting, a player may increase population or size, with tundra rules influencing the option chosen.
- Card drafting/drawing — Players draw and manage cards representing species traits and actions; card flow shapes strategy each round.
- Fat tissue and storage — Fat tissue allows storing food to cushion future shortages; stationed storage can influence scoring and survival.
- Foraging and feeding — Feeding occurs from the watering hole or the supply; hungry populations must be fed, and misjudgments can cause casualties.
- Migratory predators and grazing — Migratory predators affect feeding outcomes; migratory grazing can alter foraging options and feeding priority.
- Natural disasters and climate modules — Disaster cards (meteors, ice ages) dramatically reshape population, food availability, and round outcomes.
- Population vs. size management — Species track population and size; upgrading either is costly and constrained by tundra rules.
- Predator dynamics — Hunters attack based on hunt value vs defense; some traits alter hunting opportunities or defenses.
- Resource scarcity and risk — Decisions under scarcity create meaningful risk-reward trade-offs, often flipping the game state dramatically.
- Scoring and round progression — Scores are tallied after rounds; disasters may occur post-scoring and alter final tallies.
- Trait and resource management — Traits and resources are acquired and discarded, shaping defensive and offensive capabilities over time.
Video topics + discussion points
Quotes (from this video)
- Gigantic meteor. It lasts has got five tokens. It's going to last for the rest of the game.
- Natural disasters can be cruel.
- This is one of my favorite combinations, which is why I wanted to show it to you.
- We got properly thrashed.
- There's lots to discover in this game. And yeah, every time you play, it plays very differently.
- Massive extinction event.
References (from this video)
- Modular design with 5 modules and yearly expansions planned
- Best iteration of Evolution game series
- Species creation every round
- Friendly version with no progress loss from being eaten
- Replayability through different module combinations
- Still too cutthroat for some players
- No co-op mode available
- evolution
- species development
- adaptation
- Evolution series
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- life is too short to worry about games that don't work very well
- all of these games are really really cool in various ways
- Rich and deep and complex
- phenomenal
- no surprise that Designer artist Ryan Locket
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's been a Bonkers year in general
- we are going to do kind of like a bit of a bigger wrap up
- Jamie is an incredibly talented human being in multiple facets
- we've found a studio space
- I'm tired we're just so tired I'm tired all the time
- please say hi
- we might miss a video or two because of travel
- this is the best outcome I think long term
- we're transitioning a little bit into this becoming you know a bigger part of Jam's professional career
- Jamie will stress her mental and physical health out to put a video out