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Nature box art

Nature

Game ID: GID0223760
Game Info
Year
2025
Players
1-4
Age
10+
Playtime
60 min
Collection
Rating
Mechanic profile
Percentile rank vs. all games
Vibe profile
Not enough video data yet
Description

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.

-----------

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

Description

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.

-----------

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

Ask a Rules Question
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 27
This page: 27
Sentiment: pos 19 · mix 5 · neu 2 · neg 1
Mentions per page
Showing 1–27 of 27
Video CoZrE_BiBuE Top List at 2:35 sentiment: positive
video_pk 68039 · mention_pk 164355
Nature video thumbnail
Click to watch at 2:35 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Streamlined evolution with added depth.
  • Modular system offers high variability and replayability.
Cons
none
Thematic elements
  • animal game
Comparison games
  • Evolution
  • Evolution Climate
Mechanics (from transcript analysis)
  • Modular system — the modular system that sounds like it will offer a lot of variability and replayability.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's been a tiring task, but it's getting me stoked.
  • Can I first just say how stressful it was making this list?
  • narrowing it down to only 10, it felt brutal.
  • There's some really cool looking games that you can demo at Gen Con, but this list isn't about those.
  • It looks like a total blast.
  • I mean, I just have to get pumped about anything he's working on at this point.
  • This is exactly what I love about Clank, and it looks like this strikes that same chord.
  • To be honest, it's not really fair to the rest of the games on a preview list if there's a new Jaime Stagmar game, or as I like to call them, a Jaime Gamy coming out.
References (from this video)
No references stored for this video.
Video Me3kzyncaXg Rules Teach at 0:01 sentiment: mixed
video_pk 68025 · mention_pk 164345
Nature video thumbnail
Click to watch at 0:01 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Offers a core system with many modules to tailor complexity.
  • Encourages story creation and player adaptation.
  • Can be played to avoid direct conflict.
  • Solo variant provides a challenging opponent.
  • Modules can be introduced one by one.
Cons
  • The reviewer made a significant error in round three that impacted the game's outcome negatively for them.
  • The reviewer expresses disappointment in their own gameplay.
  • Losing population and species can be a significant setback.
Thematic elements
  • creating new species and adapting them to their environment to hunt food.
Comparison games
none
Mechanics (from transcript analysis)
  • Extinction — If a species cannot be fed, it can go extinct, leading to potential bonuses for new species but also loss of population.
  • Foraging — Species can forage from a central watering hole for plants.
  • Hunting — Species with the hunter trait can hunt other species for meat.
  • modular design — The game features a core system with multiple modules that can be added individually or in combination to increase complexity.
  • Population and Size Increase — Players can spend cards to increase a species' population or size, affecting foraging and hunting capabilities.
  • set collection — Gathering food points is the primary scoring mechanism, with points awarded for species surviving the game.
  • Solo variant — A solo variant is played against a bot with specific AI rules for card priority and actions.
  • Trait/Ability Playing — Cards can be played as traits for a species, granting special abilities and modifying its stats.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • We are creating new species and adapting them to our environment to try and hunt the most food.
  • This is a great introduction not just to the game itself but the the kind of game to the system all of these modules can be introduced one by one add more of them together.
  • I think that big round three error has really cost me. I don't think I've ever quite caught up. I'm just not medium material.
References (from this video)
No references stored for this video.
Video NeI4FhMKwAI Review at 0:03 sentiment: positive
video_pk 68024 · mention_pk 164344
Nature video thumbnail
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Modular system that integrates seamlessly and adds new rules.
  • Solo mode is competitive and challenging.
  • Jurassic module makes hunting a more viable option for the AI.
  • Game is fun when randomness brings out hunters and requires defense.
Cons
  • AI hunters in the base game can be inherently 'stupid' and not very effective.
  • The randomness of the AI can sometimes lead to it not making optimal decisions.
Thematic elements
  • evolution
Comparison games
  • Evolution
Mechanics (from transcript analysis)
  • Area Control — Species compete for food resources in the watering hole.
  • automa — A solo mode opponent that follows specific rules and priorities.
  • card drafting — Players draw cards each round to use for adaptations or food.
  • Foraging — Herbivorous species eat from the watering hole.
  • hand management — Players use cards from their hand to adapt their species or add food to the watering hole.
  • Hunting — Carnivorous species hunt other animals for food.
  • Modular board — It's a modular system where different sets can be integrated seamlessly.
  • Module Integration — Expansion modules like Jurassic can be integrated to add new rules and components.
  • player elimination — Species can go extinct if they cannot be fed or are eliminated through hunting.
  • Population growth — Species can increase their population, leading to more victory points but also higher food requirements.
  • set collection — Players collect food to feed their populations.
  • Size Increase — Species can increase their size, affecting attack, defense, and food gathering.
  • solo mode — The game includes a solo mode against an automa opponent.
  • Trait — Cards can be played as traits on species, granting them new abilities.
  • Variable player powers — Species can gain traits and abilities that change how they interact with the game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a very quick game to play.
  • It's a modular system.
  • The Automa can be a little swingy.
  • Honestly, I'm probably going to house rule when I'm not playing Jurassic to make the hunters for the solo a little bit better.
  • The game is just more fun when the randomness kind of brings out the hunters.
References (from this video)
No references stored for this video.
Video HhsVvqfUjZ8 Review at 0:10 sentiment: positive
video_pk 67984 · mention_pk 164306
Nature video thumbnail
Click to watch at 0:10 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Flight module adds interesting interactions and avoids conflict.
  • Modular design allows for varied gameplay experiences.
  • Strategic depth in managing species and resources.
Cons
  • Difficulty in recovering from losses, like having population wiped out.
  • Species can starve if there isn't enough food or if they cannot hunt.
Thematic elements
  • Nature as nature intended
Comparison games
none
Mechanics (from transcript analysis)
  • Deck building — Players draw from a deck of nature cards, choosing combinations to create species.
  • Hunting/Foraging — Species forage for food from the watering hole or hunt other species for food.
  • migration — Fully fed flying species can migrate to the 'far away place' for points and protection.
  • Module system — Additional modules like 'flight' can be added to increase complexity and gameplay options.
  • population management — Players manage population sizes on their species and in the 'far away place'.
  • Species creation — Players decide whether new species will be flying or not by placing a nest underneath their size dial.
  • Trait system — Species can gain traits that modify their abilities, such as hunter, evader, or camouflage.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • If I made any mistakes, they'll be corrected there. Thanks, Steve.
  • It's how I'm able to do these things. Okay, let's go.
  • I think that that round where she got to just wipe five population out that probably could have otherwise been fed really hurt me and I didn't recover from that.
  • But for now, that is nature flight.
References (from this video)
No references stored for this video.
Video jb18cT1aD0Y Playthrough at 0:00 sentiment: mixed
video_pk 67935 · mention_pk 164212
Nature video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Engaging strategic depth with species adaptation and trait management.
  • Dynamic gameplay with constant environmental changes and interactions.
  • High replayability due to modularity and card variety.
Cons
  • Can be complex to track all species and interactions.
  • Struggle for survival can be harsh if adaptations are not effective.
Thematic elements
  • Evolution, survival of the fittest
Comparison games
none
Mechanics (from transcript analysis)
  • adaptation — Players adapt their species by increasing size, population, or adding new traits, allowing them to evolve and better compete or survive.
  • Deck Building/Card Drafting — Players draw cards from different decks (Nature, Jurassic, Flight, Predator) to gain new species, traits, or abilities.
  • Predator-prey interaction — Species can hunt each other, leading to population loss for the hunted and food gain for the hunter. The effectiveness of hunting is determined by species' traits and stats.
  • Resource management — Managing food in the watering hole and population size is crucial for species survival and growth.
  • Trait system — Players add traits to their species, modifying their abilities, interactions, and survival chances. Traits can turn species into hunters, provide defense, or enable unique actions like flying.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • So, they're going to die out.
  • So, Mabel is actually going to starve.
  • So, they're turning into a predator and I've got to worry.
  • So, Penny is going to forage adding three food to the watering hole and then will they play a card cuz can eat 10 of it.
  • Oh, it will get to fly off now. At the start of me turn it, it'll fly off and take this.
References (from this video)
No references stored for this video.
Video 14Uiu7wEatA Review at 0:02 sentiment: positive
video_pk 67553 · mention_pk 163682
Nature video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fast gameplay (30-45 minutes for base game)
  • Streamlined and tight mechanics
  • Clever and dynamite system
  • Biodegradable and eco-friendly components
  • Fantastic iconography and nice cards
  • Well-fitting components that store easily
  • Clever adaptation and evolution mechanics
  • Inherent catch-up mechanism
  • Modules add significant replayability and different experiences
  • Natural Disasters module creates a story-driven experience
  • Arctic Tundra module offers a challenging experience
  • Includes solo play options
  • Mini-expansion 'Elephant Graveyard' adds a cool element
Cons
  • Some modules significantly increase complexity and game length
  • Arctic Tundra makes adding population very costly (2 cards for 1 population)
  • Natural Disasters can be wildly impactful and disruptive (e.g., wiping out populations, rearranging traits)
Thematic elements
  • Ecosystem survival and adaptation
Comparison games
  • Evolution
  • Evolution Climate
  • Oceans
  • Legends of the Deep
Mechanics (from transcript analysis)
  • card drafting/playing — Players draft new species cards each round and play trait cards to adapt them.
  • Cold Mechanic — The Arctic Tundra module introduces a 'cold level' that species must fend off each round using traits.
  • Deck Building (with module) — The Arctic Tundra module introduces a separate deck of trait cards that players can draw from.
  • feeding phase — A core phase where species consume available food resources to survive and score points.
  • Hunting/Predation — Players can adopt a hunter role to prey on other species for food.
  • Module Integration — The game system is designed to integrate various modules that alter gameplay.
  • Natural Disasters — A module introducing event cards that impact all players, affecting species and resources.
  • population management — Players manage population markers for their species, which need to be fed to bank victory points.
  • set collection — Collecting food is key for survival and points.
  • Size dial — A dial indicates the size of a species, which affects its ability to be hunted and how much food it consumes.
  • Solo Play — The base game and expansions include rules for solo play.
  • Species Adaptation — Players add trait cards to their species to improve their abilities, such as size, defense, or hunting.
  • variable game length — The base game is 30-45 minutes, but modules can extend it to 60 minutes or more.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Northstar Games did it again.
  • Everything here is biodegradable.
  • The cards are really, really nice. Super easy to use. Fantastic iconography.
  • This is a dynamite system.
  • The modules totally change up the game.
  • Great theme, great mechanics, dynamite play in well under an hour. Nature's got it.
References (from this video)
No references stored for this video.
Video j5R24L8d5BM Top List at 5:42 sentiment: positive
video_pk 67505 · mention_pk 163624
Nature video thumbnail
Click to watch at 5:42 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Unique release method with many modules.
  • Offers vastly different experiences based on module selection.
  • Addresses issues found in previous similar games (Evolution).
Cons
  • Base game is pretty basic.
Thematic elements
Comparison games
  • Evolution
  • Oceans
Mechanics (from transcript analysis)
  • modules — They created a ton of different modules for the game and it makes the game have way different experiences when you're playing with different modules.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • And it doesn't seem like it's slowing down anytime soon.
  • And because I play a lot of games, it's really important to me to find games that feel like nothing else that f I want to find games that do something different that scratch an itch in my brain in a different way because I've never seen it before.
  • And I feel like all 10 of these games did stand out for various different reasons. They feel different than other games out there.
  • And I dare you to find a more unique theme in all of the board game industry.
References (from this video)
No references stored for this video.
Video YuVLdc0RDmI Rules Teach at 0:05 sentiment: positive
video_pk 66623 · mention_pk 162343
Nature video thumbnail
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • The climate module adds significant replayability and challenge.
  • The AI (Rani) provides a dynamic and challenging opponent.
  • The solo rules are well-designed, creating varied gameplay experiences.
  • The game ends in a close score, indicating a well-balanced challenge.
Cons
  • Losing a key species can significantly impact the game.
  • Relying on specific traits can lead to difficult situations if not drawn.
  • The AI can sometimes feel overwhelming or 'dreadful' when it builds powerful predators.
Thematic elements
  • Climate change and adaptation
Comparison games
none
Mechanics (from transcript analysis)
  • card drafting — Players draw cards from various decks to play as traits or for population/size increases.
  • Climate Track — The game features a climate track that influences the game state and player actions.
  • Deck building — Solo cards are added to the base deck, and cards are drawn and played to adapt species.
  • Hunting — Predator species hunt other species for food and points.
  • Solo Play — The game is played against an AI opponent (Rani) with specific solo rules.
  • Species Adaptation — Species traits and population change based on climate and card play.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It kind of gives you that replayability that variability that you're looking for in a solo game.
  • Wow, Ronnie's really outplayed us here.
  • This is very finely balanced.
  • She just beat us. 43, 39.
References (from this video)
No references stored for this video.
Video mZOhWYFUtwo Meeple University Playthrough at 0:05 sentiment: positive
video_pk 63916 · mention_pk 157438
Meeple University - Nature video thumbnail
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Beautiful illustrations and components
  • Modular design with multiple modules including flight
  • Introductory round demonstrates mechanics clearly
  • Expansion potential with future modules
Cons
  • Prototype version (not final)
  • Complex interactions with multiple modules may be intimidating to new players
Thematic elements
  • Evolution, survival, predator-prey dynamics
  • Nature environment / ecological gameplay
  • Educational overview / demonstration
Comparison games
  • Evolution series
  • Ocean
Mechanics (from transcript analysis)
  • card drafting — Players draw cards and play trait cards to their species to gain benefits; can play multiple traits up to three per species.
  • Card drafting & trait cards — Players draw cards and play trait cards to their species to gain benefits; can play multiple traits up to three per species.
  • Extinction & scoring — Unfed populations go extinct; end-game scoring based on food in bags and surviving species.
  • feeding phase — Feeding uses a foraging value (size plus traits) to take food tokens from the watering hole and feed populations.
  • migration — Flight species can migrate to an Island to gain a new fed population, with risk if not fed.
  • Modular board — Game includes modules (e.g., flight module) that alter rules and cards.
  • modularity — Game includes modules (e.g., flight module) that alter rules and cards.
  • population management — Players increase population of species by playing trait cards or discarding cards, up to a maximum per species.
  • Predation & combat — Predator traits enable hunting; camouflage can affect ability to hunt; hunting results in meat tokens and potential casualties.
  • round-based structure — Base game plays four rounds; modules can extend the number of rounds.
  • Trait enhancement — Discard cards to increase population or add traits, up to three traits per species.
  • Watering hole — Food tokens are added to the watering hole at start of round based on setup; players feed from it.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's Stella and tant here from M University
  • this is nature it is very much an evolution type of game
  • we're going to be building up Species
  • you can migrate to this far away Island where they get a new fed population
  • flight module this is the rule book for the flight module shows everything that's different
  • they've got this set up with some lovely components here these nice wooden components representing your species
References (from this video)
No references stored for this video.
Video z5TvnAR2atw Watch It Played Rules Teach at 0:12 sentiment: neutral
video_pk 63823 · mention_pk 157334
Watch It Played - Nature video thumbnail
Click to watch at 0:12 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
  • survival, feeding, and trait-based evolution
  • a watering hole in the wild where species gather to feed and survive
  • instructional tutorial
Comparison games
none
Mechanics (from transcript analysis)
  • Extinction and scoring — If a species loses all population tokens, it goes extinct; at end of round, fed tokens are scored and points are awarded; surviving species contribute to final scoring.
  • Feeding phase and resources — During feeding, hungry species forage for plants or meat; traits can modify feeding (e.g., opportunistic) and some species may be omnivores or carnivores depending on traits.
  • Hunter trait and hunting — A hunter trait flips the species to a hunter side and allows it to hunt another species, using hunt and defense values to determine valid targets and resolve kills.
  • Nature deck and traits — Cards from the nature deck provide traits that modify a species' abilities; traits are placed face down beside a species and up to three traits can be assigned per species.
  • Population tokens — Tokens represent how many individuals exist in a species; hungry tokens indicate uneaten population that needs feeding, and tokens can be fed or killed.
  • Size dial — Each species has a size dial from 1 to 4 (starting at 1); size can be increased by discarding cards but cannot exceed 4.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • To win, you'll need to ensure your species gets their share of the food.
  • Nature is played over four rounds, which are broken into four phases each.
  • Each species can have up to three cards assigned as traits to them, which can include duplicates, but each card still counts against the maximum of three that a species can have.
  • you must eat with one of your species each turn if you can.
  • Remember, you must forage or hunt if it is possible to feed one of your species that way, even if that means you have to hunt one of your own species or suffer the negative effects of one of your own traits.
References (from this video)
No references stored for this video.
Video i19fYbsetzc kovray Playthrough at 0:05 sentiment: positive
video_pk 60350 · mention_pk 152772
kovray - Nature video thumbnail
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Modular disasters add variety and replayability
  • Clear tension between predators and population management
  • Adaptive playstyle rewards flexible planning and adaptation
Cons
  • Rule complexity can be daunting for new players
  • Prototype state means components may change in final version
  • Module interactions can introduce balance edge cases
Thematic elements
  • Ecology, evolution, survival, adaptation
  • Ecosystems with evolving species facing resource scarcity and natural disasters
  • procedural ecological simulation with modular disaster events
Comparison games
none
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
No key topics recorded for this video.
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)
No references stored for this video.
Video OeiBLqm8MCU Totally Tabled Discussion at 2:00 sentiment: positive
video_pk 40823 · mention_pk 123853
Totally Tabled - Nature video thumbnail
Click to watch at 2:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Extremely portable, fits in your pocket
  • Very brief play time (about 15 minutes)
  • High replayability with different goal cards each game
Cons
  • Very lightweight experience may not appeal to heavier gamers
Thematic elements
  • Nature and landscapes, memory of regions
  • A compact landscape-building card game using 18 cards
  • Light, quick micro-game
Comparison games
  • 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
No key topics recorded for this video.
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)
No references stored for this video.
Video YF0GJfZtv3U The Board Game Garden Discussion at 2:06 sentiment: positive
video_pk 34884 · mention_pk 104029
The Board Game Garden - Nature video thumbnail
Click to watch at 2:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • 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
Cons
  • 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
Thematic elements
  • 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
Comparison games
  • 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
No key topics recorded for this video.
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)
No references stored for this video.
Video GTlnWjBehi8 The Board Gaming Doctor Review at 0:07 sentiment: mixed
video_pk 34480 · mention_pk 102693
The Board Gaming Doctor - Nature video thumbnail
Click to watch at 0:07 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • 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
Cons
  • 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
Thematic elements
  • Natural selection, predator-prey dynamics
  • Ecosystem of animals in a competitive card game environment
  • Educational/simulation of ecosystems
Comparison games
  • 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
No key topics recorded for this video.
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)
No references stored for this video.
Video Cmri0OYbHVk Our Family Plays Games Discussion at 0:00 sentiment: positive
video_pk 13803 · mention_pk 40313
Our Family Plays Games - Nature video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • 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
Cons
  • 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
Thematic elements
  • 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
Comparison games
  • 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
No key topics recorded for this video.
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)
No references stored for this video.
Video IqcbP_76F4Q One Stop Co-op Shop Playthrough at 0:00 sentiment: positive
video_pk 11366 · mention_pk 33420
One Stop Co-op Shop - Nature video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • 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
Cons
  • Learning curve is nontrivial
  • Without modules, base game can feel swingy or unpredictable
Thematic elements
  • 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
Comparison games
  • 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
No key topics recorded for this video.
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)
No references stored for this video.
Video g2UDvKFMsbs One Stop Co-op Shop Top List at 10:34 sentiment: positive
video_pk 10169 · mention_pk 29926
One Stop Co-op Shop - Nature video thumbnail
Click to watch at 10:34 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
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)
No references stored for this video.
Video vwAkypqOTUw Box of Delights Playthrough at 0:03 sentiment: positive
video_pk 9685 · mention_pk 28594
Box of Delights - Nature video thumbnail
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • 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
Cons
  • 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
Thematic elements
  • 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
Comparison games
none
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
No key topics recorded for this video.
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)
No references stored for this video.
Video MIupDn3etuA 3 Minute Board Games Review sentiment: mixed
video_pk 9433 · mention_pk 27860
Overall sentiment (raw)
mixed
Pros
  • Polished game design
  • Modular gameplay
  • 100% biodegradable
  • Good packaging
Cons
  • Core system feels too simple
  • Potentially sterile gameplay
  • Might not appeal to casual gamers
Thematic elements
  • Evolution and survival
  • Animal ecosystem
  • Species adaptation
Comparison games
  • 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
No key topics recorded for this video.
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)
No references stored for this video.
Video xupbQ0M3Edc Adam in Wales - Board Game Design Analysis sentiment: positive
video_pk 9119 · mention_pk 26868
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
  • Natural selection
  • Multiple biomes and time periods
  • Adaptive ecosystem simulation
Comparison games
none
Mechanics (from transcript analysis)
  • modular design — Players can combine different modules to create unique gameplay experiences
Video topics + discussion points
No key topics recorded for this video.
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)
No references stored for this video.
Video 0vSQwvm6EzA Good Time Society Discussion at 0:00 sentiment: neutral
video_pk 9115 · mention_pk 26858
Good Time Society - Nature video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
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)
No references stored for this video.
Video soTt1IknWsI Going Analog Discussion at 4:12 sentiment: positive
video_pk 6178 · mention_pk 18292
Going Analog - Nature video thumbnail
Click to watch at 4:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • More accessible to new players than Evolution
  • Modular system adds flexibility and replayability
  • Maintains depth with synergistic modules
Cons
  • Complexity can grow with many modules
  • Many modules not yet explored
Thematic elements
  • Ecosystem balance and adaptation
  • Ecosystems and natural habitats
  • Modular, narrative-driven
Comparison games
  • 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
No key topics recorded for this video.
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)
No references stored for this video.
Video Tiwv8zx2X20 Before You Play Rules Teach at 0:00 sentiment: positive
video_pk 5029 · mention_pk 14911
Before You Play - Nature video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • 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
Cons
  • 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
Thematic elements
  • 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
Comparison games
none
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
No key topics recorded for this video.
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)
No references stored for this video.
Video MEBGT4npvPE The Cardboard Herald Discussion at 1:37 sentiment: mixed
video_pk 2743 · mention_pk 8065
The Cardboard Herald - Nature video thumbnail
Click to watch at 1:37 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Multiple game mode options
  • Concept of animal evolution
Cons
  • Less dynamic than expected
  • Limited trait variety
Thematic elements
  • Evolution
  • Natural world
  • Animal survival
Comparison games
  • Evolution
  • Oceans
Mechanics (from transcript analysis)
  • Card-based evolution — Players create animals with traits
Video topics + discussion points
No key topics recorded for this video.
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)
No references stored for this video.
Video 3ML1AnIWZgc Box of Delights Playthrough at 0:04 sentiment: negative
video_pk 2721 · mention_pk 7996
Box of Delights - Nature video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • 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
Cons
  • 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
Thematic elements
  • 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
Comparison games
none
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
No key topics recorded for this video.
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)
No references stored for this video.
Video NKXxTzf0hTA Rahdo Runs Through Top List at 34:13 sentiment: positive
video_pk 2318 · mention_pk 6746
Rahdo Runs Through - Nature video thumbnail
Click to watch at 34:13 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • 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
Cons
  • Still too cutthroat for some players
  • No co-op mode available
Thematic elements
  • evolution
  • species development
  • adaptation
Comparison games
  • Evolution series
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
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)
No references stored for this video.
Video eQPCAvEnPog Foster the Meeple Discussion at 0:00 sentiment: positive
video_pk 354 · mention_pk 1044
Foster the Meeple - Nature video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
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
References (from this video)
No references stored for this video.
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