Ark Nova deals you a lot of cards and lets you keep few of them. You choose 4 of 8 at the start, and at every break you discard down to 3, or 5 with one particular university. Between those moments, every Cards action spends a turn and pushes the Break token 2 spaces. Handled well, your hand is a short list of next moves. Handled badly, it is a pile of dreams you pay to throw away.
The opening keep: 4 of 8
This is the most important hand decision of the game, and it happens before you know much. The rulebook’s advice is a good start: keep 1 or 2 sponsors and 2 or 3 animals, avoid cards with conditions you cannot meet early, and favor icons that match the base conservation projects on the table.
Add three checks of your own:
- Cost. You start with 25 money. Can you afford at least one animal plus the enclosure for it before the first break?
- Size. Map A starts you with a free 3-space enclosure. An animal that fits it costs you no Build action to play.
- Direction. Do two or more of your cards share a continent or category? A shared icon points to a partner zoo and a project, and it makes your first plan clear.
A hand of four strong cards with no shared direction often plays worse than four modest cards that point the same way.
Drawing on side I
Side I’s Cards action at each strength:
| Strength | Result | Net change to hand |
|---|---|---|
| 1 | draw 1, discard 1 | 0 |
| 2 | draw 1 | +1 |
| 3 | draw 2, discard 1 | +1 |
| 4 | draw 2 | +2 |
| 5 | draw 3, discard 1, or snap 1 | +2, or +1 chosen |
Strength 1 does not grow your hand, but it filters it: you see a new card and keep the better one. That makes Cards in slot 1 a cheap way to fix a bad hand while the rest of your row climbs.
Snap or draw?
At strength 5 you choose: three blind cards with a discard, or the one display card you want. Snap when a specific card fits your plan this break, or when a rival is about to take it. Draw when you need volume and the display holds nothing special.
With Cards II, you can snap from strength 3 and draw within your reputation range, which blends the two. The reputation lesson covers how range works.
The hand limit is a deadline
At each break, discard down to 3 cards, or 5 with that university. So the useful question before any Cards action is: “Can I play what I draw before the next break?”
Look at the Break token. If the break is a turn or two away and your hand is already full, drawing now likely means discarding later. Spend those turns playing cards instead. If the break just happened, you have time to draw and play.
Cards you hold for later
Some cards earn a place across breaks:
- A release project or release target you plan to use late, when conservation is worth 3 a point.
- A big animal you are building toward, with the enclosure and money coming.
- An end-game sponsor you will play once its condition is met.
Keep these few. Every card you carry is a slot the hand limit does not give to something new.
Selling and filtering
A few animal abilities turn spare cards into value. Sunbathing sells up to a number of cards from your hand for 4 money each. Perception draws several cards and keeps half of them. Scavenging shuffles the discard pile and draws from it. When you have one of these, spare cards become money or better cards rather than waste.
Watch the discard pile
You may not look through the discard pile during the game. But the rulebook suggests keeping it face up, so you can see cards as they land on it. Noticing what rivals throw away at a break tells you what they are not building.
A hand checklist
Before each Cards action, ask:
- Will I play what I draw before the next break?
- Is there one display card worth snapping instead?
- Does this action move the break somewhere I want it?
The last question leads into the break itself, which the break timing lesson covers at Level 4.
Next lesson
Ark Nova Openings: A Plan for the First Break
Level 3 opens with the opening: a plan for your first break, built from your starting hand and the base projects.
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Learn Ark Nova and teach it in one sitting, then play every action card, project, and sponsor with the crossing of the two tracks in mind. Free, one short lesson at a time.
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