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The Game
Nature Dome is an easy-to-learn, beautifully illustrated dueling card game that includes 50 animal Power Cards, 5 Attack Boost cards and countless hours of fun for players of all ages.
Take turns attacking, defending and escaping as you score hits and diminish your opponent's Health Points. The first player to knock their opponent out wins the round!
It's a fun, family-friendly way to encourage imagination, reinforce addition and subtraction skills, develop strategic thinking and learn about animals from the everyday to the very weird and from all corners of the world.
Each Nature Dome deck is complete and ready to play out of the box; or combine it with your other Nature Dome decks for more dynamic play than ever before.
The Birth of Nature Dome
Nature Dome was created by Heath Fogelman, a former middle school teacher whose love for his two children and passion for games has led him to create many games for both fun and education.
He created Nature Dome as an alternative to the existing dueling card games that his young son had an interest in. Finding those games to be too complicated and convoluted for either of them to understand, much less play, Heath put his mind to creating a dueling card game that was simple to play yet still engaging enough to hold both his and his son’s interest.
His son’s enduring love of animals led to the concept of magically conjuring animal powers as means of attack and defense. Adding an escape option mirrored the natural “fight or flight” instinct of animals.
Scaling the magically summoned powers to an average human’s size leveled the playing field across all categories of animals and ensured that animals of all sizes had value. In fact, this aspect of the game turned typical thinking on its head. An ant’s strength scaled up to a human’s size is enormous, but even the biggest dinosaur that ever lived is not so fearsome when scaled down to human size.
Seeing an opportunity to help reinforce his son’s basic addition and subtraction skills while having fun playing the game, Heath incorporated a 1,000 point health meter that worked as well with basic finger-math as it did with more advanced mental operations.
Some play-testing revealed that a 3-card hand that had to be completely diminished before replenishing it worked best--and added strategic nuances to the game. Suddenly, players had to think three moves ahead--and they sometimes had to pass on temptingly powerful attacks in order to keep valuable defend or escape values in their hands.
When Heath’s son became a Nature Dome fanatic, and took to thrashing his father on a regular basis, Heath knew he had something special that he wanted to share with others.
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