A tabletop game of wild critters raiding a domestic town
By Sean Patten

GAME SETUP
Set up the board, start spots, Encounter Tokens, and Townsfolk as indicated in the Scenario being played.
Each player starts with two points to purchase animals, and places them in their start space.  Give the youngest player the TROPHY- they get to go first!

THE TOWNSFOLK

At the beginning of each player's turn, the player must move any townsfolk of their color
BUILDINGS
Critters may not normally move into or out of a building.  Critters may attempt to OPEN a building in an adjacent space.  Roll the critter's dice: if any die rolls a 4 or higher, place an OPENING marker on that side of the building.  Any critter may move into or out of the building through the opening.  Townsfolk may move into or out of buildings- they do not require an opening

CRITTERS
Critters may be purchased at any time during your turn.  The cost in points is the number of dice.  They start at your start space and may be played on the turn they are purchased. 
You may also UPGRADE any critter in your start space by paying the difference in points.  For that turn they will have any actions left over from the Critter before being upgraded.


DICE
 CRITTER    
SPECIAL ABILITY
1
Squirrel
May avoid Scuffles when in a space with a tree.
1
Goose
May move diagonally.  (May not enter / exit buildings diagonally).
1
Weasel
May enter / exit buildings without an entry point.
1
Skunk
+1 Die in all Scuffles.
1 Turtle May avoid Scuffles.  Only gets 2 actions per turn.

2
Raccoon
Automatically succeeds when OPENING.
2
Fox
May move diagonally.  (May not enter / exit buildings diagonally).
2
Boar
+1 Die in all Scuffles

3
Wolf
May move diagonally.  (May not enter / exit buildings diagonally).
3
Buck
+1 Die in all Scuffles.

ACTIONS
All critters get 3 actions per turn unless noted.  Finish all actions with one critter before moving on to the next.

ENCOUNTER TOKENS
FOODPick up and carry food back to your Start Space to earn points.  You may only carry food of equal or lesser value than your Critter.  For example, a Raccoon could carry a size 2 food, but a Goose could not.
SPARKLY: Pick up to immediately earn 1 point!  Discard after pickup.

CAT / DOG: When a critter reveals or enters a space with a cat or dog token in it, a scuffle occurs !  Roll 1 die for cats, 2 dice for dogs.   If you win in a scuffle with a cat or a dog, discard the token and earn 1 point!

TRAP:   When revealed, you are trapped!  You cannot perform any actions other than OPEN until you escape.  You are ignored by townsfolk while trapped.  If you OPEN a trap, discard the trap token and earn 1 point!

ALARM:  You knock over some noisy cans!  Move ALL the townsfolk 1 space towards you!  If they enter your space, they will Scuffle (remember to combine dice for multiple townsfolk)(Discard the token).
DUMPSTER: May attempt to OPEN- if successful, you may replace the dumpster token with ANY token from the discard pile.  That token acts as if it were just revealed (so cats / dogs attack, traps go off, etc).

SCUFFLES

ANY time a Critter moves into a space with a Townsfolk or a Townsfolk moves into a space with a critter, a SCUFFLE occurs.  Th
, including any modifiers.  Both parties involved in the scuffle roll their dice.  Whoever gets the highest number of successes wins!  In a TIE, nothing happens- it is a standoff and both may stay in the space where the scuffle occurred. 

LOSER IS:
WINNER IS:
RESULT
CRITTER
Anyone
Critter drops any carried food (leave it in that space). 
Then critter is moved back to their start area.
CAT, DOG
Critter
Remove the cat or dog and their blip from the board.  Winner earns 1 point!
TOWNSFOLK
Critter
The winning player may move the Townsfolk a number of spaces equal to the number of critter successes minus townsfolk successes.  They may NOT attack as part of this move- they're running away!  They will leave new encounter tokens in spaces they leave as they move, as normal.

If an attacker enters a space with MORE THAN ONE target in it, they must attack the LARGEST target.  In case of ties, attack the critter whose team has the most points.   If any FRIENDLY models are present, add their dice to the scuffle!   For example, if multiple townsfolk are in a square where a scuffle occurs, they add their dice together for any scuffle they are involved in.  Same is true for multiple critters of the same color / team.