
| 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. |


FOOD:
Pick
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).| 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. |