Moving Wild
Moving Wild Rulebook
Table of Contents
Table of Contents
Contents
- 96 Cards
- Area cards: 7 types, ×3 each (21 cards), plus Base Camp cards ×6
- Improvement cards: 6 types, ×2 or ×3 each (15 cards)
- Animal cards: 13 types, ×4 or ×5 each (60 cards)
- 46 Score chips: 1-point ×6, 2-point ×12, 5-point ×16, 20-point ×7, 50-point ×5
- 30 Deduction chips: 2-point ×24, 10-point ×6
- Game manual (this booklet)
1. Game Objective
Players are aiming to score points by welcoming animals into their parks and placing them each in suitable areas. However, if there are any animals that can't fit into an area or there are any leftover spaces in an area, you will lose points. After 3 rounds, the player that has earned the most points is the winner.
2. Set-up
- Each player takes 1 "Base Camp" and places it face up in front of them (this area in front of the player will be called the park). Return any leftover Base Camp cards to the box as they will not be used.
- Combine all of the area cards, animal cards, and improvement cards (cards with an orange back), flip them face down, shuffle well and place them in a pile.
- Place all of the score chips and deduction chips in the center of the play area.
3. Playing a Round
① Deal the Cards
Deal the number of cards shown in the chart below face down to each player. During the game, you cannot show or talk about the cards in your hand with the other players.
| Number of players | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|
| Round 1 | 10 | 9 | 8 | 7 | 6 |
| Round 2 | 9 | 8 | 7 | 6 | 5 |
| Round 3 | 8 | 7 | 6 | 5 | 4 |
- When playing with 2-4 players, there will be some undealt cards left over.
- The number of cards that should be dealt at the beginning of a round can also be found on the front of the Base Camp cards.
② Choose a Card and Pass the Rest
i. Each player chooses 1 card from their hand that they want to put in their park and places it face down to the side of their park. After each player has chosen a card, everyone says "ready, GO!" and turns the card they just chose face up.
- The cards will be explained in "③ Develop Your Park".
ii. Each player then takes the remaining cards in their hand, turns them face down, and passes the cards to the player next to them. The direction you pass the cards will change each round. In rounds 1 and 3, cards are passed to the player on the left (clockwise). In round 2 only, cards are passed to the player on the right (counterclockwise).
iii. Continue performing steps i and ii until your hand is empty.
③ Develop Your Park
Once your hand is empty and you have collected cards to place in your park, each player will take the cards they choose and line them up in the park area to start developing their park.
By placing an area card (cards with white bottoms) into your park, you create an independent area. (Your Base Camp that has already been placed is also an area.)
Area card (same for Base Camp)
- Area card name
- Area spaces (size): can be placed in an area if this number is less than or equal to an area's remaining empty space
- Area habitats: there are 3 types of habitats — Forest, Land, Water. Some area cards have several habitats.
- Multiplier: the multiplier for the happy camper level of the animal cards in this area.
How to Line Up Your Cards
If the table where you are playing isn't very big, stack the cards in a way that you can still see the left side of each card.
Once you place an area card and an area has been created:
- Improvement card: insert under an area card from the left side to improve an area.
- Animal card: line up to the right of an area card to place an animal into an area.
Improvement cards (cards with gray bottoms) are placed in an area to improve it. Please read the text on each improvement card to learn its effect.
Improvement card
- Improvement card name
- Improvement card effect: even if an improvement card won't have a meaningful effect during the round, it must still be attached to an area card. Improvement cards cannot be reattached to a different area in later rounds.
Whether or not an animal card (cards with orange bottoms) can be placed in an area is determined by an animal card's "nature", "required space" and the "habitats" where it can be placed. These characteristics and the happy camper level of some animals will change depending on various conditions, so please read the text on each animal card.
Animal card
- Animal card name
- Nature:
- Friendly: friendly animals can be placed in the same area.
- Hungry: only animals with the same name can be placed in the same area.
- Required space: can be placed in an area if this number is less than or equal to an area's remaining empty space.
- Happy Camper level: this number applied to the multiplier of the area card will be this card's score.
- Habitats where it can be placed: if there are several habitats, the animal can be placed in any of them.
- Animal card effect: the "nature", "required space", and "happy camper level" will change depending on various conditions. If there is an effect, it will be shown here.
Place any animal cards that cannot be placed in an area to the side of the park. They will reduce your score for that round. However, in later rounds if they can be placed in an area, they can be moved to that area. Also, any animals that were placed in an area in previous rounds can either be moved to another area or not placed in any area at all.
④ Calculate the Score
Score chips: 1, 2, 5, 20, 50. Deduction chips: 2, 10.
① Calculate Score Chips
Check each area in your park. Receive score chips equal to the combined "happy camper level" of all animals in an area × the multiplier.
② Calculate Deduction Chips
Normal Rules
Receive a -2 deduction chip for each area that has empty spaces. Receive a -2 deduction chip for each animal card that you were not able to place in an area.
Family Rules
After receiving deduction chips like you would in the normal rules, reduce the total of your deduction chips by half (-2 chips are calculated as -1).
Expert Rules
- The total number of empty spaces in areas that still have empty spaces remaining will be deducted from your score.
- The required space for each animal card that you were not able to place in an area will be deducted from your score. The points deducted from your score will be taken from the score chips you have earned. Return them to the center of the play area.
⑤ Ending the Round
Your park, in its current state, is carried over to the next round. Return to "3. Playing a Round" and start the next round.
4. Ending the Game
After round 3 ends, the game is finished.
The final ranking is determined by which players have earned more score chips. In case of a tie, the player that has more unique animals in their park is the winner. (Animals that were not able to be placed in an area are also counted.) If it is still tied, share the win!
1 Player Rules
With these rules you will play against the "Collector", a collector of animals. You are aiming to have a higher score than the Collector after 3 rounds. Everything is the same until "2. Set-up".
① Choose a Level
Start playing at level 1, and if you win, try challenging the next level! Set aside some space next to your park to make room for the Collector's park. According to the chart below, place the appropriate cards for each level in the Collector's park.
| Level | Cards in the Collector's park |
|---|---|
| Level 1 (Newbie Ranger Chris) | None |
| Level 2 (Frog Fanatic Sofie) | 4 Tree Frogs |
| Level 3 (Forest Guardian Kelico) | 1 Sloth, 1 Red Panda, 1 Bear |
| Level 4 (Elephant Researcher Elle) | 2 Elephants |
② Choose a Card and Pass the Rest
Draw 2 cards from the pile. Choose 1 card that you want to place in your park and place the other card in the Collector's park. Do this the number of times shown in the chart on the right.
| Round | Number of times |
|---|---|
| Round 1 | 10 |
| Round 2 | 9 |
| Round 3 | 8 |
③ Develop Your Park
Just like in the 2-6 player rules, line up the cards in your park.
④ Calculate the Score
First, as in the 2-6 player rules, calculate the score of your park.
The method for calculating the Collector's score is different: Set aside the area cards and improvement cards that are in the Collector's park. The total happy camper level of the remaining animal cards is the Collector's score. Ignore the nature, any text at the bottom of the card, required space, etc. Calculate the happy camper level as it would be before any changes from the card text.
⑤ Ending the Game
After 3 rounds, if you have more points than the Collector, you win.