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Rewild: South America

Rewild: South America Rulebook

Table of Contents

Table of Contents

  • Contents
    • Rulebook Icons
  • Symbol Overview
  • Component Anatomy
    • Score Board
    • Player Cards
    • Player Board
    • Biome Tiles
    • Wildlife Cards
    • Predation Cards
    • Plant Cards
  • Game Preparation
  • Goal of the Game
  • Gameplay
    • Replenish
    • A Player's Turn
  • 1. Playing a Player Card
    • Action Card Overview
  • 2. Attracting Cards from the Score Board
    • 2.1 Attract Wildlife Cards
    • 2.2 Attract Predation Cards
    • 2.2 Attract Plant Cards
  • Completing a Biome
  • End of the Game
  • Placing Biome Tiles
  • Upgrading Biome Tiles
    • Upgrading Shrublands
    • Upgrading Grasslands
    • Upgrading Rainforests
  • Animal Effects
  • Plant Card Effects
  • Expert Mode
    • Expert Mode Plant Cards
  • Solo Mode
    • Game Preparation
    • Gameplay
    • 1. Playing Your Opponent's Player Card
    • 2. Attracting Cards for Your Opponent
    • End of the Game (Solo Mode)
  • The Animals
    • Least Concern (LC)
    • Near Threatened (NT)
    • Vulnerable (VU)
    • Endangered (EN)
    • Critically Endangered (CR)
    • Extinct in the Wild (EW)
    • Not Evaluated (NE)

Contents

  • 1 Score Board
  • 4 Player Boards
  • 75 Biome Tiles
  • 10 High Trees (two different parts put together form a tree)
  • 57 Wildlife Cards
  • 26 Predation Cards
  • 27 Plant Cards
  • 28 Player Cards
  • 11 Animal Meeples on branches
  • 24 Animal Meeples for the Expert Mode
  • 1 Starting Player Marker
  • 31 Expert Mode Cards (14 Wildlife Cards, 10 Predation Cards and 7 Plant Cards marked with "EX")
  • 4 Overview Cards & 3 Solo Mode Cards
  • 95 Animal Markers
  • 35 Minerals
  • 35 Water
  • 35 Seeds
  • 16 Player Markers

Rulebook Icons

  • Especially important rules. Be sure to read them!
  • Tips and comments from the game designers.
  • Thematic explanation/contextualization of the rules.
  • This rule is part of the Overview Card.

Symbol Overview

In the game, players aim to efficiently use their resources to score as many Victory Points as possible.

Resources: Minerals, Water, Seeds. Scoring: Victory Points.

The game features three main biomes and 2 upgrades, each with its unique symbol:

  • Shrubland
  • Grassland
  • Rainforest
  • Wetland (upgrade)
  • High Trees (upgrade)

The game distinguishes between plants and animals. Animals are further divided into 6 types according to their role in the ecosystem:

  • Insects
  • Small herbivores (& insectivores)
  • Medium herbivores (& insectivores)
  • Large herbivores (& insectivores)
  • Predators
  • Apex predators

Plants form their own category.

There are two types of effect in the game:

  • End-of-Game — The effect is triggered at the end of the game.
  • Instant — The effect is triggered instantly.
  • Predation — Instant effect that only Predation Cards have.

Component Anatomy

Score Board

Tracks the Victory Points for all players. The starting point is the field with the star, where each player places one of their Player Markers at the beginning of the game.

There is no limit to the number of Victory Points; if a player reaches over 100 Victory Points, they can simply move their Player Marker beyond 100.

The board has a space for the Predation Card deck, a space for the Wildlife Card deck and a space for the Plant Card deck. There are 3 designated zones for the available Wildlife, Predation and Plant Cards. The cards move from left to right (p. 6/7).

When it is the players' turn, they may take (= attract) cards from the Score Board. Each player may take a maximum of one Plant Card and one Predation Card per turn. (p. 9/10).

Player Cards

There are 7 Player Cards per player; 6 Action Cards and one Harvest Card. In their turn players must play one of these cards (p. 6).

If a player plays an Action Card, they carry out one of the two actions shown (p. 7). After doing that the player can attract cards from the Score Board (p. 8).

The symbols on the Action Cards played count towards the effect of Wildlife Cards (p. 6/14).

If the Harvest Card is played, the player returns all Player Cards including the Harvest Card to their hand and adds a certain number of Seeds and 1 Water to their stock (p. 7).

Player Board

The Player Board shows the landscape that the players want to rewild. For this purpose, Biome Tiles are placed on the Player Board within the defined boundaries (p. 12).

There are 3 types of placement bonuses on the board with Water, Minerals and Victory Points. Each of the bonuses is rewarded as soon as a Biome Tile is placed on top of it (p. 12).

Attracted Wildlife, Predation and Plant Cards are assigned to one of the three biomes — Shrubland (top), Grassland/Wetland (middle) and Rainforest (bottom) — and accordingly placed on the right-hand side of the Player Board (p. 8).

If a player's biome contains a plant, an insect, a herbivore (small, medium or large) and a predator (regular or apex) they are rewarded with 6 Victory Points (p. 10).

Biome Tiles

Biome Tiles come into play with Player Card actions and require certain amounts of Water and Minerals to be placed on the Player Board. In addition, they can also be upgraded (p. 7/12).

Each Biome Tile shows a matching biome symbol. Some Wildlife Cards award Victory Points according to the number of symbols the player has depicted on their Biome Tiles, Action Cards and Plant Cards (p. 14).

Shrubland Tiles reduce the price of adjacent Biome Tiles by 1 Mineral, Grassland Tiles reduce the price by 1 Water and Wetland Tiles by 2 Water (p. 12).

The tile types are: Shrubland & Shrubland Extension Tile, Grassland Tile (Wetland on the back) and Rainforest Tile.

Wildlife Cards

Contain all animals with no Predation effect.

Each animal belongs to one of the 6 types (p. 2). The number indicates the total number of cards of this type in the game.

The card shows the name of the animal.

The Placement Rules indicate in which biomes the animal can live and how many unoccupied Biome Tile hexes are necessary for this animal, e.g. 2 Grassland Biome Tile hexes for the Toco Toucan (p. 8).

All animals have either an Instant or an End-of-Game effect. All animal effects can be found on page 14.

Some animals prefer to live on High Trees. If a player places them on a High Tree, they instantly score 4 Victory Points (p. 13).

Predation Cards

Contain all animals with a Predation effect.

The card shows the animal type and the total number of cards of this specific type in the game (same as with the Wildlife Cards).

The card shows the name of the animal.

The Replacement Rules specify in which biomes the animal can live. Predation Cards do not require unoccupied Biome Tile hexes like Wildlife Cards, but an animal that corresponds to their Predation effect and has been placed in a biome in which they can also live, e.g. a small or medium herbivore in the Grasslands for the Maned Wolf (p. 9).

All Predation Cards have a Predation effect which is scored instantly and influences their placement (p. 9).

Plant Cards

Contain only plants.

Unlike the other cards, all plants are of the same type.

Plant Cards can only be attracted by spending the required number of Seeds.

All Plant Card effects can be found on page 15/16.

Attracted Plant Cards do not require unoccupied Biome Tile hexes or prey like animals*; they can simply be placed in a biome where they can thrive (p. 10).

*The only exception is the carnivorous plant, which functions like a Predation Card (p. 15).

Game Preparation

The following explanations refer to the base game with 2 to 4 players defined as "Base Mode". Rule adjustments for the Expert Mode ("EX") and Solo Mode are explained on page 16/17/18.

  1. The Score Board A is placed at the top of the table. But you can also place it in the middle (vertically or horizontally). Simply choose a position where the players have the best view of the cards on display.
  2. The 3 resources B, the Biome Tiles C, the High Trees D, the Animal Markers E and the Animal Meeples on branches F are placed in a spot of the table, where all players can easily reach them. The Animal Meeples of the Expert Mode stay in the box.
  3. Each player receives a Player Board G and places it in front of them (Base Mode side up). As players place attracted cards to the right of the Player Board, there must be enough space for them.
  4. Every player takes 7 Player Cards H and the 4 Player Markers I in one color. One Player Marker of each player is then placed on the start field of the Score Board J. In addition, each player takes 1 Overview Card K, 4 Minerals, 4 Water and 1 Seed L.
  5. The cards from the three card decks (Wildlife / Predation / Plants) that are indicated with an "EX" are put back in the box. After that the three decks get shuffled individually and placed on their spots on the Score Board M.
  6. 5 Wildlife Cards N, 3 Predation Cards O and 3 Plant Cards P get revealed and placed face up on their according spaces.
  7. The last player who saw a wild animal receives the Starting Player Marker Q and keeps it for the entire game.

A player can never have more than 10 of one single resource during the game. Excess resources are forfeited.

Goal of the Game

The goal of Rewild: South America is to get the most Victory Points at the end of the game. To earn points, players must first rewild land so that animals and plants can be attracted to their Player Board. The different plants, insects, herbivores and predators with their various effects enable clever combos to collect Victory Points. The first player to have 8 animals in their biomes triggers the end of the game. After the game has ended, the players score their End-of-Game effects to determine the winner.

Gameplay

During the game players take one turn after the other. The direction, clockwise or counterclockwise being irrelevant.

Replenish

In case there are empty card fields on the Score Board before the start of a player's turn, all the Wildlife Cards, Predation Cards, and Plant Cards to the left of these empty spots are moved to the right. After that all empty spots are filled with new cards from the decks. This ensures that the newest revealed cards of each deck always appear on the left.

A Player's Turn

The turn of a player includes the following two steps:

  1. The player must play one Player Card.
  2. The player may attract Cards from the Score Board. (only possible if the played card was not the Harvest Card)

1. Playing a Player Card

Each player has the same 7 Player Cards, which consist of 6 Action Cards and 1 Harvest Card.

Each turn a player must play one Player Card and place it in front of them.

If a player plays an Action Card, they perform one of the two actions depicted on it. The Action Card is then placed face up in front of the player so that the upper (lower) symbols are facing in the correct direction when the upper (lower) action has been carried out. Played Action Cards remain face up and cannot be used again until the player picks them up using the Harvest Card.

Only symbols facing in the right direction are counted for Wildlife Card effects (p. 14).

Stacking the played cards so that only the top symbols are visible is the clearest and most space-saving way.

If a player plays the Harvest Card, they take all the Player Cards back into their hand. In addition, the player receives Seeds according to the Biome Tiles placed on their Player Board (3 per Rainforest Tile, ½ per Grassland/Wetland Tile and ½ per Shrubland, rounded up) and 1 Water.

High Trees and Shrubland Extension Tiles don't influence the number of Seeds a player receives.

A player can play the Harvest Card even if they have no Player Cards in front of them.

A player can also be forced to play the Harvest Card, either because they have no other Player Card in their hand or because the remaining cards cannot be played because the player lacks the resources or space to carry out their actions.

After playing the Harvest Card, a player cannot attract cards from the Score Board.

Action Card Overview

Shrubland Action Card 1

  • Top: Pay 1 Mineral and 1 Water and place 1 Shrubland Tile on your Player Board.*
  • Bottom: Take 3 Minerals from the supply and remove the Plant Card furthest to the right of the Score Board from the game.***

Shrubland Action Card 2

  • Top: Pay 1 Mineral and 1 Water and place 1 Shrubland Tile on your Player Board.*
  • Bottom: Expand all the Shrubland Tiles you want with a maximum of one Shrubland Extension Tile. This is only possible if a Shrubland has at least one free space adjacent to it.**

Grassland Action Card 1

  • Top: Pay 2 Minerals and 2 Water and place 1 Grassland Tile on your Player Board.*
  • Bottom: Take 3 Water from the supply and remove the Predation Card furthest to the right of the Score Board from the game.***

Grassland Action Card 2

  • Top: Pay 2 Minerals and 2 Water and place 1 Grassland Tile on your Player Board.*
  • Bottom: Place a maximum of 1 High Tree on each Rainforest Tile you want and pay 1 Water per tree placed OR flip each Grassland Tile you want to the Wetland side and pay 1 Water per Grassland Tile flipped.**

Rainforest Action Card 1

  • Top: Pay 3 Minerals and 2 Water and place 1 Rainforest Tile on your Player Board.*
  • Bottom: Take 3 Seeds from the supply and remove the Wildlife Card furthest to the right of the Score Board from the game.***

Rainforest Action Card 2

  • Top: Pay 3 Minerals and 2 Water and place 1 Rainforest Tile on your Player Board.*
  • Bottom: Place a maximum of 1 High Tree on each Rainforest Tile you want and pay 1 Water per tree placed OR flip each Grassland Tile you want to the Wetland side and pay 1 Water per Grassland Tile flipped.**

*All details about placing Biome Tiles can be found on p. 12. **All details about upgrading Biome Tiles can be found on p. 12/13. ***Empty card spaces on the Score Board (due to removed cards) are only replenished when the player has finished their turn.

2. Attracting Cards from the Score Board

After playing an Action Card, a player may attract Cards from the Score Board.

To attract a card means to take it from the Score Board and place it in one of the three biomes on the right of the Player Board. Once placed in a biome, cards cannot change between biomes anymore. In contrast, the card order within the biomes is irrelevant to the game and can be changed.

Cards can only be attracted if their specific placement requirements are met, e.g. there are enough unoccupied Biome Tile hexes in a biome to attract a Wildlife Card.

Players are free to attract several cards in a round or just one or none. Unlike playing a Player Card, attracting cards is completely voluntary.

Cards do not have to be attracted in a specific order, e.g. a player can first attract a Predation Card, then a Wildlife Card, then a Plant Card and then another Wildlife Card.

There is no limit to the number of Wildlife Cards, Plant Cards and Predation Cards in a biome and a player can even attract the same animal/plant several times.

2.1 Attract Wildlife Cards

As there are only 5 available Wildlife Cards on the Score Board, a player can attract no more than 5 Wildlife Cards per turn.

To attract a Wildlife Card (and place it in one of their biomes), a player needs enough unoccupied Biome Tile hexes of a biome in which the animal can live.

For example, to attract the Giant Anteater (and therefore place it in one of the three biomes on the right of the Player Board) a player needs either 4 unoccupied Shrubland Tile hexes, 3 unoccupied Grassland/Wetland Tile hexes or 1 unoccupied Rainforest Tile hex.

The unoccupied hexes need to be adjacent to each other and they need to be from the same biome (e.g. a mix of Shrubland and Grassland is not possible). However, they do not have to be on the same individual Biome Tile.

If a player fulfills the placement requirements of a Wildlife Card which they wish to attract, they take the card from the Score Board and place it in the chosen biome on the right of the Player Board. In addition, they place Animal Markers* from the supply on all needed Biome Tile hexes. These hexes are now considered occupied and the placed Animal Markers keep their position on the Player Board until the end of the game.

*In case of animals that can live on High Trees the players use the corresponding Animal Meeple on a branch instead of an Animal Marker to mark an occupied Biome Tile hex (p. 4/13). Meeples on branches are treated like Animal Markers, they are simply a reminder for the player that they can potentially place/upgrade this animal on a High Tree.

If the attracted animal has an Instant effect, it is scored immediately (before attracting any other cards).

Example: Bruno wants to attract the Wildlife Card "Dinoponera Quadriceps" and has two options. He can either place two Animal Markers on the two unoccupied Shrubland hexes (1) and thus place the card in the Shrubland biome OR he can place one Animal Marker on the unoccupied Rainforest hex (2) and thus place the card in the Rainforest biome. He cannot use the single unoccupied Shrubland hex (3), because the card requires two adjacent Shrubland Tile hexes. Furthermore, the Grassland biome is not an option, as he does not have a single unoccupied Grassland Tile hex on his Player Board.

2.2 Attract Predation Cards

A player can attract a maximum of one Predation Card per turn.

To attract a Predation Card, a player takes the desired card and places it on top of an animal that matches its Predation effect and lives in a biome in which the Predation Card is also able to live. If that's the case the indicated Victory Points are scored instantly.

Predation Cards can also be placed on other Predation Cards if they have the correct animal type and are in the correct biome. But they cannot use the already covered prey of another Predation Card a second time.

All wooden components on the Player Board (Animal Marker/Meeples) stay untouched by a Predation effect and are not removed.

"Eaten" animals lose their End-of-Game effect, their animal type symbol no longer counts towards card effects (except cases involving scavengers such as the Crested Caracara, p. 14), they cannot be placed on High Trees anymore, they no longer trigger the end of game, and they also cannot be the target of Plant Card effects. Their only remaining effect is that they help to complete a biome (p. 10).

Example: Bruno wants to attract the Predation Card "Ocelot". The Dinoponera Quadriceps and the Chacoan Peccary do not match the Ocelot's Predation effect (small and medium-sized herbivores) and therefore cannot be used to attract the Ocelot. The Rock Cavy would match the Predation effect (as a small herbivore), but cannot be used as the Ocelot cannot live in the Shrubland. Bruno therefore has only one option and that is to place the Ocelot on the Red-rumped Agouti. If he does this, he immediately scores 6 Victory Points.

2.2 Attract Plant Cards

A player can attract a maximum of one Plant Card per turn.

To attract a Plant Card a player must pay the indicated number of Seeds ("the price").

The highlighted biomes indicate in which of the three biomes the plant can be placed. Besides this there are no other placement rules for Plant Cards.

For example, if Bruno wants to attract the lily pad Plant Card, he must pay 1 Seed and place it in his Grassland biome.

All Plant Card effects can be found on page 15.

Completing a Biome

If at any time during the attraction of cards a biome contains a plant, an insect, a herbivore (small, medium or large) and a predator (regular or apex), the player immediately earns 6 Victory Points for that biome. This can only happen once per biome per game, and the biome is marked with a Player Marker to indicate this.

"Eaten" cards (below Predation Cards) also count towards the completion of this task.*

From a thematic point of view, these species are not really eaten/gone but are now part of a food chain. This is also the reason why their Animal Markers are not removed and why they still count for the completion of the biome. The term "eaten" is only used, because that's a concept that players can easily grasp.

*If you can't memorize which animal types lie below a Predation Card, you can slightly fan out the card stack for a better overview.

Example: By placing the lily pad Plant Card in his Grassland biome, Bruno completed the biome as it now includes a plant (the lily pads), an insect (the Mosquito), a predator (the Ocelot) and a herbivore (the Red-rumped Agouti below the Ocelot). He instantly receives 6 Victory Points and places one of his Player Markers on the corresponding space on the Player Board to show that he has completed the biome. After that, Bruno can continue his turn and attract more cards.

End of the Game

Rewild: South America has three different ways in which the end of the game can be initiated, though in most cases end condition 1 will trigger the end of the game.

  1. One of the players has 8 visible* animals** in their biomes at any point of the game.
  2. One of the players has a filled Player Board (with no free field left).
  3. The final card of the Wildlife Cards deck was placed on the Score Board.

*Covered cards below Predation Cards are not visible and therefore don't count. **Both Wildlife Cards and Predation Cards count as animals. Plants are not animals and therefore don't trigger the end of the game.

As soon as a player triggers the end of the game, the current round is played to a regular end. After that, a final round is played. This ensures that every player gets to play at least one more turn.

As soon as each player finished their last turn, each player scores their End-of-Game effects (the order is up to the player) and adds the total to their Victory Points on the Score Board. The player with the most Victory Points wins the game. In the event of a tie, the number of completed biomes is compared first, and then the sum of Rainforest Tiles and High Trees. If there is still a tie, both players win.

Example: After the game, Bruno scores his End-of-Game effects. The Chacoan Peccary scores 10 Victory Points (Chacoan Peccary + Giant Anteater), the White-browed Guan 10 points (5 from the Biome Tiles, 5 from the Action Cards), the Mosquito 10 points (Rock Cavy + Chacoan Peccary + White-browed Guan + Giant Anteater + Common Marmoset), the Apple Snail 12 points (6 from the Biome Tiles, 3 from the lily pad Plant Card and 3 from the Action Cards), the Dinoponera Quadriceps 8 points (for the 4 Minerals in Bruno's stock) and the Giant Anteater 12 points (Mosquito + Apple Snail + Dinoponera Quadriceps). The effects of the Rock Cavy, the Ocelot and the Common Marmoset are Instant effects and were therefore already scored during the game.

Placing Biome Tiles

6 of the 12 actions on the Action Cards let the players place new Biome Tiles. Players that want to perform a Biome Tile placement action, pay the needed resources and place the corresponding Biome Tile on their Player Board.

Biome Tiles can only be placed on free Player Board fields within the defined boundaries. They do not have to be placed next to other Biome Tiles that have already been placed.

If a Biome Tile is placed on a depicted Mineral or Water bonus on the Player Board, its costs are reduced by the depicted amount (like a discount). Any surplus resources that would result from placing a Biome Tile expire and are not paid out.

If a Biome Tile is placed on a Victory Point bonus the player receives 1 Victory Point per depicted star if it's a Shrubland (or Shrubland Extension Tile) that covers the field, 2 Victory Points per star if it's a Grassland and 3 Victory Points per star if it's Rainforest. The Victory Points get scored immediately.

Besides bonuses, already placed Biome Tiles can also reduce the costs of new Biome Tiles. Shrubland Tiles reduce the costs of adjacent Biome Tiles by 1 Mineral, Grassland Tiles by 1 Water and Wetland Tiles by 2 Water.

Even if a new Biome Tile would be adjacent to two edges of e.g. the same Shrubland Tile, its cost would only be reduced by 1 Mineral and not 2. But if the Biome Tile would be adjacent to two Shrubland Tiles, the costs would be reduced by 2 Minerals.

Example: Bruno plays an Action Card and wants to place a Rainforest Tile in position 1. Normally, a Rainforest Tile costs 3 Minerals and 2 Water. Thanks to the depicted bonus of 2 Minerals, the cost is reduced to 1 Mineral and 2 Water. The cost is further reduced because the adjacent Shrubland reduces the cost by 1 Mineral and the adjacent Wetland by 2 Water. A Rainforest Tile can therefore be placed in position 1 by Bruno at no cost. At the other positions the cost would be the following: (2) → 2 Minerals and 2 Water, generates 3 Victory Points; (3) → 3 Minerals; (4) → 1 Mineral; (5) → 3 Minerals and 1 Water, generates 6 Victory Points; (6) → 3 Minerals.

Upgrading Biome Tiles

Upgrading Shrublands

If a player wants to upgrade their Shrubland Tiles, they may place a Shrubland Extension Tile adjacent to each of their Shrubland Tiles without incurring any costs, apart from the needed free space. The Extension Tiles show an arrow, which the player can use to indicate which Shrubland Tile the respective extension belongs to. A maximum of 1 Extension Tile can be connected to each Shrubland Tile; they cannot be extended more than once.

Expanded Shrublands work like normal Shrubland Tiles, only they are larger (4 instead of 3 hexes) and show 2 Shrubland symbols instead of 1.

If a newly placed biome is adjacent to a Shrubland Tile and its Extension Tile, the cost is still only reduced by 1 Mineral, as the Shrubland Tile and its Extension Tile are considered as one Biome Tile.

Example: Bruno wants to expand his Shrubland Tiles. To do this, he plays the Action Card with the matching action and places a Shrubland Extension Tile next to 3 of his Shrubland Tiles (the Shrubland at the top right cannot be expanded as it has no adjacent free space). Since one of the Extension Tiles covers a Victory Point bonus (top left corner), he immediately receives 2 Victory Points.

Upgrading Grasslands

If a player wants to upgrade their Grassland Tiles, they pay 1 Water per Grassland Tile that they want to flip over to the Wetland side. Grassland Tiles with Animal Markers on them can also be flipped (the markers keep their position on the Player Board).

From a biome perspective Grassland and Wetland are seen as the same biome. This means that animals that occupy Wetland Tiles are still placed in the Grassland biome section on the right of the Player Board and that animals can even occupy a mix of Grassland and Wetland.

From an effect perspective (Instant and End-of-Game effects), Grasslands and Wetlands are different, because they show different symbols.

Upgrading Rainforests

If a player wants to upgrade their Rainforest Tiles, they pay 1 Water per Rainforest Tile on which they want to place a High Tree (max. 1 tree per tile). High Trees are considered the second layer of the Rainforest; this means that one animal can live on the tree and one on the ground, so that there are two places available for animals on one Rainforest Tile with a High Tree.

All Rainforest animals can live on the Rainforest ground, but only the ones with a High Tree symbol can be placed on trees. As a reminder, players do not take an Animal Marker but the corresponding Animal Meeple on a branch when they attract a Wildlife Card with a High Tree symbol.

If a Rainforest Tile with an Animal Meeple is upgraded, the Animal Meeple is placed on top of the tree and the player scores 4 Victory Points. If several Rainforest Tiles (with a meeple on them) are upgraded, the player scores 4 Victory Points several times. The now unoccupied Rainforest Tiles can be filled with new animals again.

If a Rainforest Tile with an Animal Marker (or without one) is upgraded with a High Tree, nothing happens. But if the player now attracts a Wildlife Card with a High Tree symbol, they can directly place the corresponding Animal Meeple on the unoccupied High Tree and score the 4 Victory Points.

High Trees do not cover the Rainforest symbol on the Rainforest Tile. Rainforest Tiles with a tree on them still count towards effects rewarding Rainforest symbols.

Animal Effects

X Victory Points : insect / small herbivore / medium herbivore / large herbivore / predator / apex predator / plant (Instant) — Instantly score X Victory Points per card in your biomes that belongs to the depicted organism type.*

X Victory Points : insect / small herbivore / medium herbivore / large herbivore / predator / apex predator / plant (End-of-Game) — At the end of the game score X Victory Points per card in your biomes that belongs to the depicted organism type.*

X Victory Points : herbivores (End-of-Game) — At the end of the game score X Victory Points per herbivore in your biomes.

*If the Wildlife Card with this effect also belongs to the concerned animal type, it is also included in the calculation of the resulting Victory Points, e.g. the Chacoan Peccary.

X Victory Points : Shrubland / Grassland / Wetland / Rainforest (Instant) — Instantly score X Victory Points per depicted matching symbol on your Biome Tiles, played Action Cards and Plant Cards.**

X Victory Points : Shrubland / Grassland / Wetland / Rainforest (End-of-Game) — At the end of the game score X Victory Points per depicted matching symbol on your Biome Tiles, played Action Cards and Plant Cards.**

X Victory Points : High Tree (End-of-Game) — At the end of the game score X Victory Points per High Tree on your Player Board and High Tree symbol on played Action Cards and Plant Cards.

**Wetland and grassland are two different symbols. Rainforest Tiles with a High Tree on them still count towards cards that reward Rainforest symbols (the symbol was intentionally placed off-center).

insect / small herbivore / medium herbivore / large herbivore → X Victory Points — Predation effect: Instantly score X Victory Points for placing this card on another card showing one of the animal types depicted.

X Victory Points : eaten animals (Instant) — Instantly score X Victory Points per eaten animal (= all cards below Predation Cards in your biomes).

X Victory Points : eaten herbivores (End-of-Game) — At the end of the game score X Victory Points per eaten herbivore in your biomes.

X Victory Points : Minerals / Water / Seeds (Instant) — Instantly score X Victory Points per depicted resource in your stock.

X Victory Points : Minerals / Water / Seeds (End-of-Game) — At the end of the game score X Victory Points per depicted resource in your stock.

X Minerals (Instant) — Instantly receive X Minerals from the supply.

X Victory Points : covered Player Board field (Instant) — Instantly score X Victory Points per Player Board field that is covered by a Biome Tile.

X Victory Points : Animal Meeple on a High Tree (End-of-Game) — At the end of the game score X Victory Points per Animal Meeple on a High Tree.

X Victory Points : Animal Marker on a Wetland Tile (End-of-Game) — At the end of the game score X Victory Points per Animal Marker on a Wetland Tile.

Plant Card Effects

Plant Cards that show an additional biome symbol (Rainforest, High Tree, Grassland, Wetland, Shrubland): These additional biome symbols will count towards all Wildlife Card effects that score Victory Points according to the number of biome symbols present (Instant and End-of-Game effects).

Plant Cards that show a Biome Tile hex: Provides one unoccupied Biome Tile hex of a specific biome. It can be used to attract Wildlife Cards, and an Animal Marker (or an Animal Meeple on a branch) can be placed on it to occupy it. This is the only time that the placed Animal Markers of an attracted Wildlife Card don't have to be placed adjacent to each other. Since this hex doesn't display a biome symbol it is not counted towards card effects. In addition, this hex also can't be upgraded (e.g. you can't place a High Tree on it).

Why should players place a meeple on such a Rainforest hex if the meeple can never be upgraded on a High Tree? Meeples on a branch are just a reminder that an animal can be upgraded, but they don't have to be upgraded. Many players will not have placed a single High Tree at the end of their game.

Plant Cards that show resources: Provide the player instantly with the amount and type of resource displayed from the supply. In the case of the bromeliads Plant Card with 5 Victory Points, the player adds these points to their score on the Score Board.

Plant Cards that show predators: Provide Victory Points per predator (apex predator) in a player's biomes at the end of the game. The effect works in the same way as that of Wildlife Cards with a similar effect (e.g. 5 Victory Points per large herbivore).

The carnivorous plant: works like any Predation Card. It needs an insect in one of the three biomes to be attracted and is then placed on top of this insect (to score 5 Victory Points).

Expert Mode

The Expert Mode of Rewild: South America increases the difficulty of the game slightly and gives the players more options to score. The mode consists of four elements which may be used independently of each other. Players can therefore customize their gaming experience on a modular basis.

  1. The end of game is triggered once a player has 9 visible animals in their biomes at any point of the game.
  2. The 7 Expert Mode Plant Cards are added to the game.

Expert Mode Plant Cards

Reservation Plant Card — Instantly, when this Plant Card is attracted or whenever the Wildlife Cards are replenished before a player's turn, the player may once take a Wildlife Card from the Score Board that can live in the biome of this Reservation Plant Card. The Wildlife Card is then placed horizontally on it. This Wildlife Card is now reserved for the player and must be the next Wildlife Card that this player attracts. They cannot attract another Wildlife Card in the meantime.

If a player reserves a card before it is another player's turn, the empty card space is regularly replenished so that the next player always has a full Score Board to choose from.

If two players with a Reservation Plant Card want to reserve the same card, then the active player always has priority and then the player who comes next in the player order.

Reserved cards are not part of the biome (until they are attracted and placed in one of the three biomes) this means they don't count for card effects or trigger the end of the game. These cards are treated like cards on the Score Board with the exception that only one player can attract them.

Effect-changing Plant Card — If a player takes this Plant Card they must instantly place it on the right of another card in one of their biomes. The effect type of the chosen card is then instantly changed (from Instant to End-of-Game or vice versa). Instant Effects will be counted again at the end of the game like this. End-of-Game effects changed to Instant effects, will be triggered right away.

If a card has no effect type it cannot be affected by this card (e.g. Reservation Plant Card).

If a card's effect type is changed to Instant, it can be retriggered by completing a biome in the Expert Mode because it is now seen as a card with Instant effect (p. 17).

If a Predation Card's effect is changed to End-of-Game, it means that the card scores the depicted number of points again at the end of the game.

If the effect of a card is changed to End-of-Game that provides the player with resources this means that at the end of the game the player will receive these resources.

Biome Tile-moving Plant Card — Instantly move one Biome Tile (and all components on it) to any other position on the Player Board. If there is a Victory Point bonus on the destination it gets scored. The space freed up in the process can be used for new Biome Tiles to be placed on in future turns and bonuses that are now visible again can be scored a second time.

This Plant Card is placed in the biome matching the Biome Tile that was moved.

Biome Tiles used by Animal Meeples from the Expert Mode (p. 17) can't be moved.

  1. The players play with the Expert Mode side of the Player Board.

If a player completes a biome, they do not receive 6 Victory Points but instead may retrigger one card with an Instant effect in the biome. As with the 6 Victory Points, this is only possible once per biome per game and therefore the biome gets marked with a Player Marker.

As soon as the biome is completed the retrigger may be performed (before the player does anything else). If the player doesn't want to perform a retrigger or doesn't have an animal with an Instant effect in this biome that could be retriggered, the retrigger expires.

All types of cards (Wildlife, Predation and Plant Cards) can be retriggered as long as they have an Instant effect.

If a Predation Card is retriggered, the card and all cards below it are placed on another suitable prey in the biome and the Victory Points are scored again. Eaten animals can't be retriggered.

  1. The Expert Mode Cards and Meeples are added to the game.

The 24 Expert Mode Cards replace the 14 Wildlife Cards and the 10 Predation Cards with the same name/illustration. In addition, the 24 Animal Meeples are placed next to the Animal Meeples on branches when preparing the game.

Expert Mode Cards work like their regular counterparts, the only difference is the Placement Rewards. If a player manages to place Biome Tile hexes in such a way that they match the Biome Tile Composition of an Expert Mode Card (in any orientation), they place the matching meeple in the center of the composition and score the depicted Victory Points. (The red dot marks "the center of the composition".)

It doesn't matter if the Biome Tile Composition was placed before or after the matching card was attracted. In both cases, the player claims the Animal Meeple once they have a matching pair (card and Biome Tile Composition), place it on the Player Board and score the Victory Points.

If an Expert Mode Wildlife Card gets eaten by a Predation Card, its Animal Meeple can no longer be placed. If an Expert Mode Wildlife Card gets eaten after its meeple was placed, nothing happens and the meeple stays on the board.

Two meeples can't be placed on the exact same position but it is allowed that the same Biome Tile is used by several Animal Meeples.

Rainforest Tiles can still be used for compositions that require Rainforest Tiles, even with a High Tree placed on them.

Rainforest Tiles can still be upgraded with a High Tree, and Grasslands can still be flipped to the Wetland side after a meeple has used them to score a Placement Reward.

Example: By flipping all of his Grassland Tiles to the Wetland side, Bruno completes the Biome Tile Composition of both the Jaguar and the Capybara (the orientation of the composition does not matter). As the meeples are not in the same place, he can place both meeples and receives 12 Victory Points (7+5).

Solo Mode

There are 3 Overview Cards especially for Solo Mode.

Game Preparation

Set up a game for 2 players (Base Mode or Expert Mode) with 2 changes:

  1. Take the opponent's Action Cards face down, shuffle them, turn the last two cards 180 degrees (so that they are upside down) and shuffle the cards again. Place this face-down pile on top of your opponent's Harvest Card.
  2. The opponent always plays with the Base Mode side of the Player Board.

Gameplay

Your turn works exactly like in a 2-4 player game. When it's your opponent's turn you draw a Player Card for them, perform the action for them and after that attract cards for them. Your opponent must follow the same rules as you, unless explicitly stated.*

*This also means, for example, that your opponent completes biomes, upgrades meeples on High Trees and scores meeples in Expert Mode.

1. Playing Your Opponent's Player Card

Draw a card for your opponent from their deck. If it is an Action Card, perform the action at the top and the action at the bottom only if the action at the top cannot be performed (e.g. lack of resources to place a Biome Tile). After performing an action, the card is then regularly placed in front of the opponent.

If no action can be performed, place the card in front of the opponent like a regularly played card (in its initially drawn direction) and draw another Player Card to perform the action (top again, if not possible, bottom). Repeat this until your opponent performs an action or the Harvest Card is drawn.

If your opponent draws the Harvest Card, perform the effects of the Harvest Card and prepare your opponent's Player Card deck like you did at the start.

Placing Biome Tiles — The opponent tries to fill the left column (from top to bottom), then the second column, etc. If there is a way to fill one or two free spaces in the leftmost column that has free spaces the opponent will do that. If that is not possible (e.g. lack of space or lack of resources and only other spots allow a placement, thanks to placement bonuses and cost reduction effects from already placed Biome Tiles), they place the tile in the next best spot. This means as much on the left as possible and as close to the top.

Example: If your opponent would e.g. need to place a Shrubland you would first check position 1, then position 2 and since both lack the space for a Shrubland, you would place it in position 3.

The opponent pays the same amounts for the Biome Tiles (taking into account placement bonuses and cost reduction effects due to already placed tiles).

Taking Resources — Give the opponent the depicted resources and remove 2 cards of the depicted card type instead of 1.

Upgrading Shrublands — The opponent only performs this action if they can place at least 2 Shrubland Extension Tiles (placement still takes place from left to right, top to bottom).

Upgrading Grasslands** — The opponent only performs this action if they have at least 1 Wildlife Card with a Wetland effect (and enough water to pay for the flipping of one or more tiles).

Upgrading Rainforests** — The opponent only performs this action if they have at least 1 animal that can still be placed on a High Tree and/or at least 1 of the 5 Wildlife Cards on the Score Board can be placed on a High Tree (and enough water to pay for one or more trees).

**With the Rainforest (Grassland) Action Card showing the upgrade action, the opponent only upgrades Rainforests (Grasslands).

2. Attracting Cards for Your Opponent

The opponent attracts cards in the following order: Plant, Wildlife, Predation.

Plant Cards — The opponent always takes a Plant Card if they can afford one (from left to right) and uses them regularly (except for Expert Mode Plant Cards whose effect they do not use). As soon as the opponent has one or more Plant Cards in their biomes, they prefer to take Plant Cards that help them to balance out the number of Plant Cards in their biomes. They check from left to right if there are Plant Cards they can afford and that would help them to balance out the number of Plant Cards in their biomes. If there are such cards, they take the leftmost of these cards. If there aren't any, they take the leftmost card they can afford.

If the opponent attracts a Plant Card that can be placed in several biomes, they always start filling the biomes top to bottom.

Wildlife Cards — The opponent takes all cards for which they have enough unoccupied Biome Tile hexes (which then get marked with Animal Markers/Meeples). The only difference to a human player is that the Animal Markers don't have to be placed adjacent to each other. The opponent always prefers cards with a tier 3 effect over such with a tier 2 and tier 1 effect. If there are several cards with an effect from the same tier, the opponent takes the one with the highest number in the effect. In case of a tie, the opponent takes the card that is further to the left. If a selected Wildlife card can be placed in several biomes, the opponent always chooses the biome that is closer to the top.

Effect tiers:

  • Tier 3 — Shrubland symbols, Grassland symbols, plants, Rainforest symbols, covered Player Board fields, herbivores (all herbivores).
  • Tier 2 — High Trees, Wetland symbols, insects, small herbivores, medium herbivores, large herbivores.
  • Tier 1 — Minerals, Water, Seeds, predators, apex predators, eaten animals, eaten herbivores, Animal Markers on Wetland Tiles, Animal Meeples on High Trees.

Predation Cards — The opponent takes a Predation Card if they have at least one Wildlife Card with an Instant effect* that matches the Predation effect of one or more Predation Cards of the Score Board. If there are several suitable Predation Cards, the opponent takes the card that scores the most points. If it is still a tie, they take the card that is further to the left. If the opponent has more than one suitable prey for the chosen Predation Card, the card further to the top left (in the biomes) is eaten.

*This also applies to the carnivorous plant.

End of the Game (Solo Mode)

After the game has ended regularly (triggered by you or the opponent), both you and your opponent score their End-of-Game effects. Your opponent's score is then multiplied by 1.5 (rounded up) and compared with yours. The player with the most Victory Points wins the game. In case of a tie, the opponent wins. If you are looking for a real challenge (or in Expert Mode), multiply your opponent's score by 2.

The Animals

This is a list of all the animal species in the game with their scientific names sorted according to their IUCN Red List Conservation Status (as of February 2025).

Least Concern (LC)

Apple Snail - Pomacea bridgesii; Bald Uakari - Cacajao calvus; Boa Constrictor - Boa constrictor; Broad-tipped Hermit - Anopetia gounellei; Brown-eared Woolly Opossum - Caluromys lanatus; Caatinga Lancehead - Bothrops erythromelas; Caatinga Parakeet - Eupsittula cactorum; Caatinga Puffbird - Nystalus maculatus; Cane Toad - Rhinella marina; Capybara - Hydrochoerus hydrochaeris; Common Marmoset - Callithrix jacchus; Crested Caracara - Caracara plancus; Dyeing Poison Dart Frog - Dendrobates tinctorius; Flat-faced Fruit-eating Bat - Artibeus planirostris; Gray Brocket - Mazama gouazoubira; Green Anaconda - Eunectes murinus; Green Iguana - Iguana iguana; Hoatzin - Opisthocomus hoazin; Jaguarundi - Herpailurus yagouaroundi; Maikong - Cerdocyon thous; Ocelot - Leopardus pardalis; Paca - Cuniculus paca; Pallas's Long-tongued Bat - Glossophaga soricina; Paraguay Caiman Lizard - Dracaena paraguayensis; Peraiba Gecko - Phyllopezus periosus; Puma - Puma concolor; Red-rumped Agouti - Dasyprocta leporina; Rock Cavy - Kerodon rupestris; Scarlet Macaw - Ara macao; Silky Anteater - Cyclopes didactylus; South American Coati - Nasua nasua; Southern Tamandua - Tamandua tetradactyla; Toco Toucan - Ramphastos toco; Two-toed Sloth - Choloepus didactylus; White-faced Saki - Pithecia pithecia; Yellow-headed Vulture - Cathartes melambrotus

Near Threatened (NT)

Black Caiman - Melanosuchus niger; Bush Dog - Speothos venaticus; Greater Rhea - Rhea americana; Jaguar - Panthera onca; Maned Wolf - Chrysocyon brachyurus; Pantanal Swamp Turtle - Acanthochelys macrocephala

Vulnerable (VU)

Brazilian Three-banded Armadillo - Tolypeutes tricinctus; Giant Anteater - Myrmecophaga tridactyla; Giant Armadillo - Priodontes maximus; Harpy Eagle - Harpia harpyja; Marsh Deer - Blastocerus dichotomus; Red-handed Howler - Alouatta belzebul; South American Tapir - Tapirus terrestris; Spectacled bear - Tremarctos ornatus; White-browed Guan - Penelope jacucaca; White-lipped Peccary - Tayassu pecari

Endangered (EN)

Chaco Eagle - Buteogallus coronatus; Chacoan Peccary - Catagonus wagneri; Giant Otter - Pteronura brasiliensis; Golden Lion Tamarin - Leontopithecus rosalia; Lear's Macaw - Anodorhynchus leari

Critically Endangered (CR)

Blue-eyed Ground Dove - Columbina cyanopis

Extinct in the Wild (EW)

Spix's Macaw - Cyanopsitta spixii

Not Evaluated (NE)

Goliath Birdeater - Theraphosa blondi; Hide Beetle - Omorgus suberosus; Mosquito - Culex erraticus; Red Postman - Heliconius erato; N/A - Atta cephalotes; N/A - Atta opaciceps; N/A - Deltochilum verruciferum; N/A - Dinoponera quadriceps; N/A - Syntermes dirus; N/A - Tetragonisca angustula; N/A - Xylocopa grisescens