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Animal Rescue Team

Animal Rescue Team Rulebook

Table of Contents

Table of Contents

  • Overview
  • Contents
  • Setup
    • 1. Board
    • 2. Specialists, Vehicles, Shelters, and Equipment
    • 3. Rescue Track
    • 4. Supplies
    • 5. Time Track
    • 6. Turn Token And Dice
  • How To Play
    • Object
    • Turns
  • 1. Do 3 Actions
  • Actions
    • Move
    • Rescue
  • Free Actions
    • Spend a Reward Token
    • Transfer
    • Complete A Mission
  • 2. Draw 1 Rescue Card
  • 3. Pass The Turn Token
  • Advancing The Time Token
  • Logistics Cards
  • Game End
    • Winning The Game
    • Losing The Game
  • Leveling Up
  • Solo Play
  • Become A Real-Life Animal Rescuer
  • Reminders
  • Icons

Overview

Everyone plays together as a group of specialists who use their unique skills to help save animals after a series of major disasters has hit the area. If you can complete 3 missions while staying on top of the many rescues that require your attention, you'll all win the game!

Have a look at these key components:

Specialists Each player takes on the role of a different specialist. Each specialist excels at a particular type of rescue, has a special skill, and starts with their own equipment.

Animals You'll rescue a variety of animals, loading them into vehicles, and taking them to shelters where they'll be safe from harm. Animals come in small, medium, and large sizes. Only the trailer is big enough to hold large animals.

Vehicles When you rescue animals, you'll load them into any of the 6 vehicles available. The vehicles carry different amounts of specialists, animals, and equipment and travel at different speeds. Some vehicles can also tow other vehicles.

Shelters You'll transfer the animals you've rescued into the large and small shelters to keep them safe and to free up room in your vehicles. The shelters will empty out periodically during the game.

Equipment Equipment helps you succeed at certain rescues. You can buy equipment with certain reward tokens and each player starts with 1 piece of equipment.

Reward Tokens When you complete a rescue, you'll collect reward tokens. These represent the positive side effects of time spent in the field. Each player collects their own reward tokens – they can't be shared.

Contents

  • 6 Specialists
  • 6 Vehicles: Motorcycle, Car, SUV, Truck, Boat, Trailer
  • 2 Shelters: Large Shelter, Small Shelter
  • 2 Dice
  • 72 Animals: 1 Mouse, 5 Rabbits, 19 Cats, 7 Chickens, 14 Small Dogs, 11 Large Dogs, 4 Pigs, 1 Goat, 2 Calves, 3 Cows, 1 Tiger, 4 Horses
  • 54 Tokens: 9 Equipment tokens, 30 Reward tokens, 3 Mission tokens, 1 Time token, 10 Roadblock tokens, 1 Turn token
  • 127 Cards: 50 Rescue cards, 25 Mission cards, 18 Event cards, 6 Specialist cards, 24 Logistics cards, 4 Reference/Setup cards

Setup

1. Board

Set up the board within reach of all the players.

2. Specialists, Vehicles, Shelters, and Equipment

a. Randomly select a setup card. Put the shelters, vehicles, and specialists into the locations shown on it. Note: use all 6 specialists in every game, regardless of how many people are playing.

b. Flip the setup card over and give a reference card to each player. Return unused reference cards to the box.

c. Shuffle the specialist cards and give 1 to each player. Return unused specialist cards to the box.

d. Each player takes the equipment shown on their specialist card and puts it into the location on the board containing their specialist.

3. Rescue Track

a. Shuffle the rescue cards, stack them to form a draw pile, and place it at the top of the rescue track as shown.

b. Draw the top 3 cards of this deck and place them into slots 1, 2, and 3 of the rescue track on the side of the board as shown. If you draw a Time Ticks On card, set it aside and continue drawing. After all three slots are filled, shuffle any Time Ticks On cards into the deck.

c. Put the animals shown on each rescue card into their locations on the board, as indicated on each card.

4. Supplies

a. Put the remaining animals and equipment beside the board.

b. Sort the reward, roadblock, and mission tokens and put them to the side to form a supply.

In a 2-player game, give each player 1 funding token.

5. Time Track

a. Separate the mission cards into 5 different piles according to their card backs and shuffle each pile individually.

For the Intro-level game, draw a level I, level II, and level III mission card and place them as shown. (If you're feeling brave, see Leveling Up on page 10 for other difficulty levels.) Return unused mission cards to the game box without looking at them.

b. Important: Turn over the first mission card to reveal the first mission your team will need to complete.

c. Shuffle the logistics cards, stack them to form a draw pile, and put them below the board as shown. Then, draw and place 2 logistics cards faceup next to the draw pile.

d. Put the time token onto the first space of the time track.

e. Shuffle the event cards and place them facedown to form a deck to the left of the board as shown.

6. Turn Token And Dice

Give the turn token and dice to the player who most recently fed an animal. They will be the starting player.

How To Play

Object

If you complete all 3 missions on the time track, you all win the game. You all lose the game if you fail to complete a mission before the time token reaches its deadline on the time track or if you fail to complete a rescue before it advances off the end of the rescue track.

Turns

Play proceeds clockwise around the table with each player taking their turn until the game ends. Each turn, everyone may openly discuss options, but it's up to the current player to decide what to do. Each player's turn consists of the following 3 steps:

  1. Do 3 Actions
  2. Draw 1 Rescue Card
  3. Pass the Turn Token

1. Do 3 Actions

Each turn you may do up to 3 actions. There are 2 main actions to select from:

  • Move
  • Rescue

Most specialists have an additional action listed on their specialist card. You may also do any number of free actions on your turn (see Free Actions, below).

You may do the same action more than once on your turn, but all actions must be completed fully before performing another action, or a free action. Unused actions cannot be saved from turn to turn.

Actions

Move

You'll use the move action to move your current vehicle around the board. Other specialists, equipment, and animals in your vehicle can come along for the ride.

When you do this action, move the vehicle your specialist is in a number of spaces up to its top speed. Top speeds are printed on each vehicle.

Towing the Boat or Trailer: Before doing the Move action with the truck or SUV, you may hitch or unhitch the boat or trailer if they are in the same location as you. Hitching allows you to tow the boat or trailer but your top speed is reduced by 1 when you tow. Specialists, animals, and equipment may be in the boat or trailer while they're towed.

Crossing Water: The edges of some locations contain water. The boat may only move to an adjacent location if the boundary it crosses contains water (it may only cross the edges of a location that does not contain water if it is towed). The other vehicles may only cross edges that contain water if a bridge is present.

Hot Vehicles and Safe Shelters: You may not Move out of a location if it would mean leaving animals alone in a vehicle with no other specialists in the location. You may, however, leave animals in shelters without any specialists since the shelters' staff will attend to them.

Actions Cannot Be Interrupted: You may not do a different action during a Move action. For example, you may not move the car 1 location, transfer a specialist, then move the car again for a single action.

Move Examples

The Veterinarian moves the motorcycle 3 spaces (out of 4 possible spaces).

Tow Example: The Swiftwater Technician drives the truck, towing the boat out of Newstone to an adjacent location. The Animal Behaviorist, currently in the boat, comes along.

Boat Example: The boat can move into Romwell Island (since there is water on that boundary) but cannot move into Vezacha (across land) unless it is towed by the truck or SUV.

Rescue

You may do the Rescue action if your specialist is in a location shown on a rescue card that is currently on the rescue track. There must also be room in the vehicles in your location for all the animals on that rescue card.

Goal

Your goal is to meet or exceed the difficulty number shown in the upper left of the rescue card.

Roll the Dice

Roll both dice and add any bonuses (see below) to the sum of the two dice to determine the dice roll total.

The time token will advance 1 space for each hourglass result shown on the dice at the end of the Rescue action. The hourglass result does not add to your dice roll total, although it is still possible to complete a rescue if you have rolled it.

Increase Difficulty

Some difficulty numbers increase as the rescue card moves down the rescue track. For example, one rescue's difficulty number may always be 5, while another rescue's difficulty number increases (from 2 all the way up to 6) as it advances down the rescue track.

Important: Do not increase the difficulty for rescues in the Intro game. This rule is only used in the Standard, Heroic, Epic, and Legendary games.

Add Bonuses

Some rescues can be very hard to complete by only rolling the dice. For these rescues, it's best to bring the specialists, equipment, and vehicles that grant bonuses.

Add bonuses to the dice roll total:

  • If the specialist symbol shown on the rescue card matches your specialist card and you are the player rolling the dice, add +2 to the total since you specialize in these rescues. If this specialist is present but not rolling the dice, add +1 instead.
  • Add +1 for every other specialist, equipment, and vehicle shown on the card that is also in the location.
  • Other bonuses may be granted by logistics cards.

You may also spend reward tokens to affect the total:

  • Spend 1 information token to reroll 1 die. You may spend additional information tokens to reroll the other die or to reroll the same die several times. Rerolling may help you get a higher dice roll total or avoid advancing the time token.
  • Spend 1 expertise token to add +1 to the dice roll total. You may spend several expertise tokens to add more bonuses.

Outcome—Success!

After rolling the dice and adding any bonuses, if the dice roll total is equal to or greater than the rescue card's difficulty number, then the rescue was a complete success and the animals involved are no longer in danger.

For example, if a rescue involved two dogs and your roll was successful, you'd load both dogs into vehicles in your location.

You must load rescued animals into a vehicle. You can't put them directly into a shelter, even if there is one in your current location.

If you complete the rescue, collect the reward tokens pictured on the bottom-left corner of the rescue card. A wild token indicates a reward token of your choice. If a specified reward token is not available in the supply, you do not get one.

After collecting the reward, flip the rescue card over so the back of the card is showing. The card will continue to fill its slot in the rescue track until it is eventually "pushed off" the bottom of the track and discarded.

Outcome—Failure!

If the dice roll total is less than the difficulty number, then the rescue didn't go as planned.

You may try again on the same turn if you have any remaining actions, or other players may attempt to complete this rescue as normal on a future turn.

Advance the Time Token

Finally, advance the time token once for each hourglass result showing, resolving any effects triggered on the time track. (See Advancing the Time Token, below.)

Rescue Example

The Rope Rescuer does the Rescue action to help a large dog in Granite Ridge. She can do this because she is in Granite Ridge and there is room in the SUV for the large dog.

This rescue card is in slot 3 of the rescue track so she needs to roll a total of 6. She wants to complete it soon, because if she waits too long, it'll get harder to complete. (If this rescue was in slot 5, she'd need to roll a 7 and if it was in slots 6 or higher, she'd need an 8!)

She rolls a total of 2. Not nearly enough! She's not done though:

  • Since the Swiftwater Technician is in the rescue location, she adds another +1. (If the Swiftwater Technician was rolling the dice on his turn, he would have added +2 since his symbol has the matching icon on it.)
  • Since the SUV is in the rescue location, she adds another +1.
  • And since the rope rescue gear is in the rescue location, she adds another +1.

Her total is now 5—still not enough! Luckily, she has an expertise token. She spends it to bring her total to 6.

She succeeds! As a result, she:

  • Puts the large dog in the SUV.
  • Collects the reward tokens shown.
  • Flips the rescue card over in the rescue track to show that it has been completed.

If she had failed she could have used another action to try again.

Free Actions

Free actions can only be done on your turn. You may do the following free actions an unlimited number of times:

  • Spend a Reward Token
  • Transfer
  • Complete a Mission

Spend a Reward Token

Reward tokens represent the positive side effects of time spent in the field, like expertise, volunteer support, and logistics skill.

You can spend reward tokens for their various effects. Put spent reward tokens back into the supply.

The effect of the reward token is applied immediately.

Reward TokenEffect
FundingIf there is a shelter in your location, buy 1 equipment, moving it from the supply to your location.
LogisticsDraw 1 logistics card. (See Logistics Cards, below.)
SupportDo 1 extra action.
ExpertiseAdd +1 to the result of any dice roll that you have just made. (Spend after you roll the dice during a Rescue action.)
InformationReroll a single die you just rolled.
WildCollect any 1 reward token

Note: Reward tokens are only held by players, are never placed on the board or in vehicles, and may not be transferred between players.

Transfer

Your volunteer group sometimes needs to improvise in order to get the right personnel, rescued animals, and equipment where they need to go. Sometimes this means that you'll need to share and change vehicles.

You may transfer specialists, animals, and equipment between vehicles and shelters that are currently in your location for free as often as you like on your turn, using the rules below.

Reminder: You can't interrupt an action with another action. For example, you may not move the car 1 location, transfer equipment, then move the car again for a single action.

Transferring Specialists: Transfer a specialist from a vehicle (or the board) in your location to another vehicle (or the board) in your location. Specialists fill the round seats in each vehicle. (It's polite to ask permission before moving another player's specialist).

Transferring Equipment: Transfer equipment from a vehicle (or the board) in your location to another vehicle (or the board) in your location. Equipment uses 2 cargo spaces.

Transferring Animals: Transfer an animal from a vehicle (or shelter) in your location to another vehicle (or shelter) in your location. Once rescued, animals must always be in a vehicle or shelter. You may not transfer animals from the game board into a vehicle. (You must do the Rescue action to do this.)

You may swap animals between multiple vehicles, provided the animals remain in vehicles after the swap is completed.

Once a shelter is full, you may not transfer any more animals into it. Shelters empty when the time token enters designated spaces on the time track (see Emptying Shelters, below).

Transferring the Motorcycle: Transfer the motorcycle into or out of the truck if both are in your location. The motorcycle takes up all of the cargo spaces in the truck. You may put specialists and animals in the motorcycle when it is in the truck.

Seats and Cargo Spaces: Some seats hold animals or equipment; some hold specialists, animals, or equipment; and some hold specialists only.

Transfer Example: The Swiftwater Technician wants to head out in the car with the Firefighter and the fire protective gear. He does the following transfers first: 1. The Swiftwater Technician transfers himself and the Firefighter into the car. 2. He transfers the calf into the boat to make room. 3. Finally, he transfers the fire protective gear into the car.

Loading the Motorcycle Example: The Firefighter wants to head out in the truck. She also wants to bring the motorcycle. 1. The Firefighter swaps seats with the Animal Behaviorist. Now the Firefighter can drive the truck. 2. She transfers the animal containment equipment to the board and the pig into the car to make room. 3. Finally, she transfers the motorcycle (along with the Animal Behaviorist and chicken) into the truck.

Complete A Mission

Completing missions will take more than just hard work. You'll need to gather information, find funding, and get specific specialists and equipment into the right places, at the right time.

You need to complete each mission before the time token reaches the mission's deadline space on the time track.

To complete a mission:

  • The vehicles and equipment pictured on the card (if any) must be in the locations shown.
  • All reward tokens pictured on the card must be spent at the same time by 1 or more players with specialists in the location (or locations) shown. Return spent reward tokens to the supply.

When a mission is successfully completed, if this mission card was the last card on the time track, you all win the game!

If there are other missions to complete, do the following:

  1. The current player draws a logistics card to keep as their reward. (See Logistics Cards, below.)
  2. Put the current completed mission card into the game box.
  3. Flip over the next facedown mission card on the time track.

Tip: You can place the mission tokens onto the board to help you remember the location (or locations) listed on your next mission. Reset their locations each time you get a new mission.

Complete A Mission Examples

Example 1: The Firefighter moves the motorcycle to Mariposa. Then the Rope Rescuer spends 2 support tokens to complete the "Horses on the Highway" mission. The Firefighter then draws 1 logistics card as their reward since it's their turn and flips the next mission card over.

Example 2: The Extraction Specialist completes the "Off-Road Rescue" mission by ensuring everything on the mission card is completed at the same time: 1. The radio gear and water tank are already in Vinland. Since they were dropped off on a previous turn, that part of the mission is already taken care of. 2. The Extraction Specialist spends 2 expertise tokens and the Firefighter spends 1 expertise token for a total of 3 spent in Granite Ridge. 3. The Rope Rescuer spends 2 information tokens in Vezacha. This completes the mission and since it was the final mission on the time track, they all win the game!

2. Draw 1 Rescue Card

After doing your actions, draw 1 rescue card from the rescue deck.

If the card shows a rescue, advance all the rescue cards on the rescue track down 1 slot, then place the new card faceup into slot 1. If a faceup rescue card advances to the end of the track, time has run out for that rescue and you all lose the game. If a facedown rescue card reaches the end of the track, discard it to the game box.

Then put the animals shown on the new rescue card onto the board in the location indicated.

If the card shows Time Ticks On, advance the time token 1 space (to the right) on the time track. Do not advance any cards on the rescue track this turn. Then, discard the card to the game box.

3. Pass The Turn Token

Pass the turn token to the player on your left to end your turn.

Advancing The Time Token

As time passes, animals placed in shelters will be returned to their families or find a new home, freeing up space for other animals who need rescuing. Unexpected events may interfere with your plans, and time won't always be on your side!

Whenever a die shows the hourglass result at the end of a Rescue action and whenever a Time Ticks On rescue card is drawn, advance the time token (moving it 1 space to the right on the time track).

Emptying Shelters and Resetting Logistics Cards

If the time token enters a space with a shelter icon on it, the pictured shelter (small or large) is emptied as animals are reunited with their families or go to new homes. Return these animals to the sanctuary of the game box.

Then, discard the 2 faceup logistics cards to the game box and draw and place 2 new logistics cards faceup to replace them.

Triggering Events

When the time token enters a space with 1 or more event symbols on it, draw 1 event card for each symbol on the space, one at a time, and immediately follow their instructions. Leave the cards faceup near the game board while they are in effect (unless otherwise instructed). After an event card is fully resolved, discard it to the game box.

Mission Deadlines

If the time token ever enters a space with a mission-deadline marker in it:

  • If the mission card has been completed (see Complete a Mission, above), there is no effect. You completed that mission in time and can breathe a sigh of relief.
  • If the mission card has not been completed, you all immediately lose the game!

Logistics Cards

Logistics cards have special effects that you can save for later.

When you are told to draw a logistics card, either take 1 of the 2 faceup logistics cards of your choice or draw the top card from the logistics deck. If you take a faceup card, immediately draw a new card from the deck and place it faceup to replace the card you drew.

Most logistics cards may be played at any time, even on another player's turn. Place drawn logistics cards faceup in front of you.

To use a logistics card, follow the text on the card and then discard it to the game box.

In the rare event that the logistics deck ever runs out, shuffle the discarded logistics cards and form a new deck.

Game End

Winning The Game

If you are able to complete all 3 mission cards, you all win!

You do not need to deliver all the animals currently in vehicles to shelters to win the game. Crisis averted! Your team now has the time and resources to finish the job – you can move all remaining animals into the sanctuary in the game box.

If you feel like your team is ready for new challenges, try an even more difficult scenario (see Leveling Up).

Losing The Game

The players all lose immediately if:

  • A faceup rescue card advances to the end of the rescue track.
  • The time token reaches a deadline space before the mission on that space is completed.

If you lose the game, set it up and try again! Or try an easier difficulty level. (See Leveling Up, below.)

And don't fret! Your team called in a neighboring team, and they safely rescued all the animals who still needed help. You should probably buy them lunch.

Leveling Up

There are 5 different difficulty levels. Use the following rules and mission cards for each level:

DifficultySetup
IntroUse missions I, II, III. Do not increase the difficulty of rescues as they advance down the rescue track.
StandardUse missions I, II, III.
HeroicUse missions I, II, IV.
EpicUse missions II, III, IV.
LegendaryUse missions II, III, V.

Solo Play

Setup

Set up the game as usual for a 3-player game, but put the 3 specialist cards faceup in front of you. Place the turn token on the first specialist card and move it to the next card at the end of each turn to help keep track of which specialist is taking the current turn.

Place the unused specialist cards by the side of the game board.

Play

Play the game as a normal 3-player game, controlling each of your specialists as usual in turn, using the additional rules below.

Make sure to keep the reward tokens and logistics cards for each specialist separate.

Special Game Turn: Swap Specialists

Spend a complete game turn to swap the currently active specialist card with an unused specialist. Both of the relevant specialists must be in the same location, with a shelter, to do this special turn. Put the newly-introduced specialist card into play and put the other specialist card with the other unused specialists.

Any reward tokens and logistics cards the swapped specialist had are returned to the supply.

No rescue card is drawn during this special game turn.

Become A Real-Life Animal Rescuer

Companion animals can't help themselves in a disaster – they rely on their human friends to assist them when disaster strikes. The best thing you can do for your own animal companions is to prepare in advance so they don't need to be rescued!

Have your animal disaster kit ready

  • Up to a 2-week supply of water, food, and medications for your animals. Don't forget to rotate the perishable items regularly. Even a 3-day supply is better than nothing!
  • Collar or harness with leash (a harness is more escape-proof).
  • Carrier or crate with your name and cell number written on it. Include old towels or blankets for bedding. A pillowcase makes a great compact carrier for a small animal in a pinch – put the animal in and tie the pillowcase in a knot.
  • Food and water bowls, can opener, spoon (for wet food), and measuring scoop (for dry food).
  • Litter box, litter, and scoop (for cats) or poop bags (for dogs). A disposable aluminum baking pan can be used as a litter box inside a cat carrier.
  • Cleaning supplies.
  • Toys (a familiar toy can be comforting for an animal).
  • Documents:
    • Printed fliers with your animal's picture and description and your contact information (in case you get separated during the disaster).
    • Medical records (vaccination history, current medications, and microchip number) and vet's phone number.
    • Written summary of how to care for your animal in case you must leave them with a friend or at an emergency animal shelter.

If your animal spends time with you at work, consider keeping a second, smaller emergency kit at work or in your car.

If you must evacuate, take your animals with you

  • Consider evacuating before you receive a mandatory evacuation order. Give yourself extra time to assist your animals and minimize their stress.
  • Your animal may need some training to be better prepared for an emergency evacuation. Will your dog come when you call him? Will your cat allow you to put her in a carrier? Will your horse load into a trailer?
  • Try a practice session at home – how quickly can you get your cats into their carriers?
  • Where will you go? Do you have friends who can accommodate you and your animals? Find some pet-friendly hotels you can get to by car. In a large disaster, emergency shelters for animals may be available, but your animals will be more comfortable if they can stay with you.

Reunification

What if you get separated from your animals during a disaster? Take these steps to make it easier for you to find them:

  • Consider having your animals microchipped, and make sure your contact information for each microchip is up-to-date.
  • Have a collar with an ID tag that includes your cell number, even for indoor animals.
  • Have pictures on your phone of your animals, showing any identifying markings.

Get your neighbor's help

In case you're not at home when a disaster happens, ask a trusted neighbor to be ready to check on or evacuate your animals. Tell them where your carriers and animal disaster kit are.

Sheltering in place

  • You may need to shelter at home in the event of a hazardous materials spill, a storm, road closures, or other emergencies.
  • Make sure your emergency supplies include at least 3 days' worth of food, water, and medications for your animals.

For animal rescue superheroes

  • Take an animal first aid class.
  • Educate your family, friends, and neighbors about the importance of disaster preparedness for animals.
  • Consider training as an animal disaster responder. Search online for "volunteer animal disaster response team" to find organizations operating in your area.

Reminders

  • The effects on event cards you draw happen immediately. They cannot be interrupted by actions or logistics cards.
  • You may not interrupt an action in order to do a different action. (For example, you may not move the car 1 location, transfer a specialist, then move the car again for a single action.)
  • Actions on your specialist card are only available to you during your own game turn.
  • Prepare ahead of time so you do not leave fellow players stranded and unable to move on their turn!
  • You may not give reward tokens or logistics cards to other players (unless you have a card that says otherwise).
  • When you complete a mission card, remember to take a logistics card as your reward and flip over the next mission card (if any).

The Rescue Dice

Unlike typical dice (which give an average result of 7 when you roll them), the rescue dice only average 4 when you roll them! You'll often want to bring in some specialists, equipment, and vehicles that add bonuses to your result to improve your odds of success.

Icons

Equipment: Fire Protective Gear, Drysuit, Extraction Tool, Rope Rescue Gear, Animal Medical Kit, Animal Containment, Radio Gear, Water Tank, Animal Food

Specialists: Firefighter, Swiftwater Technician, Extraction Specialist, Rope Rescuer, Veterinarian, Animal Behaviorist

Vehicles: Motorcycle, Car, SUV, Boat, Truck, Trailer

Rewards:

  • Funding . . . In a shelter, buy 1 equipment
  • Support . . . Do 1 extra action
  • Logistics . . . Draw 1 logistics card
  • Expertise . . . Add +1 to your dice roll total
  • Information . . . Reroll 1 die you just rolled
  • Wild . . . Collect any 1 reward token

You may not give reward tokens to other players.