Rewild
Rewild Rulebook
Table of Contents
Table of Contents
Components
24 Habitat tiles. Each tile is divided into 4 squares. Each square features one of the following 3 types of habitat: Woodland, Scrubland, Wetland.
12 Wildlife tokens. There are 4 tokens for each habitat, each with a different value from 1 to 4. They will be placed in spaces between tiles to score points.
The 12 wildlife tokens (values as printed on the token sheet):
- Woodland: Hedgehog (1), Long Eared Bat (2), Violet Dor Beetle (3), Peregrine Falcon (4)
- Scrubland: Red Deer (1), Purple Emperor Butterfly (2), Nightingale (3), White Stork (4)
- Wetland: Harvest Mouse (1), Kingfisher (2), Blue-eyed Dragonfly (3), Beaver (4)
(The habitat for each animal is taken from the designer's habitat notes printed with the game.)
Set Up
Shuffle the habitat tiles and place them face down in a stack.
Shuffle each set of wildlife tokens and place them in 3 separate rows. Each row should have 4 tokens of the same habitat, arranged in a line in random order. Do not rearrange the order of the tokens once they are placed.
Draw the top habitat tile from the stack and place it face up in the middle of the playing area. This is the start of your rewilding project.
Turn Sequence
Each turn consists of:
- Drawing and placing a habitat tile
- Selecting and placing a wildlife token (if required)
1. Draw and Place a Habitat Tile
A tile must be placed so that at least one of its edges is horizontally or vertically adjacent to a tile already in play. It may be oriented in any direction.
The habitats of all adjacent squares must match.
Tiles must be placed offset to adjacent tiles by one square, either to the left or to the right (see examples below). Tiles may not overlap.
TIP: Maintaining the same offsetting (either left or right) with all subsequently placed tiles is important as it will maximise options for future tile placements and spaces for wildlife.
Each edge of a tile has a left side and a right side. To help with offsetting, the right side is marked with a dot.
(Diagram: correct tile placement, with tiles offset by one square; incorrect tile placement — the connecting habitats do not match.)
Connecting squares of the same habitat form a habitat area. For example, in the Turn 3 diagram below, the largest Scrubland area is 3 squares. Points are scored at the end of the game for the largest area of each habitat.
TIP: If you have placed all the wildlife and have tiles remaining, use them to try to extend the habitats.
Examples of Tile Placement and Offsetting
Note: Diagrams use simplified versions of the components for clarity.
- Starting tile.
- Turn 1: You choose to place the first tile offset by one square to the left.
- Turn 2: The next tile is also then placed offset to the left.
- Turn 3: By placing the next tile (offset to the left) a space is created in the middle of the tiles into which a wildlife token must then be placed.
- (The diagram then shows possible tile placements for the next turn.)
2. Select and Place a Wildlife Token
As soon as a space is created between 4 connected tiles, a wildlife token must be placed in it. It will score points at the end of the game depending on how many adjacent tile squares match its habitat.
If more than one space is created in the same turn then a wildlife token (if available) must be placed in each one.
You must either select the wildlife farthest to the right in any of the rows or you can choose a different wildlife by discarding one or more habitat tiles, unseen, from the stack. The number of tiles discarded is equal to the difference in position between the selected wildlife tile and the tile farthest to the right in that row.
Examples of Wildlife Selection
You want a wildlife from the Scrubland row (tokens 3, 1, 2, 4). You could take the Stork (value 4) farthest to the right. But you'd prefer to save that token for a potentially more valuable score in the future. You therefore discard 1 habitat tile in order to take the Butterfly (value 2).
If you had chosen the Deer (value 1) instead you would have had to discard 2 habitat tiles.
After taking a token slide the other tokens together to fill the gap.
Game End
As soon as the last tile is placed, and any wildlife as a result, the game ends.
Scoring
Wildlife
Each wildlife scores its value multiplied by the number of adjacent squares that match its habitat.
In the example, the Butterfly would score 4 points (2 x 2).
Habitats
You also score for the largest area (including any wildlife) of each habitat:
- An area of 5 - 9 squares scores 1 point
- An area of 10 - 14 squares scores 3 points
- An area of 15 - 19 squares scores 6 points
- An area of 20+ squares scores 10 points
Total up the wildlife and habitat points for your rewilding score.
| Score | Result |
|---|---|
| 85 or over | You win |
| 90 + | Rewild thing! |
| 100 + | Born to rewild! |
TIP: Tiles with 2 or 3 connecting squares of the same habitat are key to creating high scoring spaces for wildlife. There are 6 such tiles for each habitat in the game.
Optional Scorecard
The print-and-play file includes an optional scorecard (laminate or sleeve for reusability) with a row per habitat: Wildlife 1, 2, 3, 4, Area, = Total, and a Rewilding score box. Area scoring: 5 - 9 squares = 1 pt; 10 - 14 squares = 3 pts; 15 - 19 squares = 6 pts; 20+ squares = 10 pts.