
Defenders of the Wild - Second Edition
🐸 Dettagli da BoardGameGeek
Consiglio BGG sul numero di giocatori
Categorie
Meccaniche
Design & Art
Lingua
Pre-order - leggi i dettagli
🐸 Una rana saggia sa quando dividere l’ordine… e quando aspettare il salto giusto.
Pairs well with
FroGames — Games that last
Four animal factions. One unstoppable machine. A forest worth defending.
What it's about
Animals resisting the machine invasion
The Commonwood is under siege. Machines advance, building factories, erecting walls, and spreading poison across every habitat. Forest, plains, swamp, and mountains: four ecosystems, four animal factions, one chance to survive — together.
Designed by T.L. Simons (Bloc by Bloc) and Henry Audubon (PARKS), with illustrations by Meg Lemieur, Defenders of the Wild is a card-driven cooperative game with tactical area control. Each faction has its own identity, its own deck, and its own fighting style.
This is the 2nd Edition: rules reduced by 30%, tighter action economy, new machine components, redesigned map, and rebalanced defender abilities. The game first-edition players wanted from the start.
What they say abroad
"A charming but razor-toothed game that slaps a sterner face on the anthropomorphic woodland creatures craze that's been going around."
Charming but sharp-toothed — it puts a sterner face on the anthropomorphic woodland creature craze.
— Space Biff
"This new version very much feels like it has come back sharper, angrier, and with something to prove."
This new version feels like it has come back sharper, angrier, and with something to prove.
— Big Boss Battle
Defenders of the Wild — 2nd Ed.
The opponent AI scales well even in solo play. The tension is not lost — in fact, without group coordination, every mistake weighs more heavily.
Your arsenal
What you control in each game
4 animal factions
Council, Order, Sect, and Convention — each with its own playstyle, dedicated deck, and home territory on the board.
Unique Defenders
Each round you silently choose which defender to play. Only after simultaneous reveal can you discuss — that tension is the heart of the game.
Automatic opponent AI
Machines act autonomously each turn: they build factories, deploy mechs, erect walls. They do not negotiate and they do not stop.
Modular map
Forests, plains, swamps, and mountains combine differently in each game. No identical setup, no universal strategy.
At some point in the game, someone says "we have to do something brave." Usually, that moment comes too late — or exactly on time.
A game in five acts
What happens at the table
Not the rules. The experience.
The map takes shape, the threat is already there
The board is built with habitat tiles, the first mechs and factories are placed. Already in setup, it's clear where it will be difficult. Each player chooses their faction — the Council, the Order, the Sect, or the Conclave — and immediately realizes that they can't win alone.
The silence before the revelation
Every round starts like this: everyone silently chooses which defender to play. No one can say what they have in hand. Cards are revealed simultaneously — only then can what to do be discussed. That silent pause is one of the most interesting things about the game.
The machines don't wait
After each player's turn, a machine card is revealed. New mechs, new walls, new contamination. The map always gets worse. At some point, someone says "we can't keep up" — that's the moment when the game stops being a puzzle and becomes a story.
The sacrifice that changes everything
At some point, someone loses an important defender — the die is tyrannical in combat. That card is lost forever, the deck thins. The decision of what to do with fewer resources is where Defenders of the Wild truly becomes memorable.
The Commonwood wins — or yields
Victory comes when all factories are reforested and each player has built all their camps. But usually the game ends after a specific moment: someone enters the machine core, someone else can't make it. Everything is put back in the box already knowing what will be done differently next time.
How to play
The flow of each round
Two phases that repeat. Learn in twenty minutes, master in two or three games.
Everyone secretly chooses which defender card to play. Only after simultaneous revelation can discussion begin. A simple restriction that creates real tension.
Each player uses their defender's action points to move, fight mechs, build camps, remove contamination, or reclaim factories.
Every adjacent mech attacks automatically. Roll the damage die — and losing a valuable defender means losing that card from your deck forever.
After each player's turn, a machine card is revealed: new factories, new mechs, new walls, new contamination. The response doesn't wait.
Why it's different from others
Six mechanics that make a difference
Silent card selection
No other cooperative game asks you to choose without discussing first. This constraint is not a punishment — it's the design. It creates dependence on timing and allies' intuition.
Scaling opponent AI
Machines act with a dedicated deck that produces unpredictable effects without the need for a game master. It works for 1 to 4 players with the same pressure.
Area control that breaks
Habitat corridors give movement bonuses to those who control them — but machines erect walls that block them. The map changes shape during the game, forcing continuous readjustments.
Permanent loss of defenders
Losing a defender in combat means losing that card forever in that game. The deck thins, options shrink. The weight of every mistake is real.
Shared items among factions
Some actions produce items that are passed to allies — Council bread, Sect rockets, Conclave potions. Cooperation has real logistics, it's not just discussion.
Theme with something to say
Outlandish Games didn't make a game about cute animals. They made a game about resistance, solidarity among different groups, and the cost of defending what matters. The theme is felt in every mechanic.
How it ends
Two ways to win, three to lose
You win together or you lose together. There are no partial winners — the Commonwood survives or yields.
Victory
- All players build all their camps
- All enemy factories are reforested
- Both conditions must be met together
Defeat
- Two defenders from the same habitat are killed
- Machines run out of walls, factories, mechs, or contamination
- Six toxic sites spread across the board
Critter Moon — coming soon
The first official expansion for the 2nd Edition adds 8 new wooden animal organizers (2 per faction), 48 new defender cards with 24 unique abilities, and 4 Critter Moon tokens — one per faction — that unlock new resistance powers. For those who want more choice in their deck and even more variability in games.
Defenders of the Wild 2nd Edition is the cooperative game for those who want true tactical depth and the feeling of being on the right side. The Commonwood needs someone willing to lose something to defend it.
Frequently asked questions
Defenders of the Wild FAQ
Is it worth it compared to the first edition?
Yes, significantly. The 2nd edition removes 30% of the rules — especially exceptions and edge cases that made the game unnecessarily complicated. The action economy is tighter, defenders are rebalanced, and machine components have been redesigned. Those who played the first edition will find the game they loved, without the parts that didn't work. Outlandish Games has made upgrade kits available for owners of the first edition.
Can you play without having seen the first edition?
Absolutely yes — this is the reference version. You don't need to know the first edition to appreciate the second. The rules can be learned in about 20 minutes, and the first game flows naturally. The 2nd edition was also designed to be accessible to new players, not just for those upgrading from the previous version.
Is it suitable for casual players?
It's not a gateway game — the recommended age is 14+, and its complexity requires a few games to master. It's suitable for those who already have some board game experience and want something with more tactical depth. It's not a heavy game, but it's not a filler either: the weight of decisions is felt, and that's part of the design.
With how many players does it work best?
With three or four players, coordination becomes the heart of the game — the silent selection of defenders creates real tension when there are multiple factions to synchronize. With two, it's more tactical and controlled. In solo mode, it works well thanks to the opponent AI, with difficulty felt differently but still authentically.
What is Critter Moon and is it worth getting together?
Critter Moon is the first official expansion, designed for the 2nd edition. It adds 8 new wooden animal organizers, 48 new defender cards, and 4 tokens that unlock special powers for each faction. The base game is already complete — Critter Moon is for those who want more variety in defender choice and even more diverse sessions.
Is it available in Italian?
This is the English edition. The rules are well-structured, and the cards have English text, so a good understanding of the language is useful to play to the fullest. The level is not technical — it's that of a standard board game manual.
Defenders of the Wild 2nd Edition is a cooperative board game for 1–4 players (ages 14+, duration 60–90 min). Designed by T.L. Simons and Henry Audubon, artwork by Meg Lemieur, published by Outlandish Games. Main mechanic: card-driven cooperative with area control on a modular map. Each player controls an animal faction (Council, Order, Sect, or Conclave) against an automated opponent AI that builds factories and spreads contamination. The 2nd edition features 30% fewer rules, new machine components, a redesigned map, and rebalanced defenders compared to the first edition. Supports official solo mode. Critter Moon expansion available separately. English edition. Available on FroGames.it.

Defenders of the Wild - Second Edition
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
The photos on the website often come from BoardGameGeek and are intended to give you an idea of the game. They may vary slightly from the version you receive. The content declared by the publisher is always binding.
📦Does the content of the box match what is indicated?
We always strive to provide the correct content, but minor variations are possible due to reprints or updates. The information comes directly from the publishers. If you have any questions, please contact us!
⏳How do pre-orders work?
Pre-order the game before release, payment is immediate, and the game is reserved for you. As soon as it arrives, we'll ship it right away! If there are any delays, we'll update you promptly.
🔒Can I trust buying here?
Absolutely! Secure payments, tracked shipments, and a team that loves board games as much as you do. If something goes wrong, we'll do our best to fix it.
🛠There's a problem with my order, what should I do?
Write to us now! Whether it's a missing part, damage, or an error, we'll help you resolve it as soon as possible. Your experience truly matters to us.
