
Wistar Rats: Clans & Portals
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The FroGames Card
Choose your mutant clan and step through the portals. On the other side, you won't find the farm you knew; you'll find magic rings, unexpected encounters, and an entirely new board. Clans & Portals takes Rats of Wistar where it has never been before.
WHAT IT'S ABOUT
Two modules, two ways to expand Rats of Wistar
When Rats of Wistar was released in 2023, Simone Luciani and Danilo Sabia already had notes for possible expansions, but hadn't developed them. Then the game was very well received, and players began insistently asking for new content. Clans & Portals is the first expansion for Rats of Wistar and is modular, consisting of two distinct modules.
The Clans module adds asymmetry to the base game through 8 Mutation tiles and 10 Starting tiles chosen during setup. The Portals module completely replaces the map with a new fantasy setting, with a strong focus on exploration, and introduces new mechanics such as magic rings and Encounter cards and tokens. You can use one module, the other, or both together.
What they say abroad
"When Wistar was released, Danilo and I were very satisfied with the result"
When Wistar was released, Danilo and I were very satisfied with the result
— Simone Luciani
Clans & Portals brings asymmetry, exploration, and magic. Two new modules full of challenges and discoveries. First read, we await seeing it on the table to confirm the promises.
— FroGames
Rats of Wistar: Clans & Portals
The base game officially supports solo play with an automa. The expansion should maintain compatibility, but we have no confirmation on how the new modules affect the solo experience.
What you'll find in the expansion
Two modules, new components
Mutation Tiles (Clans)
Eight tiles that give asymmetric abilities to clans. Each game you start with different powers, changing how you build your engine.
Portals and fantasy map (Portals)
Replace the farm with a fantasy world. Portals take you to unexplored places; exploration becomes central.
Magic Rings
New mechanic introduced by the Portals module. Rings grant special powers and open up new strategies.
Encounter Cards and Tokens
Events and discoveries triggered by exploring the new world. Each encounter can turn plans upside down or offer unique opportunities.
Come si gioca
Video dimostrativo di gameplay.
🎲How to playThe rules in four steps▼
How to play
The flow of a round (with active modules)
The expansion integrates with the core game engine: worker placement on a rotating wheel, tableau building, exploration. The modules add layers, they don't overturn it.
If you use the Clans module, each player starts with a different Mutation tile and Starting tile. You no longer start out all the same: some have more wood, some more exploration, some special abilities.
The base game remains intact: you place workers on the wheel, which rotates each turn changing the bonuses. The expansion adds new events and new invention cards to draft.
If you use the Portals module, the farm map is replaced by a fantasy board. When you explore, you don't go to the pantry: you cross portals, draw Encounter cards, collect magic rings.
The modules introduce new scoring conditions. Mutations reward certain paths, magic rings give permanent points, completed encounters are worth bonus objectives.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table with the expansion
Not the rules. The experience.
Choose your clan
Even before starting, you draw Mutation tiles. One gives you a different resource engine, another makes you accumulate points in a new way. The others at the table have already realized that this game will be different from the previous ones.
You cross the first portal
If you chose the Portals module, the farm is no longer there. In its place is a fantasy map full of portals. You send a worker through: you draw an Encounter card. It could be an ally, a trap, or a magic ring that changes everything.
Others' plans crumble
Someone had built a perfect engine for the classic farm. But with open portals and active mutations, old strategies are no longer enough. At the table, everyone starts thinking from scratch again.
The magic ring comes into play
You have collected enough resources to activate a magic ring. It's not just a bonus: it's a permanent ability that overturns your plan. The others notice. They know that from now on you must be stopped.
End of game, different setup
When you count the points, you realize that half of the victory conditions have changed compared to the base game. Mutations have rewarded new strategies, portals have opened paths that didn't exist before. Someone immediately suggests: "Let's play again with other clans."
🐸What to know beforehandThree honest things, from friends▼
What to know beforehand
Three honest things
Requires the base game
It is not standalone. You must own Rats of Wistar to play. The expansion integrates with the base game's mechanics, it does not replace them.
Increasing complexity
The base game already has a weight of 2.5 on BGG. The modules add rules (magic rings, encounter cards, asymmetrical setup). This is not an expansion for beginners: it's for those who have already mastered the game.
Expected release Q4 2026
The expansion was announced on Kickstarter in March 2026, with expected delivery end of 2026. It is not yet on sale at the time of this listing. This is an initial reading based on official information.
🏆Victory and defeatWhat the ending rewards▼
How it ends
Victory and defeat (with modules)
The base game's victory conditions remain (beds, rooms, inventions, completed missions, guest points). The modules add new ones.
Victory
- Points from Mutation tiles (if using Clans): some mutations give end-game points for specific conditions
- Points from magic rings (if using Portals): each collected and activated ring is worth fixed points or multipliers
- Points from Encounter cards (Portals): completing encounters during exploration unlocks bonus objectives
Risks and disadvantages
- Poorly managed asymmetrical setup: if you choose a mutation without exploiting it, you start at a disadvantage compared to others
- Ignored portals: the Portals module rewards exploration. Those who stick to the base game strategy lose key points
- Neglected magic rings: they are permanent and cumulative. Those who ignore them lose powerful engines mid-game
Clans & Portals is not for everyone: it's for those who have played Rats of Wistar enough to want to push it further. If you liked the base game, this expansion promises that you'll never play it the same way twice.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about Rats of Wistar: Clans & Portals
Can I play only one module or do I have to use both?
The expansion is modular: you can use only Clans, only Portals, or both together. Each module integrates independently into the base game. If you only want asymmetry without changing the map, use Clans. If you want the fantasy map without variable setup, use Portals.
Do the modules significantly change the game duration?
The official duration remains 90 minutes, but with Portals active (exploration and Encounter cards) the first few games might extend by 10-15 minutes while players internalize the new mechanics. Clans has less impact on duration.
Does the expansion work well solo?
The base game has an official automa for solo play. The expansion should be compatible, but at the moment we have no confirmation on how the modules (especially Portals) modify the solo experience. We will update the listing as soon as we have information.
What mechanics does Rats of Wistar: Clans & Portals use?
The base game uses worker placement on a rotating wheel, hand management with invention cards, variable setup, and tableau building. The modules add: asymmetrical setup (Clans), exploration with event cards (Portals), and management of permanent resources (magic rings).
Is it available in Italian?
Yes, this is the Italian edition published by Cranio Creations. All cards, components, and the rulebook are in Italian. The expansion is scheduled for Q4 2026.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Rats of Wistar: Clans & Portals is the first modular expansion for the game by Simone Luciani and Danilo Sabia, published by Cranio Creations in 2026. For 1-4 players, ages 13+, duration 90 minutes. Two distinct modules: Clans introduces asymmetry with 8 Mutation tiles and variable setup, Portals replaces the map with a fantasy world and exploration via magic rings and Encounter cards. Mechanics: worker placement, hand management, variable setup, events. Requires the base game Rats of Wistar. Available on FroGames.it.

Wistar Rats: Clans & Portals
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
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📦Does the content of the box match what is indicated?
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