
Defenders of the Wild Critter Moon
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Pairs well with
The FroGames Card
Choose your new organizer, deploy the defenders on the board. Someone builds the first camp and flips the critter token: a bee moves a player away from the mechs, an ant swaps an item at the right moment. Within an hour, you'll know which faction you'll always play.
WHAT IT'S ABOUT
The rebellion of the Critter Moon
Critter Moon is the expansion for Defenders of the Wild created by T.L. Simons (Bloc by Bloc) with Henry Audubon (PARKS) and Meg Lemieur. As the machine occupation tightens its grip on the Commonwood, creatures from all sides join the Defenders to strike a blow that could change the course of the war. Funded on Kickstarter in three hours in March 2026, the expansion promises to bring new tactical variety without overturning the core game's formula.
The expansion doubles the number of organizers and defender decks to choose from. It adds two new wooden animal organizers per faction (eight total), each with a unique playstyle and personality. It also introduces four unique Critter Tokens, one per faction, that unlock new powers to resist the machine invasion. The focus is clear: more identity, more choices, more combinations for those who already love the system.
What they say abroad
"Just more tools for the forest rebellion"
Just more tools for the forest rebellion
— Big Boss Battle
The expansion promises to expand the tactical arsenal without adding unnecessary complexity. It remains to be seen how the increased asymmetry will hold up at the table with different groups. First read, July 2026.
— FroGames
Defenders of the Wild: Critter Moon
The base game officially supports solo play (1-4 players). The expansion adds organizers and defenders that increase combinations even in solo play, but the experience remains that of the base game: simultaneous management of multiple factions against the automatic advance of the machines.
What's in the box
The tools of rebellion
8 Wooden Organizers
<cite index="13-1">Two new organizers per faction, each with unique playstyle and personality</cite>. One might specialize in cleaning pollution, the other in defensive resilience.
48 Defender Cards
<cite index="13-2">Six new characters for each organizer, for a total of 24 unique abilities</cite>. They expand the available strategies for each faction without requiring new rules.
4 Critter Tokens
<cite index="14-23,14-24,14-25,14-26">Dragonfly (Coven), Bee (Order), Ant (Council), Beetle (Sect): they move pollution, reposition players, swap items, move mechs</cite>. Single-use tactical powers that reactivate by building camps.
Critter Moon Manifesto
<cite index="13-12">A pamphlet included in each copy of the expansion with an account of the Critter Moon Rebellion</cite>. It deepens the lore and narrative context of the rebellion.
Video a scopo dimostrativo, per mostrare il gameplay.
🎲How to playThe rules in four steps▼
How to play
The flow of each round
Critter Moon doesn't change the core game structure; it adds tools and choices.
Each player secretly chooses a defender card from their hand. <cite index="30-24,30-25">Defenders can produce continuous or revealed effects in this phase</cite>. New cards offer different abilities.
<cite index="14-22">You can use the Critter Token after revealing a Defender or during the action phase, then you flip it back until you build again</cite>. It's time to decide whether to spend the power immediately or save it.
<cite index="30-26">Players take actions in turn order: move, clean pollution, break down walls, defeat mechs, get items, build camps</cite>. Critter Moon organizers push towards different priorities.
<cite index="29-2,29-3">A machine deck controls expansion across the board. Machines build factories and send out mechs while leaving walls and pollution</cite>. Pressure increases turn after turn.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
Organizer Selection
Distribute the eight new organizers on the table. Someone chooses the defensive leader, someone else the aggressive one. It's already clear that this game will be different from the others: new synergies, new cards, new possibilities.
The first critter token
Build the first camp and flip your faction's token. The bee moves a companion out of mech range, the ant swaps a critical item. It's a small power, but at the right time, it can save an entire turn.
New combinations
The defenders of the new organizer combine with the ones you already know. An ability that seemed weak before now triggers a chain of actions. Someone laughs, someone takes notes for the next game.
Tactical swing
The machines are about to close a critical area. You use the beetle token to move the mech to an adjacent hex, clearing the way. It's the kind of move that makes you say "this expansion was needed."
End of game
Win or lose, someone is already deciding which organizer to try next time. The expansion has done its job: it has multiplied combinations without complicating the rules.
🐸What to know beforeThree honest things, from friends▼
What to know before
Three things to consider
Requires the base game
This is an expansion, not standalone. You need Defenders of the Wild 2nd Edition to play. <cite index="14-14,14-15,14-16">It's not essential for new players: the base already offers abundant asymmetry and tension. It's perfect for veterans who want more combinations and tactical flexibility</cite>.
Evolutionary, not revolutionary
<cite index="14-4,14-5,14-6,14-7">It's a focused expansion. No bloat, no filler, just more tools for the forest's rebellion</cite>. <cite index="14-28">The new abilities are evolutionary rather than revolutionary</cite>. If you're looking for a radical mechanical shift, this might not be it.
Amplified asymmetry
<cite index="14-9">Each faction receives a new leader with distinct abilities that push towards different strategic paths and new synergies</cite>. It doubles deck combinations but also increases setup time and the decision curve. Those who suffer from analysis paralysis will feel it.
🏆Victory and defeatWhat the ending rewards▼
How it ends
Victory and defeat
The conditions remain those of the base game. The expansion doesn't change the objectives; it changes how you achieve them.
Cooperative victory
- Each player must build all their camps
- All factories must be rewilded
- The machine core is infiltrated and destroyed
Defeat
- Two defenders from the same habitat are killed
- Machine components are insufficient to resolve a card
- The fifth factory is built before you can stop it
Critter Moon amplifies asymmetry and multiplies combinations without overcomplicating the system. For those who love Defenders of the Wild, it's a natural purchase.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about Defenders of the Wild: Critter Moon
Do I really need the base game, or can I play with just this expansion?
Critter Moon is a pure expansion, not standalone. It absolutely requires Defenders of the Wild 2nd Edition to play. It adds organizers, defenders, and tokens, but does not include the board, machine cards, or basic components.
How do Critter Tokens work in practice?
<cite index="14-14,14-15,14-16">Each faction receives a token placed face down on their player board. Build a camp, then flip it face up</cite>. <cite index="14-22">You use it during the Organizer phase or during the action phase, then flip it back down until you build again</cite>. These are rechargeable one-shot tactical powers: they move pollution, reposition players, swap items, move mechs.
Is the expansion suitable for those learning the base game?
No. <cite index="14-14,14-15">It's not essential for new players: the base already offers abundant asymmetry and tension</cite>. It's better to master the base system before adding eight new organizers and 48 cards. It's designed for those who want more variety after several games.
What mechanics does Defenders of the Wild: Critter Moon use?
The expansion maintains the base game's mechanics: Action Points, cooperative Area Control, Hand Management, Modular Board, asymmetric powers. It adds Critter Tokens (one-shot tactical abilities) and doubles the deck construction options per faction.
Is it available in Italian?
No, this edition is in English. It includes cards with text (defenders and organizers), the Critter Moon Manifesto, and tokens. Language dependency is medium-high: a good understanding of English or the use of a translated reference is required.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Defenders of the Wild: Critter Moon is the cooperative expansion for 1-4 players (60-120 minutes, ages 14+) that doubles the asymmetry of the base game. Designed by Henry Audubon and T.L. Simons for Outlandish Games, it introduces eight new animal organizers, 48 defender cards, and four tactical Critter Tokens (Dragonfly, Bee, Ant, Beetle) with rechargeable powers. Each faction receives two new leaders with unique abilities that push towards different strategic paths. English edition, requires Defenders of the Wild 2nd Edition to play. Available on FroGames.it

Defenders of the Wild Critter Moon
Frequently Asked Questions
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