Watch “Holy Defenders! Defenders of the Wild 2nd Edition & Critter Moon Expansion: Wowza!,” a board game review for Defenders of the Wild on BoardGameVideo.
Description provided by The Game Bard on YouTube:
Defenders of the Wild 2nd Edition and Critter Moon Expansion on Kickstarter:
https://www.kickstarter.com/projects/outlandish/defenders-of-the-wild-2nd-edition-and-critter-moon-expansion
This has been part of a PAID Collaboration Kickstarter preview for Defenders of the Wild 2nd Edition and Critter Moon Expansion: all opinions are my own. Prototype Review copy provided.
🎵 I composed the music in this video. Hear more of my Board Game Songs here:
https://games.lincolnhoppe.com/board-game-music/
Game Details:
Defenders of the Wild 2nd Edition is a cooperative game against the machine
Solo plays great with almost no changes to the core game
Difficulty can be adjusted by customizing the machine deck
Critter Moon is a modular expansion with new organizers and ability tokens
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Chapter Markers:
0:00 Cute critters vs the machines
0:39 How it plays in a nutshell
0:44 Organized phase and secret selection
1:14 Action phase and machine turn
1:54 Win and lose conditions
2:14 What I think of the core game
4:22 Key upgrades in 2nd Edition
6:29 Critter Moon expansion overview
7:33 Who it’s for and not for
9:45 Final thoughts
More Comprehensive CHANGES Provided by the Publisher:
🎯 Infiltrate the New Machine Core to Win the Game: Build all your camps, then enter the machine core through its gate to destroy it and win. When you infiltrate, you leave the game.
🎯 Players lose if the machines run out of any components: It’s a tense race—every cleared pollution, destroyed mech, and rewilded factory matters because machine components can run out fast.
🎯 Less Rules: A streamlined 16-page rulebook cuts contingencies and exceptions and is 30% shorter than 1st Edition—faster to learn, quicker to table, with depth for experienced players.
🎯 Tighter Action Economy & Shorter Game Length: Support tracks, defender decks, and the machine deck are recalibrated for faster, sharper games where every action counts. Teaming up is removed, and you draw two defenders after each camp.
🎯 Updated Defender Abilities: Base defenders and organizer defender decks are revised to sharpen each faction’s unique play style and personality.
🎯 Beginner to Extreme Difficulty Levels: Customize the machine deck for challenging-but-winnable beginner games or brutal difficulty for experienced players.
🎯 New Wooden Factories, Factory Cards, & Permanent Walls: Walls stay on the board, and factories are built in fully enclosed locations. Each new factory triggers a factory card from a deck with 4 unique factory types and effects.
🎯 New wooden furnace, new toxic track, & polished pollution system: A wooden furnace clips onto factories to drive pollution spread, while a perimeter toxic track spreads pollution when maxed. Pollution rules are overhauled to keep pressure high while staying easy to resolve.
🎯 Streamlined engines: Resetting blocked engines is simpler and faster, with less board scanning.
🎯 Streamlined & sharper mechs: Sniper vs hunter is removed—now all mechs can deal ranged damage and pursue players, with updated pursuit rules to reduce confusion and increase tension.
🎯 New Rewild Tokens: After rewilding a factory, place a rewild token and choose: gain an item or draw an extra defender card.
🎯 New Breach markers & Damage Tokens: Breach markers are redesigned to fit over walls and clarify what can be breached. Damage tokens are redesigned for easier use.
🎯 Extra Thick Perimeter Tiles: Thicker perimeter tiles create a sturdier border and reinforce new rules that treat the perimeter as walls.
🎯 New Pocket Guidebook for Defenders: A new lore booklet introduces the Commonwood and the war against the machines.
🎯 Updated Art and Visual Design: Updated art and polished visual design improve both look and usability across components.
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