Welcome to the small farm town of Critterton. Here, friendly work hard on their farms all week, then trade their wares at the Farmer's Market on the weekend. You can find all sorts of crops and trinkets at the Market, but lately there's a growing appetite for three crops in particular: Apples, Berries and Carrots.
You've just moved to Critterton and picked up a small, rundown farm. It isn't much, but with a little love and care, it can grow into a grand Farm that feeds the whole town.
Complete to earn cards. The first player with 5 cards wins.
Getting there is a loop you'll repeat every turn: grow crops, buy better cards, pack into your . Each also gives your Farm a permanent bonus, so every one you earn makes the next one easier.
Critters is a deck-building game with a focus on resource management.
Everyone begins with the same small deck. Over the game you'll buy cards from the Market straight into your deck, and every loop through your deck gets a little more efficient than the last.
You'll never run out of cards. When your draw pile is empty, your discard pile is shuffled into a fresh one. Pay attention to what your deck contains, because your deck is your farm.
A few card-game terms this rulebook (and the cards themselves) lean on:
Whenever you would Draw a card but your draw pile is empty, your deck is : shuffle your entire Discard pile and place it face down. That's your new Draw pile.
There are 4 decks in a game of Critters: Farm, , and , each with its own coloured, labelled card back.
Remove all cards from the Farm deck, then shuffle each of the 4 decks separately and place them in the centre of your playing area.
Each player starts with the same deck of 9 cards:
Shuffle your starter deck and place it face down in front of you, then draw your opening hand of 3 cards.

Cards in each starting deck.
Place the 4 decks in a column, face down. Top to bottom, we recommend:
Deal 4 cards face up in a row to the right of each deck. These 4 decks and 16 face-up cards are the Market.

Recommended Market setup.
There are 6 kinds of counters in Critters:

Game Counters.
Critters includes 3 Crop Dice: 2 white and 1 yellow, all with identical faces. They decide random crop gains and rolls.
When an effect grants random crops, roll the Crop Dice:
Whenever 3 dice are rolled together and all show the same crop, it's a Season: every player gains +1 of that crop.
Three Apples? That's an Apple Season: everyone gains an Apple.
When an effect says , roll the Yellow Die. Keeping the yellow die for Discounts means you can roll it alongside white dice and still tell the results apart.
The card Pick of the Crop says Gain 2 random crops and : so you can roll all 3 dice at once: white for the crops, yellow for the Discount.
What a Discount actually does is covered in the Discount keyword section.
Players take turns one at a time, passing clockwise. Decide who goes first however you like. With 2 players, we recommend rock-paper-scissors.
Going later is a small disadvantage, so later players start with crops in their Stash (rolled on the crop dice):
The whole setup, in order:
That's it. First player begins.
Farm cards are the cards you buy into your own deck. There are 3 sub-types: , and .
Every Farm card has a Price-tag: the crops you must spend from your Stash to Buy it, and the crops you'd get back if you ever it.
A bought Farm card goes to your Discard pile. After your next deck , it's part of your rotation.
cards carry a backpack icon at the bottom left.
Play an from your hand and its Effect triggers immediately. Once every part of the effect has resolved, the card goes to your Discard pile.

Item card breakdown.
Every is one of 4 Sub-types: , , or .
cards are about gaining crops: great early buys to get your production moving.
synergies usually your back in, letting you play them more than once per deck cycle.

Example of a Treat card.
cards are flexible, but shine when combined with other cards. Think about what else is in your deck and set up powerful future turns.
synergies usually your , parking them on top of your draw pile for a big next turn.

Example of a Tool card.
cards centre on Buying, , and . They are powerful for streamlining your deck while turning a profit.
synergies let you fire Sell and Trash triggers without actually removing cards.

Example of a Finance card.
are rarer than the other sub-types, and you don't buy them for yourself. them to a Rival to clog their deck in a variety of unpleasant ways.

Example of a Gift card.
cards carry a pawprint icon at the bottom left.
Play a from your hand and it goes face-up into your Play Area. there are your Active : your farmhands, working turn after turn until they tire out.

Critter card breakdown.
Every has an number in the heart icon at the bottom right. That's how much work they have in them. Each performed adds a counter.
Each has a , marked by the arrow icon in its card box. An Active can perform its once per turn: resolve the effect, add 1 counter, and rotate the card 90° clockwise to show it's been used this turn.
When an Active 's counters equal its , it is Exhausted: remove its counters and put it in your Discard pile.
Don't worry: after a good night's sleep it'll cycle back through your deck, fresh and ready to work.
are the patient farmer's card: very efficient for their price, if you can wait.
Play a from your hand and it goes face-up into your Play Area. there are Planted.

Seed card breakdown.
At the end of each of your turns, every one of your Planted gains 1 counter, up to a maximum of 3.

Planted Seeds gaining Sunlight.
During your turn you may a Planted whose counters match a row of the card's Legend. Resolve the effect for that row, then put the in your Discard pile.
More means a better harvest. Patience pays.

Harvesting Planted Seeds.
Some extend their effect as they grow, shown by a trailing "..." joining one legend row to the next.
When you at the higher row, resolve the earlier row's effect and the extension after the "..." as one combined effect.
Every costs "Any 2 crops": spend any combination of 2 crops from your Stash to Buy one from the Market.
A 's effect happens immediately when bought. It then goes to the discard pile (next to the deck in the Market): it never enters your deck.
The deck holds a wide variety of effects; some appear twice, others only once.

Examples of a few Favour cards.
Some cards say "Get a from the Market for free." Choose any face-up in the Market and perform its effect as though you'd bought it.
Everyone starts with 2 Friendship Charm cards in their deck. Make them count whenever they come up.

Example of a 'free favour' card effect.
When you Buy a , place it face-up in your Play Area. You may have up to 3 at a time.
are how you win: each completed order earns a card, and 5 ends the game.
To complete one, pack the required number of into it, usually over several turns. The card shows which crops each requires, and how many finish the job.

Work Order breakdown.
Pack a by spending its listed crops from your Stash, then placing a counter on the .
Normally each of your can be packed once per turn. After packing one, rotate it 90° clockwise as a reminder.

Packing a crate into a Work Order.
Want to pack a that's already been packed this turn? That's , and the crew charges extra: 1 Apple, 1 Berry and 1 Carrot on top of the 's normal cost, for every additional that turn.

Overtime packing example.
Once a holds its required , you may Complete it: choose one of the 4 face-up cards in the Market and place it in your Play Area. That's +1 Victory Point.
Then clear the counters and put the completed in the Work Order discard pile.
Each completed lets you choose one of the 4 face-up cards in the Market.
A is worth 1 Victory Point and grants a permanent bonus to your Farm for the rest of the game.
Each is 1 Victory Point. Reach 5 Victory Points and you win the game on the spot.
Every carries its own bonus effect, active for the rest of the game. Choose with your deck in mind, because the right can snowball a strategy.
A turn has three phases. It looks like a lot at first, but after a round or two it flows by itself:
Usually nothing happens here, but some effects trigger at the start of your turn. Resolve those before doing anything else.
Take any of the following actions, in any order, as many times as you can afford. End your turn whenever you like.
Playing a card from your Hand is always free, and anything left in hand is discarded at end of turn, so don't hoard.
Announce what you're Buying, spend the crops on its Price Tag from your Stash, and take the card. The Market refills immediately.
Each Active may perform its once this turn: resolve the effect, add a counter, rotate the card. (Talents)
any Planted whose matches a row of its legend: resolve that row, discard the . (Harvesting Seeds)
Pack each of your once by paying its cost, or more than once with . Turn in any full for your choice of the 4 face-up . (Work Orders)
Swimming in Apples but short a Berry? As often as you can afford, Trade 3 of one crop type for 1 of another.
End-of-turn steps happen in this order:
Stand every Active upright (face up, un-rotated). They keep their counters, but they're ready to perform their again next turn.
Add 1 counter to each of your Planted .
Discard every card still in your Hand. Cards discarded this way do not trigger effects.
A card may be kept instead. Reveal it to the other players first.
Draw 3 cards from your Draw pile (Resetting your deck if it runs out). Your turn is over, and play passes to the next player.
Card effects use a shared vocabulary. Three families are worth noticing: keywords that move cards within your deck (, , ), keywords that remove cards from your deck (, , ), and keywords that work on the Market (, , ). The rest are one-offs and card labels.
Place the card on top of your Draw pile, then shuffle your deck.
If your draw pile was empty, the Shuffled card becomes its only card.

Example of a Shuffle effect.
Place the card on top of your Draw pile: you'll draw it soon.
If your draw pile was empty, the Skewered card becomes its only card.

Example of a Skewer effect.
Place the card on the bottom of your Draw pile.
If your draw pile was empty, the Burrowed card becomes its only card.

Example of a Burrow effect.
Remove the card from your deck entirely: gain crops equal to its Price tag, then place it in the Farm discard pile in the Market.

Example of a Sell effect.
Remove the card from your deck entirely, with no payout: place it in the Farm discard pile in the Market.
Remove the card from your deck and place it in a Rival's Discard pile. It's the thought that counts.

Example of a Gift card.
Roll the Yellow Die, then place a crop counter matching the rolled crop onto every Farm card in the Market.
Each counter on a Market card reduces its price by 1 of that crop. A card can never be discounted below a cost of 0 in any crop:

Discounts example.
Choose a Market card holding Discount crop counters. Take those counters into your Stash: the card's price returns to normal.

Example of a Snatch discounts effect.
Choose a card in the Market to discard, and replace it from its row's deck.

Example of a Refresh card.
Take the crops from a Rival's Stash and add them to yours.

Example of a crop Steal card.
Put a card from your hand into your Discard pile. You can no longer play it this cycle.

Example of a discard effect
Take a from your Discard pile and put it into play. It's now Planted, exactly as if played from your hand.

Example of a Seed Plant effect
Shuffle your Discard pile face-down into a new Draw pile. This happens automatically whenever you must draw from an empty pile, and some effects instruct it directly.
Some effects trigger whenever your deck is Reset.
UNSELLABLE cards can never be , by any means. They can still be or .

Example of an Unsellable effect.
HOLDABLE cards may be kept in hand at the end of your turn instead of being discarded. Reveal the card to every other player, then keep it.

Example of a Holdable effect.
REFUNDABLE cards can be directly from your hand instead of being played.

Example of a Refundable effect.
A card section marked with a $ icon is its effect. It triggers when the card is Bought or :
A card section marked with a recycle icon is its effect. It triggers when the card is during your turn, or :
Rules digested and still losing to your little sibling? A few habits that win games:
The most common beginner mistake is buying too early. Spend your first turns buying Farm cards that grow crops. A farm that produces 6 crops a turn completes orders twice as fast as one producing 3. Start packing once your engine hums.
Every card you add dilutes every card you already have. or your cards as better ones arrive. A small deck of strong cards loops faster and draws its best cards more often.
The Market is shared. If a card is perfect for a Rival's strategy, buying it first, or it away, can hurt them more than it helps you. And keep an eye on Rival counts: at 4, every unfinished of yours is on the clock.
Five takes a while. that need three turns to grow, that a big next turn, bonuses that compound. The patient plays usually beat the flashy ones. Plan a turn ahead, and spend your crops like a farmer, not a gambler.