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.