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Defenders of the Wild: Critter Moon – More Bite, or Just More Fur?

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When Defenders of the Wild first hit my table, it brought claws, teeth and a fierce identity to the co-operative space. Now, with Critter Moon, the forest fights back with added variety and a small new twist. But is this a howling success, or just more fur on the same frame?

From Outlandish Games, Critter Moon is a faction-expanding add-on that leans heavily into player asymmetry. Rather than offering a new board or dramatic mechanical overhaul (something the 2nd Edition already edges toward), this expansion doubles down on what the base game does best: identity-driven strategy.

What’s in the Box?

  • 4 new Organisers (alternate faction leaders)
  • 48 new Defender cards
  • 4 faction-specific Critter tokens

It’s a focused expansion. No bloat. No filler. Just more tools for the forest rebellion.

The headline addition here is the alternate Organisers. Each faction receives a new leader with a distinct ability that pushes you towards different strategic paths and new synergies with your fellow players.

Importantly, these don’t feel off-theme. They stay true to each faction’s personality — just viewed through a different lens. Where one Organiser might specialise in clearing pollution across the map, another might focus on defensive resilience, avoiding ranged damage while holding forest positions.

The accompanying Defender cards reinforce these new playstyles. They’re not generic add-ons; they meaningfully support the Organiser’s identity. For groups who have started to “solve” optimal faction lines, this injects welcome variety.

Each faction also gains a Critter token, placed face down on their faction board. Build a camp, flip it face up. Use it during the Organiser phase (after revealing a Defender) or during your Action phase, then flip it back until you build again.

The abilities are punchy, one-shot tactical boosts:

  • Dragonfly (The Coven) – Move all pollution from one location to an adjacent location.
  • Honey Bee (The Order) – Any one player may relocate to an adjacent mech-free location.
  • Ant (The Council) – Any one player may exchange an item for a different item.
  • Beetle (The Sect) – Move any mech to an adjacent location.

The new abilities don’t radically alter the game’s structure, but they do create clutch moments — emergency repositioning, tempo swings, or a timely mech displacement that saves a region. That said, they feel evolutionary rather than revolutionary. Critter Moon gives you more of what you (hopefully) already love — and whether that’s a strength or a weakness depends on what you’re looking for.

There’s no alternate machine behaviour, no scenario module, no campaign layer that we’ve seen so far. An optional tweak to how the machines operate would have pushed this into “essential” territory and significantly extended shelf life. As it stands, you gain more choice and replayability, but the core rhythm of the game remains unchanged.

Production quality matches the base game’s high standard. The artwork is cohesive, the iconography remains clean, and integration is seamless. Unlike some expansions that demand a rules deep-dive and extended setup, Critter Moon is refreshingly plug-and-play. Choose an Organiser, shuffle and add the tokens, and you’re ready. The only delay is deciding who plays which new leader.

Critter Moon isn’t essential for new players. The base game already offers plenty of asymmetry and tension. However, for veterans who love Defenders of the Wild and want more combinations, more identity exploration, and more tactical flexibility, this is a perfect addition.

If your group is growing tired of the core experience and hoping for something transformative, you may want to give this one a miss. Critter Moon expands the forest — it just doesn’t reshape it.

If you’d like to find out more about Critter Moon check out its Kickstarter.

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