How to Play

Rats of Wistar

1-4 players 90-90 min 7.5 Board Game Geek Rating

Players control escaped lab rats competing to lead their colony over five rounds. Explore the Farm for cheese, collect human artifacts to build inventions, expand underground lairs with rooms and beds, and recruit native rodents. Victory points are earned through construction, completing missions, inventions, and achievements. The player with the most points after five days wins the leadership challenge.

Published 2023

Rats of Wistar

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Place the wheel
Put the Wheel on the Game Board, then randomly place the 6 Wheel Sectors on it with icons faceup according to player count
2
Prepare objective cards
Shuffle the Objective Cards into a facedown deck, draw 3 and place faceup on their spaces on the Game Board
3
Place mission cards
Randomly place Basement Mission and Home Mission Cards facedown on their spaces on the Game Board according to player count
4
Stack cheese tiles
Stack the Cheese Tiles on the corresponding Farm space with 6 VP on top of 3 VP
5
Place door tiles
Randomly place Door Tiles facedown on their spaces on the Game Board according to player count
6
Place guest mouse tiles on board
Randomly place Basement Guest Mouse Tiles and Home Guest Mouse Tiles facedown on their spaces according to player count
7
Form round stack
Create a facedown stack of 3 Home Guest Mouse Tiles on top of 2 Basement Guest Mouse Tiles, place on the bottom-right space, reveal the topmost Tile and place it faceup in the space above the stack
8
Create reserve stacks
Place remaining Guest Mouse Tiles next to the Game Board in 2 separate facedown stacks (Home and Basement)
9
Prepare supply
Place all resources and Hero Cards next to the Game Board
10
Distribute player components
Each player chooses a colour and takes:
11
Determine turn order
Randomly determine Turn order and each player places 1 Disc in Turn order on the Turn Track
12
Deal starting invention cards
Shuffle Basic and Advanced Invention Cards into 2 separate facedown decks, draw cards from each deck according to player count, randomly pair 1 card from each deck, and in reverse Turn order each player chooses 1 pair as their starting hand
13
Create card display
Draw 4 Cards from each Invention deck and display them next to their decks

On Your Turn

What you can do during your turn.

1
Game structure
The game takes place over 5 Rounds, each consisting of 2 phases
2
Update turn order
Update Turn order based on position of Chiefs on the Alchemist's Hut, considering only each player's left-most Chief
3
Return chiefs
Move all players' Chiefs back to their Player Boards
4
Cycle guest mouse
Discard the previous Round's Guest Mouse Tile and reveal a new one from the Round stack
5
Rotate wheel
Turn the Action Wheel 1 Sector clockwise
6
Collect income
Players simultaneously receive Income from played Invention Cards and Guest Mouse Tiles with the income icon
7
Clear 1x tokens
Discard 1x Tokens from your Invention Cards
8
Refresh card display
Discard the 2 rightmost Cards in both Invention Card displays, slide remaining Cards right and refill
9
Take turns
Each player takes 3 Turns in Turn order
10
Place a chief
On your Turn, place 1 Chief on either the Action Wheel or the Alchemist's Hut and perform corresponding Action(s)
11
Perform fast actions
You may perform any number of Fast Actions before or after each Main or Bonus Action
12
Refill display
At the end of each Turn, refill any spaces in the Invention Card display(s)
13
Select wheel space
Place your Chief on a free Action space on a Sector of the Wheel to carry out Main and Bonus Actions in any order
14
Determine action strength
The number of your Workers in the Area outside the chosen Sector determines the Strength of your Main Action
15
Sector restriction
Each player may only place once in each Wheel Sector
16
Complete actions sequentially
You must complete all effects of your 1st chosen Action before performing the 2nd Action
17
Wood action
Gain an amount of Wood equal to the Strength of the Action
18
Metal action
Gain an amount of Metal equal to the Strength of the Action
19
Digging rooms
Dig a number of Rooms up to the Strength of your Action
20
Building beds
Build a number of Beds up to the Strength of your Action (requires free Rooms)
21
Developing projects
Gain Project Points equal to Action Strength and spend on Invention Cards from displays or deck tops
22
Exploring
Gain Exploration Points equal to Action Strength to spend on exploration actions (may repeat same action)
23
Place chief
The Alchemist's Hut can hold any number of Chiefs, each placed in a row to the right of previous Chief(s)
24
Gain movement
Gain 1 Movement Token
25
Choose potion action
Perform 1 of the 4 Alchemist's Potion Actions
26
Deploy worker
Move 1 Worker from your Lair entrance to 1 of the 3 Areas on the Game Board
27
Move worker
Discard 1 Movement Token to move 1 Worker from 1 Area to another
28
Gain joker
Discard 3 Wood, Metal, and/or Invention Cards (any combination) to gain 1 Joker Token
29
Gain electricity
Discard 4 Wood, Metal, and/or Invention Cards (any combination) to gain the Electricity Token, or flip existing token to Advanced side
30
Use 1x ability
Place a black 1x Token over an available 1x icon on an Invention Card to gain the effect
31
Pitch tent
Move a Tent from your Player Board to the Room with your Explorer (cannot be moved once pitched)
32
Claim objective
Place 1 Disc on the topmost free space on an Objective Card you meet Requirements for and gain the reward (no Joker Tokens allowed, each player may only claim each Objective once)
33
Mission location
Resolve any 1 available Mission on a revealed Mission Card in a Room containing your Explorer or 1 of your Tents
34
Check locks
If a Mission has a numbered lock, any player must have already resolved the row with the corresponding numbered lock
35
Complete mission
If you meet all Requirements, move 1 Cube from your Player Board to the Mission space and gain indicated rewards
36
Cube restrictions
Brown Cubes can be placed on any Mission Card, Grey Cubes only on Basement Mission Cards
37
Payment costs
Wood, Metal, Cards from hand, and/or Movement Tokens
38
Card possession
Specific types of Invention Cards in your play area
39
Electricity requirement
Possession of Basic or Advanced Electricity Token
40
Guest mice
Presence of certain Guest Mouse Tiles on your Player Board
41
Room progress
Having dug a certain number of Rooms
42
Bed progress
Having built a certain number of Beds
43
Card progress
Having played a certain number of Invention Cards
44
Mission progress
Having resolved a certain number of Missions
45
Skill icons
Specific icons on Cards in play area or on Skill Tokens
46
Joker substitution
A Joker Token can be discarded to meet 1 Skill Icon requirement when playing an Invention Card or resolving a Mission (not when claiming an Objective Card)

Winning

How to claim victory.

1
Game end trigger
If there are no more Guest Mouse Tiles in the Round stack after the Action Phase, perform Final Scoring
2
Update final turn order
Update Turn order based on position of Chiefs on the Alchemist's Hut
3
Score abilities
Score all VP on revealed Ability spaces on your Player Board
4
Score beds
Score the VP revealed by your highest-value Bed Tile on your Player Board
5
Score rooms
Score the VP revealed on your highest-value dug Room on your Player Board (regardless of whether Rooms are occupied)
6
Score guest mice
Score VP on Guest Mouse Tiles on your Player Board, including any Cheese Tile
7
Score invention cards
Score VP indicated on Invention Cards in your play area
8
Score end game effects
Score VP from End Game effect Invention Cards in your play area
9
Score advanced electricity
Score 2 VP if you have the Advanced Electricity Token
10
Score remaining resources
Score 1 VP for every 5 remaining Wood, Metal, Movement Tokens, and Invention Cards in hand (any combination)
11
Score jokers
Score 1 VP for every 2 remaining Joker Tokens
12
Determine winner
The player with the most VP wins
13
Break ties
Ties are broken by Turn order

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FULL rules

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