The animals of the savannah are all looking for a peaceful place, preferably next to a watering hole, or to an elephant, whose presence is reassuring, and which protects them. Unfortunately, they get scared by lions and rhinos, whose presence leads them to flee or hide. Where to settle in this both hostile and welcoming savannah, far away from the danger?
Click on one of the following flags to read the rules in the corresponding language.
You can also watch a video presentation of the game (in French). Just click on the TV to access the host page.
The game is made of 55 cards, including:
- 6 Clan cards, representing, double -zebras, -gnus, -warthogs, -gazelles, -giraffes, and –baboons.
- 30 Player Animal cards representing two animals from two different clans. Animals from the same clan appear on 10 different cards in all.
- 16 Animal cards, representing animals that do not belong to any clan (4 Meerkat, 5 Lion, 3 Elephant, 4 Rhino).
- 3 Watering Hole cards.
Separate the Clan cards from the other cards (the ones with a green back). Shuffle each one of the two decks. Deal one Clan card (that will be kept secret), as well as three cards with a green back. They form the players’ hand. Place a green card face up on the table so as to represent the beginning of the savannah. Turn three green cards over, face up, so as to create a face up stock next to the face down stock. The remaining Clan cards are discarded.
The players spread the savannah by placing cards from their hand next (not crosswise) to a card already constituting the savannah. Only the animals on face up cards will yield points at the end of the game. The players must place the animals from their clan next to Elephants, which protect them, and far away from Lions, which frighten them. If it is possible, they must also be close to a Watering hole.
The players take turn clockwise. During his game turn, a player spreads the savannah by playing one of his cards:
- If he plays a Lion: the animals next to the Lion are frightened and the cards are turned over on the Baobab side.
- If he plays an Elephant: the animals next to the elephant feel more secure, the card is turned over face up.
- If he plays a Rhino: the Rhino charges at one of the animals next to him. This animal’s card is moved to another location, and can cover another card. The free space can be used later during the game.
- If he plays a Meerkat: he can draw one card and add it to his hand.
- If he plays a Player Animal card: he places it face up in the savannah. When there is a Lion or an Elephant next to the card, the player can choose whether he places it face up or down.
- If he plays a Clan card: the same as when a Player Animal card is played happens. The player places two animals from his clan, but he reveals what his clan is to the other players…
- If he plays a Watering Hole: nothing happens but the animals placed next to a watering hole will yield twice as many points at the end of the game!
After having placed a card, the player draws one of the three face-up cards and adds it to his hand. Lastly, he draws the first card of the face-down pile and places it next to the two remaining cards of the face-up pile.
End of the game
The game ends when one of the players has placed all the cards from his hand. The face-up animals (which are not hidden behind a baobab) yield one point to the owner of the corresponding clan – two points if they are next to a watering hole. The player with most points wins the game.