In Rats of Wistar, you play the role of one of the four rats who organized the escape from a lab. As such, you will have to lead your family to prove that you are the most deserving of leading the entire colony. Thanks to your extraordinary skills, you will be able to explore the Farm until you reach the pantry to be able to grab the appetizing cheese; exploiting the artifacts abandoned by humans at the edge of the Wood, you will create new inventions and expand your lair under the trees, digging new rooms and building new beds. You will meet native rats and mice that you will welcome into your family, and when necessary, you will visit the Alchemist mouse to gain some extra advantage.
The game takes place over 5 rounds (equal to the 5 days in which the challenge takes place) and you will earn victory points (VPs) as follows:
build beds,
excavation rooms,
by solving missions within the Farm,
welcome host mice,
build new Inventions,
claim Achievements.
At the end of the game, the player with the most VPs wins. In case of a tie, the player furthest in the turn order wins.
Note: Rats of Wistar is not affiliated, associated, authorized, endorsed by, or in any way officially connected with The Wistar Institute of Anatomy and Biology.
—description from the publisher
- Lead your family to prove that they are the most deserving of leading their entire colony.
- Snag some delicious cheese.
- Organize an escape from the Worcester Institute, prove deservingness of leading the colony, explore the farm, reach the pantry for cheese, crank new inventions, expand the lair, dig new tunnels, build new beds, refine native rats and mice, and visit the Alchemist Mouse for advantages.
- Worcester Institute
Mechanics (from transcript analysis)
- exploration — Explore the farm and even reach the pantry.
- invention — Artifacts allow you to crank new inventions and expand your lair.
- Worker Placement — A worker placement game that takes place over five rounds.
Video topics + discussion points
Quotes (from this video)
- essential is around the corner which means there's more board games being released right now than any one person could reasonably play in a lifetime
- board games are just great aren't they
- This one is a worker placement game that takes place over five rounds it looks absolutely charming and I really can't wait to try it out
- ah that was a lot of games but that is not all
References (from this video)
- beautiful cover
- strong thematic execution
- animal/rodent competition
- rats in a city
Mechanics (from transcript analysis)
- Worker Placement — primary mechanic described
Video topics + discussion points
Quotes (from this video)
- everything I've seen about this game is just really clever
- this feels more of like always kind of old older games of like the mix of everything potentially but like a lighter version of that
- it's absolutely glorious
- the table presence looks really cool
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's just a really exciting experience to pitch these games
- Jessica did all of the graphic design
- I believe in these games
- I don't think I'm ever going to make money off of these maybe I will who knows
- Spiel felt like Disneyland for five days
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's just a really exciting experience to pitch these games
- Jessica did all of the graphic design
- I believe in these games
- I don't think I'm ever going to make money off of these maybe I will who knows
- Spiel felt like Disneyland for five days
References (from this video)
- Tight worker placement decisions
- Rotating actions add planning depth
- Good replayability and interaction
- Can be punishing when key spaces are blocked
- Agricola
Mechanics (from transcript analysis)
- action rondel with worker placement — Rondle actions with moving mice/rats to activate actions; space contention.
Video topics + discussion points
Quotes (from this video)
- it's a game of pure negotiation
- you hang these little bird pieces on elastic telephone wires
- like escape room puzzle in the Box type of thing
- the cards are great so cute the pieces are cute this cheese worth points
- the turns are really quick you are limited to do the next action depending on what action you take before that
- it's a Euro with high interaction
References (from this video)
- interesting action economy with sub-actions
- thematic premise of intelligent rats is appealing
- some ambiguity around how the actions fully resolve
- unclear if it has lasting replayability for the speaker
Mechanics (from transcript analysis)
- action selection with sub-actions — single worker placement that uses sub-actions to extend the actions available
- card play / card-driven actions — card play interacts with action choices
- randomness in actions — some actions involve flipping to reveal outcomes
Video topics + discussion points
Quotes (from this video)
- two-thirds of the games that I've played over the last 14 years I can go on to YouTube and see what I thought back when I actually played it
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it was a little too long 12 hands was too many I would have preferred playing the 500 instead of a thousand
- this system was had its cool things it had some cool things but it also had just some garbage ideas
- it's just like who came about these rules it's just like these aren't streamlined these are garbage they are horrible
- the Marvel superheroes game was like the Marvel Universe
- spacehulk spacehulk spacehulk space Hulk I knew it was Warhammer I just didn't know
- it's the one where you uh you're playing as a disease trying to kill everybody take over the world it's like an AA control game
- I think it's in my top 25 or 50 games of all time
- the game just chef's kiss
- Shadows of Brimstone game and it's just like yeah doing nothing
- Brimstone is our money maker they they'll milk the dead
- it's sort of a Rog likee and I think it doesn't get enough credit
- like you're doing the same thing just longer and more tedious and more like that's that's bad
- the deluxe version of it um had a basically kind of a foil cover like as the person's casting a spell and so there's this kind of rainbow effect foil cover of like the magic that's coming up
- it was it was insane yes crazy what people go foil covers bring to the end
- the Cliffhanger game with a more compact box size streamline rule book and over a decade's worth of Polish and AATA worked in this is the ultimate edition of the classic Cliffhanger Adventure game
- the cards were tiny
- Shadows of Brimstone game and it's just like
- we couldn't get any traction we couldn't get anybody to notice the game even existed anywhere
- it was like it sold it we sold out day and a half just because it had a foil had a foil rainbow cover
- I hate those things yeah I pick every box sleeve off of every game I've ever got
- we would rather be cheated out of money than refuse a customer service request from somebody who honestly needed it
- the owner said why isn't that guy allowed in the store and they told him why and he's like it's a free country he can say whatever he wants
- I was like Rich if like quite literally Rich you should just tell people that I will be there and that will get more people to come in and and sell stuff and I and give me the table for free
- I don't make anything so what's the point of
- I don't have to pay $5 just so sit at a [ __ ] table now
- we're not coming here anymore you come to my house for board game night that's it
- well how about you buy it and when you're done with it bring it back to me and I'll give you the money back minus five bucks
References (from this video)
- worst implementation of anything
- crappy implementation
- turns where nothing happened
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- that is above retail it's very far above retail I don't know what's going on there
- oh Critter kitchen I was like now means we got to play this five times you got to commit to it
- it's terrible it's it's it's like I have nothing that's how bad the production is
- all of us think it's the the best of all of them
- which everyone knows was my my game of the year
- it's a legacy now I think it's like a 10 or 12 game thing and it's tile laying and it has an app
- every game you add one new section of map that is whoever I think it's whoever wins whoever wins or whoever loses gets to pick the new section of map
- every single section introduces a new mechanic to the game
- the story wasn't super compelling
- Betrayal Legacy is brilliant the way they do the story and unlocking stuff is incredible
- however not a satisfying ending story-wise and never remember it
- it still felt weird even up to the last game was that you don't score points as you go
- the mechanics it's very sound and I legitimately am interested in playing the game again
- make sure you're taking time for yourself and one of the best ways to do that is to play games with people you enjoy
References (from this video)
- tight action economy with meaningful planning and timing
- deep engine-building and card tableau synergy
- attractive and thematic production with cute rat artwork
- short, five-round game with tight pacing
- lots of strategic depth and multiple viable strategies
- potentially AP-heavy in practice due to tight spaces and blocking
- the action spaces can become punishing when opponents optimize early, requiring careful planning
- rats advancing technology and building an engine through rooms and missions
- Academy of WIA and the houses with rat-led activities
- tableau/engine-building with mission exploration
- Tetum
- Woodcraft
Mechanics (from transcript analysis)
- build_rooms_and_resources — Build bedrooms/rooms by spending wood and use them to place more mice and access new actions; digging expands space on the board.
- card_tableau_and_inventions — Inventions are represented as cards that cost wood/metal and provide passive or immediate abilities; cards must be played to maximize combos.
- dynamic_action_strength — The main actions' strengths are influenced by the distribution of your rat pieces across sectors; the wheel rotates and changes available power between rounds.
- end_game_objectives_and_scoring — End-game scoring based on quests, digging, rooms, and other objective tokens; balancing multiple scoring tracks is key.
- explore_and_missions — Exploration of the house to reveal doors and missions; missions grant bonuses and some are common to all players.
- movement_tokens_and_minions — Movement tokens allow repositioning your minions to optimize actions; movement is limited and strategically important.
- Worker Placement — Place workers on single occupancy spaces; action strength depends on the number of your pieces in a sector; there is an Alchemist space where any number can go.
- worker_placement — Place workers on single occupancy spaces; action strength depends on the number of your pieces in a sector; there is an Alchemist space where any number can go.
Video topics + discussion points
Quotes (from this video)
- it's essentially a six action Euro with a card Tableau building element to it
- engine build is the key
- there are so many things you can do so many different strategies
- the artwork is really good
- it's a five round game
- this is really good game
References (from this video)
- Beautiful, whimsical artwork and well-produced components
- Fresh and clever action wheel / worker-placement puzzle
- Balanced feel across 2-4 players, with fewer resources and thinner wheels at lower counts
- Engaging base-building and exploration flavor that is thematic and tactile
- High randomness in exploration outcomes and mission rewards
- Many cards and missions depend on luck or prereqs, which can feel restrictive
- Some token artwork back designs look out of place or visually inconsistent
- Rule-heavy surface with many symbols can be overwhelming for new players
- Escape, survival, base-building, and resource management with a whimsical, rat-centered twist.
- An underground lab facility called WiAR where intelligent rats escape and attempt to build a new community.
- whimsical with a hint of dark science-lab flavor
- Agricola
- Woodcraft
- Tetum
Mechanics (from transcript analysis)
- Action wheel / planning — A wheel-like decision framework that creates a puzzle: your chosen action also reveals a bonus action, and future rounds influence current decisions.
- Base-building and resource management — Digging, building beds, and expanding an underground base to house more workers and access more actions.
- Exploration and room/misson discovery — Exploring spaces to flip doors, gain resources, and trigger missions with variable, mostly random rewards.
- Invention cards and prerequisites — Deck of invention cards that grant abilities and income; many cards have prerequisites and can significantly shape strategy.
- Resource Management — Digging, building beds, and expanding an underground base to house more workers and access more actions.
- Worker Placement — Three Chiefs are placed each round to take one of six main actions; the power of the action scales with the number of workers in the area.
Video topics + discussion points
Quotes (from this video)
- I think the action wheel is super clever
- I really like how this feels like the wheel from Woodcraft or the action selection from Tetum
- the artwork and components in this game are really nice and whimsical
- the puzzle around the workers... 100% agree
- it's a fun game
References (from this video)
- Thematic integration with a cute, engaging theme
- Mechanics are sound and approachable
- Relatively accessible for players familiar with similar designers
- Not particularly memorable for the reviewer
- Might lack depth for some players seeking heavier euro mechanics
- Rats building and utilizing inventions within a laboratory/house setting
- Lab rats in a potentially dystopian lab environment with inventions and exploration of a house
- thematically driven with light storytelling
- Golem
- Gloomhaven
- Woodcraft
- Lefi and Wilds
- Tetum
Mechanics (from transcript analysis)
- Card Drafting — Acquire cards to upgrade your tableau and unlock buildings
- Card drafting/purchasing — Acquire cards to upgrade your tableau and unlock buildings
- Resource Management — Gaining resources to spend on purchasing cards and upgrading tableau
- Rondell action placement — Place workers on action spots to gain resources and perform actions
- Tableau Building — Build and upgrade a personal tableau with buildings and improvements
Video topics + discussion points
Quotes (from this video)
- it's a very mechanically sound game with an interesting theme
- it's a pretty cute theme
- the most interesting part about this game is the programming
- I really enjoyed this game I'll just say despite my I guess not as high score
- I would play this again
References (from this video)
- interesting thematic tie-in with quests
- not fun; overall feel of the game is not engaging
- difficulty in achieving dopamine-driven satisfaction
- Placement/area control with questing
- House/area-control with objective quests
- mechanics-forward, theme-influenced
- Small World
- other area-control games
Mechanics (from transcript analysis)
- Area Control — Players place to claim majority areas and pursue quests.
- Compound Scoring — Objectives shape scoring and player goals.
- placement/area control — Players place to claim majority areas and pursue quests.
- quest-driven scoring — Objectives shape scoring and player goals.
Video topics + discussion points
Quotes (from this video)
- I don't love the game, but it is it's one of those things where if the game looked different, had a different theme, (or) presentation, it may well have made it into my collection.
- It looks flat. It looks almost like bad clip art.
- It's basically a video game adaptation that should have been adapted and wasn't.
- I bounced hard off Anachrony.
- I would rather just play Small World.