Defenders of the Wild – The session


Last modified May 5, 2025 by jarjar


A first-hand look at a detailed, visual solo account of a game of the excellent Defenders of the Wild, where players embody rebellious animals fighting against destructive machines to protect their ecosystem. If you're new to the game, check out my full review. here.

Here is the starting setup.

I randomly selected two characters (hereinafter called Organizers):

  1. Guszper, the pirate (from the Sect faction, in purple), with specialties in hacking, power-down and scrap hunting.
  2. Burrun, the pyro-philosopher (from the Order faction, in orange) with specialties in controlled fire, burning heat and pyromancy.

With Guszper, I plan to clear the eastern side of the map and quickly build a camp near the machine core. There's a nice traffic corridor to the north! Burrun will take care of the western side, as there's already a lot of pollution clearing to do.

Starting Hand: In solo play, draw 3 cards from any character deck. I choose to draw two cards from the Sect and one from the Order.

ACTION #1
ORGANIZER: Guszper (Side: 1, Support: 0, Injury: 0)

DEFENDER
I play as the first card (called defender), Riiz – Fireworks, 2 actions and which gives a rocket to both organizers, surely not bad to equip the organizers quickly!

1 – Guszper cleans up pollution, so I gain support. (S+1)
2 – It moves one square to the northwest.

MACHINES
Each engine deploys a fighter and the fighters pursue the organizers (at a distance of 2 squares for Guszper, one for Burrun).

Phew, it's starting rock'n'roll with 4 mechas on Guszper!!

Round #1

ACTION #2
ORGANIZER: Burrun (Side: 1, Support: 0, Injury: 0)

DEFENDER
Rystle – Comrade of the Order, which allows 4 actions this turn.

  1. Burrun eliminates a first mecha, he gains support. (S+1)The mecha doesn't hurt him.
  2. Burrun moved northwest.
  3. It cleans up pollution, and thus gains support. (S+1)
  4. It moves northwest.

MACHINES
The engines move forward 2 times and place walls.

I could have taken out the mech with the rocket so I could clean up some more pollution, but I preferred to keep it in case the mechs start chasing it.

Round #2

ACTION #3
ORGANIZER: Guzsper (Side: 1, Support: 1, Injury: 0)

DEFENDER
Aexyl – Off, 3 actions.
I use a token and launch a first rocket to destroy a first mecha, I gain support (S+1).
1 – He launches another attack on the mechas, but this time the fight does him two damages, ouch! He nevertheless gains a second support (S+1), Guzsper is ready to build a new camp! (B+2)
2- He retreats and returns to camp to heal and crosses his fingers that the mechas don't do another 2 damages to him... no, no damage, phew! As he returns to camp, he gains a rocket.
3- Guzsper is getting treatment. (B=0)
MACHINES
Restart, reverse the direction of the machines and then the factories spread pollution.

It started very badly for Guzsper, but luckily, a camp was not far away!

tower #3

ACTION #4
ORGANIZER – Guszper (Side: 1, Support: 3, Injury: 0)

DEFENDER
Guszper has no more cards in hand, so I draw a card.
Villi – comrade of the sect – 4 actions
1, 2 – I move Guszper to the core of the machines.
3 – To build a first camp right next to the core, it should be useful, the snipers hit me, a wound (B+1). Guszper receives 4 new cards.
4 – It cleans pollution, gains support (S+1)The snipers miss him this time.

MACHINES
They are spreading the pollution again to the west of the core, oops appearance of the first toxic terrain, luckily Burrun is not very far!

Tour 4

ACTION #5
ORGANIZER – Burrun (Side: 1, Support: 2, Injury: 0)

DEFENDER
Burrun has no more cards in hand, so I draw a card.
Renkle – Controlled fire – 2 actions – Cleans up pollution in adjacent hexes.
So it removes 2 pollutions, which gives 2 supports (S+2), but he's reaching his maximum support, I need to build a camp without too much delay.
1 – Burrun moves northeast
2 – It cleans toxic terrain, 1 damage when cleaning (B+1). Snipers attack me and miss me.

MACHINES
The machines deploy mechas, Burrun is chased by 2 mechas.

Tour 5

ACTION #6
ORGANIZER – Burrun (Side: 1, Support: 3, Injury: 1)

DEFENDER
Still without a card, I draw.
Pyrdala – Pyromancy – 5 actions but I get an injury. (B+1)
1, 2, 3 – Move northwest, mechs attack me, 1 wound (B+1).
4 – Camp construction, Burrun draws 4 cards.
5 – He opens a breach in the wall. (S+1)

MACHINES
The engines move forward. One engine resets on the southeast side of the core.

Round6

ACTION #7
ORGANIZER – Guszper – (Camp: 2, Support: 1, Injury: 1)

DEFENDER
Mariyed – Scrap Metal Hunter, 3 actions, gains support per destroyed mecha. We will therefore take advantage of this to try to clear the sector of these mechas.
1- Destroys the mecha on the tile, gains 2 supports (S + 2). The mechas damage him (B + 1). 2- Move east. The snipers miss him.
3- Destroy one of the 3 mechas, gain 2 supports (S + 2). The mechas miss him, no injuries. Guszper is ready to build a third camp.
MACHINES
Construction of a factory in the north.

Tour 7

ACTION #8
ORGANIZER – Burrun (Side: 2, Support: 3, Injury: 3)

DEFENDER
Lumitz – burning hot, 3 actions, gains 1 support for each damage received.
We're rushing into the mechas!
1 – I heal Burrun because he is at maximum injuries (B=0).
2 – Moving Burrun to the core.
3 – Destroyed a first mecha, but the mechas do 2 damage to me (B + 2). Gain 2 supports (S + 2)
4 – Reinforcement, we destroy a second mecha (S + 2), the mechas do 1 damage to me (B + 1). Ready for another camp. But possibility of a first animal loss!

MACHINES
Restart then factories spread pollution, too much pollution :/ … another toxic ground appears!

Tour 8

ACTION #9
ORGANIZER – Guszper – (Camp: 2, Support: 4, Injury: 2)

DEFENDER
Durwyn – hacking, no machine card this turn, only one action.
1. Guszper destroys a mecha, already at maximum support. The mechas inflict 1 wound on me (B + 1)

ACTION #10
ORGANIZER – Burrun (Side: 2, Support: 4, Injury: 3)

DEFENDER
Pawel – Archives, wins a card, 3 actions.
1 – Renaturalize the plant, no damage, yeah!
2 – Burrun moves deep northwest, phew very lucky, no damage!
3 – Burrun builds a camp, we raise Burrun's hand to 5 cards.

MACHINES
Factories are spreading pollution again :/ Two more toxic sites are added to the picture!

Round 9-10

ACTION #11
ORGANIZER – Guszper – (Camp: 2, Support: 4, Injury: 3)

DEFENDER
Khora – Power Off, 3 actions, we can all move through walls.
Let's take advantage of this opportunity!
1 – Guszper moves northwest, suffers 2 wounds (B + 2), ouch! A defender dies, it's Nezzle (in yellow) 🙁
2 – Guszper moves west, uses a map token and moves north.
3 – Build a camp, brings Guszper's hand back to 5 cards.

MACHINES
Fighters deploy, and a mecha chases Guszper.

ACTION #12
ORGANIZER – Burrun (Side: 3, Support: 4, Injury: 3)

DEFENDER
Kelpiuz – Comrade of the Order, 4 actions:
1- I treat Burrun (B = 0).
2- Burrun takes advantage of the corridor and the "power off" card played by Guszper to move towards the toxic terrain.
3- We clean the pollution, 1 damage (B + 1). Snipers do no damage.
4- Move west. We're positioning ourselves for a controlled fire!

MACHINES
Engines advance and close two locations! Redeployment of the two engines to the north.

Tour 12

ACTION #13
ORGANIZER – Guszper – (Camp: 3, Support: 0, Injury: 0)

DEFENDER
Marriw – Arsenal, wins a rocket, 3 actions. We play this card, the only yellow one in the hand, as we already have a dead yellow card.
1 – Guszper regroups towards the camp, very close to the core, the mecha misses him.
2 – Guszper cleans the 2 pollution tokens. He gains a support (S + 1). The mechas hit us, 1 wound. (B + 1). Guszper uses the rocket to breach the northwest wall. He gains support. (S + 1).
3 – Guszper moves northwest to position himself to clear the toxic terrain. The snipers hit him again :/, 1 damage. (B + 1)

MACHINES
The engines are moving.

Tour 13

ACTION #14
ORGANIZER – Guszper – (Camp: 3, Support: 2, Injury: 2)

DEFENDER
Grygoril – Arsenal, gains a rocket, 3 actions:
1 – Guszper clears toxic terrain, 1 damage (B + 1), gains support (S + 1). Snipers miss him. Using rockets, opens a breach to the west, gains support (S + 1).
2 – Move northeast, towards the camp, gain a rocket. The snipers miss.
3 – Guszper is healing (B = 0), the snipers hit him (B + 1).
MACHINES
Construction of a factory in the southeast.

14 tour

ACTION #15
ORGANIZER – Guszper – (Camp: 3, Support: 4, Injury: 1)

DEFENDER
Slowver – cult comrade, 4 actions
1 – Move southwest – snipers miss.
Using the rocket to take out a mecha, gains support. (S + 1)
2 – Move west, snipers hit him. (B + 1)
3 – Move west, snipers hit him. (B + 1)
4 – Build a camp, snipers miss. Brings hand back to 5 cards.

MACHINES
New mechas are deployed and 3 are chasing Guszper. Oops! (mistake in the photo, not 4 but 3 mechas and one that was supposed to stay on the factory to the south because it's a sniper)

Tour 15

ACTION #16
ORGANIZER – Burrun (Side: 3, Support: 4, Injury: 1)

DEFENDER
Bernadorn – controlled fire, 2 actions, cleans pollution in adjacent hexes.
Burrun removes two pollutions in the northwest, gains 2 endorsements (S + 2).
1 – Cleans pollution, gains 1 support (S + 1)
2 – Burrun moves southwest
Reinforcement – ​​move southeast, to join Guszper taken with 3 mechas
MACHINES
Construction of a factory to the south. Two factories lined up, not in a very enviable location.

Tour 16

ACTION #17
ORGANIZER – Guszper – (Camp: 4, Support: 0, Injury: 3)

DEFENDER
Rynova – Scrap Metal Hunter, gains 1 more support per destroyed mecha, 3 actions.
1 – Guszper heals himself. The mechas inflict an injury on him (B + 1).
2 – Guszper destroys a mecha, gains 2 supports (S + 2). The mechas inflict another injury on us. (B + 1)
3 – Guszper destroys the last mecha, gains 2 supports (S + 2). The mechas inflict 2 more wounds, this is the death of our defender Rawkii (Mauve) (B = 0) :/
MACHINES
Deployment of new mechas, no chase this time :)

Tour 17

ACTION #18
ORGANIZER – Guszper – (Camp: 4, Support: 4, Injury: 0)

DEFENDER
Villi – Sect's Camara – 4 actions.
1 – Guszper cleans up pollution, gains support (S + 1).
2 – Moving east.
3 – Guszper cleans the toxic ground, a damage (B + 1), the snipers miss him.
4 – Breach a wall, gain support (S + 1), the snipers wound him (B + 1).
MACHINES
Machines spreading pollution.

18 tour

ACTION #19
ORGANIZER – Burrun (Side: 3, Support: 5, Wounds: 2)

DEFENDER
Mora – Pyromancer – 5 actions, 1 damage (B + 1).
1-2: Burrun moves northwest.
3: Construction of a fourth camp. Burrun moves his hand up to 5 cards.
4: Regrouping towards the southern camp.
5: Burrun moves northeast.

MACHINES
Fighter Deployment: Only one appears on Burrun.

Tour 19

ACTION #20
ORGANIZER – Guszper – (Camp: 4, Support: 6, Injury: 2)

DEFENDER
AExyl – Power off – 3 actions (all can move through walls):
1 – Move down the corridor to the northwest; the snipers miss Guszper.
2 – Building a camp: Guszper increases his hand to 6 cards.
3 – Regrouping in the north.

THE MACHINES
The engines move forward twice.

Tour 20

ACTION #21
ORGANIZER – Burrun (Side: 4, Support: 0, Wounds: 3)

DEFENDER
Ubi – burning hot ! Gain 1 support per damage, 3 actions.
1 – Burrun destroys a mecha (S + 1): he receives no damage.
2 – Burrun removes toxic terrain (S + 1): he suffers 1 damage (B + 1). Mechas also deal 2 damage (B + 2). Ouch! A defender dies: Pallantchza (blue).
3 – Move east, to the factory (Aexyl's wall-walking power is active). He takes 2 damage (B + 2).
A very painful turn, but one which allows Burrun to position himself to build his penultimate camp.

MACHINES
Machines restart, 2-star side. Then the factories spread pollution... Oops! The factory where Burrun is located becomes a toxic wasteland. :/

Round21

ACTION #22
ORGANIZER – Guszper (Side: 5, Support: 0, Injury: 2)

DEFENDER
Khora – Power Off, players can walk through walls, 3 actions.
He uses the rocket to destroy a mecha, gains support (S + 1).
1 – Guszper moves southwest.
2 – He cleans up pollution (2 markers), gains support (S+1), the snipers miss him.
3 – Regroup southwest camp, snipers hit it, 1 damage (B + 1).
MACHINES
The motors move forward twice... I realize that one of the motors should have been reset first. So I correct it.
Guszper (Camp: 5, Support: 2, Wound: 3)

Round22

ACTION #23
ORGANIZER – Burrun (Side: 4, Support: 2, Wounds: 2)

DEFENDER
Pawpel – Archives, take a card, 3 actions.
1 – Burrun moves northwest, snipers damage him (B + 1).
2 – Burrun builds his fifth camp. He raises his hand to 6 cards.
3 – Burrun heals himself. (B = 0).
MACHINES
Move the engines forward twice, another place ready to receive a factory.

Tour 23

ACTION #24
ORGANIZER – Burrun (Side: 5, Support: 0, Wounds: 0)

DEFENDER
Mora – Pyromancy, 5 actions, one damage (B + 1).
1 – Burrun moves to the factory to the south, he can move through walls because of the Khora defender who is in play.
2 – Burrun destroys a mecha, no damage, gains support (S + 1)
3 – He destroys the last mecha, two damages (B + 2), gains support (S + 1)
4 – It cleans up pollution, damage (B + 1), a defender dies, it's bernadorn (storm). So it's the last defender to die (the 4 colors have been exhausted), because the next one, we lose the game. The sniper hits him (B + 1). He gains support (S + 1).
5 – Renaturalization of the factory, yay!! Gain 1 support (S + 1). The guys touch him (B + 2).
MACHINES
Deploys fighters, one heads for Burrun, bringing the total to 3 mechs on him. Ouch!

ACTION #25
ORGANIZER – Burrun (Side: 5, Support: 4, Wounds: 2)

DEFENDER
Kelpiuz – comrade of the order – 4 actions
I'm taking a chance to get Burrun out of trouble, without that, victory will be very difficult to achieve, so I might as well validate it right away.
1 – Regroup to the northwest. The mechas inflict 2 wounds on me (B + 2). A fifth dead.

Unfortunately, this is the end for the animals of the Common Woods, the machines will be right!

>> Don't underestimate the mech deployment action. On several occasions, we found ourselves with more than three mechs on one of the organizers. It's not easy to get out of this situation without a defender dying.
>> A “camp building + wounded care” combo seems particularly effective.
>> Corridors near the core can be blocked by built factories unless you have breached the walls.
>> A dynamic puzzle, not easy, but some turns are very satisfying, even almost enjoyable 🙂
>> The game plays very well solo.


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