Game Guide | Rules and editorial analysis

Raptor: Rules, Strategy & Who It Suits

An asymmetric two-player tactical chase: the raptor mother protects five babies while scientists try to capture them or sedate her.

2 players25 minutesMatagot

An asymmetric two-player tactical chase: the raptor mother protects five babies while scientists try to capture them or sedate her.

This original independent guide covers components, steps of play, scoring or winning conditions, key examples, frequently asked questions and editions where relevant.

What makes it different?

Best for two people who like direct, highly thematic asymmetric duels and reading opponents’ choices. Battles develop through position and hidden simultaneous card selection rather than dice.

Game at a glance

Getting started

Set out the game components and deal or prepare according to the base edition.

Core choices

Both players secretly select one card and reveal simultaneously. The lower-numbered card player resolves their card’s special action. The higher-…

Win condition

Play toward the specific shared or competitive objective explained below.

Player fit

Read the tactical and audience guidance before choosing this game.

Setup and asymmetric sides

Build the jungle map from six large and four smaller L-shaped tiles. Raptor places the mother near the center and five babies on other large tiles. Scientists start four figures near outer exits and hold reserve figures, fire markers and tranquilizer/sleep tokens. Each side has nine separate action cards and begins with three.

Simultaneous card selection

Both players secretly select one card and reveal simultaneously. The lower-numbered card player resolves their card’s special action. The higher-numbered card player gets action points equal to the difference between the card numbers. Ties do nothing. Used cards are discarded, and each player replenishes according to the rules.

Action points and moving

Spend actions on legal movement and character-specific activities. Scientists move, tranquilize babies, extinguish fire and carry captured babies; the mother can move, attack scientists, wake babies and guide escape depending on location and restrictions.

Raptor’s two winning paths

The Raptor player wins by moving at least three babies safely off the board through jungle exits, or by eliminating all Scientist figures from the board.

Scientists’ two winning paths

The Scientist player wins by placing five sleep tokens on the mother (neutralizing her) or capturing three baby raptors. Capturing babies involves tranquilizing them before carrying out the capture procedure, not simply standing beside them.

How special cards affect the round

The selected lower-numbered card may reposition figures, hinder opponents, create fire or activate a major raptor ability. The other player then gets more or fewer generic actions depending on the numerical gap. Memorizing the action-card mix helps anticipate opponents.

Worked card reveal

If Raptor chooses a 2 and Scientists choose a 6, Raptor uses the 2 card’s printed special effect, while Scientists obtain four action points. High cards offer flexibility but can hand the opponent a powerful special action.

Who should play Raptor?

Best for two people who like direct, highly thematic asymmetric duels and reading opponents’ choices. Battles develop through position and hidden simultaneous card selection rather than dice.

More examples, decisions and edition guidance

Understand the numbers on the action cards

Suppose the scientist selects a 7 and the raptor chooses a 3. The Raptor gets the special action printed on its 3 while the Scientist has four generic action points to spend. If both choose 5, their matching values cancel the round’s effects. This tension means low values are not automatically weak: a powerful low-card event may be worth granting your opponent several flexible actions.

Different incentives for mother and scientists

The Raptor side can win without confronting every scientist by escorting three babies to exit spaces. But committing the mother to attacking may be necessary to create safe escape routes. Scientists, meanwhile, must choose between accumulating sleep tokens on the mother and capturing babies; splitting effort carelessly can fail at both goals. The map’s obstacles and open corridors determine where each plan is feasible.

Card counting and role selection

Each side has its own nine-card action deck, so knowing which special actions are still possible makes simultaneous selection more informed. New players should exchange sides after a game because the two factions value tempo differently. Someone who likes stealthy mobility and protecting vulnerable pieces may enjoy the Raptor; someone who prefers containment, positioning and calculated captures may prefer Scientists. Both sides reward observing the opponent’s available figures and escape routes.

Frequently asked questions

How many players?

Two.

Do both selected card abilities activate?

No; the low card’s effect activates while the high side takes the numerical difference as action points.

Can the scientists win without capturing babies?

Yes, by sedating the mother with five sleep tokens.

Can the Raptor win without defeating all scientists?

Yes, by escaping with three babies.

Similar games and alternatives

These published guides cover related gameplay ideas but different experiences:

Sources and editorial disclosure

Rules researched October 12, 2026. This is original rules-based editorial writing, not a claim of first-hand playtesting. Publisher names and trademarks remain their owners’ property. For edition-specific exceptions, consult your included rulebook. Editorial policy and corrections.

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