Design & Art: Tom Wham never-ending struggle of the little Snit to survive in a world full
Production Artist: Justin De Witt of bored Bolotomi.
Venerable Aid: Brian J. Blume and Dave Conant
Development and Playtesting: Mike Carr, Jeff Dee,
Ernie Gygax, Tim Kask, Rob Kuntz, Mark Meier, Orlow der Grosse
(Joe Orlowski), Dave Sutherland, Dave Trampier
About the Snits
Each Snit counter has a name and number.
Inspiration: E. Gary Gygax
2003 Edition Development: Steve Jackson The number is the Snit’s Speed, which may
2003 Edition Playtesting: Mark Cogan, Fade Manley, range from 4 to 7. This is the number of hexes
Giles Schildt, Mia Sherman. Special thanks to many, many players at it may move on the map in a single bound.
Necronomicon 2003!
Some Snit counters also have a badge (a hammer or
Snits, Snit Smashing, Snits’ Revenge and the all-seeing pyramid lightning icon), which is not used in this game.
are registered trademarks or trademarks
of Steve Jackson Games Incorporated.
Copyright © 1977, 1978, 1980, and 2003 by Tom Wham.
All rights reserved. About the Snandergrab The Snandergrab is an inscrutable
This box contains two games that deal with the lives of the living thing, which appeared on this
creatures on a planet that is “Floating In Timeless Space.” If you world long before there were Snits . . .
haven’t read the introductory cartoon yet, please unfold the or even Bolotomi. Though incapable
map and read it. It explains what’s going on . . . of movement on its own, this wonder-
ful creature is intimately involved in
Components
● Two-sided gameboard. One side is for Snit Smashing,
the life cycle of the Snits. You will note
from its peculiar shape that it occupies
seven hexes on the playing area. At the
and one for Snits’ Revenge.
start of each Run (from or to the sea), the cen-
● Three cardboard sheets of game pieces, with:
ter of the Snandergrab is placed in Hex D10.
● 84 Snits (21 per color)
● 4 Smashes (one per color)
● one large Snandergrab
● a Bolotomus Primus token
Outline of the Game
Each player assumes two roles.
● a Senior Snit Clan token
On the one hand, you play the part of a bored Bolotomus,
● 18 Runnungitms
smashing Snits on the beach and keeping score.
● 15 Snorgs
On the other hand, you control the destiny of a clan of
● 9 Makums
Snits, struggling for survival in a pointlessly hostile world.
● 4 Splops
As a Bolotomus, you attempt to smash the Snits belonging
● and a single Spark of Life.
to the other Bolotomi. As the Snits, you are striving to make it to
● Two six-sided dice.
the Snandergrab, reproduce, and get back to the sea alive. There
You’ll also need pencil and paper for each player.
will be two winners of the game. The Bolotomus who smashes
the most Snits achieves a Bolotomus victory. The clan of Snits
SNIT SMASHING
A game for 2 to 4 players.
A Bolotomus waits by the side of the sea. A Snit scurries out
with the most surviving Snits achieves a Snit victory. If one
player manages to win both victories, it’s a Grand Slam.
A game of Snit Smashing consists of four phases:
1. A run from the sea to the Snandergrab (six bounds, or
turns), followed by reproduction.
2. A run from the Snandergrab to the Sea (survival is all that
of the surf, squeaking a lusty “Go! Go!” as it rushes toward a matters here).
Snandergrab. A desperate run . . . The Snit makes it and plants
3. A second run from the sea to the Snandergrab (six
his Snotch . . . Pow! More Snits . . . The new Snits swarm from
bounds), followed by reproduction.
under the Snandergrab and plunge into the sea. Since they are
the only creatures there, they frolic peacefully underwater . . . 4. A final run to the sea (after which the winners congratu-
Until the awful moment when they get the URGE. The hapless late one another).
Snits, driven from the safety of the sea by a force they don’t
understand, once again rush out onto the beach seeking a An important thing to remember: It is possible for a
Snandergrab for their hot little Snotches. Bolotomus to smash his own Snits. This will, of course, kill
The Bolotomi are aware of the needs of the Snit. They go to them, but these Snits do not count for keeping score. A
great lengths to push Snandergrabs down from the hills to the Bolotomus only scores points for smashing Snits belonging to
beach for the Snits. If there were no Snits, what would the the other players.
Bolotomi smash?
Smash? Did we say smash? Indeed, yes! A Bolotomus that
could not smash Snits would most certainly waste away for lack
Find more smashing good fun at
of anything better to do. Snit Smashing is a game about the www.sjgames.com/snits/
Prepare for Play
1. Unfold the map to the Snit Smashing side and lay it flat
2. Move Snits
Once all Bolotomi have folded their secret orders, it is time
for the Snits to move. Starting with the Bolotomus Primus, and
on the table. It depicts a bit of the sea and the sandy beach proceeding in a clockwise order, each player moves one of his
where all the action takes place. face-up Snits out of the sea toward the Snandergrab. Snit move-
2. Each player selects a set of 21 Snits and the SMASH! of ment continues, in order, until all players have moved all of
the same color. Place the Smash face up in front of you. Turn all their Active Snits.
your Snits face down and mix them up. Snits may move any number of hexes, up to their Speed.
3. All players roll the dice. The high roller becomes the Every Snit must leave the sea on the first turn, and may not
Bolotomus Primus. Place the Bolotomus Primus token in front return to the sea during this run. Once out of the sea, a Snit is
of that player. not required to move (but it ought to.) Movement may not be
4. Place the Snandergrab (the funny-shaped brown thing saved for a later turn.
with eyes) on the shaded area of the map, so its center is in hex Stacking Limit. This is very important. Only one Snit may
D10. Note that this is the only time the Snandergrab may be occupy each hex at the end of the Bound. This does hold true
placed in such a manner that part of it extends off the playing even for the hexes under the Bolotomus, so only seven Snits
area. can possibly reach safety on any one turn! However, it is legal
5. Each player now draws four of his Snits and puts them to move through a hex occupied by another Snit.
face up, in the starting hex for his clan. This is the sea hex with Hint: Turn each of your Snits sideways
the Snit in the appropriate color. These four are your parent or upside-down as you move it, so
Snit (who has run to the Snandergrab once, reproduced, sur- you will be able to tell which ones
vived, and returned to the sea) and his three offspring. Your have moved.
face-up Snits are called “Active.” Strategy: Hopefully, each
All your remaining Snits are kept face down, near the play- Bolotomus will remember where
ing area. You will draw additional Snits from this pool if any of he is smashing, and will not
your Active Snits make it to the Snandergrab. move his own Snits into these
6. Every player will need a pen or pencil and a piece of spaces (although this does hap-
paper, to write orders. pen, and everyone else laughs). It is
the intent of the designer that you not look at your orders after
Sequence of Play you fold them, but if you find yourself smashing your own
Snits too often, you may create a house rule to let players check
their own orders while they are moving.
I. The First Run to the Snandergrab It is often a good tactic to stay near another player’s Snits
Beside the map is a track marked “Bound.” Put a marker to avoid being smashed. Another sneaky strategy is to move
(whatever’s handy) in the “1” box. This shows that it is the First your Snits all around, but not into, the area of your Smash, thus
Bound. tempting rival Snits to their doom.
1. Write Bolotomus Intentions 3. Reveal Secret Orders
All players write down what their Bolotomus will do, and After the Snits have moved, it’s time for the Bolotomi to
then fold the paper over and keep it secret. As the Bolotomus, reveal their orders. Starting with the Bolotomus Primus, and in
you have two choices: Smash or Move. clockwise order, each player reveals the location of his Smash
The Smash of a Bolotomus covers three adjoining hexagons or Move. If a Smash was ordered, the player puts his Smash
with a common center. Examples: C6, C7, D7 or G4, G5, F5. A counter on the map to show where he struck.
Smash must be completely in the field of play. You may Smash Priorities: Each Smash instantly kills any Snits it hits, so if
partially or completely on the Snandergrab (because it might be two or more Bolotomi Smash the same hex or hexes, the first
moved by another Bolotomus). one to Smash gets the kill(s).
If more than one Bolotomus moves the Snandergrab, the
last one to read his orders places the Snandergrab.
The Protection of the Snandergrab: After all orders are
read and the Snandergrab is moved, any Snit who is under any
of the seven hexes of the Snandergrab has achieved nirvana
and is immune to smashes that may fall there. These Snits are
taken off the map and placed, face up, in front of the owning
player (they will reproduce at the end of Bound 6).
The NO NO. If a Bolotomus moves the Snandergrab so
that it ends on top of his own Snits, those Snits are NOT pro-
tected by the Snandergrab. (In their scurry for safety, they over-
Legal Illegal shot). Instead, they are placed on top of the Snandergrab, and
may be the victims of any smashes that fall on them.
Garbled or Inaccurate Orders: If a player writes an order
As an alternative, a Bolotomus may Move the than nobody, including himself, can read, nothing happens (no
Snandergrab. To indicate a move, simply write the word smash, no move). If the orders for a smash do not describe three
“move” followed by the center hex of the Snandergrab’s desti- adjoining hexes, no smash occurs!
nation. Example: Move to E3. The Snandergrab may never be Keeping Score: Any Snits smashed by their owners are out
moved to a place where any of it extends out of the field of play of play and returned to the game box. Smashed Snits belonging
(it started on D10, but that is the only time the Snandergrab is to an opponent are kept as trophies, face up in front of the scor-
allowed to extend off the map). Likewise, no part of the ing player, for all to see and admire (or lament).
Snandergrab may be in the blue Sea hexes.
4. Is the Run Over Yet?
The Run to the Snandergrab consists of a maximum of six
bounds . . . each bound, players write orders, move and then
The Winner!
All players now compare their totals. The player with the
smash Snits. If it is currently not the end of the sixth bound and most living Snits has won the Snit victory. The Bolotomus who
there are still Active Snits running around on the playing area, has killed the most rival Snits wins the Bolotomus victory.
the Bolotomus Primus moves the Bound marker to the next
number, and passes the totem to the player on his left (who
becomes the new BP). Now return to Step 1 (above).
If it is the end of the sixth bound, or all Active Snits are
either dead or safely under the Snandergrab, it’s time for
REPRODUCTION! (Much rejoicing if you are a Snit.)
5. Reproduction
SNITS’ REVENGE
A game for 2 to 5 players.
Snits’ Revenge is basically a two-player game; for more play-
Any Active Snits who haven’t made it to the Snandergrab ers, you’ll find additional rules below. One player assumes the
by the end of Bound 6 are sportingly placed under the role of a single Bolotomus, fighting off an infestation of
Snandergrab by the Bolotomi. However, life in the open is hard vengeance-seeking Snits. The other player commands the Snit
on a Snit. Place such Snits in a face-up area separate from those onslaught. The Bolotomus sets up the Snorgs (little thingies that
who reached safety on their own. are in charge of the internal organs of the Bolotomus), each in its
Players now randomly draw three face-down Snits from appropriate organ. The Snits, now bent on the destruction of a
their pool for each surviving parent Snit. Place the new off- Bolotomus, do not run for the Snandergrab as before. Instead,
spring underneath their parent. If you run out of face-down they rush under the nearest Bolotomus and enter its body
Snits, you’re done reproducing (each player is limited to 21 through any or all of its orifices.
total Snits). All living Snits will reproduce unless you’re out of Once inside, the Snits proceed from organ to organ, kicking
face-down Snits in your pool. the snot (life) out of the hapless Snorgs. When a Snorg dies, its
Any Snit that was placed under the Snandergrab at the end organ ceases to function. When enough organs cease to func-
of Bound 6 by the mercy of the Bolotomi will still reproduce . . . tion, the Bolotomus dies.
but it immediately dies! The first time the Snits attacked a Bolotomus, it died a
Once these fatalities have been tossed into the game box, quick and painless death, since it had no defenses once the
it’s time for the Run To The Sea. The BP re-sets the Bound Snits were inside its body. (You can play that scenario by leav-
marker to “1” and passes the BP totem to the player on his left. ing out the Runnungitms.) A loud squawk from the God of the
Bolotomi, however, persuaded Embraz the Bulbous, creator of
the planet, to zap a new organ into the remaining Bolotomi . . .
II. The First Run to the Sea the Lapotum. The Lapotum converts Makums (which the
This is played in the same manner as the run to the Bolotomus formerly used to create the Snorgs that operate its
Snandergrab, with the following exceptions: organs) into Runnungitms. Runnungitms convert Snits into
The Snandergrab is returned to its starting position. (You meals.
may remove the Snandergrab counter and pretend it’s there,
since the Snandergrab isn’t moved during this phase of the
game.)
All Snits start under the Snandergrab. Yes, this violates the
The Playing Pieces
There are four different types of playing pieces:
stacking rules. Don’t worry about it. Snits making their move
from under the Snandergrab may count their movement from
any hex of the Snandergrab. It doesn’t matter exactly where
they were underneath it. The invading Snits
In this phase of the game, the parent Snits, along with their
offspring, are trying to get safely to the sea. Bolotomi may only
write Smash orders . . . the Snandergrab may not be moved. A
Atrium
Smash may be written to fall partly on the Snandergrab; if so, it
has no effect on any Snits remaining underneath. The hapless Snorgs
Once a Snit moves into the Sea, it is safe, and is placed
face-up in front of its owner. There is no reproduction in the sea
– just survival.
Snits may lurk in safety under the Snandergrab for as long
as they wish, but if a Snit does not make it back to the sea by The nasty Makums
the end of the sixth bound, it dries up and dies! Remove it from
play.
III. The Second Run to the Snandergrab
The hungry Runnungitms
This is done in a manner identical to the First Run to the
Snandergrab, and ends in more reproduction.
IV. The Second (and Final) Run to the Sea
This is identical to the First Run to the Sea. When all the Snits, Snorg, Makums, and Runnungitms are all capable of
Snits have reached the sea (or dried up at the end of the sixth movement.
bound), the game is over. There should be 9 Makums, 15 different Snorgs (one for
each organ except the Lapotum), 18 Runnungitms, and 21 Snits
in each of 4 different clans. However, unless this is a multi-
player game, use only the Snits from one clan.
The Playing Area
The game map shows the inside of a Bolotomus. The major
Bolotomus turn. During a turn, players move their pieces about
the map, from organ to organ, stomping and chomping at each
other, in the following manner:
features are the 16 organs and the many passageways connect-
ing them. The wider channels allow either one or two playing
pieces to pass though them during each phase. The narrow
Snit Player’s Turn
The Snit goes through each of these phases, in this order.
canals allow only one playing piece to pass through them dur-
ing each phase. The red canals connecting to the Lapotum are
impassable to Snits (they’re lined with Snit-resistant cilia.) 1. Move Snits
The Snit player may move any or all of his Snits. Each Snit
About the Snits may move to an adjacent (connected by a channel or canal)
organ. Going from outside the Bolotomus into an organ, or vice
versa, is a move. On the first phase, then, a maximum of five
Name Snits can enter the Bolotomus: two can come into the
Antephellum, two into the Glut, and one brave Snit may
attempt a mad dash into the Fleotis (see Getting Into the
Speed Badge Bolotomus).
Each Snit counter has a name and number. 2. Snit Kicking
The number is the Snit’s Speed. Speeds range from 4 to 7. After all Snit movement is completed, any Snit occupying
Fast Snits are more likely to escape attacks, but are also weaker the same organ as any other thingie may try to stomp the Snot
and less likely to take an attacker with them if they are caught. (life) out of it.
When a Snit tries to stomp something, it rolls one die. On a
Fast Snits 1 or 2, it succeeds and the target is dead. Otherwise, it missed.
(But a Strong Snit, as described above, hits on a roll of 1
A few Snits are exceptionally fast (Speed 7). They have a
through 4.)
lightning-bolt badge on their counter.
If a Makum is killed, it’s just dead. Return it to the pool.
These Snits get an extra move after the combat phase. They
If a Snorg (the little thingie with an organ’s name on it) is
can move to any adjacent organ, even through a channel or
killed, place it in front of the Snit player.
canal that had already been used on that turn.
Snits may attempt to kick Runnungitms in the same man-
ner, but there’s a rub: if a Snit kicks at a Runnungitm and miss-
Strong Snits es, the Runnungitm immediately gets a free CHOMP (see next
A few Snits are exceptionally strong (they have a Speed of page) at the Snit. Resolve that CHOMP (which may end up
only 4; they are slow but mighty). They have a hammer badge killing the Runnungitm, too) and then continue with the Snit
on their counter. turn.
These Snits succeed in stomping their target on a roll of 1 Pack Attacks: A group of Snits may declare that they are all
through 4. going to attack a specific Runnungitm. This is called a Pack
A “hammer” Snit is not killed when it is CHOMPed. Attack. Snits making a Pack Attack all roll their dice at once. If
Replace it with a Snit that has a Speed of 4 but no hammer they kill the Runnungitm, it gets no CHOMP. If they all miss,
badge. It is now a slow Snit with no special powers, and if it is the Runnungitm gets a free CHOMP at any one of the Snits that
CHOMPed again, it dies. attacked it.
When multiple Snits encounter several thingies, their Snit
Prepare for Play
1. Unfold the map to the Snits’ Revenge side and lay it flat
Kicks should be rolled one at a time, each against its specified
target, unless they are making a Pack Attack. Only one Kick per
Snit per turn, please!
on the table. Decide who will be the Snits and who will play the
Bolotomus. 3. Second Move for Fast Snits
2. The Bolotomus places the appropriate Snorg in each of The Snit player may now move any or all of his fast Snits
its organs. Note that there is no counter for the Lapotum. Its (the ones with the lightning badge) to adjacent organs. This
Snorg is simply printed on the map, because no Snit can ever counts as a new phase for the purpose of moving through
get to it to attack it. canals and channels . . . that is, the speedy Snits may ignore the
3. The 9 Makums and the 18 Runnungitms are placed, face movement made during the first part of the turn, and use pas-
up, in a pool next to the playing area for use and reuse through- sageways that had already been used. They may even use their
out the game. The Bolotomus takes one “Duty” Runnungitm second move to retrace their first move. However, fast Snits
and places it in the organ of his choice. may NOT enter the Bolotomus on this movement phase. Only
4. The Snit player now chooses the invading Snit force. those already within the Bolotomus may move.
Start with all 21 Snits of one color. Remove two of the “badged”
Snits; you may start with only six Fast and/or Strong Snits.
Now remove the four Speed 4 Snits that don’t have hammer
badges . . . these counters will be used to replace wounded
Strong Snits. This will leave 15 attacking Snits, six of which will
Keeping Track
have hammer or lightning badges. of Counters
It’s a good idea to turn each of your thingies sideways
Sequence of Play
Snits’ Revenge is played in game turns. Each game turn is
or upside-down as you move it, and again after it attacks, so
you will be able to tell which ones have acted during each
phase.
composed of two player turns: a Snit turn, and then a
Bolotomus Player’s Turn
The Bolotomus now goes through each of these phases, in Getting Into
this order.
the Bolotomus
1. Compositors Compose At the start of the game, all Snits are assumed to have
Each functioning Compositor (that is, each one that still has run underneath the Bolotomus. Two Snits per turn may
its Snorg in it) may produce one Makum. Place the new attempt to enter each of the orifices underneath the
Makum in the Compositor. Thus, if all Compositors are Bolotomus. One per turn may try to enter the Fleotis, but it’s
manned, three Makums are created. risky.
Jumping from the ground into the Glut or the
Antephellum is an ordinary move and succeeds automati-
2. Move Thingies cally. Entering the Fleotis is another story. As long as both
The Bolotomus player may move any or all of his the Eye and the Prolobosinator are still functioning, the
Runnungitms or Makums (Snorgs manning their organs may Bolotomus may smash at a Snit running for the Fleotis. The
not move). Each may move from one organ to an adjacent Snit must roll his Speed or lower on 2 dice. If he succeeds, he’s
organ using the channels and canals, just like the Snits. in and safe. If not, he’s smashed and dead.
Bolotomus thingies may never leave the body of the If either the Eye or the Prolobosinator is not functioning,
Bolotomus. the Snit must roll his Speed or lower on ONE die. If he fails,
the Bolotomus got lucky and got him anyway!
3. Chomping If both the Eye and the Prolobosinator are knocked out,
Any Runnungitm in the same organ as a Snit may attempt the Bolotomus cannot smash, and Snits may freely enter
to catch the Snit and devour it . . . CHOMP! through the Fleotis.
When a Chomp is attempted, the Bolotomus indicates the
target being attacked, and rolls two dice. If he rolls more than
the target’s Speed, he caught it . . . the target is CHOMPED and
dies (unless it has a hammer badge; see previous page).
Otherwise, it escaped!
If the CHOMP succeeds, the Snit player now rolls two dice.
He is also trying to roll more than the Snit’s Speed. If he suc-
ceeds, the Snit got in one last kick, and the Runnungitm is also
dead! Thus, fast Snits are more likely to escape, but slow, strong
Snits are very likely to take their killer with them. (And a
Strong Snit who is Chomped and wounded, losing his hammer
badge, still gets a chance to kill the Runnungitm that wounded
him.)
Dead Snits are removed permanently from play. Dead
Runnungitms are returned to the pool for reuse.
Movement Restrictions
1. Creatures which can move may only move one organ per
If several Runnungitms encounter multiple Snits in an
turn; that is, on each turn, they can move to any organ that is
organ, roll the CHOMPs one at a time, specifying targets by
connected to their current location by a channel or canal. Note
name before any dice are rolled.
that there is a canal running from the Lapotum to the
Antephellum, behind the Glut.
2. A Snorg may not leave its organ.
3. A maximum of two creatures may pass through a channel
on each movement phase (two on each Snit phase, and two on
the Bolotomus turn.)
4. A maximum of one creature may pass through a canal on
4. Makums Transform a player’s phase (one on each Snit phase, and one on the
Any Makum in the Lapotum may transform into a Bolotomus turn.)
Runnungitm. This is the only place where Runnungitums can 5. Any number of thingies and/or Snits may occupy an
be created. organ.
Any Makum in an organ without a Snorg may transform
6. The red canals connecting to the Lapotum may not be
into the Snorg for that organ; replace it with the Snorg counter.
used by Snits.
Makums may only transform into Snorgs if they are in a
Snorgless organ. The Bolotomus is not required to replace 7. Only Snits may exist outside the body of the Bolotomus.
Snorgs, but failure to replace enough can be fatal!
Makum transformation is optional. The Bolotomus
player never has to transform a Makum. How to Win
The Bolotomus wins by killing
5. Has Anybody Won Yet? all the invading Snits. The Snits win
by killing nine Snorgs before they
Both players now check to see how many organs have lost can be replaced. Put dead Snorgs in
their Snorgs and are not functioning. If nine organs are not front of the Snit player to let him
functioning (that is, if there are 9 dead Snorgs in front of the keep score.
Snit player), the Snits have won. If all Snits are dead, the If nine organs are out of action at
Bolotomus wins. And it is possible to tie, if the Bolotomus has the end of a Bolotomus turn, the
lost 9 organs but got all the Snits on the last turn. Bolotomus dies!
Otherwise, proceed to the next turn.
Strategy Hints
The Snit player should attack as hard and as fast as possible.
7. Killing the Snit with the Spark gives possession of the
Spark to the killer.
8. Once the Bolotomus is dead, each Snit player has his own
The longer the invasion takes, the more time the Bolotomus has separate turn. Move first, and then Kick.
to build Runnungitms. Choose and deploy your army of 15 Snits 9. The victory goes to the Snit who exits the Bolotomus with
to support your chosen strategy. Use fast Snits to strike quickly the Spark in his possession.
and strong Snits where a kill is necessary.
The Bolotomus player must balance his creation of
Runnungitms (to destroy the invaders) and Makums (to build
new Snorgs).
Both players must think about “traffic control,” to move
their forces effectively through the channels and canals.
OPTIONAL RULES
Variations and Game Balancing
We’ve provided more counters of each type than should be
required for the basic game, plus a few blanks. Have fun trying
AND STUFF
out variations . . . and if you come up with a good one, let us
know.
The Spark of Life and the Splops
Earlier editions of the game featured this rule, but playtest sug-
● The easiest way to “fine-tune” the game balance (if one
gested that it was making the victory a bit too arbitrary. But it was
side is winning too often, or if one player is new) is to change the
still a lot of fun, so it’s included here . . .
size of the invading force by one or two Snits.
● You can also change the number of organs the Snit has to The Bolotomus player secretly places
put out of action, but it’s a lot easier to get eight than it is nine . . . three Splops and the Spark, face down,
and sometimes it’s a lot harder to get 10 than it is nine. underneath four different Snorgs
● The rules for channels and canals can be changed. If the before play begins. Once in place, they
wide channels will allow three thingies to pass rather than two may not move. (Four Splops are provid-
. . . or if ALL channels and canals will allow two thingies per ed, to let you change the scenario.)
phase to pass . . . the play of the game becomes very different. Note that these counters cannot go into the
● Adding the Spark of Life (see below) helps the Snits. Lapotum, because Snits cannot enter that organ. To make sure
Adding Splops helps the Bolotomus. this doesn’t accidentally happen, there is no counter for the
Lapotom’s Snorg! It is just printed on the map . . .
Multiplayer Snits’ Revenge
With three, four, or five players, one person assumes the role
If a Snit kicks the Snot out of a Snorg with a Splop under it,
that’s just what happens . . . Splop! The Snorg explodes, taking
its killer with it. Other thingies in the organ are not affected.
of the beleaguered Bolotomus. All others take charge of their Note that Splops are not replaced if the Snorg is replaced.
own clans of Snits.
With two Snit players, each player gets eight Snits, only
three of which can have Speed or Strength badges. (Yes, this
makes the attacking army larger by one Snit.)
The Spark of Life
If the Snorg with the Spark of Life is killed, the Bolotomus
With three Snit players, each player gets five Snits, only two dies instantly!
of which can have Speed or Strength badges. The Bolotomus should carefully consider where to hide the
With four Snit players, each player gets 3 Snits, only two of Spark. The Forebosinator is fairly safe because of its inaccessi-
which can have a Speed or Strength badge. This version may bility. On the other hand, this is an obvious place, and the Snits
take a while to finish . . . will be going for it. Other recommended locations for the Spark
Play is the same as for two players, with the following are the Fleotis or one of the three Compositors.
changes: The Snits can still win a regular victory by killing nine
1. At the beginning of the game, the Snit players roll dice. organs, even if they never find the Spark.
The high roll is the Senior Snit Clan (give that player the Senior
Snit totem). The Senior Snit Clan always moves first, and play Making the Spark Harder to Find
proceeds (among Snits) in a clockwise order. After each turn,
The Bolotomus player may put dummy counters (such as
pass the Senior Snit totem to the player on your left.
unused Snits) under all Snorgs that don’t have the Spark or a
2. Each player moves some, all, or none of his Snits. No kick- Splop. Now the Snit player can’t tell which organs might be his
ing is allowed until all Snit players have finished moving. objective.
3. Movement restrictions apply to the Snit players as a
whole. Once one player’s Snits have used a canal, no other Snits
may use it until the next complete turn. Two different players
could share a channel. Combining Snit Smashing
4. Snit kicking occurs in the same order as did moves.
5. The Bolotomus wins if all the Snits die.
6. If the Bolotomus dies, the last Snorg to be killed is replaced
and Snits’ Revenge
After a two-player game of Snit Smashing, the player who
by the Spark of Life piece, which now belongs to the Snit that won the Snit victory controls the Snits in a game of Snits’
scored the kill. (If more than one Snorg was killed on the last Snit Revenge.
turn, roll randomly to see which one had the Spark.) All other After a three or four-player game of Snit Smashing, the
Bolotomus pieces are removed from the game. The surviving player who won the Bolotomus victory plays the Bolotomus in
Snit clans now fight among themselves for the Spark. Snits kick a game of Snits’ Revenge, and all the others team up their Snits
each other in the same manner as they kicked Snorgs. against the unfortunate Bolotomus.