v2.0 / 2026-04-24

Intro

Varmint Vacuum is a game in which players represent populations of vermin (represented by their particular color), moving through underground tunnels and warrens. The game board starts out as a small cluster of hex tiles, but expands as the game progresses. Players try to establish colonies in these warrens before too many of them get pulled away by the dreaded Varmint Vacuum.

Game Components

Hexes

These tiles form the board, which grows from a simple seven-hex cluster outwards as the game proceeds. Each hex is comprised of Chambers, large ringed circles with size numbers in them, and Hollows, small plain circles, connected by dashed lines representing passageways between them. Chambers and Hollows are collectively referred to as Locations. Varmints are located on these locations, and travel along passages but don't remain on those passages.

Some hexes have Vacuum Indicators, which are letters inside squares, indicating possible future locations of vacuum effects.

The starting, Central hex has a Vacuum Indicator of A. There are also six labeled Starter hexes, labeled with , which are used during setup, after which these starter labels no longer convey any game-relevant meaning. The chamber on the starting hex is never considered overcrowded, nor can any colonies be established here (both explained later).

Progress Track

This is the scoring track of the game. The first time a player places their scoring chip on the last entry on the Progress Track, the rest of the players play their last turns, and the game ends.

Varmints and Varmint Bag

These are individual Varmints belonging to each player, and are represented by colored wooden cubes. They are kept in each players' supply until deployed to the board, where they occupy locations and move around the map.

Any Chamber with more Varmints in it than its size is Overcrowded. Any hollow with more than one Varmint in it is similarly considered overcrowded.

The Varmint Bag is used during Vacuum Events, and is explaned later.

Colony Chips

These represent varmint colonies. Once placed on the map, they remain until the end of the game. One of each players' colony chips is placed on the Progress Track to be used as a scoring chip.

Vacuum Token

This is a token representing the effects of the Vacuum.

Indicator Tokens and Indicator Bag

These are round tokens which correspond to hex Vacuum Indicators, and the bag used to randomly select them. Some tokens are kept in the Indicator Bag, while some are kept next to the Indicator Bag awaiting addition. This will be explained in a later section. Tokens neither in nor next to the Indicator Bag are kept in the supply, awaiting use.

Setup

  1. Randomly determine the first player. This will determine the turn order (from the first player counterclockwise).
  2. Each player places one Colony Chip on the Progress Track entry based on the number of players, to be used as their scoring token.
  3. Take a number of "A" Vacuum Indicator tokens equal to the number of players, and a number of blank Vacuum Indicator tokens equal to twice the number of players, and put all these into the Indicator Bag, and give them a shake.
  4. Place the Central hex, with the A Indicator, in the middle of the table. Place the six Starter hexes face-down at random around the Central hex. Shuffle the remaining hex tiles into a draw pile.
  5. In reverse turn order (starting with the last player and proceeding clockwise back to the first player), each player places one Varmint on any face-down ring hex which doesn't already have a Varmint belonging to another player.
  6. In the same order, players flip over the hex where their first Varmint is. They orient the hex in any rotation, and then place their Varmint on any Chamber or Hollow in that hex.

Player Turns

Players take turns in player order, starting from the first player. Each player has a certain number of Action Points (AP) each turn, to be spent on the following actions. Once a player has expended their AP for their turn, turn passes to the next player. For the first turn of the game, the starting player has 3AP, the next player has 4AP, then 5AP, then 6AP, and afterwards, all players then have 7AP per turn for the rest of the game.

Once any player's scoring token reaches the last box on the Progress Track, then the game will end after the remaining players in turn order take their turns. This ensures that all players have the same overall number of turns in the game.

In the descriptions below, the acting player is the player whose turn it is, and other players are everyone else.

Explore 4AP

The acting player draws a new hex tile from the draw pile, and places it adjacent to an existing hex, extending the map. New hex tiles must be placed consistent with the hex grid; passageway connections cannot result in hex edges being off-center or skewed from one another. The corners of adjacent hex tiles must always align.

If the new hex has a Vacuum Indicator, then a token matching this indicator is taken from the supply and placed next to the bag.

Each player may only explore one new hex per turn.

Move 1AP

Moving a varmint along a passageway from one location to another costs 1MP. This can be done for any number of varmints. Varmints may not be moved along passageways which lead off the map.

Reproduce 2AP

The acting player chooses a location. If the location contains a single varmint, they add one to it. If the location contains two or more varmints, they add two to it. If the location is one of their established colonies, then they add two to it.

New Blood 2AP

The acting player places two varmints on a location in the center hex.

Push 2AP

The acting player chooses a hollow. If the acting player has two or more varmints there, and another player has only one varmint present, the acting player may move that varmint along a passageway to an adjacent existing location (ie, not off the map).

Consolidate 3AP

The player chooses a chamber where they have more varmints than any other single player (ie, the acting player has a plurality in the chamber). All other players (in player order) move one varmint to an adjacent location.

Feeding Time 4AP

The active player chooses an overcrowded chamber in which no other player has more varmints than they have (ie, the the acting player has a plurality in the chamber). All other players remove one varmint back to their supply.

Trigger Vacuum 5AP

The active player draws two Vacuum Indicator tokens from the Indicator Bag, and chooses one. If the Indicator is not blank, a Vacuum Event then takes place on the hex indicated by the Vacuum Indicator, as explained in the Vacuum Event section.

Establish Colony 5AP

The active player chooses chamber which has (1) at least as many of their varmints as the chamber's size, and (2) as many varmints belonging to the active player as those from all others combined (ie, a majority of varmints). The active player establishes a colony in that chamber. They move their scoring chip up on the Progress Track, and if this moves them into the last box, this triggers the end game condition. Every other player in turn order finishes out their round of turns.

If this is the last player to move off of a box on the scoring track - that is, if the minimum score of all players has now increased, then all the Vacuum Indicator tokens next to the Indicator Bag are placed into the Indicator Bag.

Vacuum Events

When there is a Vacuum Event, it affects a single hex matching one of the chosen Indicator Tokens selected from the bag, referred to as the Vacuum hex, and all Adjacent hexes. It follows the following procedure.

Often during Vacuum Events, map locations may be Reduced. This only affects overcrowded chambers and hollows with more than one Varmint in it. To Reduce a location, place all varmints at that location into the empty Varmint Bag, and draw out a number of Varmints at random equal to the chamber's size, or one single varmint for a hollow, as appropriate, and place these at the location. All remaining Varmints from the Reduced location remaining in the Varmint Bag are returned to their respective players' supplies.

The central chamber in the central hex is never consisered overcrowded.

  1. The Vacuum Token is placed on the vacuum hex for reference.
  2. All varmints in hollows on the vacuum hex are removed back to their respective owners' supplies.
  3. All chambers in the vacuum hex and all adjacent hexes are Reduced.
  4. All hollows on adjacent hexes are Reduced.
  5. In turn order, starting with the player left of the player triggering the Vacuum Event, all varmints on hollows in adjacent hexes move one passageway closer to (even onto) the vacuum hex.
  6. All drawn Vacuum Indicator tokens, and all Vacuum indicator tokens next to the Indicator Bag, are added back to the Indicator Bag.

Game End

Once a player has reached the last box of the Progress track, all remaining players in the turn order take their last turns, and the game ends. Whoever has the most colonies wins, and if there is a tie, then the player with the most varmints on the board wins. If there is still a tie, then the player with the most varmints belonging to any player in their colonies. If there is still a tie, the leaders share the victory.