Snits Revenge Rules (For more details see the actual Board Game Rules)         
Start Up
A Snorg Piece (see Pieces) is placed in each of the 'organs' for the Bolotomus player.
The Bolotomus player decides in which 'organ' the 3 Splops and 1 Spark of Life should be placed. These cannot move.
(The Spark cannot be placed in the Lapotum.)

Play Sequence
The Snit Players plan and make their moves simultaneously, followed by the Bolotomus Player for each Turn.

Scoring

1 point for each Snorg killed; 
Player who kills Bolotomus gets points for remaining Snorgs killed.
Player leaving the Bolotomus with Spark gets 10 points.

(a) Snit Player's Turn.
1. Move some, all or none of each Players Snits into an adjacent organ. (Max 2 through Channel, max 1 through Canal).
2. After all movement is complete each Snit may try to kick the life out of any Snorg, Makum or Runnungitm in that organ.(1 in 3 chance).
3. If a Snit kicks at a Runnungitm and misses, the Runnungitm can immediately CHOMP out of turn.
4. Each Snit must declare its target - only one kick per Snit per turn.
5. Providing the Eye & Prolobosinator are functioning the Bolotomus can smash a Snit trying to enter the Fleotis (5 in 6 chance).
6. Anytime a Snit kills a Snorg with a hidden Splop then the Splop, Snorg and kicking Snit are removed

(b) Bolotomus Player's Turn.
5. Move some, all or none of its pieces into an adjacent organ (not Outside) (Max 2 through Channel, max 1 through Canal).
6. All Makums in the Lapotum are removed and replaced by Runnungitms.
7. Each functioning Compositor (1st, 2nd, 3rd) may replace 1 Snorg (only if one is dead) or produce 1 Makum.
8. After all composing is complete any Runnungitm may Chomp a Snit in the same organ (1 in 2 chance). Both are removed if successful.

Winning
After each turn check to see if either side has won.
i.e. System Shock : 12 organs not functioning (in this version); Spark of Life removed; or all Snits dead.
Once the Bolotomus is dead Snits can attack each other in Multi-player games.

Conflicting Moves
There is no conflict between Snits and Bolotomus moves since these are separate movements.
Only 2 Snits may move through a Channel, 1 through a Canal, in any turn. If there is a conflict the order will be determined randomly. (You may want to take this into account with conditional moves.

Advanced Rules
Other options exist and could be brought in to subsequent games.