Variant 1 - The rat may eat the elephant and take its place, functioning thenceforth as an elephant. Place the rat atop the conquered piece like a hat.
Variant 2 - No blood may be shed near a body of water. The animals slink quietly by the lakes like penitent monks.
Variant 3 - Once per turn, the dog may become a wolf, and vice versa. A savvy player timing the swaps may reap a minor piece advantage.
Variant 4 - The elephant shall not kill.
Variant 5 - No animal can enter a trap save the antlion, which must move diagonally between them. The only animal capable of defusing an antlion is a lion, which, like its modern counterpart, can see through lies.
Variant 6 - All pieces start the game face-down. A piece encountering another on an adjacent square may turn face-up, and convert the eaten piece into another member of its species.
Variant 7 - Tigers move only through dreams; players take a third turn where both tigers move simultaneously. Pieces encountering each other in the dream are mutually annihilated.
Variant 8 - If a player's piece would be eaten at any time, she may swap it with her dog.
Variant 9 - A pangolin is always played on its side. Unlike other pieces, it may move multiple spaces, sometimes beyond the player's will. It is more powerful than the wolf, but less powerful than the leopard.
Variant 10 - A cat may lock eyes with an unobstructed cat. Locked pieces can't be eaten.
Variant 11 - The nematode can neither eat or be eaten, but may occupy the same space as another animal. That animal must move each turn towards water if able.
Variant 12 - All pieces are now leopards.
Variant 13 - Upon setup, players can choose to stack four chosen pieces on a single square. It moves as if an elephant, but may cross water. This piece is called the moon.
Variant 14 - There is no board, there are no pieces. You may kill any animal you meet.