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Fleeced!

Fleeced! Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Components
  • Setting Up the Game
  • Your Sheep Whistle
  • Your Turn
  • Moving around the Board
    • Abandon Sheep!
  • Cheese Cards
  • Opening a Sheep Hideout
  • Rustling!
  • Sheep and Their Values
  • Leading Sheep Home
  • Nicked!
  • Victory!

Introduction

The game ends when all 40 sheep are rustled off the board. The winner is the player with the highest value of sheep rustled home.

Components

  • 6 character playing pieces
  • 6 sheep whistles
  • 1 playing board
  • 2 dice
  • 40 sheep
  • 50 Cheese Cards
  • 7 Sheep Hideout Cards
  • 1 Sheep Hideout Card envelope
  • 1 Sheep Dip bag

Setting Up the Game

Shuffle the seven Sheep Hideout Cards, place them in the Sheep Hideout Cards envelope, and put it to one side. Don't let anyone see the values on the cards!

There are seven sheep hideouts on the board, all located around the Village Green: the Post Office, Cinema, Town Hall, Museum, Fish & Chip Shop, Church, and Pub. (The Police Station is not a sheep hideout.) Place one white sheep on each hideout. These sheep indicate unopened Sheep Hideouts, where any number of sheep may be hiding.

Put the rest of the sheep in the Sheep Dip bag.

Shuffle the Cheese Cards and deal three to each player. Place the remaining deck face-down in its designated spot. Players may look at their Cheese Cards. If you were dealt a Hard Cheese card, draw a replacement and mix the Hard Cheese card back into the deck.

Choose a character and place it on its Home space. This is your starting position, and the destination to which you must lead your sheep in order to win.

CharacterHome
WallaceWallace's Cheese Shop
Gromit62 West Wallaby Street
WendoleneWendolene's Wools
Shaun the SheepShaun's Field
PrestonPreston's Dog Food Factory
Feathers McGrawFeather's Glue Factory

Hand each player a sheep whistle. Give yours a couple of blows, just to get it out of your system. During the game, you can't blow your whistle out of turn!

To determine who goes first, each player rolls two dice. The player with the highest total goes first!

Your Sheep Whistle

Your sheep whistle is very important. If you don't blow your sheep whistle before moving with sheep, the sheep won't follow you. However, you mustn't blow your sheep whistle out of turn. If you do so, you lose one of your claimed sheep (if any). Put the sheep on the Village Green.

Your Turn

On your turn you will:

  • Move.

After which you might:

  • Draw a Cheese Card, if you end your movement on a cheese square.
  • Open a hideout, if you have a key and are in the right place.
  • Rustle one flock of sheep, if you are adjacent to any. Rustling includes additional movement!

Moving around the Board

How you move depends on whether or not you have sheep in tow. If you have sheep in tow, but don't want them, you can abandon sheep before or after your move (see below).

Without sheep, you move just your character. Roll one die (unless you play a 'Roll 2 x Dice' Cheese Card) and move that number of spaces.

  • You may move your character in any direction, but you may not double back on yourself.
  • You must move the full number shown on the die (or dice).
  • You jump over any number of characters or sheep in your path (without counting the spaces they occupy).
  • If you roll a six (or any double, when rolling two dice), you may move, then roll and move again. But a six (or doubles) three times in the same turn sends you straight to the Police Station (see Nicked!, below).
  • If you play a 'Jump to . . .' Cheese Card, you do so instead of rolling the dice.

With sheep, you move your character, and all the sheep-in-tow you have rustled. First you must blow your sheep whistle before rolling the dice. If you don't blow your sheep whistle, your character moves, but your sheep don't follow (see just below)! Next, roll two dice.

  • You may move your character in any direction, but you may not double back on yourself. Your sheep-in-tow follow in your exact footsteps, one sheep on each space.
  • You must move the full number shown on the dice, unless another character or sheep blocks your path.
  • You may not jump over characters or sheep — if you run into any, they stop your movement.
  • If you roll any double, you may move, then roll and move again (you don't have to blow your sheep whistle again). But rolling doubles three times in the same turn sends you straight to the Police Station (see Nicked!, below).
  • You may not play a 'Jump to . . .' Cheese Card with sheep in tow.

If you didn't blow your sheep whistle before rolling the dice, your character moves but your sheep-in-tow don't follow. Instead, they immediately 'hoof it' to the Village Green.

Abandon Sheep!

You may 'abandon sheep' either before or after your movement. Simply announce that you're abandoning sheep, and immediately place all your sheep-in-tow on the Village Green.

Sometimes abandoning sheep is actually a way to gain sheep! If you are adjacent to another player's larger flock, abandoning your sheep gives you a chance to rustle theirs. And if you're adjacent to the Village Green, you can attempt to rustle all the sheep there — including the ones you just abandoned!

Cheese Cards

Cheese Cards are invaluable in your quest for sheep, mostly helping you find or pursue flocks quicker. Some can even help protect your flock from other rustlers. But beware! Hard Cheese cards are 'baaad' news.

You must draw a Cheese Card whenever you end your movement on a cheese square.

  • If the card you drew is a Hard Cheese card, play it immediately.
  • If not, add it to your hand. You cannot play it on the turn you picked it up, but you may keep it for later.
  • You cannot hold more than five Cheese Cards. If you already have five cards when you land on a cheese square, draw a sixth. If it's a Hard Cheese card, play it immediately. If not, immediately place one of your Cheese Cards (your choice) under the Cheese Card pile, leaving you with just five.

Whenever you play a Cheese Card — except key cards — place it face-down under the Cheese Card pile. When you play a key card, set it aside; it won't be used again.

Opening a Sheep Hideout

At the start of the game all sheep are hiding. You can uncover them by opening a sheep hideout. To open a sheep hideout, you must have the Cheese Card with the key to the hideout (or a skeleton key), and you must end your move on the doorstep of the hideout (the square marked with a key).

  • Show your key to the other players, then set it aside.
  • Put the white sheep from the hideout into the Sheep Dip bag.
  • Take a Sheep Hideout Card from the Sheep Hideout envelope, revealing to all players the number of sheep hiding inside. Then set it aside.
  • Without peeking, take that number of sheep from the Sheep Dip bag and place them on the Village Green. Make sure to place them rightside-up, so nobody sees the values on their undersides. These sheep are now revealed, but not yet rustled.

You may now attempt to rustle those sheep (along with any others already on the Village Green)!

Rustling!

Sheep gather in flocks. Throughout the game, sheep tend to congregate on the Village Green.

Also, players who have rustled sheep lead their flocks through town toward their homes. Any time you end your movement adjacent to a flock of sheep (in the Village Green or another player's rustled sheep-in-tow), you can attempt to rustle them.

You cannot rustle sheep if you have sheep in tow. You can, however, abandon sheep at the end of your movement, if the object of your rustling desire is more attractive. See Abandon Sheep!, above.

Here's how to rustle sheep:

  • If rustling from the Village Green, you must have ended your movement in a square next to the Village Green (including the corners).
  • If rustling from another player, you must have ended your movement in a square next to one of the other player's sheep-in-tow. (This time, corners don't count.)
  • Blow your sheep whistle! If you don't blow your sheep whistle before rolling the dice, the sheep don't follow you.
  • Roll two dice and move your character according to the rules for moving with sheep (see Moving around the Board, above).
  • If your total movement is equal to or greater than the number of sheep in the flock, that's a great rustle — you've rustled the whole lot! Take all the sheep from the flock and place them (in any order) in line following your character, one sheep on each space. The line must follow your character's path.
  • If your total movement is less than the number of sheep in the flock, that's a rubbish rustle. Take only a number of sheep equal to the number of squares you moved (you choose which sheep). Place them (in any order) in line following your character, one sheep on each space. All remaining sheep 'hoof it' immediately to the Village Green (unless, of course, they are already there).

If you didn't blow your sheep whistle before rolling the dice, your character moves but the sheep aren't rustled. They stay where they are.

You may only attempt to rustle once in a turn, and only from one flock.

Sheep and Their Values

Some sheep are worth more points than others. Sheep values are printed on their undersides — but no peeking until the game is over!

SheepValue
White sheepVaries: 1, 2, or 3 points each (remember, no peeking!)
Grey sheepAlways 4 points each
Black sheepAlways 6 points each

Leading Sheep Home

To claim sheep as your own, you must lead them to your Home.

Once your character lands on your Home, all your sheep-in-tow are successfully rustled. Remove the sheep from the board: You now claim them as yours!

If you haven't used all of your movement, you immediately continue moving from Home.

Nicked!

You may be sent to the Police Station, either by a Hard Cheese card or because you rerolled dice too many times. Immediately place your character on the Police Station. If you have any sheep-in-tow, they immediately 'hoof it' to the Village Green.

You miss your next turn. However, if you have already claimed any sheep (led them home and removed them from the board), you may bribe the police to avoid missing a turn. Put one of your claimed sheep on the Village Green.

When it's your turn again, start your movement from any square adjacent to the Police Station.

Victory!

The game ends when all 40 sheep are rustled off the board. Players then add up the value of all sheep they have claimed. The winner is the player with the highest value of sheep!