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Sheep Showdown

Sheep Showdown Rulebook

Table of Contents

Table of Contents

  • Contents
  • Goal of the Game
    • Cards needed for 2-4 players (7 x 7 grid)
    • Cards needed for 5-6 players (9 x 9 grid)
  • Prepare for the Round
  • Ready to Go?
  • Your Turn
  • Stealing Cards
  • End of the Round
  • Next Round
  • Final Round
  • Fancy a Quick Game?
  • Tips & Tricks
  • Explanation of the Cards
    • Sheep Cards
    • Andy (shepherd)
    • Cooper (rocket sheep)
    • Lambo (blocking sheep)
    • Kowalski (bomb sheep)
    • Scar (wolf)
    • Moose (sliding sheep)
  • Extra Game Mode: Double Trouble (2 players)
  • Frequently Asked Questions

Contents

  • 20 x 1-sheep
  • 22 x 2-sheep
  • 9 x 3-sheep
  • 4 x 5-sheep
  • 6 x Shepherd
  • 4 x Rocket sheep
  • 2 x Blocking sheep
  • 2 x Sliding sheep
  • 2 x Bomb sheep
  • 10 x Wolf
  • 6 x Shepherd dog

Goal of the Game

Collect as many sheep as possible and add them to your flock. Only the sheep cards with a green background will score points at the end of each round. After 3 rounds, the player with the highest total score wins!

Cards needed for 2-4 players (7 x 7 grid)

  • 12 x 1-sheep
  • 12 x 2-sheep
  • 5 x 3-sheep
  • 2 x 5-sheep
  • 5 x Shepherd
  • 3 x Rocket sheep
  • 2 x Blocking sheep
  • 2 x Sliding sheep
  • 1 x Bomb sheep
  • 5 x Wolf

Cards needed for 5-6 players (9 x 9 grid)

Use all 81 cards.

Prepare for the Round

Shuffle the cards and randomly place them face up in a grid. When laying them down, ensure that no two shepherd cards are directly next to each other horizontally or vertically; if they are, move one to the next available spot. Note that diagonal adjacency is allowed. Also, ensure that no sliding sheep are placed on the outer edge of the grid.

Ready to Go?

Each player selects a colored shepherd dog, then together decide which player gets to start. The first player places their dog on a shepherd card, followed by the others in counterclockwise order. Dogs cannot be on the same card. Once everyone has chosen a position, the game begins in a clockwise order, with the player who chose last making the first move!

Your Turn

Move your dog one step horizontally or vertically to an adjacent card. You can make only one move per turn. If you land on a regular sheep card (green background), pick it up and add it to your flock (covered score pile). If you land on a different type of card, perform its special action. If you cannot move to a new card on your turn, the round ends for you. Keep the flock of sheep you have gained up to that point!

Stealing Cards

You can steal cards from your opponents by blocking them or making them explode! If you succeed you may take a face-down card from their flock! This could also be a wolf card, so beware! A player who can still make at least one more move is not considered blocked.

End of the Round

The round is played until only one player can still move freely. That player must make two more moves, even if it means picking up unwanted cards. The round ends when those moves are completed or if the player can no longer move.

At the end of each round, count your points. Each sheep on a card represents 1 point. However, be careful - each wolf costs you 1 point. Track each player's points carefully. Your score from each round is added to the next, so every round counts towards your final total!

Next Round

Once all points are tallied, gather all the cards, shuffle them thoroughly, and then randomly distribute them again. Set up the meadow for the next round according to the same rules. The player who scored the fewest points gets to start the next round.

Final Round

Play until all rounds are complete. The player with the highest total score is crowned the best shepherd! In case of a tie, the player who lasted the longest in the meadow during the final round wins.

Fancy a Quick Game?

Play one round. The player with the most points at the end is the winner! In the case of a tie, the player who survived the longest in the meadow wins!

Tips & Tricks

Combining action cards offers many possibilities. Use the possibilities to your advantage and create some extra chaos in the meadow! Below are some examples:

  • Combine action cards and outwit your opponents! Jump from one rocket sheep to another when in range. Or slide from sliding sheep to a blocking sheep and stop your opponents in their path!
  • Use a wolf card to place an opponent on a bomb sheep! BOOM! After that, you can steal a card from that player's flock. Just make sure you are not next to the bomb yourself!
  • Have you moved an opponent onto a blocking sheep using a wolf card? That means you get to place this blocking sheep somewhere. Pretty handy, huh?

Explanation of the Cards

Sheep Cards

When you step on a regular sheep card (green background), it is immediately picked up and added to your flock! The number of sheep on the card equals the number of points you earn for that card! Minimum 1 point and maximum 5 points.

Andy (shepherd)

When you step on this action card, move your shepherd dog to any other unoccupied shepherd card. You remain on the chosen shepherd card until your next turn. Remember, two players can never occupy the same (shepherd) card. This card remains in the meadow after use.

Cooper (rocket sheep)

When you step on this action card, you make a horizontal or vertical jump of two squares. In doing so, you can jump over a (unoccupied) card or empty space! You may choose the direction of your jump! The card cannot be used if you cannot jump to another card. This card remains in the meadow after use.

Lambo (blocking sheep)

When you step on this action card, pick it up and place it face down on a green unoccupied sheep card of your choice. The blocking sheep cannot be placed on any other type of card. The card covered by the blocking sheep cannot be used for the rest of the game. Players cannot stand on a blocked card, but can jump over it with a rocket sheep.

Kowalski (bomb sheep)

BOOM! If you stand on this action card, all adjacent cards explode, including diagonal cards. The exploded cards, including the bomb, are removed from the game for this round. The round ends for players who stand on an exploded card or empty space next to the bomb. The sheep they have collected up to that point still count toward the final score. This card is removed from the field after use.

Scar (wolf)

When you step on this card, you add it to your flock. The card gives you one penalty point but offers a tactical move: you must move an opponent's dog one space. This move must be allowed according to the game rules: you cannot simply place the dog anywhere in the field. If you place the dog on a green sheep card, the owner of the dog takes that card. If you place the dog on an action card, you may execute the action of that card with that same dog. However, if the dog ends up on another wolf card, the player of the moved dog must immediately move another opponent's dog, following the same rules.

Moose (sliding sheep)

When you step on this action card, you slide to the opposite side of it in the direction you stepped on the card. You can only slide in the direction you initially moved - horizontally, vertically, or diagonally. For example, if you step onto the card from a horizontal direction, you must continue sliding horizontally, not diagonally.

Although diagonal sliding may appear inconsistent with the general movement rules, it is permitted with this card, so use it strategically when it benefits you! To use this card, there must be an adjacent card in the sliding direction that you can use or pick up. This card remains in the meadow after use.

Extra Game Mode: Double Trouble (2 players)

In this game mode, the same rules apply as in the original game, only now both players have two dogs at their disposal. The first player chooses a starting position for one dog, then the second player may place both their dogs and then the first player may place the second dog. The second player begins the round.

Each turn you move one dog and get to decide which of your two dogs gets moved. All cards collected by your two dogs are combined into one flock. If one of the dogs is blocked, it is eliminated for that round. Even if the other dog can still be moved. Lay the blocked dog flat on its position; the card it is on cannot be used from then on. The player can continue to play with their remaining dog. If both dogs cannot continue, the player is out of the round.

Frequently Asked Questions

Do I always have to take two turns as the last player? Yes, as the last player who can move his dog, you must take 2 more turns. Try to avoid taking minus points through wolf cards!

Who is blocking whom? If you step on a wolf card and move an opponent, causing another opponent to get stuck, you have blocked that opponent! It is also possible to block multiple players simultaneously, in which case you get to take a card from each of the blocked players!

How do I get even more of a challenge? This game allows for creative thinking. Try adjusting the ratio of cards. A small playing field with all the action cards creates more chaos! Or choose to reshape the meadow. Try a rectangle, triangle or maybe even two separate meadows?