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The Sheep Race

The Sheep Race Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Aim of the Game
  • Set-Up
  • The First Semifinal Race
    • 1. Assign Lanes
    • 2. Place Bets
    • 3. Race
    • 4. Scoring
  • The Second Semifinal Race
    • 1. Assign Lanes
    • 2. Place Bets
    • 3. Race
    • 4. Scoring
  • The Final Race
    • 1. Assign Lanes
    • 2. Place Bets
    • 3. Race
    • 4. Announcement of the Winner

Game Components

1 game board, 40 breath cubes (14 red, 7 white, 19 blue), 6 sheep miniatures, 12 sheep cards, 6 lane tiles (numbered 1 to 6), 36 betting tokens (numbered 1 to 6 in 6 colors), 6 scoring tokens (value +100 on one side), 12 flag tiles, 3 six-sided dice (values 1-2-3-4-5-6 / 1-2-3-0-0-0 / 2-0-0-0-0-0)

Aim of the Game

The players are watching and betting on the now-legendary Sheep Race, hoping to get rich from their bets. The sheep will run 2 semifinals and 1 final race. At the end of the third race, the winner is the player with the most points won from the bets.

Set-Up

  1. Place the game board in the middle of the table. It shows the 6 lanes for the Sheep Race.
  2. Each player takes 6 betting tokens and 1 scoring token of the same color.
  3. Roll a die to determine the first player. Starting from the player on his right and then anti-clockwise, take the scoring tokens and make a stack on the "0" space on the scoring table, with the +100 side down. The first player will have his token on top of the stack.

The First Semifinal Race

The first semifinal race is divided into four phases:

  1. Assign Lanes
  2. Place Bets
  3. Race
  4. Scoring

For the Semifinal races, you will use the 2 dice with values 1-2-3-4-5-6 and 1-2-3-0-0-0.

1. Assign Lanes

  1. Place all of the breath cubes near the game board to form the supply.
  2. Place the 6 sheep miniatures on the Starting Line by placing one on each numbered space from 1 to 6 on the game board.
  3. Take the 6 lane tiles numbered 1 to 6 and place them in order near the game board.
  4. Shuffle the 12 sheep cards. Place two of them face down near each lane number. Turn over the first sheep card next to each lane tile. The 6 sheep showing will run the first semifinal race. The other 6 sheep will run in the second semifinal.

In this way, you assign a sheep to each of the 6 lanes: the card next to lane tile "1" shows the characteristics of the sheep running in Lane 1, the card next to "2" shows the characteristics of the sheep in Lane 2, and so on.

  1. Place on each face up sheep card the number of red, blue, and white breath cubes shown.

The board shows the "Starting Line," the last 5 squares of each lane (called the "End Zone"), the Winners' Podium, and the "Finish Line."

2. Place Bets

Each player bets on 3 of the 6 sheep: 1 bet is visible to all and 2 are hidden. The payoffs for each bet are based on the Lane the sheep races in, as shown on Table 1.

Table 1 — Semifinal Bet Payoffs (by lane 1-6)

PlaceLane 1Lane 2Lane 3Lane 4Lane 5Lane 6
1st12119876
2nd986543
3rd764321

How to Bet

Starting with the first player (the one whose scoring token is on top of the stack) and going clockwise, each player takes 1 of their betting tokens and places it face up in front of him. You cannot bet on a sheep that has already been chosen during this round of betting.

All players then bet on 2 other sheep by placing their matching betting tokens face down next to the visible token. You are not limited when placing hidden bets: you may bet on a sheep chosen by another player in the first round of betting.

Set your other 3 betting tokens aside for the rest of the race (face down).

3. Race

Once all the bets have been placed, the race can begin!

Players take turns, starting with the first player and going clockwise. On your turn, you must perform 2 actions in order: Select a Sheep and then Move a Sheep. Players continue taking turns, in order, to select and move sheep until the race ends (see "Scoring").

Selecting a Sheep

The selection action determines which sheep you will move. Roll the 2 dice (1-2-3-4-5-6 and 1-2-3-0-0-0) and add the values together. The total is the lane number of the sheep you will move.

If the result is "7", you move the sheep in Lane 6; if it's "8", the sheep in Lane 5; and if you roll "9", you move the Lazy Sheep.

The Lazy Sheep

The Lazy Sheep is the sheep furthest back (farthest from the Finish Line). If there are 2 sheep in the same row, the Lazy Sheep is the one in the highest numbered lane.

The Lazy Sheep is moved if:

  • the die roll total is 9;
  • the die roll indicates an exhausted sheep in the End Zone; or
  • the die roll indicates a sheep that has already crossed the Finish Line.

Moving a Sheep

You may only move the selected sheep straight ahead along its lane. You may not change lanes. The number of spaces the sheep may move depends on the sheep's "breath".

Each sheep has two characteristics:

  • breath, the sheep's stamina and energy, indicated by the breath cubes on the sheep card; and
  • pace, the speed the sheep can move, indicated by the 3 numerical values on the sheep card (slow, normal, or fast pace), or by the value zero (rest). Depending on the pace chosen, the sheep uses its breath (you will remove cubes from the card and place them in the reserve) or recovers its breath (taking cubes from the reserve to put back on the card).

Requeijao starts with 1 blue, 1 red, and 1 white cube. The numbers indicate how many spaces the sheep can move by spending blue, red, or white breath cubes. Requeijao will move 1 space if he chooses to walk, 2 if he decides to trot, or 6 spaces if he decides to gallop.

Paces:

  • slow (Walk) pace;
  • normal (Trot) pace;
  • fast (Gallop) pace.

You must choose 1 of the 4 paces for the selected sheep:

GALLOP: Move the sheep forward the number of spaces listed for the fast pace. The sheep must use 1 red breath cube or 2 blue breath cubes or 1 white breath cube.

TROT: Move the sheep forward the number of spaces listed for the normal pace. The sheep must use 1 blue breath cube or 1 white breath cube.

WALK: Move the sheep forward the number of spaces listed for the slow pace (always 1). The sheep either recovers 1 blue breath cube or uses 1 white breath cube.

REST: The sheep does not move and stays still on its space. The sheep recovers 2 blue breath cubes.

Red breath cubes are used for high speed, and blue can be used for long distances. White breath is the most versatile: using a white cube, a sheep can move with any of the three paces: gallop, trot, or walk. The use of the white cube can be fundamental for race tactics!

Special Cases

  1. A sheep cannot walk or rest (which allow it to get breath cubes back) if the number of breath cubes on the sheep card would be more than 3 at the end of the turn (regardless of color).
  2. If the selected sheep uses its last breath cube (and has no cubes left), the effect depends on which space the sheep ends its movement on:
    • Outside of the End Zone: the sheep will have to rest in a future turn to get breath cubes back before it can move again.
    • In the End Zone: the sheep is exhausted. Turn the sheep onto its back. That sheep cannot move for the rest of the race. If its lane is rolled, the Lazy Sheep moves instead.
  3. If the selected sheep is in the End Zone and it is not exhausted (it has breath cubes on it) and you choose the walk pace, the sheep moves either by using a white breath cube or without recovering any blue breath cubes.
  4. A sheep cannot rest in the End Zone.

4. Scoring

Assign the first, second, and third place to 3 sheep as they cross the Finish Line (or by position if all the sheep were exhausted - see below).

The race ends when either:

  • 3 sheep cross the Finish Line; or
  • all of the sheep still in the race are exhausted (if less then 3 sheep have crossed the Finish Line - even if no sheep made it!). In this case, the exhausted sheep closest to the Finish Line is first, then the next closest, and so on. If there is a tie (the number of spaces to the Finish Line is the same), the first sheep is the one in the lowest numbered lane.

Next, all players turn over their hidden betting tokens. Points are awarded according to Table 1. Award points starting with the first player and proceed clockwise.

Bonus Points

You can also earn bonus points for good betting:

  • Any player who bets on 2 winning sheep gains 1 bonus point.
  • Any player who bets on 3 winning sheep gains 3 bonus points.

Points are recorded on the scoring track: move your scoring token forward as many spaces as the points you have earned. If your token moves past the end of the scoring track, start over from the beginning after flipping your token to the "+100" side.

Place the sheep cards for the 3 winning sheep on the Winners' Podium on the game board (you will need them for the final race). Discard the cards for the three losing sheep.

Example: Nicholas has bet on sheep 1, 4, and 6. The order of the winning sheep is: 1st sheep in lane 4, 2nd sheep in lane 5, 3rd sheep in lane 1. Nicholas wins 8 points for the sheep in lane 4 (who came in first place) and 7 points for the sheep in lane 1 (who came in third). No points are awarded for the sheep in lane 6. His score for betting is 15 points. He also gets 1 bonus point for betting on 2 winning sheep. His final score for this race is 16 points.

The Second Semifinal Race

The second semifinal race is divided into the same four phases:

1. Assign Lanes

  1. All players take back all 6 of their betting tokens.
  2. Return all of the breath cubes to the supply.
  3. Place the 6 sheep miniatures on the numbered spaces from 1 to 6 on the game board.
  4. Turn over the 6 remaining sheep cards next to the 6 lane tiles.
  5. Place on each face up sheep card the number of red, blue, and white breath cubes shown.

2. Place Bets

The new first player is the first in the ranking after the first semifinal. Starting with the first player and going clockwise, players bet in the same way as in the first semifinal.

3. Race

As in the first semifinal, players take turns going clockwise, starting with the first player. The second semifinal is run with the same rules as the first semifinal.

4. Scoring

At the end of the race, award points and keep the winning sheep cards and discard the 3 losing sheep, just like in the first semifinal.

The Final Race

For the Final race, you will use the 2 dice with values 1-2-3-4-5-6 and 2-0-0-0-0-0.

This race is also divided into four phases:

1. Assign Lanes

  1. All players take back all 6 of their betting tokens.
  2. Return all of the breath cubes to the supply.
  3. Place the 6 sheep miniatures on the numbered spaces from 1 to 6 on the game board.
  4. Place the sheep cards for the 6 winning sheep next to the lane tiles in this order:
    • Lane 6: The 1st place sheep from the 1st semifinal race.
    • Lane 5: The 1st place sheep from the 2nd semifinal race.
    • Lane 4: The 2nd place sheep from the 1st semifinal race.
    • Lane 3: The 2nd place sheep from the 2nd semifinal race.
    • Lane 2: The 3rd place sheep from the 1st semifinal race.
    • Lane 1: The 3rd place sheep from the 2nd semifinal race.
  5. Place on each sheep card the number of red, blue, and white breath cubes shown.

2. Place Bets

For the final race, each player places 2 hidden bets (only). All players choose 2 of their betting tokens at the same time, and places them face down in front of them. Only the winning sheep will payoff for bets in the final race, as shown on Table 2:

Table 2 — Final Bet Payoffs (1st place only, by lane 1-6)

Lane123456
1st181716151413

3. Race

The new first player is the first in the ranking after the second semifinal. Then proceed clockwise.

In the final race, you will use the following two dice: 1-2-3-4-5-6 and 2-0-0-0-0-0. Otherwise, the rules are the same as for the two semifinals. The only difference is that a different die makes the outcome more unpredictable!

4. Announcement of the Winner

The final race ends as soon as the first sheep crosses the Finish Line. If all of the sheep are exhausted in the End Zone, the winner is the sheep closest to the Finish Line (in case of a draw, the winner is the sheep in the lowest numbered lane).

Starting from the first player and going clockwise, each player adds any points they won from their bets.

The winner of The Sheep Race is the player with the highest score! In case of a tie, the winner is the player whose token is on top of the others.