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Wilki i Owce (zawiera dodatek Grube Ryby) thumbnail

Wilki i Owce (zawiera dodatek Grube Ryby)

Wilki i Owce (zawiera dodatek Grube Ryby) Rulebook

Table of Contents

Table of Contents

  • Goal of the Game
  • Contents of the Box
  • What Does the Box Contain?
  • Setup
  • Start of the Game
  • Matching Tiles
  • Right to Draw Several Tiles
  • Showing Your Colour
  • Wolf
  • Hunter
  • Placing Wolves and Hunters
  • Out of Sheep
  • End of the Game
  • Counting Sheep
  • Bonuses
  • Winner of the Game
  • Time-Limited Game
  • Two-Player Game
  • Tactical Tips
  • Grube Ryby Expansion (Big Fish)
    • Goal of the Game
    • What Does the Expansion Contain?
    • Setup
    • Pond
    • Fisherman
    • Fishing Guard
    • Placing Fishermen and Guards
    • Scoring

Goal of the Game

Each player is a shepherd. He looks after a flock made up of black, yellow, red or blue sheep. The goal of the player is to fence in as many sheep as possible and protect them from the hungry wolves.

Contents of the Box

The box contains:

  • 77 basic tiles,
  • 32 expansion tiles,
  • a cloth bag,
  • the rulebook.

The expansion Grube Ryby (Big Fish) is included in the box alongside the basic game "Wilki i owce". It consists of 32 tiles with pieces of a pond. Use it only once you know the rules of "Wilki i owce" well. The rules of Grube Ryby are described at the end of this rulebook.

What Does the Box Contain?

When you open the box you will find 9 special tiles. They are described below. Set them aside.

  • 1 village tile (identical on both sides) with a fountain in the middle.
  • 4 "?" tiles (on one side a question mark, on the other a shepherd with four sheep).
  • 4 marker tokens showing a shepherd with a sheep and a lamb (identical on both sides).

Put all the remaining tiles into the bag and mix them well.

Setup

Place the village tile in the middle of the table.

Give each player a "?" tile, question mark facing up. Each player turns over his tile to see what colour he is, but does not reveal it to the other players... for now.

Set the marker tokens aside.

Each player draws 4 tiles from the bag, so that the other players cannot see them.

The illustration shows how to hold the tiles so that you can see both sides of them yourself, while they remain invisible to the other players.

Start of the Game

The game is started by the player who was last in the village. If the game is played in a village, the player who has lived in the village the longest starts. If he has a tile that matches the starting tile (it contains a piece of village), he places it against the matching edge and draws the next tile from the bag.

If he has no matching tile, he must pause and may not take another tile from the bag.

Matching Tiles

The other players, in clockwise order, add matching tiles to the tiles lying on the table. Two tiles match when the two adjoining edges show:

  • pieces of village,
  • forests,
  • sheep of the same colour.

Right to Draw Several Tiles

If a player places a tile that matches two or more tiles lying on the table, he may draw from the bag as many tiles as the number of edges that were matched. So if he matched the tile with two edges, he draws two new tiles; with three edges, three tiles; and so on.

In the situation shown in the illustration, the player must have a tile with a part of a village at the top and a yellow sheep on the left side. Such a tile can be matched on the edges marked with red arrows, and because of its position he may draw two tiles from the bag instead of one.

Adding further tiles creates a landscape with villages, forests and flocks of sheep.

Showing Your Colour

A player may at any moment (even during the move of one of his opponents) reveal the colour of his sheep by saying the name of that colour aloud and turning over his "?" tile at the same time. The player revealing his colour places this tile, with the shepherd facing up, and draws from the bag as many tiles as the number of edges with which he matched it. Then he places one more tile, the bonus tile, and draws from the bag the appropriate number of tiles.

Since he has now revealed which colour he is playing, he takes the marker token in that colour and places it in front of himself.

If a player decides to reveal his colour just before his own move (or just after his own move), he places in turn three tiles: the tile with the shepherd, the bonus tile, and the tile of his turn (his normal move). The marker token of his colour is taken as described above.

Wolf

Meadows adjoining a forest are safe, provided there is no wolf in the forest. A wolf tile may be added to a forest tile in which there is no hunter.

The wolf is dangerous to sheep on meadows adjoining the forest in which it is. If two forest areas are joined, one containing a wolf and the other a hunter, the wolf loses its strength and the meadows adjoining that forest become safe.

There may be more than one wolf in one forest.

There are 4 wolf tiles.

Hunter

A hunter tile may be placed in a forest to protect the forest from wolves (a wolf may not be introduced into a forest in which there is a hunter), or to drive a wolf out of a forest. The hunter tile is placed on top of the wolf tile, and in this way the wolf ceases to be a threat. If there is more than one wolf in the forest, every wolf must be covered by a hunter tile so that the meadows adjoining the forest are safe.

There are 4 hunter tiles.

Placing Wolves and Hunters

A player may add wolf and hunter tiles at any moment, not only during his own move. A player who wants to place such a tile (or tiles) must announce it, stating how many such tiles he wants to place and in what order.

Example: The player says "Wolf and hunter", then places first one wolf tile and then one hunter tile. After placing a wolf or a hunter tile, the player draws from the bag the appropriate number of tiles, just as when adding any other tile, and the game resumes at the point where it was interrupted. If the player placed the wolf or the hunter directly before his own move, then after completing the actions connected with the tile he placed, he makes his normal move.

Out of Sheep

When the bag runs out of tiles, the game continues. Players add tiles, regardless of how many they have, until none of them can or wants to add any more.

End of the Game

The game ends when the players no longer have any matching tiles, or do not want to add any of the tiles they hold.

Counting Sheep

When the game ends, each player counts how many sheep are on his largest fenced, safe (wolf-free) meadow. Only a meadow that is surrounded on every side by a fence or a forest counts. Smaller meadows are taken into account only if the largest meadows of two or more players have the same number of sheep.

Meadows adjoining a forest count only if there are no wolves in that forest, or if there are wolves but they are under the control of hunters.

Bonuses

A player may stop adding tiles when he decides that additional tiles will neither improve his result nor harm his opponents. Players who stop adding tiles receive bonuses:

  • The player who finishes playing first (voluntarily or because of the lack of tiles) receives an additional 6 points.
  • The second player receives 3 points.
  • The third player receives 1 point.

Winner of the Game

The winner is the player who in total scores the most points for sheep and bonuses. If two or more players score the same number of points, the second largest fenced and safe meadows are compared, and so on.

If all the subsequent meadows contain the same number of sheep, the game ends in a draw.

Time-Limited Game

The players may agree that each has a set time to make his move, measured with a stopwatch or an hourglass.

Two-Player Game

If two people take part in the game, each may play with two flocks (colours) of sheep. The game is then more tactical, because it is clear to whom all the colours belong. The result is decided by the sum of the sheep on the largest meadows of both of the player's colours.

Tactical Tips

Players may not only extend their own meadows, but also make the game harder for their opponents:

  • close off their not very large meadows,
  • place wolves in forests adjoining the opponents' meadows,
  • extend the opponents' meadows so that they cannot be fenced in.

They may also arrange tiles so as to create blocking layouts, which require adding tiles that are not in the set (for example tiles containing both a village and a forest), or tiles that have already been laid out.

Grube Ryby Expansion (Big Fish)

This expansion is included in the box and may be used only together with the basic game. Its rules are printed in the same booklet, after the basic rules.

Goal of the Game

The goal is the same as in the basic game: fence in as many sheep as possible. The expansion adds variety to the basic game and may be used only in combination with it. It introduces tiles with pieces of a pond: the edge of a pond acts as a fence.

What Does the Expansion Contain?

32 tiles with pieces of a pond.

Setup

Put the expansion tiles into the bag of basic tiles and mix them well. Then the game starts as usual.

Pond

A completed pond consists of several adjoining pieces of pond, surrounded by fences and forests. Every fenced pasture that touches a completed pond receives additional points for each fish swimming in the pond. Ponds must be defended from the fishermen.

Two fenced pastures with sheep of the same colour which together border the same closed pond are treated as one large pasture.

Example: The player places a tile closing a pond. In this way he joins two pastures of yellow sheep into one large pasture.

Fisherman

If a fisherman fishes in a pond, he catches all the fish and nobody receives any points for them.

The fisherman works in a similar way to the wolf in a forest.

There may be several fishermen within one pond.

Fishing Guard

The fishing guard protects the fish from the fisherman. A guard tile may be placed on a fisherman tile, and in this way the fisherman ceases to be a threat. It may also be played next to a pond as a precaution: no fisherman may join a pond patrolled by a guard.

Placing Fishermen and Guards

Analogous to the wolf and the hunter. A player may add fisherman and guard tiles at any moment, not only during his own move. A player who wants to place such a tile must announce it, stating how many such tiles he wants to place and in what order.

Example: The player says "Fisherman and guard", then places first one fisherman tile and then one guard tile. After placing a fisherman or a guard tile, the player draws from the bag the appropriate number of tiles, just as when adding any other tile, and the game resumes at the point where it was interrupted. If the player placed a fisherman or a guard directly before his own move, then after completing the actions connected with the tile he placed, he makes his normal move.

Scoring

Points are counted in the same way as in the basic variant, with the following differences:

  • fenced pastures that border a pond only partly are also taken into account (the edge of a pond is treated as a fence),
  • all fenced pastures touching at least one side of a closed pond receive additional points equal to the number of fish in that pond.

Note: If a pond has a fisherman in it and the pond is not protected by a guard, the fisherman catches all the fish in the pond, and no additional points are added.