S H E E P A Bard Game Rules Authred by Jeremy Welch 2007 Intrductin Stry Have yu ever played a typical 2 player bard game and wished yu culd include a third friend? "Sheep" may be fr yu. Its a simple game that tells the stry f a Shepherd trying t herd Sheep befre the Wlf has them fr dinner. Game descriptin "Sheep" is an asymmetrical bard game where the gals fr each player differ and game play takes arund 15 minutes. General curse f play SSW. Sheep, Shepherd, Wlf, Sheep Shepherd, Wlf,etc. Play always rtates like this and typically in a clckwise fashin arund the table. Gal (Hw t win) Sheep Eat all the grass pieces befre running ut f Sheep. Shepherd Save mre sheep in the safety f the pen than the wlf eats. Wlf Eat mre sheep as they crss the field than the Shepherd saves.
Game Cmpnents Game Bard Game Pieces Sheep Shepherd Wlf Cmpass
Setting up the game Laying ut the game cmpnents The bard has tw pens n ppsite crners and 9 evenly distributed pieces f grass. Placement is imprtant and will change game result s the bard has markings fr the pens and the grass. The 7 Sheep start in ne pen and the Shepherd begins at the frnt f the ther. Finally the Wlf gets placed in the crner f the bard t the left f the Shepherd's pen. Wh plays first First the Sheep all mve, then the Shepherd and finally the Wlf. Play cntinues in this rder until ne side wins. Turn Order Sheep Turn Any frightened Sheep take an unrestricted 1 step mve befre regular mvement. Every sheep mves a 1 step regular mvement. If the cmpass piece is n the bard Sheep may nly mve in the directins displayed. Any Sheep that are eaten r in the safety f the Shepherd's pen may n lnger mve. Any sheep that reaches r wuld pass a grass piece with its step stps n the grass. The sheep player cllects any piece f grass that a sheep is standing n, remves the cmpass piece frm the bard and returns it t the Shepherd at the end f their turn. If all grass is cllected the game ends and the sheep win.
Shepherd Turn Every turn the Shepherd gets t d any tw actins. "Mve" may be used twice. Mve Herd Scare Pssible Actins Mve the Shepherd piece ne step. If a sheep piece is in prximity f the Shepherd the Shepherd may make a mve that brings the sheep with him fr that step. After this mve the Sheep are aligned behind the Shepherd ppsite f the side the wlf is n. Place the cmpass piece n the bard t restrict Sheep mvement in their next turn. If the Wlf is within a 2 step radius f the Shepherd he may send the Wlf back t the starting psitin. Gather Any Sheep within 1 step f the pen entrance gets pulled int the pen. If the Shepherd has cllected 4 r mre Sheep in the pen and all sheep are ut f play the Shepherd wins. Wlf Turn The Wlf may creep r dash but never int either pen. Creep Wlf mves 1 step in any directin. Dash Wlf mves 2 steps in any directin but frightens nearby sheep. If, during the curse f any step, the wlf reaches a sheep the wlf stps in that psitin, ends that step and cllects the Sheep, upside dwn in his crner. This Sheep is eaten and ut f play. Since a Wlf may nly have a maximum f 2 steps it may never eat mre than 2 Sheep per turn. If the Wlf chse t Dash any sheep in a 1 step radius t its stpping pint becme frightened. If the Wlf has cllected 4 r mre Sheep and all sheep are ut f play the Wlf wins. Strategy tips fr beginning players Remember that yur enemy's enemy can be yur friend. Single turn alliances can help. As sheep, fcus n spreading ut and cllecting all the hardest t reach grass. As the Wlf, beware the distance frm which the Shepherd may scare yu frm. As the Shepherd, the cmpass is ften yur strngest actin as it guides all Sheep
Glssary ACTION The Shepherd has many chices but nly 2 actins per turn. COMPASS CREEP DASH This is the piece the Shepherd uses t restrict Sheep mvement. When the Wlf mves 1 step in any directin. When the Wlf mves 2 steps in any directin but frightens nearby sheep. FRIGHTENED When the Wlf appraches the Sheep t quickly they receive an unrestricted bnus mve. GATHER HERD MOVE PEN PROXIMITY SCARE STEP When the Shepherd uses an actin t pull Sheep int the pen When the Shepherd uses an actin t place the cmpass piece n the bard and restrict Sheep mvement. When a player mves their tken r ends their turn they use the measuring piece. The place where the Sheep begin r where the Shepherd is trying t mve the sheep. The Wlf may nt enter either pen. When a Sheep is within a 1 piece radius f the Shepherd we say that it has prximity. When the Shepherd uses an actin t send the Wlf back t the starting psitin. The universal mvement created by the measuring piece.