The Sheep

Player Aid

DAY

Skip steps 1 and 2 on the first Day.

  1. Refresh Step: Flip all Equipment, Curses, Traits, and Lanterns face-up.
  2. Event Step: Reveal a Day Event card and follow its instructions.
  3. Caravan Step:
    1. Perform each Caravan's board action (if any).
    2. If Caravans remain in town, place one on the Start zone.
    3. Move each Caravan 2 spaces toward the Finish
      • Closest one to the Finish moves first
      • A Sheep in a space costs 1 space of movement.
      • Caravans stop if they would enter a space with another Caravan.
  4. Action Step (any order, any number of times):
    • Move up to 3 spaces (only once per Day).
    • Purchase Equipment from a Caravan on your space.
    • Use Abilities (Exhaust card or token to activate).
    • Spend Lanterns on Day Abilities:
      • Boost Damage -- Add +1 to an attack
      • Purify Essence -- Pay 1 Essence to gain 1 XP
    • Give Essence to a Shepherd on your space.
    • Attack Sheep.

NIGHT

  1. Event: Reveal a Night Event card and follow its instructions.
  2. Pollution Step:
    1. Increase the Pollution Meter by the amount on the Night Event card.
    2. Players may collectively spend Lanterns equal to the current Pollution Tracker value to avert Pollution.
    3. If not averted:
      • If fewer than 3 Pollution tiles: place a new Pollution tile Minor side up.
      • If 3 tiles and at least one is Minor: flip a Minor tile to its Major side.
      • If 3 Major tiles: you lose.
      • Reset the Pollution Tracker to the lowest slot.
    4. Perform each Pollution tile's effect in the order they appeared.
  3. Flock Step:
    1. Flip the top Mutation card.
    2. Draw a Flock card and add Sheep to each listed Spawn. (Reshuffle if empty.)
    3. Move each Sheep up to 3 spaces toward the nearest Caravan. Tie-breaking priority:
      1. Closest Caravan to the Finish.
      2. Space without a Shepherd.
      3. Players choose.
  4. Action Step (any order, any number of times):
    • Use Abilities (Exhaust card or token to activate).
    • Spend Lanterns to move 1 space per Lantern.
    • Give Essence to a Shepherd on your space.
  5. Combat Step:
    1. Each Shepherd may:
      • Attack Sheep on their space
      • Use combat Abilities
      • Spend Lanterns to distract Sheep
      • Spend Lanterns to boost damage
    2. Each Sheep strikes one target in its space. Priority order:
      1. A Shepherd who spent a Lantern to Distract Sheep this turn.
      2. A Caravan.
      3. A Shepherd who has not Distracted Sheep.
      4. Players choose if multiple valid targets exist at the same priority.

Attacking Sheep

Lantern Abilities

ActionWhenEffect
Purify EssenceDayPay 1 Essence to gain 1 Experience
Boost DamageDay or NightAdd +1 damage to an attack
MoveNightMove 1 space
Distract SheepNight, during CombatNext Sheep strike hits you instead of the Caravan
Avert PollutionNightContribute toward averting Pollution

Traits and Experience

Purify Essence (spend a Lantern) to gain Experience. When your Experience meter overflows, choose a Trait of that level and slot it into your board. Level II Traits include a persistent effect active even when Exhausted.

Trait LevelHand Limit
Level I3
Level II4
Level III5