The Sheep

Player Aid

DAY

Skip steps 1 and 2 on the first Day.

  1. Refresh: Flip all Equipment, Curses, Traits, and Lanterns face-up.
  2. Event: 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 to Finish moves first). A Sheep in a space costs 1 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.
    • 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. If averted, skip steps c and d.
    3. If not averted:
      • Fewer than 3 tiles: place a new Pollution tile (Minor side up).
      • 3 Minor tiles: flip one to its Major side.
      • 3 Major tiles: you lose.
      • Reset the Pollution Tracker to the lowest slot.
    4. Resolve each Pollution tile's effect in order placed.
  3. Flock Step:
    1. Flip the top Mutation card.
    2. Draw a Flock card and add Sheep to each listed Spawn (use your player count column).
    3. Move each Sheep up to 3 spaces toward the nearest Caravan.
    4. If the Flock deck is empty, reshuffle all Flock 3 discard cards into a new deck.
  4. Action Step (any order): Use Abilities, spend Lanterns, give Essence.
  5. Combat Step:
    1. Each Shepherd may attack Sheep on their space, use combat Abilities, and spend Lanterns to Distract.
    2. All surviving Sheep strike back.

Combat

Exhaust an Equipment or Curse card to deal its damage icons to one Sheep on your space. Each icon = 1 damage. Kill a Sheep by dealing damage equal to or greater than its Health.

Weakness: That damage type deals +1. Immunity: That damage type deals 0. Lantern damage is never modified by Weakness or Immunity.

Killing a Sheep earns Essence: Lesser = 1, Standard = 2, Greater = 3. No Essence for kills during the Day.

During the Day, Sheep have less Health, and overkill damage can splash to another Sheep in the same space.

Sheep Strike Back

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.

Players choose if multiple valid targets exist at the same priority.

Sheep Movement

Sheep move 3 spaces toward the nearest Caravan. Tie-breaking priority:

  1. Closest Caravan to the Finish.
  2. Space without a Shepherd.
  3. Players choose.

Lantern Abilities

ActionWhenEffect
Boost DamageDay or NightAdd +1 damage to an attack (once per attack)
Purify EssenceDayPay 1 Essence to gain 1 Experience
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
None3
Level I3
Level II4
Level III5