Player Aid
Skip steps 1 and 2 on the first Day.
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.
Each Sheep strikes one target in its space. Priority order:
Players choose if multiple valid targets exist at the same priority.
Sheep move 3 spaces toward the nearest Caravan. Tie-breaking priority:
| Action | When | Effect |
|---|---|---|
| Boost Damage | Day or Night | Add +1 damage to an attack (once per attack) |
| Purify Essence | Day | Pay 1 Essence to gain 1 Experience |
| Move | Night | Move 1 space |
| Distract Sheep | Night, during Combat | Next Sheep strike hits you instead of the Caravan |
| Avert Pollution | Night | Contribute toward averting Pollution |
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 Level | Hand Limit |
|---|---|
| None | 3 |
| Level I | 3 |
| Level II | 4 |
| Level III | 5 |