Setup

Each player picks one color and gets all 5 tiles showing that sheep: their Sheeple. Take all unused Sheeple out of the deck.

Shuffle the deck and deal each player 3 tiles. (Each player should hold 8 tiles in total.)

Finally, place a random tile (faceup) on the table.

Objective

The game ends when all players are out of tiles. Highest score wins!

Gameplay

Take clockwise turns. On your turn, either PLAY or CHANGE, then draw 1 tile from the deck.

Play

Play a tile from your hand, faceup to the table.

If your tile connects multiple meadows (owned by different players), a conflict happens.

Examples of how (not) to play a tile.

Change

Discard 2 tiles from your hand to rotate an existing tile.

If this change connects multiple meadows (owned by different players), a conflict happens.

Explanation of how (not) to rotate an existing tile.

Conflict

Count the size of each meadow on different sides of the tile. Exclude the tile that caused the conflict itself.

The biggest meadow wins. All Sheeple inside the losing meadow(s) are turned facedown.

There can never be a single meadow claimed by multiple players. If the tile that caused the conflict contains a Sheeple of the wrong color, it’s also turned facedown.

Example of when conflicts occur and how to resolve them.

Scoring

You score for each enclosed meadow ( = fences on all sides) that contains a Sheeple of yours. Facedown tiles should be considered as “closed on all sides”.

So yes, you score each meadow only once, regardless of the number of Sheeple you have.

Visualization of how to score your meadows at the end of the game.

Upgrades

Once you’ve played the base game a few times, maybe you’re ready for some expansions or variants!

In these rules, the term “adjacent” always means horizontal or vertical, never diagonal.

Fuzzy Fences

This is a variant you can play with the same material. It’s much friendlier, as it allows bigger scores and multiple people to claim meadows.

The following rules change.

SCORING: When counting your final score,

PLACING & CONFLICT:

CHANGING: The change action also allows moving an existing tile (instead of rotating). Do so according to the following rules.

Visual examples of the major rules changes for this variant.

Personal Piles

This is a variant you can play with the same material.

During setup, equally distribute all tiles over facedown piles. Each player receives one such pile. They insert their own Sheeple into it and shuffle.

During gameplay, you only draw tiles from your own deck. Your hand limit is 6.

Optional: for a game with less conflict (but more tension and luck), include fewer Sheeple per player.

Wool Wolves

This expansion adds four special tiles with their own rules.

Wolf: When placed, you may move all adjacent tiles that have a sheep. Move them one step, to a tile that’s adjacent to them. (Yes, this may overlap existing tiles, even faceup ones.) Tiles that didn’t move are turned facedown.

Tree: When placed, you have a choice. Either rotate 2 tiles for free, or draw a tile (permanently increasing your hand size by 1).

Pond: All adjacent tiles with a sheep score +2 points. If there are no adjacent tiles with sheep, when placed, you may take one Sheeple of yours back into your hand.

House: This tile and all adjacent tiles cannot be rotated.

Due to the extra tiles, the maximum board size is raised to 10x10.