How to Play - Oh Sheep Cards...only one loser. To avoid losing, get rid of the cards in your hand as...

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DEFENDING ATTACKS PLAYTIME CONTENTS NO. OF PLAYERS AGES OBJECTIVE The goal of Oh Sheep is to not lose. There are no winners in this game, only one loser. To avoid losing, get rid of the cards in your hand as fast as possible. The last one with cards in their hand is the loser! 49 Cards 1 Oh Sheep Card 12 each, numbered 1-12: Business Sheep Kitchen Sheep Army Sheep Wolves 10 – 15 minutes 2 – 5 players 7+ RULES The defending player can choose to either defend or pass the battle entirely to the player on their left. See “Passing the Battle.” If they are unable to pass the battle or choose not to, they must defend the attack. To defend, the player starts by placing a higher value card of the same card type* (Army, Kitchen, Business, or Wolf) from their hand on top of the attacking card. ATTACKING The game is played until one person remains with cards in their hand. Each turn consists of two phases: the Combat Phase and the Draw Phase. HOW TO PLAY COMBAT PHASE 1 The attacking player places any card face up on the table. The defending player will have to defend or pass the battle. See “Defending Attacks” and “Passing the Battle.” During the battle, the player to the left of the defending player may also join the attack. See “Adding Attacks.” Each turn starts with a battle. The first player is the first “attacking player” and initiates an attack on the player to their left (the “defending player”). 5 12 Follow meee weeeee 5 12 Follow meee weeeee SETUP Remove all cards numbered 10-12 to speed up the game and increase fun. Place the Wolf-9 card at the bottom of the Draw Pile. For 3-5 players, remove the Wolf - 12 card from the deck and place it in the center of the table. (See Recommended Adjustments for 2-Player Game.) Place the rest of the deck on top of the Wolf-12 card to create the Draw Pile. Choose who goes first. We suggest the player who baahs the loudest or longest takes the first turn. The game will proceed in a clockwise direction. RECOMMENDED ADJUSTMENTS FOR 2-PLAYER GAME Shuffle the deck and deal 7 cards to each player face down. Players are free to look at their hand. If the defending player is able to accomplish this for every attack card, the battle has failed. Go to “Ending the Combat Phase.” Remember that the defending card(s) need to be both the same card type and of a higher number.* * All Sheep-8 Cards have the ability to defend against any sheep attack card 7 or lower. Wolf cards can also be used to defend against sheep attacks. See “Wolf Cards.” 5 5 12 Follow meee weeeee 5 5 12 5 3 WORLD PEACE BEGINS WITH INNER PEACE The player to the left of the defending player may join the battle. In order to add more attacks, the original attacking player and the other attacking player may place other cards on the table that match the numerical value of any cards (attacking or defending) that are on the table. ADDING ATTACKS 5 12 12 12 These additional attacking cards will be placed face-up next to the original attacking/defending cards, effectively starting new independent attacks. If the defending player can defend all of the new attacks, they can choose to place cards according to the “Defending Attacks” rules. However, any new defending card can be used to initiate additional attacks. If the defending player can’t beat these new attack cards, or chooses not to try, the battle has succeeded. Go to “Ending the Combat Phase.” AMOUNT OF ATTACKS The amount of attacks that can be played against the defending player will be equal to the number of cards in the defending player’s hand at the start of the Combat Phase or 7, whichever is lower. 12 12 5 12

Transcript of How to Play - Oh Sheep Cards...only one loser. To avoid losing, get rid of the cards in your hand as...

Page 1: How to Play - Oh Sheep Cards...only one loser. To avoid losing, get rid of the cards in your hand as fast as possible. The last one with cards in their hand is the loser! 49 Cards

DefenD ing atta ck s

Playtime

contents

no. of Players ages

objectiveThe goal of Oh Sheep is to not lose. There are no winners in this game, only one loser. To avoid losing, get rid of the cards in your hand as fast as possible. The last one with cards in their hand is the loser!

49 Cards1 Oh Sheep Card12 each, numbered 1-12:Business Sheep Kitchen Sheep Army Sheep Wolves

10 – 15 minutes2 – 5 players 7+

rule s

The defending player can choose to either defend or pass the battle entirely to the player on their left. See “Passing the Battle.” If they are unable to pass the battle or choose not to, they must defend the attack.

To defend, the player starts by placing a higher value card of the same card type* (Army, Kitchen, Business, or Wolf) from their hand on top of the attacking card.

atta ck ing

The game is played until one person remains with cards in their hand. Each turn consists of two phases: the Combat Phase and the Draw Phase.

How to P lay

combat PHa se1

The attacking player places any card face up on the table. The defending player will have to defend or pass the battle. See “Defending Attacks” and “Passing the Battle.”

During the battle, the player to the left of the defending player may also join the attack. See “Adding Attacks.”

Each turn starts with a battle. The first player is the first “attacking player” and initiates an attack on the player to their left (the “defending player”).

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meeeweeeee

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s e tuP

Remove all cards numbered 10-12 to speed up the game and increase fun. Place the Wolf-9 card at the bottom of the Draw Pile.

For 3-5 players, remove the Wolf - 12 card from the deck and place it in the center of the table. (See Recommended Adjustments for 2-Player Game.)

Place the rest of the deck on top of the Wolf-12 card to create the Draw Pile.

Choose who goes first. We suggest the player who baahs the loudest or longest takes the first turn. The game will proceed in a clockwise direction.

re commenDeD aD ju stments for 2-Player game

Shuffle the deck and deal 7 cards to each player face down. Players are free to look at their hand.

If the defending player is able to accomplish this for every attack card, the battle has failed. Go to “Ending the Combat Phase.”

Remember that the defending card(s) need to be both the same card type and of a higher number.*

* All Sheep-8 Cards have the ability to defend against any sheep attack card 7 or lower. Wolf cards can also be used to defend against sheep attacks. See “Wolf Cards.”

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worlD Peace begins

witH inner Peace

The player to the left of the defending player may join the battle. In order to add more attacks, the original attacking player and the other attacking player may place other cards on the table that match the numerical value of any cards (attacking or defending) that are on the table.

aDD ing atta ck s

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These additional attacking cards will be placed face-up next to the original attacking/defending cards, effectively starting new independent attacks.

If the defending player can defend all of the new attacks, they can choose to place cards according to the “Defending Attacks” rules. However, any new defending card can be used to initiate additional attacks.

If the defending player can’t beat these new attack cards, or chooses not to try, the battle has succeeded. Go to “Ending the Combat Phase.”

amount of atta ck s

The amount of attacks that can be played against the defending player will be equal to the number of cards in the defending player’s hand at the start of the Combat Phase or 7, whichever is lower.

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Page 2: How to Play - Oh Sheep Cards...only one loser. To avoid losing, get rid of the cards in your hand as fast as possible. The last one with cards in their hand is the loser! 49 Cards

Pa s s ing tHe battleIf the defending player has a card with the same numerical value as the card used to attack them, the defending player can place it next to the attacking card and move the battle to the player on their left, who then becomes the defending player.

Once the battle stops passing, the maximum amount of attacks will be based on the new defending player’s hand size, and the attacking players will be updated to the two players sitting next to the new defending player.

The new defending player can either defend or also pass the battle left if they also have a card with the same numerical value as the attacking card.

enD ing tHe game :

Once the Draw Pile is gone, the end is near and play starts to speed up without the Draw Phase. As the Combat Phase continues, players will start to run out of cards. Once a player is out of cards in their hand, they can breathe a sigh of relief, knowing they have not lost. The last player with cards in their hand is the loser.

Each turn ends with the Draw Phase. Players will draw cards from the Draw Pile until everyone has 7 cards in their hand. The order of drawing starts with the player who attacked first this turn, followed by the player who attacked next, and so forth. The last player to draw is this turn’s defending player. If a player has 7 or more cards in their hand, they do not draw during this phase. If the Draw Pile is gone, then the Draw Phase ends and is skipped going forward.

Draw PHa se2

A defending player can only pass the battle at the beginning of the Combat Phase before they start to defend against any attacks. In other words, once a defending player places a card down to defend against an attack, the option to pass the battle has been forfeited.

enD ing tHe combat PHa se

There are three ways the for the Combat Phase to end:

If the defending player defends all attacks, the battle has failed. All cards used during this turn are moved to the discard pile.

If the defending player can’t or doesn’t want to defend all the attacks, the battle has succeeded. The defending player must pick up all the cards on the table that were used for attacking and defending this turn and add them to their hand. This can be done by the defending player at any given time during the battle to end the Combat Phase. The defending player then forfeits their upcoming turn to the next turn player (the person to the left of the original defending player).

If a player plays a Wolf-2/5/8 card for its special ability (not as an attack defense), the Combat Phase immediately ends. Cards in play are moved to the discard pile and turn order is reversed.

Wolf cards are wild! They are very powerful when defending or attacking.

Sheep cards are pretty tame, but some have special abilities.

Wolf cards can be used for one of two purposes, but not both:

1. They can be used to attack or defend.2. They can be used for the special effect written on the card. Once a card is used for its effect, it is placed into the Discard Pile.

Sheep-1 cards can be used to defend against any Wolf card, or they can negate the effect of a Wolf card with special abilities (numerals 1-9)

• If used to negate a Wolf card’s effect, it will go to the discard pile.• If used to negate a Wolf card’s effect while defending, then the maximum number of attacks gets reduced by 1.

Sheep-5 cards can be used when Adding Attacks without matching the numeral values currently on the table.

Sheep-8 cards can be used to defend against any sheep attack card 7 or lower.

The Oh Sheep card can be used [when?] to force one player to pick up all the Sheep cards in the discard pile (Wolf cards stay in the discard pile).

Wolf cards can be used for the special effects listed on the card at any time by any player while in their hand (does not have to be someone actively attacking or defending).

Wolf-1/4/7 cards can be used when Adding Attacks without matching the numeral values currently on the table. In addition, it can come from any player (not just those adjacent to the defending player).

Wolf-2/5/8 cards can be used by any player to stop a battle. The Combat Phase immediately ends. Cards in play are moved to the discard pile and turn order is reversed. The new attacking player will be the person to the right of the previous attacking player and all turn order rules will be reversed until another Wolf-2/5/8 card is played.

Wolf-3/6/9 cards can be used to redirect the attack to another player who has at least as many cards in their hand as there are undefended attacks in the current battle.

Example: The defending player has defended one attack but is now faced with 3 more attacks. They play a Wolf-3/6/9 card for its ability to redirect the attack, but they must choose someone who has at least 3 cards in their hand.

Example: If a defending player is attacked with an Army Sheep-12, they can defend with a Wolf-2

Wolf cards can defend against any sheep card types (Army, Business, and Kitchen), regardless of the sheep card’s numerical value. However, to defend against another Wolf card, the defending player must use either a Wolf card with a higher numerical value or a Sheep-1 card for its special ability.

wolf carD s

sHeeP carD s

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