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Livestock Uprising

Livestock Uprising Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
    • Command Cards
  • Board Setup
    • Player Count
    • Starting Board
    • Barn Placement
    • Final Board
    • Place Generals
    • Turn Order
  • Action Phase
    • Move
    • Attack
    • Barns
    • Attacking
      • Attack
      • Defense
    • Battle Resolution
    • Casualties
    • No Defense
  • Harvest Phase
    • Ability to Harvest
    • Resources
  • Marshaling Phase
    • Troops
    • Special Forces
    • Maximum Units
    • Transfering Units
  • End Game
    • Super Army
  • Super Army Rules
  • Winning

Components

The game contains the components shown below.

  • 12 General Cards
  • 50 Troop Cards
  • 12 Special Force Cards
  • 18 Command Cards
  • 4 Troop Recruitment Buy Cards
  • 4 Special Forces Buy Cards
  • 125 Resource Tokens
  • 12 Army Tokens
  • 64 Board Tiles
  • 4 Dice
  • 4 Battle Boards (for use with the Super Army)

Setup

Each player chooses a faction and collects the corresponding cards. Note that the backs of the cards indicate the faction. Each faction has 3 Generals, 3 Special Forces, and 2 Recruitment cards.

Shuffle the Command Cards, deal 3 to each player, and discard the rest. Player setup should look similar to the following.

Face up in front of Player: 3 General Cards, and the Recruitment Cards (the Troop Recruitment card and the Special Forces Recruitment card).

In Player's Hand: 3 Special Forces Troop Cards and 3 Command Cards.

Command Cards

Each player is dealt 3 Command Cards. These cards have special rules and bonuses that impact gameplay. A player may play one or more of their Command Cards at any point during their turn. Once the card is played it is removed from the game. Some Command Cards may be played out of turn; refer to the card itself for specifics on how to play it.

Board Setup

Separate the colored barns from the rest of the tiles and give one to each player based on their faction color: blue is for Chickens, red is for Cows, green is for Goats, and black is for Pigs. Discard any unused barns. Turn the rest of the tiles face down on the table.

Player Count

The backs of the tiles have numbers. Count the number of players and keep all of the tiles with this number or lower on the back. For example: if there are 3 players select all of the tiles that have the number 3 and the number 2 on the back. Discard the rest of the tiles.

Starting Board

Leave all of the tiles face down and shuffle them around. Randomly pick tiles and turn them over to form a square grid for the starting board. The grid size is determined by the number of players:

PlayersStarting Grid Size
23x3
33x3
44x4

Barn Placement

All players now choose a location to place their Barn. Barns must be placed adjacent to one of the existing tiles on the starting board. Diagonal placement is not allowed.

When placing their barn players should consider nearby resources, obstacles, and proximity to neighbours.

Final Board

The final board will vary in size based on the amount of players:

PlayersFinal Grid Size
25x5
37x7
48x8

Continue picking random tiles and fill in the starting board to the final grid size. Fill in the perimeter of the starting board, then fill in the final perimeter to complete the board.

Place Generals

Each player has 3 tokens that represent each of their Generals. Once the board is complete, the Generals are placed on top of their barn.

Turn Order

Choose a random player to go first. A player's turn follows the order: Action Phase, Harvest Phase, Marshalling Phase. Each player completes all phases of their turn before play goes to the next player to the left.

Action Phase

In the Action Phase a player may Move or Attack with each of their Generals (in any order). Players may choose not to take an action with any or all of their Generals.

Move

A player may move each of their Generals one square in any direction. Generals cannot move into forest tiles, lake tiles, or other player's barns. Generals do not have to move and may stay at the current location. A tile may only be occupied by one General at a time.

Action options for the Chicken: Move in green, Attack in red.

Attack

If a General moves into a tile occupied by another General an attack is triggered.

Barns

A player's barn cannot be attacked by opponents. A player may move any number of their Generals into their own barn.

Attacking

Troop Cards have attack and defense points which are indicated by the orange and blue icons at the top of the card.

Attack

The attacking General totals the orange attack numbers on all of its Troop Cards. The attacker then rolls a single die and adds this to the total. This is the attack strength.

Note that a General must have at least 1 Troop Card, with 1 or more attack points in order to attack.

Defense

The defending General totals the blue defense numbers on all of its Troop Cards. The defender then rolls a single die and adds this to the total. This is the defense strength.

Printed example: Attacker (Billy) with 3 attack points from its Troop Cards against Defender (Truffle) with 4 defense points from its Troop Cards; each side adds one die roll.

Battle Resolution

  • Tie: If the attack and defense strengths are the same, nothing happens and both Generals stay at their original locations.
  • Attacker Wins: The defender takes a casualty by discarding a Troop Card of their choice from under their defending General. The defender must retreat by moving their token to an empty adjacent tile. The attacking General now moves into the defender's original location. If the defending General is unable to retreat to an empty tile they move to the attacking General's original tile.
  • Defender Wins: Both Generals stay at their original locations. The attacker takes a casualty by discarding a Troop Card of their choice from under their attacking General.

Regardless of the outcome, the attacking General cannot move or attack again.

Casualties

When a Troop Card is chosen as a casualty, the card is returned to the deck and can be marshaled (purchased) again by any player. When a Special Forces Card is chosen as a casualty it is removed from the game permanently, and cannot be marshaled again.

No Defense

If the sum of the defense points on a General's Troop Cards are zero, the General automatically loses the battle without rolling a die. Generals themselves cannot be used as casualties and are not removed from the game.

Harvest Phase

During the Harvest Phase the player may harvest resources from tiles that are occupied by their Generals. Resource tiles have an icon showing grass, hay, corn, a carrot, or an apple.

Ability to Harvest

In order to harvest a resource the General must have a Troop Card that grants the ability. Troop Cards have icons at the bottom indicating which resources they may harvest.

For example, an army must contain a Sheep Troop in order to harvest Hay. Note that Grass is an exception to this rule and may be harvested at any point without a corresponding Troop Card. Generals without Troop Cards can harvest Grass.

Each General may harvest a maximum 1 resource per turn.

Example in the printed rulebook: a General has a Sheep which allows it to harvest the Hay.

Resources

The player collects one token for each resource successfully harvested. The player spends these tokens to marshal Troops.

Marshaling Phase

During the Marshaling Phase a player may spend their harvested resources to marshal new units for their Generals. Note that players are not required to spend their resources and may keep unspent resources for as long as they wish.

Troops

The Troop Recruitment Card indicates the amount of resources required to marshal each Troop Card. Troop Cards are the same for all players, and a General may have any mixture of Troop Cards. Note that Troop Cards are limited and may not be available to marshal.

Troop Recruitment Card (cost in resources):

TroopCost
Sacrificial Sheep2 Grass
Dynamite Donkey1 Grass, 2 Hay
Bloodthirsty Llama1 Hay, 2 Corn
Berzerker Horse1 Corn, 2 Carrot
Ornery Oxen1 Carrot, 2 Apple

Special Forces

A player may also marshal Special Forces Cards. Each faction has 3 Special Forces Cards available for marshaling. These are unique units that are available to that faction only. The Special Forces Recruitment Card shows the resources required to marshal each Special Force. Note that Special Forces are limited - if they are chosen as a casualty in battle, they are removed from the game and cannot be marshaled again.

Special Forces Recruitment Card (Chicken, cost in resources):

Special ForceCost
Private Chugger1 Hay, 1 Corn
Corporal Claw1 Corn, 1 Carrot
Lieutenant Frizzle1 Carrot, 1 Apple

Maximum Units

A player may marshal as many units per turn as they wish provided they can pay for them. A marshaled unit is immediately placed under one of the player's Generals. Each General can have a maximum of 5 units under it. Units cannot be voluntarily discarded, they must be a casualty of a battle in order to be removed from the army.

Transfering Units

After a player has completed marshaling units, the last action they may take is to transfer a unit. Players may transfer a single unit between two Generals that occupy adjcent tiles on the board. The General that receives the Troop must have less than 5 units present.

End Game

At this point in the Rulebook you may begin playing the game. The following sections refer to the end game and can be referenced later.

Super Army

At any point in the game a player may choose to consolidate their Generals into a Super Army. This action immediately triggers the end game. To form a Super Army, a player must get all of their Generals into their barn and declare that they are becoming a Super Army. The player must now:

  • Spend any remaining resources to marshal units and discard the rest of their resources.
  • Discard all of their General Cards.
  • Move all of their Troop Cards together to form one large army.
  • Use the 1 star General token to represent the Super Army on the board.
  • Use the Battle Board to keep track of the Super Army's attack and defense totals: use the 2 star General to represent the attack strength and the 3 star General to represent the defense strength.
  • Draw 1 new Command Card.

Super Army Rules

The Super Army is very powerful and is used to win the game. It is subject to a few different rules:

  • It cannot harvest any resources.
  • It may move 2 tiles per turn.
  • The Super Army can enter other player's barns. If there are multiple Generals in a barn they act as a single General when defending.
  • It attacks and defends with two dice instead of one. Any 12 rolled with a Super Army is an automatic win, and any 2 rolled is an automatic loss.
  • When attacking or defending it causes 2 casualties.
  • When attacking, the Super Army destroys any General that does not have Troops. The General and its token are permanently removed from the game.
  • If a Super Army loses all of its units, the player is removed from the game.

A Super Army rolls 2 dice when attacking and defending.

Winning

The game is won by the last player standing.