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Raging Bulls: Further Afield

Expansion for Raging Bulls

Raging Bulls: Further Afield Rulebook

Table of Contents

Table of Contents

  • Components Required
  • The Aim of the Game
  • Starting Your Career
  • Additional Rules for the Further Afield Expansion
  • Cows (Fields E - H)
  • Holes (Fields I - L)
  • Trees (Fields M - P)
  • Game Examples
  • How Was Your Career?

Components Required

  • 3 Further Afield game pages.
  • Raging Bulls game page (and rules if you've forgotten them).
  • 3 different coloured dice (D6).
  • A pencil or other drawing instrument (such as a bull-point pen).
  • A straight edge to draw nice straight fences (a credit card is ideal).

The Aim of the Game

To build Fences across the field in order to enclose and separate the Bulls in it and to pair up any Cow you find with a Bull.

Starting Your Career

This expansion allows you to play Career mode - a longer game that will test your fencing skills over a greater number and variety of fields.

Start with the Raging Bulls game page and play it through, following its game rules. Total up your score. If you scored 80 or over then you're ready to continue your career Further Afield.

Additional Rules for the Further Afield Expansion

Further Afield follows the standard Raging Bulls rules with a few additional ones as shown below. Play the 3 Further Afield pages in order. You don't need to attempt to play through all the fields in one go. You can stop after any field and resume playing at a later date.

In order to progress to the next game page, you need to have achieved a minimum score over the preceding fields. This is shown on the game page. For easier progress this requirement can be ignored.

You start each page with 3 Mallets plus any unused Mallets from the previous page (up to a maximum total of 6). Draw in any Mallets carried over.

If, at any time, you Pass and all your Mallets have been used, then the game ends.

Finish playing one Field before placing anything in the next Field. Icons at the top of each Field indicate what is to be placed in it.

Cows (Fields E - H)

Position the Cow - After positioning the Bulls, roll 2 dice for the Cow's position. Draw the Cow on the Field as small 'C'.

Pair up a Cow with an isolated Bull (a Bull that is separated from all other Bulls and completely enclosed by your Fences).

Complete the Field with all the Bulls isolated and the Cow paired up with one of them. Note that Field H has 2 Cows - each must be paired up with a different Bull to complete that Field.

Leaving a Field uncompleted - As usual, you may, before rolling the dice, leave a Field and move onto the next one (but, if you do, you won't score for unused Posts).

Score the Field for isolated Bulls and paired up Cows (and for unused Posts ONLY if the Field is completed). An isolated Bull paired up with a Cow still scores. Cows not paired up do not score. Mallets do not score.

Gain a Red Rag for each completed Field. Make a note of how many in the Red Rags panel. They'll come in useful for the next set of Fields.

Holes (Fields I - L)

Draw in any Red Rags gained from the previous page.

Position the Hole before positioning the Bulls. Roll 2 dice for the coordinates of one corner of a square Hole. You choose which corner it will be. Draw the Hole as one of the squares on the Field's grid. Then position the Bulls. A Bull cannot be placed on a corner of the Hole, so re-roll the dice if this occurs.

Use a Red Rag - Before drawing in a Bull, move it to a more favourable position one grid square diagonally in any direction. Mark off the Red Rag.

Building Fences - A Fence cannot cross over a Hole. It can however run along the edge of a Hole or over a corner point.

Score the Field in the usual way. Mallets do not score.

Gain an Electric Fence for each completed Field. Make a note of how many. They'll come in useful for the final Fields.

Trees (Fields M - P)

As well as Bulls and Trees, these final Fields also contain Cows and Holes! The icons at the top of each Field indicate what to place.

Draw in any Electric Fences gained from the previous page.

Position a Tree - After positioning everything else, roll 2 dice for the Tree's position. Draw the Tree as small circle for the trunk with a nice leafy canopy around it. The canopy does not have to be a specific size, as it does not affect gameplay.

Joining a Fence to a Tree - A Fence may join a Tree trunk and then leave it in a different direction to join an end Post (even on the same side). If it passes through the canopy only, then it is not joined and its direction is unaffected. A maximum of 2 Fences can join a Tree.

Use an Electric Fence to modify one of the dice numbers rolled for a Fence Post by adding 1 to it or subtracting 1 from it. Mark off the Electric Fence after use.

Score the Field for isolated Bulls and paired up Cows (and for unused Posts only if the Field is completed).

The game ends once the last Field, T, is completed (or left). Score bonus points for each Mallet remaining.

Game Examples

The game examples diagram on the rules sheet carries these captions, transcribed as printed (the diagram itself is not reproduced):

  • Fence goes straight through Tree canopy
  • Tree trunk changes Fence direction
  • Cow successfully paired up with isolated Bull
  • This Fence CANNOT be drawn as it would cross over the Hole
  • Fence can follow edge of Hole

How Was Your Career?

ScoreRank
< 200Terri-bull
200 - 249Passa-bull
250 - 299Respecta-bull
300 - 349Commenda-bull
350 - 399Admira-bull
400 - 499Incredi-bull
500 - 600Unbelieva-bull!
600 +Highly improba-bull (check your scoring!)