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We Have Goats!

We Have Goats! Rulebook

Table of Contents

Table of Contents

  • Components
  • Quick Setup
  • On Your Turn
  • White Cards
  • Red Goat Lab Cards
  • Goat Funds and Goat Locks
  • Winning
  • Card Reference

Components

Contents:

  • 152 White Cards
  • 8 Red Goat Lab Cards
  • 4 Goat Pens
  • 12 Goat Tokens
  • 10 Goat Locks
  • 16 Not For Kids Cards (optional)
  • 72 Goat Funds (gems)

Quick Setup

Each player chooses 3 Goat Tokens and 1 Goat Pen of the same color. Pick a color to go first by drawing one of these tokens.

Place the 4 Goat Pens in a cross-pattern, leaving enough space for 5 cards between opposing pens. Your color should be right in front of you with the pen's opening facing away from you.

Place one of your Goat Tokens face up in each of the three opposing Goat Pens. (If you are green, put one green token in the blue goat pen, one in the orange, and one in the red). To win, you must herd all three of your goats back to their colored pen.

Shuffle the Red Goat Lab cards together. Everyone gets 2, placed face-up by their pen. The rest stay shuffled, face down.

Shuffle all the White Cards and deal 5 to each player.

Lay the gems out and shuffle all Goat Locks and place face down.

(Example of 2 Player Setup)

On Your Turn

  1. Draw a White Card.
  2. Play a White Card (Land Card, Blue Goat-astrophe Card, an Orange Action Card, a Green Move Goat Card), buy Goat Funds (gems) or discard.
  3. Resolve your earned Goat Locks.
  4. End turn with 5 cards.

White Cards

Land Cards. Play by attaching to a Goat Pen or another Land Card, whichever direction you choose. Land Cards must be played within the 5x5 square between the Goat Pens. You may not need to completely fill this square during the game.

Goats only travel on the main path off the grass and each space requires one move to pass. Boulders will block a goat's path and cannot be placed directly in front of a pen entrance. A Goat Slider allows your goat to slide one extra space without additional moves. Goat Sliders can be connected between two Land Cards for one big move. Your goat must slide the first time it lands on a Goat Slider, so it can sometimes backfire.

A Land Card can be played to replace a previously played Land Card if no Goat Tokens are on it. The Electric Fence Card is a special Land Card that prevents goats from entering that area. The Frozen Goatundra is also a special Land Card. Unlike normal Land Cards, these are permanent and cannot be moved by a Goat-astrophe Card or replaced with another Land Card. No Land Card can be played that will permanently block a path to a pen.

Blue Goat-astrophe Cards. Allow players to manipulate occupied Land Card spaces and the goats on them.

Green Move Cards. Advance one of your goats across a Land Space by playing the card into the discard pile and moving your goat the number of spaces shown. Goats cannot occupy the same space as another goat unless a special card allows it or the other goat's token is turned upside down (a tipsy goat). A tipsy goat takes one extra move to flip over and resume moving. Tipsy goats can be moved with special cards, but remain tipsy until moved with a Move Card.

Orange Action Cards. Allows a unique action when played on your turn. The Oh No You Didn't, Oh Yes I Did Card can be played at any time (even if it is not your turn). When played, it stops the action just taken by your opponent. Beware, your opponent may also have this same card and can play it to block your card ("Oh yes I did!").

Red Goat Lab Cards

Once funded with enough Goat Funds, these cards give your goat special powers. The Red Goat Lab Card contains a number in a yellow box that represents the amount of Goat Funds it takes to activate the Goat Lab. You activate the Goat Lab's powers after you have collected enough Goat Funds (gems) equal to or greater than the number in the yellow box on the Red Goat Lab Card.

Goat Funds and Goat Locks

Goat Funds (green gems). Some White Cards (Move Cards, Land Cards, Action Cards and Goat-astrophe Cards) contain a yellow box with a number. These cards can be traded for Goat Funds (green gems), which go toward funding and activating a Goat Lab Card. Instead of playing the card like normal, discard it in exchange for the number of gems indicated in the yellow box. Collect the gems on the Goat Lab you want to fund. The powers on your Goat Lab are activated once you collect enough gems on it equal to or greater than the total indicated on the Red Goat Lab Card.

Goat Locks. Once you collect enough Goat Funds to activate a Goat Lab, it is locked and loaded. Grab a Goat Lock and discard all Goat Funds from the activated Goat Lab. (Place the gems back in pile). The Goat Lab's powers are activated and give your goats the powers indicated on the Goat Lab, and the Goat Lab cannot be stolen or trashed. Goat Locks have either a 2, 1, tipsy goat, or nothing. This gives a bonus move or action at the end of every turn. A 2 or 1 indicates the number of spaces you can move a goat at the end of a turn. Each tipsy goat allows you to flip over an opponent's Goat Token, making it tipsy. Every earned Goat Lock can be collectively used at the end of each turn. For instance, if you have three Goat Locks: 2, 1, and a tipsy goat, you can make three extra moves at the end of your turn, plus make one goat tipsy. Use the Goat Lock move after your regular play.

Winning

Once a goat is inside the same color Home Pen, it's safe. The first player to herd all three Goat Tokens to their Home Pen of matching color wins the game!

Card Reference

Double Rainbow: Allows goat to move double the amount on each Green Move Goat card played. (Activated by 12 Goat Funds)

Chupacabrasaurus: Allows the option for goat to avoid getting moved by Goat Portal Card or Goat Slider. Goat can still portal or slide if player chooses. (Activated by 10 Goat Funds)

Grass Walker: Allows goat to use grass spaces to advance but cannot move diagonally unless allowed by another card. (Activated by 8 Goat Funds)

6 Card Stud Muffin: Allows a player to keep 6 cards in hand instead of 5. (Activated by 6 Goat Funds)

Goat-quake: Swaps 2 adjacent Land Cards. Any goats on the Land Card move along with it. The Land Cards must be touching and not rotated during this move.

Goat-nami: Discards any Land Card from the board. If a goat is on the Land Card, the goat becomes tipsy (flip over token) and is forced to swim to the nearest land space on a Land Card or Goat Pen. Count the number of spaces from the goat to determine which land space is nearest. If there are empty tiles around the removed Land Card, figure the distance based on the number of spaces that would be there if a Land Card had been laid down. If the goat is in a center space or there are multiple land choices an equal distance away, the opponent chooses the space.

Rock Jumper: Allows goat to jump over boulders or other goats in 1 move. This makes the opponent's goat tipsy (denoted by flipping over token). It takes a tipsy goat 1 move to "sober up" & flip back over. For instance, if you play a Move Goat 3, you can flip a tipsy goat back over and move it two spaces. (Activated by 8 Goat Funds)

Zombie Kitty: Allows player to land on or pass through a space occupied by an opponent's goat. This will send the opponent's goat back to any pen other than player's own. (Activated by 12 Goat Funds)

Wide-Awake Pancake: Goats cannot be blocked by other goats in their path. Allows goats to occupy the same space, even when they're not tipsy. (Activated by 8 Goat Funds)

Phone Down, Ghost Town: Allows player to advance 2 spaces each turn, which can be divided between two goats, as long as the player puts his/her smartphone facedown on the table without touching it once the card is activated. C'mon, you can do it! Goat Lab & Goat Lock are discarded if phone is touched by player. (Activated by 8 Goat Funds and putting your phone facedown)

Goat-cano: Turn the full deck upside down, and take the first three Land Cards from the bottom of the deck. Place them immediately and do not use as Goat Funds.

Goat-nado: Rotates a Land Card any direction. Goats on the Land Card stay in the same space, which rotate with the Land Card. Don't block a Goat Pen entrance with a boulder.

Goat Portal: Swaps a goat with an opponent's goat. Both goats must be out of the Goat Pens.