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Zombie Sheep

Zombie Sheep Rulebook

Table of Contents

Table of Contents

  • Objective
  • Catching Sheep
  • The Cards
  • On Your Turn
  • Card Reference
    • Sheep
    • Number Cards
    • Remove Cards
    • Special Cards
    • Deck Composition

Objective

Victory Condition: To score 5 or more VP by catching sheep.

Catching Sheep

Every sheep has a Victory Point (VP) value assigned to it and a Capture Value (CV) assigned to it.

Each player, on their turn, has the opportunity to place a number card on a sheep and play one of any other type of card. If your number total reaches or surpasses the sheep CV, and you are the highest total, you gain that many VPs. If there is ever a tie when capturing a sheep, each of those players receives an equal portion of that sheep's VPs.

The Cards

In the deck there are a variety of different card types:

  • Numeric Capture: These cards are used to add Capture Points to one of the sheep. Any player can play any single number card. If the played card happens to be of that player's type, it adds a value of +1 to the total. Ex: 3 Lovers played by Animal Lovers would be a +4, while it would only be a +3 for either of the other players.
  • Sheep: Each sheep has a Victory Point value and a Capture Value.
  • Remove: These cards are used to remove a Capture Card from a sheep. These cards can be played instead of playing a Capture Card or as a Special Card.
  • Special: These are all other cards that are not a Target Sheep or a Capture Card.

Cards can only be played on your own turn with only a few obvious exceptions.

On Your Turn

  • Draw cards to bring your hand size back to 5.
  • Play a Capture Card and/or, one of any other non-Capture Card. Only one Capture Card and one non-Capture Card can be played a turn. If you did not play two cards, you are able to discard one card from your hand.

Card Reference

The following is transcribed from the designer's card-reference sheet, which lists the cards and sheep with their printed text. Lines in italics are the small banner printed above a card's title, transcribed as printed.

Sheep

Each sheep shows its Victory Point value and the Capture Points needed to catch it.

SheepVPCapture Points needed
"1" sheep ("Bruce")110
"2" sheep215
"3" sheep ("Jason")320
"King" (Super Sheep)530

The card-reference sheet does not show a "4" sheep, although its deck-composition note says there are 4 of every sheep except the King.

Number Cards

Number cards are played as Capture Cards. Each number card is marked with a number from 1 to 5 and one of three types:

  • Lover (Animal Lovers): 1 LOVER, 2 LOVER, 3 LOVER, 4 LOVER, 5 LOVER
  • Zombie (Zombie Fanatics): 1 ZOMBIE, 2 ZOMBIE, 3 ZOMBIE, 4 ZOMBIE, 5 ZOMBIE
  • Herder (Sheep Herders): 1 HERDER, 2 HERDER, 3 HERDER, 4 HERDER, 5 HERDER

The card-reference sheet also shows three type cards, labelled SHEEP HERDERS, ZOMBIE FANATICS and ANIMAL LOVERS. The sheet gives no text for them and the quick rules do not explain how they are used.

Remove Cards

  • Remove Any 1 Numbered Card
  • Remove Any 2 Numbered Card
  • Remove Any 3 Numbered Card
  • Remove Any 4 Numbered Card
  • Remove Any 5 Numbered Card

Special Cards

  • Divorce sheep — Play when a sheep is caught. You get that player's cards. Keep 5 and discard the rest. What you don't want, he can't keep.
  • Sheep Decay — Target sheep decays to dust. Sheep and any cards on it are discarded.
  • 3-Way sheep — Needs all 3 players on this sheep to catch. This sheep can only be caught if all three players are on it.
  • Mutton — Target sheep is "Muttonized". Sheep is useless and is discarded.
  • Two Timing Ewe — At the end of your turn you may take another turn.
  • Extra Special Sheep — On your next turn you may play two special cards.
  • Flesh Decay — All Zombie cards are worth 1 more. All Zombie Fanatic type cards are worth +1 on target sheep.
  • Sheep Stalker — You have been accused of being a stalker. Lose a turn explaining it to the judge.
  • Drunk Sheep — This sheep takes 2 less to catch. This sheep's motor functions have been lowered. Target sheep needs 2 less to catch.
  • Immunity — Remove any target special card.
  • Wool Tonic — All Herders cards are worth +1. Extra wool makes this sheep more valuable to Sheep Herders. All Sheep Herder type cards are now worth +1 on this sheep.

Deck Composition

From the card-reference sheet: 4 of every Capture Card; 4 of every Sheep (except Super Sheep aka "King"); 2 of every Remove card; 1 of everything else.

  • Realignment — All Animal Lover cards move to the Animal Lover location on target sheep, Sheep Herder to Sheep Herder, Zombie Fanatic to Zombie Fanatic. Discard Realignment after it's played.
  • Steroids — This sheep needs 5 extra to catch. Target sheep needs an additional 5 points to catch.
  • Cute and Cuddly — All Animal Lover cards are worth +1. This sheep is so cute and cuddly that the Animal Lovers want to catch this sheep. All Animal Lover type cards are now worth +1 on this sheep.
  • Ressurection — Zombie Fanatic can not play on this sheep. This sheep is revived and is no longer dead. Zombie Fanatics no longer want to catch target sheep and is off limits to the Zombie Fanatic player. Remove all cards from Zombie Fanatics pile from this sheep.
  • SheepMate — Two sheep become one permanently. Two target sheep become one and their total to catch them are added together. They are now one sheep permanently. Adjust all piles appropriately.
  • Sheep Terrorist — Play when a sheep is caught. Sheep blows up, everyone gets a piece. Each player gets 1/3 of this sheep's value.
  • Kletus the Herder — Kletus shoots his shotgun and scares all the sheep. The last number card on each pile on each sheep is thrown off and is discarded.
  • The Force is too Strong — If there are exactly 2 players on a sheep and if their total is more than the sheep's total, they split the sheep and each get half of its worth. It is considered caught.
  • Dances with Sheep — This sheep needs 4 less to catch. After candies, flowers and a night of dancing, target sheep is wooed. This sheep needs 4 less to catch.
  • Mad Dash — All positive number cards must be played immediately by all players to target sheep. Highest total wins sheep. After target sheep is caught, discard all hands.
  • Flaming Sheep — 1 less Victory Point. This sheep is slightly less desirable. Target sheep is worth 1 less.
  • Mud — This sheep takes 3 less to catch. Target sheep needs 3 less to catch.
  • Shiny and New Sheep — Worth 1 more Victory Point. Target sheep starts fresh with all cards being removed from it. Its value is now worth one more than it was originally.
  • Banana Peel — Remove any # card. Aww, you slipped and lost your grip.
  • Well Buttered Sheep — All # cards slide off target sheep and are discarded. Discard Well Buttered Sheep.
  • The Sheep are Biting — -1 to all number cards. All number cards on target sheep are worth 1 less.
  • Whoops — It turns out that this sheep wasn't a sheep at all. The target sheep you just caught was Old McDonald wearing a wool coat. No points for that sheep. That sheep is discarded.
  • Endangered Species — Off limits to Animal Lovers. Target sheep is now off limits to Animal Lovers. Remove all cards from Animal Lovers pile from this sheep. This sheep has been classified as an endangered species. You will just have to watch them in the wild.
  • Sleep Sheep — 5 less to catch. Target sheep falls asleep. This sheep needs 5 less to catch.
  • Bald Sheep — Off limits to the Sheep Herders. Without the wool, Sheep Herders no longer want this sheep. Target sheep is off limits to Sheep Herders. Remove all cards from Sheep Herders pile from this sheep.
  • This Sheep's Too Smart For Your Tricks — No more special cards can be played. No future special cards may be used on target sheep.