War & Sheep!
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from 7 customer reviews
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In their quiet pasture, two rival herds of sheep face off in order to graze the best patches of grass... all the while keeping watch so as not to be devoured by the wolves that prowl the area. In this seemingly bucolic world, nothing will stop these sheep from waging war without mercy... Baaaaaa!
- 1 Game Board with 36 spaces.
- 24 Grass & Wolf Tokens.
- 12 sheep tokens in 2 different colors.
- 2 Mad Sheep tokens.
- 21 Action Cards.
- 1 Rule Book
Average Rating: 2.7 in 7 reviews
War and Sheep is very light for a Gamer. For the rest of the world, its a fine two-player game.
If you're looking for a quick game to fill time with or to introduce a newbie to gaming, tbis is a good one.
Cute, fun. Good combination of luck and strategy.
I like sheep. That's why I bought this game. But the game itself is a lot of fun! This is a very silly game about feeding your sheep the best grass and keeping them away from hungry wolves. There are also cards thrown in to the mix which add random events that keep the game interesting.
A lot of luck is involved, and not a huge amount of strategy, but if you're looking for a colorful, fun, silly game to play with a friend, I'd recommend 'War and Sheep' any day.
War & Sheep
War & Sheep by Bruno Cathala (Shadows over Camelot, Mission: Red Planet, and many more) is one of the funniest games I have played in a long time. Sure it was never in the running for the coveted Spiel Des Jarhes – the German Board Game of the Year award, but it is a very simple, very fun game laden with an odd sort of humour I find very appealing.
The clever movement system for the sheep and wolves inspires some interesting tactical manoeuvres, and the special ability cards throw in a fun and very wacky element.
This is not the best 2 player game ever made, but it is heavy with theme and that theme is hilarious, and carried all the way through the game – even reading the rules can inspire the odd giggle.
Playing this game is definitely an enjoyable experience, sometimes tactical, sometimes challenging, and always fun. If you require a fun little game to play after a few drinks have been imbibed, or a game to inspire a little laugh every so often, then this game will serve that purpose well.
If you are interested in this game, or own it already, check out the ‘Ideal Game Library’ on the website of Bruno Faidutti for some brilliant pictures of an enlarged version of this game – and a photo of the game designer Bruno Cathala dressed as a shepherd!
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You each start with six belligerent sheep on the board, surrounded by facedown tokens representing grass or wolves. Each turn, choose two actions from this menu: (a) Peek at two tokens adjacent to your sheep, optionally placing wolves faceup, (b) Move a friendly sheep across any number of vacant spaces, to land on a token. Remove grass tokens to score their points (1 to 3). Certain tokens can remove the sheep, and others let you pick a random Action Card, (c) Move a wolf, which will land on and devour a sheep, (d) Protect one sheep from the wolf, (e) Discard an Action Card for its tactical advantage.
Win by eliminating your opponent's sheep, or by having the most points when all the grass is consumed. Not for the sheepish!
Eurogames' entry into the two-player market is a one man show, and that man is Bruno Cathala. These three games were released simultaneously and share many traits. All use event cards as a primary mechanic, play in about 30 minutes, are nicely produced in common-size and well-colored boxes, and have a decent strategic component. As a set, they make a nice addition to the two-player game library and stack up well against the more mature Kosmos "Spiele fr Zwei" series, though these games are a bit lighter overall.
War & Sheep!
The lightest of the three is Molly and Lore, published in its English version as War and Sheep. The board shows a 6 by 6 grid, and onto these spaces a set of six sheep from each player is placed in one of several proposed starting positions. On the remaining spots, Grass Tokens are placed face down, and these are worth one, three, and five points based on the quality of the grass. Two of the Grass tokens are actually Wolves, and sheep certainly don't want to run into these guys. The goal of the game is to collect the most Grass token points, or to eliminate all of your opponent's sheep. The former is the more likely ending.
Like all of these games, action cards provide a central mechanism but in War and Sheep no cards are initially distributed. On a turn, players get two action points which can be used for one of five things. First is to "go on recon", meaning to secretly look at one or two Grass tokens adjacent to one of their sheep. This helps plan your actions and possibly help bluff your opponent to move onto a Wolf. Another action is to camouflage a sheep, meaning to flip it over so it is hiding in the grass. This sheep can't move, but the Wolves can't see it, either. The most common action is to move a sheep. Sheep move like robots in Ricochet Robot, but don't change direction. When they stop once, their move is over. If they hit a covered Grass token, they take the token and place the sheep in its spot. If they take a 'one' value token, they also take an Action Card from the stack. This makes the 'ones' quite valuable. "Three value" tokens are just kept as points, and the "five value" tokens taste so good to the sheep that they must be removed from the game to fully digest it. If they draw a Wolf, then chomp! The sheep of course is removed and the Wolf lives to fight another day. Once a Wolf is revealed, it stays face-up and then it too can be moved as a player action. In a nice strategic addition to the movement, sheep follow each other on movements, so taking advantage of this can both set you up and put your opponent in harm's way.
The Action cards throw some fluff and surprise into the game but are really essential to keep the flavor. Playing an Action card takes one of the two action points, but they are almost always helpful to you. These let you move sheep in other ways, bring in the "mad sheep" for movement flexibility, remove collected Grass tokens from your opponent, and other mayhem. Two of the cards are particularly interesting: the "Truce" card ends the game if played, possibly making it too powerful especially if drawn early. This is offset somewhat by the presence of three "Binge" cards, which when pulled require the player to discard all of their collected but unplayed Action cards. This keeps the card power under control, to a point.
War and Sheep plays fast and has a very light feel. The cards are humorously drawn and written, and the overall artwork of the game leans toward fun before strategy. There is some strategy to the game, but it is not a game to be taken too seriously. It uses the Action cards in the most passive way versus the others in this series, but using the cards well is usually necessary to win. The cards become more of a factor in the next game, Tony and Tino.
Tony & Tino
[page 13753#007322]jump to Tony & Tino review
Drake & Drake
[page 13754#007323]jump to Drake & Drake review
While all three games are worth playing, Tony and Tino is the most strategic and is the best bet for me. This is followed by Drake and Drake, and lastly War and Sheep (Molly and Lore). Each of them is nicely designed, has great artwork, is obviously playtested well, and has enough strategy in a fast play to recommend it. I look forward to seeing the upcoming games from Bruno Cathala who seems to share some traits with our favorite Bruno (Faidutti) by finding good ways to mix some randomness and chaos into a well-playing and ultimately enjoyable contest.