Molly & Lore!
Notify me if/when this item becomes available:
(you will be asked to log in first)
from 4 customer reviews
Please Login to use shopping lists.
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!
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.
Something draws me when I hear that theres a game about sheep declaring war on one another. It sounds like a unique idea for a game. The strange fact is that there are two games on the subject, the upcoming Wooly Bully, and the two-player Bruno Cathala game War & Sheep. War & Sheep is a fight between two rival gangs of sheep, with some mercenary wolves thrown into the fray. The theme sounds promising, as we all want to play sheep that knock each others teeth out and sheer one another for shear (pun intended) pleasure.
So is this sheep war game worth getting? The short answer is that if you want to own every Bruno Cathala game, you will enjoy this one. However, Tony & Tino and Drake & Drake are better, and even they are fairly light, fluffy games.
And now for the verbose longer answer:
First, a short description of game play:
Each player picks a color, yellow or red. They take the six round sheep tokens in their color. These tokens show a standing sheep on one side, and a sheep hiding in the grass on the reverse. The rules then show two different setups for the board. The board has 36 round spaces arranged in a 6 by 6 grid. The sheep of each color are placed on the grid according to the setup in the rules, along with 24 green tokens that are shuffled and placed face down on the remaining spots. These green tokens are made up of the following mix: 3 Lush Grass tokens, worth five points; 8 Common Grass tokens, worth 3 points; 11 Fermented Grass tokens, worth 1 point; and 2 wolf tokens. Twenty-one action cards are shuffled and placed face down next to the board. Each player then takes his turn.
On his turn, the player must do two of the following things:
1) Camouflage: A player can flip one sheep to the facedown side (with the picture of the sheep hiding). This protects the sheep from the wolf. Only one sheep can be camouflaged, and cannot move when camouflaged.
2) Go on Recon: A player can look at one or two of the facedown tokens that are adjacent to one of their sheep.
3) Move a Sheep: A player can move a sheep in a straight line (orthogonal) which must keep moving until it hits a green token, a wolf, or another sheep. All other sheep behind the sheep that moves must follow it like dumb idiots. If the sheep hits a green token, the token is flipped over. If it is grass, the player gets the amount of points indicated, and puts the token face up in front of him. If they hit lush grass, the sheep is also discarded. (The sheep is having such a good time eating that he quits the war). If they hit fermented grass, the player draws a card. 18 of the cards have good actions that can be played in future turns. Three of the cards, called Binge must instead be played immediately. They cause a player to discard his entire hand. If a wolf is found, he eats the sheep immediately.
4) Move a Wolf: A wolf moves just like a sheep, and stops when it encounters any obstacle. If it his a sheep, it eats the sheep yummy!
5) Play an Action Card. The action cards allow you to do a variety of things, from killing a wolf, to adding more points at the end of the game, to retrieve other cards, to create a mad sheep (can move diagonally), and many other useful things.
If all your sheep are killed, the game is over, and the player with surviving sheep wins.
If a player plays the Truce card, the game ends and points are added, with the higher point total winning.
If all grass tokens are gone, the game ends and points are added, with the higher point total winning.
If four turns go by with no sheep being devoured by the wolf, and no grass being eaten, the game ends, and points are again totaled.
The winner is the player with the most points!
Some comments about the game:
1). Components: The board is looks acceptable, but its not very exciting, just a grassy meadow surrounded by some rocks and fences. The sheep tokens are of good quality and have some nice artwork. Its very easy to distinguish between the yellow and the red tokens. The wolves and grass tokens are also very clear and distinguishable. The box is nice and sturdy, although I recommend plastic bags for all the tokens. All the colors look nice, and the game is a draw with its good looks.
2). Tally Ho!: If youve ever played Tally Ho!, the two-player Cosmos game, you will get a strong feeling of deja-vu when playing this game. They are very similar, with the cards being a major difference. The player has much more control in War & Sheep, and even though there is a lot of luck, the better player should win more often.
3). Randomness and Strategy: Yes, there is strategy in the game: Should I pick up that lush grass worth five points and lose a sheep in the process? Should I kill his sheep with the wolf, putting the wolf near my own sheep? There are a few tactical decisions to be made during game play. They are nothing hard, however, and people who have little strategy or tactics can play this game and not worry about losing. The game is so full of random cards that vary in power and use, and random token draws, that it is quite possible for a superior player to lose just because they get the wrong cards and tokens. I get no real satisfaction out of winning War & Sheep, because I know that maybe I just got lucky that day.
4). Fun Factor: Even though I like Cathalas other games better, I have to admit that War & Sheep is more fun to most people. Most people arent huge fans of tile laying games, but they do like to move the little sheep and wolves around, chasing one another all over the board. The idea of sheep fighting is ludicrous, but makes for a clever theme that is enjoyed by all. Although the game itself is not that big a deal to me, I have to give the game credit for giving the players a good time with its fun factor.
5). Rules: The rules are fairly clear, but there are some discrepancies. The rules do not clearly state what happens when all your sheep die (you lose!), and arent as easy to follow as most Euro games. The illustrations are nice, and there is a FAQ on the last page, however, so they are better than many games. As with the other Cathala games, there is a complete list of the contents in the rules something that should be in every game.
So, this game isnt one that I ask to pull out all the time, as Id rather play a game with a little more strategy. However, it is fun, and I wont deny a game to someone who requests one. The game is a lot of fun, just dont go in expecting to win. If you want a fun game to play with people who dont want to game very seriously, then this is an excellent choice. Me, Id rather go play Hera and Zeus.
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.