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  • 8/14/2019 Bs Rules Eng Final

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    Game ComponentsThis Rulebook 36 Plastic Animals (6 of each animal)3 Field Mats4 Corral Mats4 Reference Cards12 Task Cards12 Six-point Bonus Cards84 Animal Cards (14 of each animal)

    Round Up the Most Valuable Animals Black Sheep features a barnyard of plastic animals thattwo to four players, as farmhands, try to herd from thecommon elds into their own corr als by playing cards.

    Each animal gure has a point value hidden on its bot -tom. All animal gures are worth positive points for thefarmhand who herds them into his corral, except the black

    sheep , which take points away. At the end of t he game, thefarmhand with the highest score wins!

    Setup1. Place the three eld mats in a row in the center of thetable so all the barns of thesame color face the same

    player, as shown in theSetup Diagram below.

    2. Place one corral

    mat in front of each player as shown in theSetup Diagram below.

    3. Mix up the animal gures so no player knows the valueof any particular animal. Then separate the gures bytype and place them where all players can reach them.

    4. Shuf e the animal cards into a facedown draw deck and

    place it where all players canreach it.

    5. Place the six-point bonuscards to the side u ntil the end of t he game. Remove thetask cards from play unless the task card variant foundat the end of these rules is being used.

    6. Draw two animal cards and place corresponding animalgures on one of the th ree eld mats (it doesnt matter

    which one). For example, if a pig and horse were drawn, a pig gure and a horse gure would be placed on the eld.Do the same for each of t he other two elds so that each

    eld is stocked with two gures. Place all animal cardsdrawn in this way faceup on a discard pile next to thedraw deck.

    7. Each player takes three animal cards from the drawdeck as his starting hand. Then all players moo. The loud -est mooer will play rst. The game is ready to begin!

    End of GameWhen both of the cards d rawn to re-stock a scored eldcorrespond to plastic animals whose supply is exhausted,the game is about to end. Instead of re-stocking that eld,turn t he corresponding eld mat upside down. Cards mayno longer be played there.

    Then, play continues normally, save that only two eldsremain. When either of these elds must be scored, thisis done normally, except that once the elds winner has

    been determined, the eld mat is turned facedown ratherthan being restocked, no matter how many plastic animalsremain available. Then, play continues normally with

    just one eld, until it, too, must be scored. Once a winnerhas been determined for that eld, the game ends and theoverall winner is determined.

    Determining the WinnerAfter the game ends, each player adds up the values ofthe animal gures in his corral. Each animal is worth one,two, or three points depending on the number shown onthe bottom of the ani mal. Remember that the black sheep

    gures subtract their point values from a players total.

    The bonus cards are also awarded at this time. There aretwo ways to earn bonus cards: for majorities, and for sets.Each bonus card a player collects, whether from a major-ity or set, adds six points to his overall score. A majorityis awarded to the player who collectedthe most animal gures of a given type,

    regardless of their point values. For ex -ample, the player who corralled the mosthorses takes a bonus card. If two playerstie for a majority, no player gets a bonusfor that animal type. A set is a collec -tion of one animal of each type (i.e., onehorse, one cow, one pig, one sheep, onerooster, and one black sheep). For each set a player has, hetakes a bonus card. There is no limit to the number of set

    bonuses that can be claimed.

    The player with the highest overall point total is the win -ner. If there is a tie, the player with the most animals wi ns.If there is still a tie, all tied players are joint winners.

    Task Card Variant Variant Designed by Fantasy Flight Games

    Task cards represent jobs assigned to the farmhands. A player who ful lls the conditions on the task cards isrewarded at the end of the game with points.

    During Step 5 of Setup, remove the six-point bonuscards from play (they will never be used), and instead dealone task card per player (or two per player in a two-playergame). The task card is kept secret f rom the other players.In addition, a number of additional task cards are placedfaceup on the table so that the total number of task cardsin play equals six.

    The task cards with scales represent tasks that require a player to gain the majority of animals of a certain type.The player with the most animalsof the indicated type scores thenumber within the sun ower. Theonly difference between task cardmajorities and bonus card majori-ties (as described above) is that ifmultiple players tie, having the same number of ani mals,all tied players score the sun ower bonus.

    The tasks with animals in a eldrepresent tasks that require a

    player to corral the combinationof animals on the card. If success -ful, the player scores the numberwithin the sun ower for eachmatching combination.

    The task represented by an excla-mation point in the sun ower anda ock of black sheep is to be theonly player to collect any blacksheep. If successful, that playerwins the game regardless of points.

    After the game ends, players reveal the task cards thatwere previously kept secret and place them in t he rowwith the community task cards that have been faceupthroughout the game. Each card is t hen evaluated, withthe player who completed the task gaining the pointslisted on the card. If two or more players both meet the

    conditions on the card, they each receive the amount of points on the card.

    The points from the task cards and the points from theanimals collected are added together t o form a playersscore. No additional bonus points are awarded.

    CreditsGame Design: Reiner Knizia

    Development and Additional Design: Robert A. Kouba

    Editing: Michael Hurley, Mark OConnor, and JeffTidball

    Graphic Design: Wil Springer

    Additional Graphic Design: Brian Schomburg

    Art Direction: Zo Robinson

    Original Art: Ursula Vernon

    Production Manager: Richard Spicer

    Executive Developer: Christian T. Petersen

    Publisher: Christian T. Petersen

    Barnyard (FFG Playtesters): Jaffer Batica, NateFrench, Michael Hurley, Mark OConnor, WilSpringer, Jason Steinhurst, and Jeff Tidball

    2008 FantasyFlight Publishing,Inc., allrights reserved.No partof thisproduct maybereproduced withoutspecific permissionof thepublisher. BlackSheep isa trademarkofFantasy FlightPublishing,Inc.

    RULES OF PLAY

    TM

    Setup Diagram

    www.FantasyFlightGames.com

    REINER KNIZIA S

  • 8/14/2019 Bs Rules Eng Final

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    Placing CardsPlayers take turns placing cards from their hands on thetable. Cards are always placed adjacent to one of the t hree

    elds.

    Players always (and only) play their own cards to thesides of the elds that face them. That is, the player whois faced by the red bar ns always (and only) plays cards tothe sides of the elds where the red barns are, and never toany other sides of any elds.

    Cards are always placed faceup, so all players can seewhich cards have been played.

    When a players turn to place cards comes, he must maketwo choices: Which eld he will play cards to, and whichcards from his hand he will place. Then, he might havethe option to discard a card. He ends his turn by drawingone or more cards and checking to see whether any of the

    elds must be scored.

    Which FieldEach side of a eld can only hold three cards. I f the sideof a eld that faces a player already has three cards on it,he cannot choose that eld. Otherwise, t he player maychoose any eld to play cards to.

    If three cards face the player on all three elds an un -likely but possible circumstance he skips his turn.

    Which CardsAny time a player places cards, either one card or twocards must be placed. If a player places two cards, he must

    place them adjacent to the same eld. The options avail -able depend on how many cards have already been placedon the chosen eld.

    If there are no cards on the players side of thechosen eld, either one or two cards may be placed,as the player wishes.

    If there is one card on the players side of the chosen eld, two cards must be placed.

    If there are two cards on the players side of thechosen eld, one card must be placed.

    Whether he places one or two cards, the player may al-ways choose freely which of the three cards f rom his handhe will place.

    Placement StrategyWhen placing cards, a players goal is to create t he bestcombination of animals he can on each eld, among thetwo gures already present and the three cards he willeventually play. The different combinations that can bemade are described under Scoring Fields, below. Ingeneral, the more similar animals in a players combina -tion, the better.

    DiscardingIf a player only played one card this turn, for whateverreason, he has the option to discard one (but not both) ofthe remaining cards from his hand to the discard pile.

    DrawingOnce a player has placed cards (and discarded, if hewishes), he re lls his hand to three cards by drawing fromthe draw pile.

    If the draw pile is ever exhausted, the discard pile isshuf ed to form a new one.

    Check for ScoringAfter drawi ng, a player checks to see if any of the eldsmust be scored. See Scoring Fields, below. Players mayalso look at elds that have completed sides but are notyet ready to score and t urn facedown any completed sidethat is already beaten. This makes it easier to keep a goodoverview of the game.

    Play ProceedsOnce eld scoring has been checked (and completed, ifnecessary), the next clockwise players turn begins (or thewinner of the eld if scoring occured). Play continues inthis fashion until the game ends (see End of Game).

    Scoring FieldsA eld must be scored whenever three cards have been

    played to each players side of it.

    A elds winner is the player who created the best combi -nation of animals there. Remember, combinations consistof a combination of the players cards and the animal

    gures in the eld.

    There are seven different ranks of animal combinations.From best to worst, they ar e:

    Five of one animal1.type (highest)

    Four of one animal type2.

    Three of one ani-3.mal type and twoof another

    Three of one animal type4.

    Two of one animal type5.and two of another

    Two of one animal ty pe (one6. pair)

    Highest single animal (lowest)7.

    The different animal types are also ranked.From best to worst, they are:

    Horses (highest)1.

    Cows2.Pigs3.

    Sheep4.

    Roosters5.

    Black Sheep (lowest)6.

    Breaking TiesIf two or more players tie for the best combination of ani -mals, the winner is determi ned by the type(s) of animalsin the tied group. For example, if two players each have afour-of-one-type animal combination, but one player hasfour cows while the other player has four pigs, the playerwith cows wins the tie-breaker.

    For the three of one, t wo of another combination (#3 inthe list above), the sub-group of three takes precedence

    over the sub-group of two. For example, if t wo playerseach have that type of combination, but one player hasthree horses and two black sheep while t he other playerhas three pigs and two roosters, the player with the horsesand black sheep wins the tie-breaker.

    For the two of one, two of another combination (#5 inthe list), if two of more players tie for the highest pair,those players compare their second-highest pair as a t ie-

    breaker.

    For all combinations, if the animal types within the com- bination are tied, then the animal cards that are not partof the combination serve as tie-breakers. For example, iftwo players each have a three-of-one-type combination,and both of them have three cows, players look at their re -maining two animals. If each players next highest card isa horse, they must compare their nal cards. If one playerhas a pig and the other player has a black sheep, the playerwith the pig wins.

    For two or more identical combinations, the r st com - pleted combination wins over subsequent combinationswith the same animals.

    Awarding the AnimalsThe player who wins a eld takes the t wo plastic animalsfrom it and places them on his corral mat in in the ap-

    propriate area(s). Players may look at the values of theanimals in their corrals at any time.

    Continuing PlayOnce the plastic animals are awarded, all cards played tothe just-scored eld are removed to the discard pile.

    Then, two animal cards are drawn from the draw pileand corresponding animal gures are placed on the just-vacated eld mat.

    If one of the two cards drawn corresponds to a type ofanimal for which there are no remaining plastic animals inthe stock, place a plastic animal of the type that remainsand then draw a replacement card for the animal type thathas been exhausted. Draw replacements one at a t imeuntil a card is drawn for which a plastic animal remains;that animal is then stocked to the eld. For example, ifa horse and rooster are drawn, and there are remaini ng

    plastic horses but not remaining plastic roosters, place ahorse on the just-vacated eld and draw new animal cards,one at a time, until the eld can be lled. If drawing cardsto re-stock a eld mat exhausts t he draw deck, shuf e thediscard pile to form a new one and continue drawing, ifnecessary.

    If both of the two cards drawn correspond to a type ortypes of animals for which there are no remaining plasticanimals in the stock, no new plastic animals are placedand the game will end soon. See End of Game, below.For example, if a sheep and rooster are drawn but thereare neither sheep nor rooster plastic animals remaining,the eld is not lled and t he game will end soon.

    In any case, once the eld is either lled, or it has beendetermined that it wil l not be lled (because the end-gamehas been triggered), place all of the drawn cards in thediscard pile. Then, play resumes, with the player who wonthe eld taking the next turn.

    Three Play Possibilities

    Side is Full

    Room for One Card

    Player Hand

    Room for One or

    Two Cards