Sheepy Time

Designed by: Neil Kimball

Sheepy Time is a luck-pushing game where players are trying to catch winks, and the first player to reach their target wins. How many winks you need starts at the idiomatic forty, but the number will come down during play, as we’ll see.

The board is a small circular track around which players will race their Sheep. Every time the sheep pass the Fence at the start, they gain five winks, and can choose whether or not to keep going for the current round, or stop. Keeping going is good, because another gambol over the fence means another five precious winks. But it’s also risky, because you may be caught by the Nightmare. This creature pursues the sheep around the track: if it lands on the same spot as you once, your sheep is scared: it may continue moving, but is laid flat to show that if the nightmare catches you again, you wake up: out of the round, and all winks received in this round are lost. At the end of each round the sheep who gathered the most winks reduces their initial 40-wink target by eight winks, and everyone else reduces by five. Any sheep who were woken by the nightmare reduce their target by three.

Movement is powered by cards, which give you actions. You only ever have two to choose from, and the actions are very simple: move x spaces, and/or place Zees. Zees are a kind of secondary currency: each player has a supply of zees tokens and cards will allow you to place zees on the special actions around the edge of the board (minimal at the start, but more are added at the start of each round). If your sheep stops on a space where you have any zee tokens, you can remove one and take the action there: it might give you bonus movement, extra zees, or some other canny yet not-too-complicated benefit.

After playing your card and moving your sheep, you replenish your hand from the draw deck. If you draw a Nightmare card, you must immediately reveal it, and move the nightmare. And hope it doesn’t catch you! The instant any player reaches their target, the game is over.

Sam says

A game that manages to be both thematically dark and sweet at the same time, Sheepy Time is a deft little luck-pushing thing that takes a simple premise (-don’t get caught) and mixes in some interesting decisions: dash around the track, or play zees for those potentially-lucrative bonus actions? And the actions are all designed to be tempting enough to be tantalising, rather than obvious. Midnight Party is a favourite of GNGs and if Sheepy Time maybe not quite as riotous, it has a considerably more nuance without losing the fun, and funny, heart.

  • Take that! icon

    Take That!

    Players have no say in when the Nightmare moves or how far, so there's precious little to feel upset by: except fate, which may kick you out of a round with nothing to show for it. Younger players may find that aspect a struggle, but losing out in a round is by no means irrecoverable.

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    Fidget Factor!

    Low. Everyone has two cards to choose from, a design decision that feels very shrewd in terms of keeping the game moving along at a decent pace

  • Take that! icon

    Brain Burn!

    The card decisions tend to be simple. In the late-game, all the possible actions afforded by zees can give you a little more to think about (and text to read) but it's not exactly overwhelming

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    Again Again!

    Card draws and variable actions ensure the game changes from play to play, and it's nicely-judged in terms of accessibility and brevity