Sheep start with 15 gold and earn 1 a second, plus 0.3 for each Windmill. Wolves start with 10 and earn 1 a second, plus a bounty for every tag and a quarter of a farm's price for every farm they break. A Wolf runs 4 tiles a second to a sheep's 3.6, so a sheep never wins a straight race without help.
- The three animals
- A sheep's gold
- A wolf's gold
- What a tag pays
- Fewer wolves bite harder
- Every speed
- Sight
The three animals, side by side
The Wolf and the Shepherd are the wolves' two classes. The Shepherd is slower and sees further, bites farms harder, and carries a Torch instead of Sprint. He unlocks after 10 wins on the wolves.
| Stat | Sheep | Wolf | Shepherd |
|---|---|---|---|
| Speed, tiles a second | 3.6 | 4 | 3.75 |
| Sight, tiles | 10 | 10 | 12 |
| Farm damage a bite | none | 105 | 150 |
| Bites a second | none | 1.25 | 1.25 |
| Starting gold | 15 | 10 | 10 |
| Gold a second | 1 | 1 | 1 |
| Fits a gap | 1 tile | 2 tiles | 2 tiles |
The last row matters more than it looks. A sheep fits through a one-tile gap and a wolf doesn't, which is the whole idea behind the one-tile door.
Where a sheep's gold comes from
- Income: 1 gold a second, all round. By the release you have had 55 gold to spend.
- Windmills: 32 gold each, then 0.3 gold a second for as long as they stand. One pays for itself in 107 seconds. Upgrade it to a Grain Mill for 0.9 a second.
- Wool: your fleece grows while you play. Shear it and every 25% becomes a bale, and a bale builds a Wool Wall for no gold at all.
- Demolish: knock down your own farm with X and you get half of what you paid back.
- As a spirit in the pen you still earn 0.5 gold a second, half your usual rate. When you are tagged you lose your farms, and your gold is split evenly among the sheep still free, so it keeps building your team's walls. You earn again from zero while you wait.
Each sheep can own up to 160 farms at a time. You will run out of gold or time long before that.
Where a wolf's gold comes from
- Income: 1 gold a second from the start, so 50 by the time the den opens.
- Tags: every tag pays the whole pack, and the tagger most. The table below has the amounts.
- Breaking farms: the wolf that lands the last bite gets a quarter of the farm's price: 1 for a Straw House, 5 for a Brick House, 9 for a Big Barn, 8 for a Windmill and 8 for a Beehive.
Look at the Windmill line again. It takes 2 bites, pays 8 gold, and costs the sheep their income. A Brick House takes 5 bites for 5. If you can reach a Windmill, it is the best gold per bite on the map.
What a tag pays
Every tag splits a pool of 20 gold between the wolves: the fewer wolves, the bigger each share. The wolf who made the tag also gets 2 gold for every sheep in the round, so the tagger earns more against a bigger flock. In the default 5 against 2, that is 15 for the tagger and 5 for every other wolf.
| Pack | Against 5 sheep | Against 8 sheep |
|---|---|---|
| 1 wolf | 30bites 2.8x, 23% faster | 36bites 7.1x, 48% faster |
| 2 wolves | 15 / 5 | 21 / 5bites 1.8x, 12% faster |
| 3 wolves | 12 / 2bites 0.4x, 15% slower | 18 / 2 |
| 4 wolves | 11 / 1bites 0.4x, 18% slower | 17 / 1bites 0.6x, 9% slower |
The first number is the tagger's pay, the second each other wolf's. A lone wolf has nobody to share with.
Fewer wolves bite harder
The game expects 2.5 to 3 sheep for every wolf. Give the wolves more sheep each than that and every wolf bites farms harder and runs faster. Give them fewer and every wolf bites softer and runs slower, at most 64% softer and 18% slower. The same goes for players and bots.
The biggest case is a lone wolf against 5 sheep: its bites hit 2.8 times as hard and it runs 23% faster. The table above shows it for each pack size, and a lone wolf against 8 sheep is stronger still. On top of that, a room left on Auto plays a length set for its lineup (which team size is fairest).
Every speed, fastest first
- Wolf, sprinting5.8
- Wolf with 2 Swift Paws5.2
- Sheepdog4.6
- Sheep, sheared, with the flock4.47
- Wolf at night4.4
- Sheep, sheared4.14
- Shepherd at night4.13
- Wolf4
- Sheep with the flock3.89
- Shepherd3.75
- Sheep3.6
- Wolf stung by bees or barked at2.2
- Wolf swimming1.6
- With the flock: a sheep within 5 tiles of another living sheep runs 8% faster.
- Sheared: 15% faster for 15 seconds after you Shear. Stack it with the flock and you outrun a Wolf.
- Sprint: 45% faster for 2 seconds, every 15 seconds. It is why you never Leap early.
- Night: the wolves run up to 10% faster in the last 60 seconds.
- Bees and the dog: a Beehive's bees slow a wolf 45% for 2.2 seconds, and the sheepdog's bark does the same for 1.2 seconds.
- Water: wolves swim at 40% of their speed. Sheep can't swim at all and cross on a Plank Bridge.
Who outruns who in a chase, and when: the sheep guide.
Sight
A sheep and a Wolf both see 10 tiles around them, and a Shepherd sees 12. You see what your whole team sees, so a spread-out team sees the map and a bunched-up one doesn't. The flock also sees a few tiles around every farm it owns and 7 tiles around the sheepdog, and both teams can always see the pen.
- Night takes 25% off a wolf's sight and 20% off a sheep's.
- Bushes hide a sheep from wolves, but the bush rustles every few seconds, and a wolf right beside it sees you anyway.
- A Watcher Ward (25 gold) sees 10 tiles around it for 120 seconds, and shows a Shadow Shed's hidden farms.
- Howl shows every sheep to the wolves for 3.5 seconds, bushes or not.
The numbers only matter once you've felt them.
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