A Sheep Tag map is 96 by 96 tiles with the wolves' den in the top-left corner and the Spirit Pen in the middle. Around them, one number decides everything else: one to three lakes and a couple of ponds, two to five ridges of rock with passes through them, woods, scattered rocks and hundreds of hiding bushes. The same seed always makes the same map, so you can share one.
Roll a map
Den
Spirit Pen
Seed 7
- Lakes
- 1
- Ponds
- 2
- Bushes
- 215
- Open ground
- 86%
- Open grass
- Woods
- Rock
- Water
- Hiding bush
- Spirit Pen, and the ring nobody builds in
Drawn by the game's own map maker, so this is the map the seed really plays. Type any whole number or roll one, and the play links follow. The page's address keeps the seed, so you can send a map to a friend.
How a map is made
The game takes the seed and lays the map down in the same order every time:
- The edge: a belt of woods all the way round.
- Water: one to three lakes that shape the land, then two small ponds. Sheep cross water on Plank Bridges. Wolves swim it, slowly.
- Ridges: two to five chains of rock that wind across the map. Every so often a ridge breaks for a pass at least three tiles wide.
- Woods: a couple of dozen groves, thick in the middle and thin at the edges, and a scatter of lone rocks.
- Bushes and flowers on the open grass. The bushes are the big dark ones, and a sheep can hide in them.
The middle of the map and the den stay clear, so the pen and the release always look the same. Only what is around them changes.
Reading a map as a sheep
- Build against something. Rock, woods and the map's edge are walls you don't pay for and wolves can't chew. A fort with its back to a ridge needs fewer farms and has fewer faces to watch.
- Use the passes. A pass through a ridge is three or more tiles wide. Close it with farms and the wolves have to go the long way round, or chew through.
- Water is a slow wall. A wolf swims at 40% of its speed, so a fort across water buys you seconds, not safety. A Plank Bridge gets you over and a wolf can chew it down behind you.
- Know your bushes. A bush near your fort is a place to hide when the wall goes. Hiding in bushes has how it works.
- Stay away from the den corner. The wolves come out of the top left. The far side of the map gives you the most seconds.
Reading a map as a wolf
- Wolves are 2 tiles wide. A one-tile gap between farms stops you. Woods and rocks never leave one, so wherever a sheep runs through trees or rocks, you fit too. At a farm wall, go round or chew.
- A fort against rock can only be chewed from its open side. Find that side first, then Huff and Puff where the most of its farms meet.
- Swim when it is shorter. Slow water is still a straight line, and the long way round a lake is not always faster.
- A ward on a pass sees every sheep that runs through it.
What a map never does
The map maker checks its own work, so no seed gives either side a free win:
- No sealed holes. Open ground the pen can't reach is filled with trees, so nothing spawns or hides in a pocket nobody can get to.
- No sheep-only gaps. Woods, rocks and ridges never leave a gap a sheep fits through and a wolf doesn't. A one-tile gap is filled in, or opened to two tiles where it is the way through.
- No untaggable spot. A nook where a sheep could stand out of every wolf's reach gets a tree planted in it.
- The pen is always open to the wolves. The rare layout that walls it off is thrown away and made again from a new number.
So the ground is fair to both sides: the only gaps a wolf can't follow a sheep through are the ones the sheep build.
A new map every match.
Play free