A tagged sheep loses every farm it built, shares its gold out among the sheep still free, and waits as a spirit in the Spirit Pen in the middle of the map. Any free sheep that walks within 1.3 tiles of it brings it back, safe from tags for 3 seconds. While it waits, a spirit earns 0.5 gold a second and can ping its team. The round only ends early when every sheep is a spirit at once.
- When you are tagged
- What a spirit can do
- How a rescue works
- Is the rescue worth it?
- Running a rescue
- After you are back
- For the wolves
- What the bots do
What happens when you are tagged
- Every farm you built is gone, all at once. Not damaged, gone. Your walls, your Windmills, your door.
- Your gold goes to the flock. It is split evenly among the sheep still free, and you start earning again from zero.
- You become a spirit in the Spirit Pen, the glowing ring in the middle of the map. Spirits sit spread around inside it.
- Every wolf gets paid, the tagger most. What a tag pays has the amounts.
That first point is why a sheep's fort is only as safe as the sheep inside it. When a sheep goes down, the gap it leaves in a shared wall opens at the same moment.
What a spirit can do
- Earn: 0.5 gold a second, half of a free sheep's rate.
- Ping: press G and pick “Help, I'm in the pen”. It is the one ping made for spirits, and your team sees it on the map.
- Watch: you see a few tiles around you, plus everything your team sees.
A spirit can't move or build. So the best thing a spirit can do is bank gold and call for help at the right moment: when a wolf has just left the pen, not while one is sitting on it.
How a rescue works
- Walk into reach. A free sheep within 1.3 tiles of a spirit frees it. Spirits sit inside the ring, so the rescuer has to step into the pen, not just past it.
- One pass can free several. Every spirit you get within reach of comes back, so a run through the middle of a full pen can empty it.
- Nobody can build near the pen. Within 8 tiles of its middle, no farm goes down, so you can't wall a path in. A rescue is a run, never a wall.
- Both teams always see the pen. The wolves know exactly who is waiting, and so do you.
Is the rescue worth it?
My rule: go when the pen holds more than you do, or when the clock says you need the bodies. Stay when you are the last good wall your team has.
- Early in the round, one spirit is a small loss. It still earns, and the wolves get nothing more from it. Losing a second sheep on a bad run is a big loss. Wait for a gap.
- Two or more spirits are worth a real risk. You turn one sheep's run into two or three sheep earning full gold again, each with banked gold to rebuild.
- When you are the last sheep standing, the round is lost the moment you are tagged. A rescue gives the wolves a second target, which is often the only way to last to 0:00.
- In the last minute, the wolves are faster and see less. A rescue is a gamble. It is usually better to hold your walls unless your fort is about to fall anyway.
Running a rescue
- Shear first if your fleece is ready. 15% faster for 15 seconds is the difference on open ground.
- Watch for the Howl. A pack that just howled can't again for 60 seconds. That is your window.
- Come in from the side away from the wolf and cut through the middle, not around the edge.
- Drop a Snare on the way in. 10 gold with R, a few tiles outside the ring. The wolf guarding the pen chases you out across it and is held for 1.25 seconds. Not inside the ring itself: snares can't go there.
- Keep Leap for the way out. A Leap carries you 3.4 tiles in one jump, and you will want it when the wolf turns around.
- Go with a friend. Two sheep coming in from two sides split the wolf. Ping “On my way” so your team knows.
After you are back
A rescued sheep stands up in the pen with no farms and 3 seconds where it can't be tagged. That is not long. Use it to run, not to build: nothing goes down within 8 tiles of the pen's middle anyway.
Head for a teammate's fort if you can, and spend your banked gold there. A sheep that runs back out alone to rebuild its old fort from nothing usually gets tagged again on the way.
For the wolves: guard the pen or not?
A rescued sheep can't be tagged for 3 seconds, so chase the rescuer, not the sheep it just freed. And don't stand in the pen: a wolf parked in the ring is easy to see and easy to run around. Wait off to one side, out of the pen's light, where a rescuer has to come past you.
Guarding pays late in a round, when the pen is full and one or two sheep are left. Early on, a wolf watching the pen is a wolf not breaking walls, and the sheep out in the world get free time to build. The wolf guide has the full argument.
What the bots do
- Bot sheep rescue. They leave by their fort's door and walk to the pen. On Normal and Hard they weigh it first: how many spirits are waiting, how much of the round is left, and whether a wolf is watching. On Hard, two bot sheep can work together, one showing itself on the far side of the pen while the other goes in.
- Bot wolves guard by difficulty. On Easy they never do. On Normal, once 2 spirits are waiting or only two sheep are left, one bot wolf waits about 10 tiles off the pen, out of its light, and jumps on a sheep that comes close. On Hard it starts with a single spirit waiting.
The pen is never the end.
Play free