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A game by Tara Dillenburger-Keenan (@ManglingMinis)

Cover art by George (@inkxxviii)


Herding28 is a non-combat tabletop game inspired by the wonderful works of Simon (@4ydra)
and Lennart Schnitzler. The aim of this game is to wrangle your herd into their pen, taking
control of a herding dog.

To play this game you require:


› A 5” diameter template to represent the herd.
› A 20mm – 40mm token to represent the herding dog.
› A number of spare 20mm – 40mm tokens to represent loose animals.
› A scatter die (or some other method to determine a random direction, such as placing a pencil
vertical and then letting go, with your random direction being the direction the pencil points
when it lands).
› A four-sided die (D4), a six-sided die (D6), an eight-sided die (D8), a ten-sided die (D10), and a
twenty-sided die (D20).
› A tape-measure or measuring stick of up to 12”.
› A roughly 2’ x 2’ board or playing area.

complete, a new turn begins and you repeat


A Note on Dice all phases.
Certain rules will require you to roll a die to
determine random events. The type of die
you roll can depend on various factors, such Dumb Animals
as terrain or mutations to your herd. Unless At the beginning of each turn roll the scatter
stated otherwise the die you roll is a D6. die and a D6 for each herd and/or loose
However, this die can be “upgraded” or animal. Starting with the herd or loose
“downgraded”. To upgrade a die, you must animal that it furthest away from the
roll the next die up (e.g. a D6 is upgraded to a herding dog, move the herd or loose animal
D8 and a D8 is upgraded to a D10). To a number of inches equal to the number the
downgrade a die you must roll the next die rolled on the D6 in the direction the
down (e.g. a D8 is downgraded to a D6 and a randomly selected direction. Measuring
D6 is downgraded to a D4). A die can never be happens from the centre of the herd or loose
upgraded above a D20 or downgraded below animal.
a D4. A die can be upgraded or downgraded
multiple times, with upgrades and
downgrades cancelling each other out.
Come-by
Once any herds and/or loose animals have
finished randomly moving, you can now
How to Play move your herding dog. A herding dog can
To begin play, set up the herding dog, the move 12” in any direction you wish, however
herd, and any terrain as described in the it cannot move through a herd or loose
Trial. The game is split into turns. Each turn animal. Note you can NOT measure the
is split into four unique sequential phases; distance between the centre of any herds or
Dumb Animals, Come-by, Loose Animal, loose animals and the herding dog during
Move Herd. Once all phases of a turn are this phase.
Loose Animal Move Herd
With the movement of the herding dog Once any loose animals have separated from
complete, measure the distance between the the herd, the herd and loose animals will
centre of any herds and the herding dog. If now move. Starting with the herd or loose
the herding dog is within 8” of the centre, animal that is furthest away from the
roll a D8. If the roll is equal to or exceeds herding dog, move the herd or loose animal
the distance in inches between the herding a number of inches so that the herd or loose
dog and the centre of the herd, an animal animal is 10” away from the centre of the
has gotten spooked and split from the herd! herding dog. Herds and loose animals move
Roll a D6 and a scatter die to determine a in a straight line directly away from the
random direction and place a loose animal centre of the herding dog, measuring from
token as many inches away from the edge of the centre of the herd or loose animal.
the herd as was rolled on the D6 in the
random direction (measure between the If the centre of a herd or loose animal is
centre of the herd and the new loose animal already more than 10” away from the
to follow the random direction). herding dog, do not move them.

Note that while a loose animal acts like a If a loose animal touched the edge of the
herd during the Dumb Animals and Move table, remove the loose animal from the
Herd phases, it cannot create more loose table. This loose animal has escaped, which
animals. In addition, if a loose animal will affect victory conditions.
touches a table edge they are immediately
removed as they have escaped! If the herd touches the edge of the playing
area, it immediately stops. Unlike loose
A herd represents an indeterminate number animals it is not removed, but counts as an
of animals, and so will always be able to additional loose animal escaping for the sake
create new loose animals. If you have run out of the victory conditions.
of loose animal tokens then you don’t have
to place any new ones, but any animals that If a herd or loose animal touches another
have escaped can be reused as new loose herd, loose animal, or herding dog, it
animals. immediately stops.

A loose animal can be returned to the herd


if any movement would result in them That’ll Do
coming into base-to-base contact with the You finish a game by getting the centre of
herd in any turn after the animal has gotten the herd into the Pen. At the end of the
loose. On any turn it cannot return to the game, add up how many loose animals
herd, a loose animal cannot move through escaped or didn’t reach the Pen, the lower
the herd and will instead stop at soon as it the number the better. Give your dog a pat
gets into base-to-base contact. for being so good and get ready for the next
trail!
Trials
Trials can either be chosen, or you can roll a D6 to randomly select one. Note that these are just
suggested layouts for your Trials. Feel free to design your own and see what tricky situations you
can herd your animals through!

1 Walk Up
2 Rotten Bridge
3 Dead Mount
4 Mirage
5 Bog's Edge
6 Lumbering Pen

Terrain
Certain Trials require specific terrain that will change how the game is played. The terrain type
will be specified in brackets beside the terrain name. Fences and the table edge are always
considered impassable terrain. The Trials below don’t use all the terrain types featured here, so
feel free to create your own Trials using some of the unused ones.

A herd or loose animal will immediately stop if it touches this type of terrain, and
Impassable
cannot pass through it for any reason.
If any part of a herd is touching this type of terrain during the loose animal phase,
Sinister
add 2 to the roll to check if a loose animal has broken free.
If the centre of a herd or loose animal is touching this type of terrain during the
Dumb Animals or Move Herd phase, reduce its movement to half, rounding up.
Labouring
Note this may mean that the herd or loose animal does not end up 10” away from
the herding dog during the Move Herd phase.
If the centre of a herd or loose animal is touching this type of terrain during the
Dumb Animals or Move Herd phase, double its movement. Note this may mean
Tantivy
that the herd or loose animal may end up more than 10” away from the herding
dog during the Move Herd phase.
If the centre of a herd or loose animal is touching this type of terrain during the
Move Herd phase and is within 10” of the herding dog, move it directly towards
Antithetical the herding dog a number of inches equal to the 10” minus the distance between
the herding dog and the herd or loose animal, stopping if the herd or loose animal
gets into contact with the herding dog.
This terrain counts as a board edge. As such, if a loose animal touches it, it is
Plunge immediately removed, and if a herd touches it, it counts as an additional loose
animal escaping for the sake of the victory conditions.

A herding dog will immediately stop if it touches this type of terrain, and cannot
Repugnant pass through it for any reason. Note that herds and loose animals can move through
this type of terrain.
Walk Up Rotten Bridge

It’ll be easy the said. Just get them in the pen they A river too deep for the herd to move through is
said. Now I’m sat here covered in mud and crossed only by a half-rotted bridge. Surely none
smelling like sheep. will fall in the rapids below.

Layout Layout
A square Pen made of three 8” fences is set A square Pen made of three 8” fences is set
up on one side of the board, 2” away from up 2” away from the right table edge and 0”
the right table edge and along the horizontal away from the top table edge. A 2” wide river
centre line. A herd is placed 8” away from (impassable) is set up along the centreline.
the left table edge. Your herding dog can be An 8” wide bridge is set up over this, 8” away
placed anywhere within 2” of the left table from the top and bottom table edges. A herd
edge. is placed 8” away from the bottom table edge
and 10” away from the left table edge. Your
herding dog can be placed anywhere within
2” of the left table edge.
Dead Mount Mirage

Not quite a misty mountain. More a claggy knoll. One of these two aren’t who they’re saying they
are, but I’m not paid enough to decide which is
Layout which. If fact, I’m not paid at all!
A square Pen made of three 8” fences is set
up at a 45° angle touching the top and right Layout
table edges. A herd is placed 10” away from A square Pen made of two 8” fences and one
the left table edge. The entire left side of the 20” fence is set up on one side of the board,
table is Uphill (labouring), while the entire 1” away from the right table edge and along
right side is Downhill (fast). Your herding the centre line. A herd is placed 10” away
dog can be placed anywhere within 2” of the from the left table edge and 8” from the top
left table edge. table edge. A second herd is placed 10” away
from the left table edge and 8” away from the
bottom table edge. Your herding dog can be
placed anywhere within 2” of the left table
edge. When the first herd reaches the Pen,
remove it from the table. This does not
count for That’ll Do, but any Loose Animals
created from this herd still count towards
your final score.
Bog’s Edge Lumbering Pen

Gotta get them in for a nice dip before bedtime. Honestly don’t really know how it’s moving.
Maybe it’s alive, maybe it’s got lots of tiny feet
Layout under it. I’ll just chalk it up to magic
A square Pen made of three 8” fences is set
up along the vertical centre line of the board, Layout
2” from the bottom table edge and with its A square Pen made of three 8” fences is set
open face pointing towards the right table up on one side of the board, 2” away from
edge. An 8” wide Murky Water (antithetical) the right table edge and along the horizontal
runs down 6” from the right table edge. A centre line, with the Pen’s open face facing
herd is placed 10” away from the left table the right table edge. A herd is placed 8” away
edge and 8” away from the top table edge. from the left table edge. Your herding dog
Your herding dog can be placed anywhere can be placed anywhere within 2” of the left
within 2” of the left table edge. table edge. At the beginning of each turn roll
a D6 and a scatter die to determine a
random direction. The Pen moves as many
inches as is stated on the die, in the direction
the arrow is pointing, with the Pen’s facing
maintained. If the Pen comes into contact
with anything other than the board,
immediately stop moving the Pen.
The Roving Lands
The Roving Lands is a campaign system for Herding28 that allows you to create a story of you
and your herd moving from place to place, overcoming the trials and tribulations of the
mutating lands. Throughout the campaign you will watch as your herd changes and grows into
a unique and beautifully disgusting menagerie, affecting how the game plays.

Each Trial you play for The Roving Lands will now have a win/lose condition. To win a Trial
you must complete it in fewer than 15 turns. Each loose animal not in the Pen counts as an
additional 1 turn when calculating how many turns it took to complete a Trial. Each escaped
animal counts as 2 additional turns when calculating how many turns it took to complete a
Trial.

If you complete a Trial within the allotted 15 turns, you must then roll a D20 on the Mutation
Table below. These mutations represent a combination of selective breeding and the inherent
magical nature of either the herd or the lands where the Trials take place. Your herd and any
loose animals generated during a Trial now follow the additional rules given by the mutation
they have gained. These mutations are persistent and will carry over between Trials. If you ever
roll the same mutation a second time, you must ignore that result and instead roll a D6 on the
Overmutation Table. These overmutations represent rampant and unruly transmutation in the
herd. Similarly to the mutations, these overmutations are persistent and will carry over between
Trials.

To play The Roving Lands, begin by playing the Walk Up Trial. Once completed, and any rolls
on the Mutation Table have been done in the event of a successful Trial, you may then
continue on to new and other Trials. You can either roll on the Trials table to decide what
Trial you will play next, or try creating your own Trial setup.

The Roving Lands are complete when you have finished playing 5 different Trials. If you were
successful in at least 3 of these Trials then you have won the campaign. Otherwise, you must
hang up your crook and seek your fortune in other ventures. I hear there’s a nearby orchard
looking for workers…

Mutation Table
1. Overmutated 3. Delegged (Fewer Legs)
Something hideous has happened An unusually low number of legs
Roll on the Overmutation Table. Downgrade the die used when rolling for
scatter during the Dumb Animals phase.
2. Prehensile Nose
A nose for sniffing out danger
Ignore the effects of Sinister Terrain.
4. Prehensile Tongue 12. Gaping Maw
Able to taste the most succulent grasses Consume the scared
You may reroll any future rolls on the If the herd has been spooked during the
Mutation or Overmutation Tables, but Loose Animal phase, roll a D6. On a 5 or 6
must accept the second roll. no new loose animal token is placed.

5. Wonderous Plumage 13. Cloven Trotters


A dazzling pearlescence of brilliant colours Adapted for hills
You always count as taking one fewer turns Ignore the effects of Tantivy Terrain.
when completing a Trial for the campaign.
14. Unusual Eyes
6. Many Toed Seeing into the unseen
Many toes make light work Twice per game you can place a strange
Ignore the effects of Labouring Terrain. item token on the board at the beginning
of a turn. The direction between this token
7. A Human Feature and the herd or loose animal counts as the
When you stare into the herd, the herd stares random direction created during the Dumb
back at you Animals phase and Loose Animal phase.
Downgrade the die used when rolling for Remove the strange item token at the end
spooking an animal during the Loose of the turn in which you placed it.
Animal phase.
15. Squamous
8. Belegged (More Legs) Tick scaley plating makes for a less scared herd
A few spare legs When this herd or loose animal comes in
Move the herd or loose animal an contact with the board edge or a piece of
additional 2" during the Move Herd phase. Plunge Terrain, roll a D6. On a 5 or 6 the
herd or loose animal immediately stops
9. Palmate Feet moving and does not count as escaped for
Waddle waddle waddle the purposes of victory conditions.
Ignore the effects of Antithetical Terrain.
16. Prodigious Ears
10. Velvet Fleece Hear the herding dog long before its ever in sight
A soft and luxurious coat After setting up a Trial but before the first
Downgrade the die used when rolling for turn you may move the herd by up to 4" in
the distance a new loose animal is from the any direction.
herd during the Loose Animal phase.
17. Winged Beast
11. Exceedingly Long Snout Fly my pretties
Able to sniff out home Ignore the effects of Impassable Terrain.
During the Dumb Animals phase, move
this herd or loose animal directly towards
the centre of the Pen rather than rolling for
a random direction.
18. Lengthy Neck 19. Gangly
The next pen is already in view Limbs tied and locked together
You may reroll the result of which Trial you Downgrade the die used when rolling for
are playing during a campaign, but must spooking an animal during the Loose
accept the second roll. Animal phase.

20. Unique Breed


Beautiful monstrosities
Roll twice on the Mutation Table.

Overmutation Table
1. Prehensile Eyes 4. Fingers
Gelatinous orbs flailing seemingly at random Busting through the skin, popping off, and
Upgrade the die used when rolling for running away
spooking an animal during the Loose Loose animals can be spooked and produce
Animal phase twice (e.g. a D8 would more loose animals during the Loose
become a D12). Animal phase as if they were a herd.

2. Sentient Teeth 5. Conjoined


Voicelessness speaks to the herd. You think you The sloppy noise of skin tearing as the spooked
might be able to hear it too animals try to flee in different directions
Upgrade all die rolls. If the herd is spooked during the Loose
Animal phase, create two loose animal
3. Too Many Legs tokens rather than just one.
Sprouting from all angles, getting tangled and
knotted 6. Eye Infested
Reduce the movement of the herd or loose Pulsating out of the folds in skin and fervently
animal an by 3" during the Dumb Animals glancing around in terror
and Move Herd phase. After setting up a Trial but before the first
turn, place a loose animal token as if the
herd had been spooked during the Loose
Animal phase.
8” Long
Fences
The Herd

The
Herding
Animal

Loose
Animals

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