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Herding28 v3
Herding28 v3
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.
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.
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.
The
Herding
Animal
Loose
Animals