Raging
Bulls
Rules
New game
Field
Dice
Roll
Reroll
Build fence
Cancel
Show my options
pens a bull
tightens a pen
legal, but does nothing
Move to next field
Penned bulls still score. Unused posts score 0.
Status
Rerolls left
Bulls penned
0 / 3
Posts left
24
Score so far
0
Best
0
How to play
Goal.
Fence every bull off on its own. Four fields, 3 then 4 then 5 then 6 bulls.
The field edge is not a fence.
A bull only counts when your own fences close a ring around it — so you need at least three crossing fences to pen the first one.
Roll
three dice, then use
two
of them. Each number picks a numbered post on the field edge.
Click two posts
to build a fence between them. They must be on
different sides
, and a fence may never cross a bull.
A post is normally used
once
. Roll a
pair
and you may reuse a post of that number a second time — the third die picks the other post. Roll
three of a kind
and you may join two posts of that number even if both were used.
Nothing is committed until you confirm.
Pick two posts, look at the dashed fence, then Build or Cancel.
Show my options
(O) draws every legal fence for the roll and marks in gold the ones that actually pen a bull.
Mallets are your rerolls.
If a roll is useless — or you simply do not like it — pass. That spends one of your three mallets and lets you roll again. Pass with none left and the game ends there. Every mallet you still hold at the end is worth 3 points, so a reroll really costs you 3.
Scoring.
Each penned bull scores the field's bull count (3, 4, 5 or 6). Finish a field and every unused post is worth 1 more. Each mallet left at the end is worth 3.
Got it
Game design by
Mark Tuck
(2017), a free print-and-play. This is an unofficial digital version built for personal use. The original sheet is on BoardGameGeek.
Game over
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