By request, an English translation of the rules. To the moderators, I will also post this as a Word file.
Cabbage, Goat, and Wolf
The rulesheet you are reading now
149 cards in the following distributions:
7 sets of 9 identity cards (single cabbage, double cabbage, triple cabbage, single goat, double goat, triple goat, single wolf, double wolf, triple wolf)
78 event cards of the following types:
39 action cards, of which 11 are hail cards, 11 are virus cards, 11 are hunter cards, and 6 are stroke of luck cards
39 defense cards, of which 11 are umbrella cards, 11 are first aid kits cards, 11 are shield cards, and 6 are “No thanks” cards. [To avoid confusion with the game No Thanks, you may prefer to rename this card “I Don’t Think So” or some similar phrase. The literal French means “I don’t want it.”]
8 secret power cards
About the Game
Intended for players 9 and over.
Plays with 3-7 players.
Lasts between a half hour and an hour, depending on the number of players.
Who Eats Whom?
Goats eat cabbages.
Wolves eat goats.
Wolves never eat cabbages.
Goal of the Game
The player whose identity is lowest on the food chain but manages to survive wins the hand and scores a point. Cabbages are lower than goats and goats are lower than wolves.
The winner is the player who wins the most points after 8 hands.
Separate the identity cards into sets of nine. Make a deck of secret power cards (red) and a deck of event cards (blue). Give each player a set of identity cards. For games with fewer than seven players, the other sets of identity cards are not used. Leave room for a discard pile of event cards.
To determine who plays first, the players play a round of “Cabbage, Goat, Wolf” with their hands. [This is going to be similar to rock, paper, scissors.] To do this, the players put a hand behind their backs and say together, “Cabbage, goat, wolf.” At the same time they say “wolf”, they put out their hands and reveal the identity they have secretly chosen.
To indicate a cabbage, one spreads out one’s fingers with the palm up.
To indicate a goat, one puts out a fist with the index and little fingers extended up, as if they were horns.
To indicate a wolf, one puts out a fist with the index and little fingers extended down as if they were fangs.
The winner is determined by the rules for mealtime, referring to the food chain.
Example 1: In a three-player game, if there is one each of cabbage, goat, and wolf, the goat eats the cabbage and then the wolf eats the goat. The winner is the wolf, because he is the only survivor.
In addition, an animal will not eat unless he can eat his fill.; this is to say, he only eats if he can eat at least an entire cabbage or goat himself. IN every case, animals will not eat if there are more eaters than there are things for them to eat. However, wolves can eat more goats than there are wolves. Likewise, goats can eat more cabbages than there are goats.
If after this no one player has won, those players tied for the win play again amongst themselves until one single person is the winner.
Example 2: If there are two wolves, a goat, and a cabbage, then the goat eats the cabbage, but the wolves cannot eat the goat, so the goat wins. The goat is, in effect, the lowest animal that survived mealtime.
Example 3: If there are three goats and two cabbages, the goats cannot eat the cabbages, and so the cabbages both win. The winners then play another round between them until only one is a winner.
Example 4: In contrast, one wolf can eat two, three, four, or even thousands of goats.
Once it’s been determined which player will start the game (call him player A) each player draws three event cards.
Playing a Hand
Beginning with player A, each player draws three event cards. [It is unclear whether this is in addition to the three one starts the game with.] Player A then shuffles the secret power cards, gives one to each player, and sets the rest face down in the center of the table. After looking at their secret power card, each player places their secret power face down in front of himself. A player may reveal his secret power face-up when he likes during a hand and must immediately use that power.
In a three-player game, each player gets two secret power cards.
Each player then chooses an identity card from his hand and places it face-down in front of himself. When all the players are ready, they turn the cards face up simultaneously. At this point, there will be a certain number of cabbages, goats, and wolves. ( One card can depict 1, 2, or 3 of any of the three identities.)
Each player is allowed to play only a single card per trick.
Player A begins and has two options.
In the event player A wishes to not play an event card: He says, “Pass” and can no longer play action cards until this trick is over. To indicate that he has passed and can no longer play action cards, he turns his identity a quarter turn to the left.
In the event player A wishes to play an action card, he may do so by playing it onto the identity card of one of his opponents. In this case, the player who has been attacked is allowed to defend himself immediately.
A player may play only one action card at a time. After Player A makes his decision, the player to his right now decides whether to play an action card or not.
When each player has had a chance to play an action card or pass, play returns to Player A, who then has two options.
If he passed on his first play, he now must again pass.
If he attacked on his first play, he may now choose to attack again or pass.
Following Player A, play continues to the other players in turn who have the same options.
If a player wants to defend himself from an attack, he must do so immediately. If he is able and willing to defend himself, he plays a appropriate defense card. In this case, the attack fails and both the attack and defense cards are discarded.
If he cannot or chooses not to defend himself, the player to his right decides if he wishes to defend the attacked player. If so, that player plays the appropriate defense card and the attack fails. If he refuses, the other players (with the exception of the player who played the attack card) have the same option until one player chooses to play a defense card or the attack is successful.
If no player wishes to play a defense card, the identity card under attack is eliminated. Both the attack card and the identity card are discarded.
In the event of a second or third round of attacks in a single trick, the players may continue to attack (by playing attack cards) even I their identity cards have been eliminated.
A player may continue to attack even if all his opponents have passed, but only he may play attack cards.
Players who have passed (or not yet chosen to play a card or pass) may always play defense cards either to defend themselves or another player.
A player whose identity card has been eliminated may defend other players’ identity cards.
Action cards may target only one identity card. For example, a hunter card may target only one wolf card (though that one card may have one, two, or three wolves on it).
A single identity card may come under attack any number of times during a single trick.
Example 5: A player defends his cabbage from hail with an umbrella card. He may be targeted with another hail card (or a stroke of luck card) and may be defended again with another umbrella (or a “No thanks” card.)
Once everyone has finished attacking, all the secret power cards in play are returned to the center of the table. Then mealtime begins among the identity cards that were not eliminated by attacks. Mealtime is resolved just like the “cabbage, goat, wolf” hand game that determined who would play first. The only difference is that some of the identity cards feature multiple cabbages, goats, or wolves on them, each of which is counted when determining how many of each identity is present.
Example 6: If, after the attacks, one triple cabbage, one single goat, and one double wolf card remain, then the goat wins because it eats the cabbages but is not eaten by the wolves.
Example 7: If, after the attacks, one triple cabbage, one double cabbage, and one single wolf remain, the cabbages win, because wolves do not eat cabbages. In this case (a tie between two players with the same identity) the card featuring the most of that identity wins the point. Thus, in this example, the player who played the triple cabbage would win.
Example 8: If, after the attacks, one double goat and two single wolves remain, the wolves win. Because there are two players who won with exactly the same card, the two players resolve the tie by playing “cabbage, goat, wolf” by hand.
End of a Trick
The winner of a trick gets one point. The players hold on to their unplayed event cards, but all identity cards and played event cards are discarded. The game then progresses to another round, beginning with each player drawing three new event cards and a new secret power card.
If all the players’ identities have been eliminated after a trick, no one earns a point. If, at the beginning of a trick, there are no more event cards, then the discard pile is shuffled and made into a new draw pile.
The winner of the previous trick begins the new trick.
End of the Game
The winner is the player who has the most points after all nine tricks have been played.
In the event of a tie, the winner is the tied player with the most event cards still in his hand.
If there is still a tie, the tied players play “cabbage, goat, wolf” by hand until there is a single winner.
Hail: Hail destroys cabbages. This card can only be played on a cabbage card. If the attacked player cannot defend with an umbrella or a No Thanks card, his cabbage card is eliminated.
Virus: The goats are infected with a virus. This card can only be played on a goat card. If the attacked player cannot defend with a first aid it or a No Thanks card, the goat is eliminated.
Hunter: Hunters are on the prowl. This card can only be played on a wolf card. If the attacked player cannot defend with a shield or a No Thanks card, the wolf card is eliminated.
Stroke of Luck: This card can have the effect of any of the above three attack cards. The defending player may defend as if this card were the attack card that would normally attack the target card (that is to say, a player may defend his cabbages from a stroke of luck by playing an umbrella or a No Thanks card, for example).
Umbrella: An umbrella protects a cabbage card from hail or a stroke of luck.
First aid kit: A first aid kit protects a goat card from a virus or a stroke of luck card.
Shield: A shield protects a wolf card from a hunter or a stroke of luck card.
No Thanks: This card counters the effect of an action card played onto an identity card. Both cards are then discarded. A No Thanks card may be used to cancel another No Thanks card. In this case, the attacked player has an opportunity to play another defense card to protect his identity card. A No Thanks card may not be used to cancel the effect of a defense card or of a secret power card.
Phoenix: An identity card that is about to be eliminated may be reborn from its ashes. This card may be played on your own identity or on that of another player.
Boomerang: The boomerang allows you to eliminate the identity card of an opponent. You cannot play the boomerang on the same player twice in a row. Be careful, because the boomerang can come back. If the boomerang does not eliminate your opponent’s identity card, it will eliminate your own identity card. [I’m not sure how this works.] You may play this card immediately after your identity card is eliminated.
Reinforcement: The reinforcement card allows the player to play a new identity card from his hand and play it next to his first identity card. The two cards are considered separate until the end of the trick. So, for example, the elimination of one of these cards does not eliminate the other. On the other hand, the player may still play only one event card per turn.
Transformation: The player may take his identity card from the table and replace it with one from his hand. This can only be done on a player’s own turn, not during another player’s turn (that is, it can’t be used to disrupt an attack).
Nothing, darn it: This card has no effect. It only allows you to continue without playing an attack or passing.
Cloning: This card allows the player to double the value of an identity card. When a player plays this card, he places it next to the identity card he wishes to clone.
Example 9: A player has a double wolf card. If this card is cloned, it is now worth 4 wolves.
Comment: If the cloned identity card is eliminated (or is reborn with the phoenix or exchanged…) the cloning card is as well. [It’s unclear from the French if this means that the cloning card is destroyed if the phoenix is played on the cloned identity card. That is to say, it’s unclear if the items in the parentheses are dependent on the if clause or if the part about the cloning card is dependent on the parenthetical phrase.]
Exchange: The player who has this card may exchange two identity cards in play. This card may be played only on one’s own turn.
That’s nice: This card nullifies the effect of a secret power card. It must be played immediately after the target secret power is used.
With the exceptions of phoenix and That’s Nice, you may not play your secret power in response to an attack or a secret power card.
A secret power card may be used only once per trick. Once used it immediately goes to the discard pile.
A secret power card can only be used for one trick. When a player is eliminated he must immediately discard his secret power card without revealing it.
Unless otherwise indicated on the card, a secret power may be played at any time.
If the secret power card is played on one’s own turn, it MAY replace an attack action. In this case, the player is considered to have attacked even if he has not played an attack card, and thus will be allowed to choose to attack or pass on his next turn.
Even if a player has passed, he can activate his secret power card provided his identity card is still in play.