Key Takeaways

Note: this report shows the results of games played with the following modification: all random rolls (attacks from wolves and attacks from sheep) always resolve favourable to the player (except for Red sheep attacks, which always succeed regardless of target). The AI players are unaware of these “beneficial” rolls, so they make decisions as if they were playing the true game. All other game rules are kept: players can lose if the Shepherd reaches an unlocked gate, a cultist reaches the center of the board, or at least one of the remaining gates can’t be locked due to sheep deaths (sacrifices or Red killing fellow sheep).

This modification allows us to analyse the effect of the random outcomes of the combats and the difficulty of the game attending only to the initial random setup (board configuration, effect selection and ordering, and gate ordering) and random servant spawning.

Takeaway 1

Fewer sheep make the game harder and more sensitive to setup randomness. The win rates observed when all rolls are favourable to the player show that the game is more difficult with fewer sheep. In particular, the game is very hard for 3-sheep games, and relatively hard for 4-sheep games. There is also a higher variability of victories on 3 and 4-sheep games with respect to the setup, showing a high sensitivity to the setup in terms of game difficulty. 5 and 6-sheep games are easier to play, achieving high win rates overall and with a smaller sensitivity to the setup. This data reinfocers what was discovered previously: the randomness of the game and the initial setup leads to very different results.

Takeaway 2

3-sheep games are harder due to early cultist pressure and fewer power-ups. The data suggests different possible reasons for 3-sheep games to be harder than the rest. One of them is the round by which the second gate is closed. Closing the second gate of the game by round 3 seems to be a divisive factor for winning or losing the game: the data shows that when the second gate is closed later than this, the chances of winning the game drop.

Additionally, in 3-sheep games (which have the lowest winning rate of all sheep counts), sheep use significantly less the action Power-up, doing more attacks instead. This suggests that in these games, sheep are forced to do more attacks on enemy units to avoid losing the game, without being able to spare an action to power-up instead.

Finally, there is a high amount of games lost (by cultists) as early as in round 3, for any sheep count. This suggests that the pressure from cultists is very high since the very beginning of every game. The fact that all sheep attacks are successful in this game mode is an even stronger evidence that this is a strong factor for the high game difficulty.

Takeaway 3

Pink and Yellow sheep are strongest, while Black is weaker in 3-sheep games. The Pink (first) and the Yellow (second) sheep are the strongest among the herd, corresponding to higher winning rates for all sheep counts. The other sheep seem to be of equal strength, although 3-sheep games show that the Black sheep is significantly weaker than the others for this sheep count.

Takeaway 4

The board configuration affects game difficulty most in setup. The order in which gates are listed is not a strong factor for the difficulty of the game. Contrarily, it is the distribution of the tiles on the board what has a stronger impact on game difficulty.

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Game Overview


Tangled Yarns is a cooperative game played over 12 rounds. The game is played over a hexagonal board, where each hex has one border preventing figure movement and is one of 6 types: either a colour (red, black, blue, green, yellow), or desert. The Shepherd moves around the outside of the board on a 12-space track, triggering special rules for the round and spawning Cultists (which move towards the center of the board each round) or Wolves (which chase and attack the players; they cannot move into the center hex, and meeting in the same hex creates a ‘wolf pack’ such that those wolves move and attack together from that point on).

The players control one or more sheep characters with different abilities (including modifiers to health, attack, movement speed or defense, as well as action modifiers such as being allowed to jump over walls). The players must work together to defeat the Cultists before they reach the center, defend from the Wolves killing sheep, and close Gates before the Shepherd reaches them, all of which are loss conditions for the players. Gates require sheep to occupy hexes on the board of unique colour combinations and use a ‘Lock’ action in the same round; this closes the Gate, and also turns the used hexes to the Desert type such that they cannot be used again. Sheep can also collect bonuses (and start the game by choosing a free one in ‘easy mode’), each matching a different terrain type (to power-up their movement, attacks, defense, jumps or rotation of tiles). Attempting to collect bonuses on a Desert hex awards the sheep with a random bonus.

The players win by closing all the gates and surviving until the Shepherd completes travel across its track.

Actions

Players can always Move on their turn: the sheep can move up to its movement speed (or more by using bonuses); they cannot cross hex borders unless they have a jump ability; they can also not move through hexes with wolves. Then, they can choose between several main actions:

  • Attack: If they occupy a hex with one or more enemies (Cultists or Wolves), they can decide to attack one or more of them. Friendly sheep on the same hex can aid in a cooperative attack, adding their attack to the total attack value. The defense of opponents are is reduced by 1 for each ally taking part in the attack (other than the initiator of the attack). The result of the attack is random, biased by the sheep attack power and the enemies defense. Bonuses can be used to enhance attacks.
  • Lock: If the sheep occupy board hexes of the right types to lock a gate, they can use this action to do so (a requirement for winning the game).
  • Power-Up: The sheep receives a bonus based on the hex type they currently occupy (or random if on Desert). All bonuses can be shared freely between sheep.
  • Sacrifice: The sheep takes 1 point of damage, but pauses the Shepherd advance and its active effect for the round. If the sheep was completely healthy, it is now corrupted and respawned in the center of the board. Corrupted sheep have different abilities based on specific character traits. If the sheep was already corrupted, it is removed from the game instead. If not enough sheep remain in the game to close remaining gates (or at least 1 until the end), the players lose.

The same damage rules are applied when the sheep get attacked by the Wolves; only 1 sheep receives 1 damage in a successful wolf attack, regardless of how many figures are in the same hex.

Finally, sheep can end their turn by rotating the tile they occupy (or adjacent tiles with bonuses or abilities), unless occupied by a cultist, to modify path configurations that figures can take on the board. Rotations are restricted to 60 degrees if the sheep is corrupted.

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Game parameters

The following game parameters can easily be adjusted to change game functionality:

  • NTilesRatius: The radius of the board (default 3)
  • nEffects: The number of special round effects (default 4)
  • lastTurn: How many rounds there are in the game, or the length of the Shepherd’s track (default 12)
  • nGates: How many gates there are to close (default 6)

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AI Players

The players used to generate the data are all based on a tree-search algorithm (Monte Carlo Tree Search). At each decision point in the game, this algorithm creates a tree of statistics describing possible outcomes of various actions tried, up to a certain depth into the game (often the end for short games). It then picks the action most likely to lead to good outcomes.

Data

The following data is externally imported and can be adjusted for different game configurations. Not specified below is the possibility to run games with specific sheep characters.

Shepherd Effects

  • CLAW (Wolves have a movement of up to 3 hexes)
  • FANG (Wolves have an attack of 4)
  • DISEASE (No character traits can be used)
  • KINDNESS (Cultists have a defense of 3)
  • BITE (Wolves can reattack if they lose first attack)
  • QUIET (The land cannot be altered in any way this turn)
  • SHIFTING (All lines in the inner ring open to the center)
  • LIGHTNESS (Cultists further from center move one hex towards the center)
  • GIFT (Wolves can jump walls)
  • RAGE (Wolves have a defense of 2)
  • SPIRIT (Defeated cultists respawn at a random corner hex)
  • BEGUILING (Sheep attack is reduced by 1)

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Bonuses

  • Red: Increase attack by 1
  • Black: Rotate 1 extra tile
  • Green: Add 1 extra jump
  • Blue: Increase defense by 1
  • Yellow: Add 1 extra move

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Tokens

Sheep
  • Pink:
    • Attack: 2 (corrupted 0)
    • Defense: 1 (corrupted 1)
    • Move: 4 (corrupted 4)
    • Cannot rotate tiles
  • Red:
    • Attack: 3 (corrupted 4; must stop and attack any creature, including sheep, it shares a hex with)
    • Defense: 2 (corrupted 1)
    • Move: 2 (corrupted 2)
  • Yellow:
    • Attack: 2 (corrupted 2)
    • Defense: 1 (corrupted 1)
    • Move: 2 (corrupted 2)
    • Can Lock adjacent hex (line of sight required if corrupted)
  • Black:
    • Attack: 2 (corrupted 2)
    • Defense: 1 (corrupted 1)
    • Move: 2 (corrupted 2)
    • Can choose bonus received from Power-Up action. If corrupted, the bonus received is randomly changed.
  • Blue:
    • Attack: 2 (corrupted 2)
    • Defense: 1 (corrupted 1)
    • Move: 2 (corrupted 2)
    • Can rotate adjacent hex (line of sight required if corrupted)
  • Green:
    • Attack: 2 (corrupted 2)
    • Defense: 1 (corrupted 1)
    • Move: 2 (corrupted 2)
    • Can jump over walls if not corrupted
Servants
  • Cultist:
    • Attack: 0
    • Defense: 2
    • Move: 1
  • Wolf:
    • Attack: 3
    • Defense: 1
    • Move: 2

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Servant Cards

The following is the definition for the servant cards, with adjustable parameters. ‘Sheep’ refers to the number of sheep in the game required for that card to be a possible choice.

Idx,Sheep,Cultists,Wolves
1,3,2,0
1,4,2,0
1,5,2,0
1,6,3,0
2,3,1,2
2,4,1,1
2,5,1,2
2,6,1,2
3,3,1,1
3,4,1,0
3,5,1,1
3,6,1,1
4,3,1,0
4,4,0,0
4,5,1,1
4,6,1,0
5,3,0,1
5,4,1,1
5,5,0,0
5,6,0,1
6,3,1,0
6,4,0,1
6,5,0,1
6,6,1,0
7,3,0,1
7,4,0,1
7,5,1,0
7,6,0,1
8,3,1,1
8,4,1,0
8,5,1,1
8,6,1,1
9,3,1,1
9,4,1,1
9,5,1,1
9,6,1,1
10,3,0,1
10,4,0,1
10,5,0,1
10,6,0,1
11,3,0,3
11,4,0,3
11,5,0,3
11,6,0,4

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Gate Cards

The following is the definition for the gate cards, with adjustable parameters. ‘Sheep’ refers to the number of sheep in the game required for that card to be a possible choice.

Gate,Sheep
"YELLOW,RED","3,4"
"BLACK,GREEN",3
"BLUE,RED",3
"BLUE,BLACK,GREEN",3
"BLUE,RED,YELLOW",3
"BLACK,YELLOW,GREEN","3,4"
"BLACK,RED,BLUE",4
"BLACK,YELLOW,GREEN,BLUE","4,6"
"BLUE,YELLOW,GREEN,RED",4
"BLUE,RED,BLACK,GREEN","4,5"
"RED,GREEN,YELLOW",5
"BLACK,BLUE,GREEN,RED,YELLOW","5x3,6"
"YELLOW,BLUE,BLACK",5
"GREEN,BLACK,BLUE,YELLOW,BLUE,RED",6
"BLACK,GREEN,YELLOW,RED",6
"BLACK,BLUE,YELLOW,GREEN,YELLOW,RED",6
"RED,BLACK,BLUE,RED,GREEN",6

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Setup Boards

3 Sheep boards

1744635929175

1744639792095

1744648355719

1744650164569

1744654872283

1744656320853

1744658207893

1744662628767

1744663901475

1744665676416

4 Sheep boards

1744514700429

1744530703175

1744538615116

1744554404808

1744567478573

1744575892781

1744583543652

1744590976877

1744606079099

1744627153130

5 Sheep boards

1744710440204

1744757485182

1744773814906

1744784093485

1744791302806

1744797639757

1744805742751

1744809166148

1744816888205

1744820724153

6 Sheep boards

1744639521879

1744650644411

1744655314958

1744684258980

1744698391866

1744712235930

1744734590452

1744739101533

1744760785748

1744775694056

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Player win rate

This section shows winning rates statistics, for games in which all random rolls are favourable to the player. We include the number of games, percentage of victories and average of scores obtained (overall, on wins and on losses). We include statistics for all plays, as well as separated on different game setups.

In Tangled Yarns, score indicates how many gates the players locked during the game.

Overall

The table below shows the Win Rate for all games played, for every sheep count.

Sheep Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
3 500 19.80% 4.06 ± 1.51 6.00 ± 0.00 3.58 ± 1.30
4 500 54.00% 5.32 ± 0.95 6.00 ± 0.00 4.53 ± 0.89
5 500 81.80% 5.73 ± 0.67 6.00 ± 0.00 4.51 ± 0.81
6 500 90.60% 5.82 ± 0.68 6.00 ± 0.00 4.11 ± 1.29

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Per Setup

The table below shows the Win Rate per different game setup. We observe high variability in success rate based on the initial setup and the number of sheep. For 3 sheep, some boards only achieve a win rate below 5%, while the easiest board sees only 66% victory rate.

For 4 sheep, the range of victory rates is also large, from 28% to 80% depending on the board. This spread reduces considerably in 5 and 6-sheep games, with 66-92% and 82-98% winning respectively.

3 Sheep

Game Setup Plays WinRate Win % Avg. Score Avg. Score on win Avg. Score on loss
1.744648e+12 50 66 66.00% 5.42 ± 1.05 6.00 ± 0.00 4.29 ± 1.16
1.744636e+12 50 54 54.00% 5.28 ± 1.07 6.00 ± 0.00 4.43 ± 1.08
1.744666e+12 50 18 18.00% 4.82 ± 0.90 6.00 ± 0.00 4.56 ± 0.78
1.744656e+12 50 14 14.00% 4.14 ± 1.28 6.00 ± 0.00 3.84 ± 1.11
1.744650e+12 50 14 14.00% 4.02 ± 1.52 6.00 ± 0.00 3.70 ± 1.39
1.744640e+12 50 12 12.00% 3.06 ± 1.72 6.00 ± 0.00 2.66 ± 1.41
1.744658e+12 50 10 10.00% 4.24 ± 1.22 6.00 ± 0.00 4.04 ± 1.13
1.744663e+12 50 6 6.00% 3.16 ± 1.31 6.00 ± 0.00 2.98 ± 1.13
1.744655e+12 50 2 2.00% 3.52 ± 1.01 6.00 ± 0.00 3.47 ± 0.96
1.744664e+12 50 2 2.00% 2.94 ± 1.25 6.00 ± 0.00 2.88 ± 1.18

4 Sheep

Game Setup Plays WinRate Win % Avg. Score Avg. Score on win Avg. Score on loss
1.744567e+12 50 80 80.00% 5.62 ± 0.99 6.00 ± 0.00 4.10 ± 1.45
1.744584e+12 50 74 74.00% 5.58 ± 0.81 6.00 ± 0.00 4.38 ± 0.77
1.744554e+12 50 74 74.00% 5.48 ± 1.15 6.00 ± 0.00 4.00 ± 1.47
1.744627e+12 50 64 64.00% 5.62 ± 0.53 6.00 ± 0.00 4.94 ± 0.24
1.744591e+12 50 52 52.00% 5.20 ± 1.16 6.00 ± 0.00 4.33 ± 1.17
1.744515e+12 50 46 46.00% 5.48 ± 0.65 6.00 ± 0.00 5.04 ± 0.59
1.744539e+12 50 44 44.00% 5.04 ± 1.09 6.00 ± 0.00 4.29 ± 0.90
1.744576e+12 50 40 40.00% 5.00 ± 1.03 6.00 ± 0.00 4.33 ± 0.80
1.744606e+12 50 38 38.00% 5.12 ± 0.94 6.00 ± 0.00 4.58 ± 0.81
1.744531e+12 50 28 28.00% 5.08 ± 0.72 6.00 ± 0.00 4.72 ± 0.51

5 Sheep

Game Setup Plays WinRate Win % Avg. Score Avg. Score on win Avg. Score on loss
1.744710e+12 50 92 92.00% 5.86 ± 0.50 6.00 ± 0.00 4.25 ± 0.50
1.744757e+12 50 90 90.00% 5.78 ± 0.68 6.00 ± 0.00 3.80 ± 0.45
1.744821e+12 50 86 86.00% 5.90 ± 0.36 6.00 ± 0.00 5.29 ± 0.76
1.744791e+12 50 86 86.00% 5.82 ± 0.48 6.00 ± 0.00 4.71 ± 0.49
1.744806e+12 50 86 86.00% 5.76 ± 0.74 6.00 ± 0.00 4.29 ± 1.25
1.744798e+12 50 84 84.00% 5.78 ± 0.55 6.00 ± 0.00 4.62 ± 0.52
1.744809e+12 50 82 82.00% 5.82 ± 0.44 6.00 ± 0.00 5.00 ± 0.50
1.744774e+12 50 80 80.00% 5.76 ± 0.59 6.00 ± 0.00 4.80 ± 0.79
1.744784e+12 50 66 66.00% 5.44 ± 0.86 6.00 ± 0.00 4.35 ± 0.61
1.744817e+12 50 66 66.00% 5.36 ± 1.05 6.00 ± 0.00 4.12 ± 0.93

6 Sheep

Game Setup Plays WinRate Win % Avg. Score Avg. Score on win Avg. Score on loss
1.744684e+12 50 98 98.00% 6.00 ± 0.00 6.00 ± 0.00 6.00 ± 0.00
1.744640e+12 50 94 94.00% 5.94 ± 0.24 6.00 ± 0.00 5.00 ± 0.00
1.744651e+12 50 92 92.00% 5.86 ± 0.53 6.00 ± 0.00 4.25 ± 0.96
1.744730e+12 50 92 92.00% 5.80 ± 0.81 6.00 ± 0.00 3.50 ± 1.73
1.744761e+12 50 92 92.00% 5.74 ± 0.96 6.00 ± 0.00 2.75 ± 1.50
1.744776e+12 50 90 90.00% 5.80 ± 0.81 6.00 ± 0.00 4.00 ± 1.87
1.744698e+12 50 90 90.00% 5.76 ± 0.82 6.00 ± 0.00 3.60 ± 1.34
1.744712e+12 50 88 88.00% 5.80 ± 0.67 6.00 ± 0.00 4.33 ± 1.21
1.744655e+12 50 88 88.00% 5.80 ± 0.61 6.00 ± 0.00 4.33 ± 0.82
1.744739e+12 50 82 82.00% 5.72 ± 0.73 6.00 ± 0.00 4.44 ± 1.01

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Game Setup

This section presents the data separated into different categories to highlight the impact of various game components on game outcomes.

Per Player Character Set

First, the table below shows the win rate for each set of characters (sheep types) to identify synergies (or lack thereof). There is a clear synergy for Pink and Yellow sheep working well together.

  • For 3-sheep, there is a high dependency on the character set, with two sets (that include Pink and Yellow sheep) achieving over 40% winning rate, but all the others scoring below 15% victories.
  • For 4-sheep games, again the presence of Pink and Yellow sheep land high winning rates, from 48% to 80%. Note that this high winning rate is considerably above the overall winning rate for 4-sheep games (54%). When Pink is not in the set, win-rate drops to 40% or lower.
  • For 5-sheep games, again the combination of Pink and Yellow sheep achieve at least 80% wnning rate. If any of these is missing, the win rate drops to 66%.

3 Sheep

PlayerCharacters Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
GREEN-PINK-YELLOW 50 54.00% 5.28 ± 1.07 6.00 ± 0.00 4.43 ± 1.08
BLUE-PINK-YELLOW 100 42.00% 5.12 ± 1.02 6.00 ± 0.00 4.48 ± 0.90
GREEN-PINK-RED 50 14.00% 4.14 ± 1.28 6.00 ± 0.00 3.84 ± 1.11
BLACK-PINK-YELLOW 50 12.00% 3.06 ± 1.72 6.00 ± 0.00 2.66 ± 1.41
BLUE-GREEN-YELLOW 50 10.00% 4.24 ± 1.22 6.00 ± 0.00 4.04 ± 1.13
BLACK-BLUE-YELLOW 100 8.00% 3.77 ± 1.31 6.00 ± 0.00 3.58 ± 1.18
BLACK-PINK-RED 50 6.00% 3.16 ± 1.31 6.00 ± 0.00 2.98 ± 1.13
BLUE-GREEN-RED 50 2.00% 2.94 ± 1.25 6.00 ± 0.00 2.88 ± 1.18

4 Sheep

PlayerCharacters Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
BLACK-GREEN-PINK-YELLOW 50 80.00% 5.62 ± 0.99 6.00 ± 0.00 4.10 ± 1.45
BLACK-BLUE-GREEN-PINK 50 74.00% 5.58 ± 0.81 6.00 ± 0.00 4.38 ± 0.77
BLACK-PINK-RED-YELLOW 50 64.00% 5.62 ± 0.53 6.00 ± 0.00 4.94 ± 0.24
BLACK-BLUE-PINK-YELLOW 150 49.33% 5.35 ± 0.88 6.00 ± 0.00 4.71 ± 0.85
BLUE-PINK-RED-YELLOW 100 48.00% 5.12 ± 1.12 6.00 ± 0.00 4.31 ± 1.02
BLACK-GREEN-RED-YELLOW 50 40.00% 5.00 ± 1.03 6.00 ± 0.00 4.33 ± 0.80
BLUE-GREEN-RED-YELLOW 50 38.00% 5.12 ± 0.94 6.00 ± 0.00 4.58 ± 0.81

5 Sheep

PlayerCharacters Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
BLACK-BLUE-PINK-RED-YELLOW 50 92.00% 5.86 ± 0.50 6.00 ± 0.00 4.25 ± 0.50
BLACK-BLUE-GREEN-PINK-YELLOW 150 87.33% 5.83 ± 0.52 6.00 ± 0.00 4.68 ± 0.82
BLUE-GREEN-PINK-RED-YELLOW 150 84.00% 5.79 ± 0.59 6.00 ± 0.00 4.67 ± 0.82
BLACK-GREEN-PINK-RED-YELLOW 50 80.00% 5.76 ± 0.59 6.00 ± 0.00 4.80 ± 0.79
BLACK-BLUE-GREEN-RED-YELLOW 50 66.00% 5.44 ± 0.86 6.00 ± 0.00 4.35 ± 0.61
BLACK-BLUE-GREEN-PINK-RED 50 66.00% 5.36 ± 1.05 6.00 ± 0.00 4.12 ± 0.93

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Per Player Character (Individual)

We include here a breakdown per character as well. Not surprisingly, Pink and Yellow sheep are at the top of the table, in this order, for most sheep counts. Only in 4-sheep games, Black and Green are comparable to Pink. Not much should be read from the fact that Red is at the bottom, considering its main ability is effectively match by all the other sheep given the guaranteed victory in all attacks.

3 Sheep

TileValue Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
PINK 300 28.33% 4.31 ± 1.56 6.00 ± 0.00 3.65 ± 1.35
YELLOW 350 25.14% 4.34 ± 1.48 6.00 ± 0.00 3.78 ± 1.30
GREEN 200 20.00% 4.15 ± 1.46 6.00 ± 0.00 3.69 ± 1.26
BLUE 300 18.67% 4.16 ± 1.42 6.00 ± 0.00 3.74 ± 1.24
BLACK 200 8.50% 3.44 ± 1.45 6.00 ± 0.00 3.20 ± 1.28
RED 150 7.33% 3.41 ± 1.38 6.00 ± 0.00 3.21 ± 1.21

4 Sheep

TileValue Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
BLACK 350 58.00% 5.41 ± 0.89 6.00 ± 0.00 4.59 ± 0.86
GREEN 200 58.00% 5.33 ± 0.98 6.00 ± 0.00 4.40 ± 0.89
PINK 400 57.75% 5.39 ± 0.94 6.00 ± 0.00 4.55 ± 0.93
YELLOW 450 51.78% 5.29 ± 0.96 6.00 ± 0.00 4.53 ± 0.90
BLUE 350 50.86% 5.28 ± 0.96 6.00 ± 0.00 4.54 ± 0.90
RED 250 47.60% 5.20 ± 0.99 6.00 ± 0.00 4.47 ± 0.87

5 Sheep

TileValue Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
YELLOW 450 83.56% 5.77 ± 0.60 6.00 ± 0.00 4.59 ± 0.76
PINK 450 83.56% 5.76 ± 0.64 6.00 ± 0.00 4.54 ± 0.85
BLUE 450 82.00% 5.72 ± 0.68 6.00 ± 0.00 4.47 ± 0.81
BLACK 350 80.86% 5.70 ± 0.70 6.00 ± 0.00 4.45 ± 0.80
GREEN 450 80.67% 5.71 ± 0.69 6.00 ± 0.00 4.52 ± 0.82
RED 350 79.43% 5.68 ± 0.72 6.00 ± 0.00 4.46 ± 0.80

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Per Shepherd Tile Set

The table below looks at combinations of Shepherd tiles (or round effects) in play, therefore higher win-rates indicate that the set of tile sets is easier for the players. Each one matches to a game setup as seen previously, so we observe a similar wide distribution of win rates for each sheep count.

3 Sheep

ShepherdTiles Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
BITE-DISEASE-GIFT-LIGHTNESS 50 66.00% 5.42 ± 1.05 6.00 ± 0.00 4.29 ± 1.16
CLAW-LIGHTNESS-RAGE-SPIRIT 50 54.00% 5.28 ± 1.07 6.00 ± 0.00 4.43 ± 1.08
BITE-CLAW-GIFT-LIGHTNESS 50 18.00% 4.82 ± 0.90 6.00 ± 0.00 4.56 ± 0.78
BEGUILING-DISEASE-QUIET-SPIRIT 50 14.00% 4.14 ± 1.28 6.00 ± 0.00 3.84 ± 1.11
BEGUILING-GIFT-LIGHTNESS-RAGE 50 14.00% 4.02 ± 1.52 6.00 ± 0.00 3.70 ± 1.39
DISEASE-KINDNESS-LIGHTNESS-RAGE 50 12.00% 3.06 ± 1.72 6.00 ± 0.00 2.66 ± 1.41
BEGUILING-BITE-DISEASE-SHIFTING 50 10.00% 4.24 ± 1.22 6.00 ± 0.00 4.04 ± 1.13
BEGUILING-LIGHTNESS-QUIET-SPIRIT 50 6.00% 3.16 ± 1.31 6.00 ± 0.00 2.98 ± 1.13
BEGUILING-BITE-QUIET-SHIFTING 50 2.00% 3.52 ± 1.01 6.00 ± 0.00 3.47 ± 0.96
CLAW-DISEASE-QUIET-RAGE 50 2.00% 2.94 ± 1.25 6.00 ± 0.00 2.88 ± 1.18

4 Sheep

ShepherdTiles Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
DISEASE-FANG-LIGHTNESS-RAGE 50 80.00% 5.62 ± 0.99 6.00 ± 0.00 4.10 ± 1.45
BITE-CLAW-GIFT-RAGE 50 74.00% 5.58 ± 0.81 6.00 ± 0.00 4.38 ± 0.77
DISEASE-FANG-LIGHTNESS-SHIFTING 50 74.00% 5.48 ± 1.15 6.00 ± 0.00 4.00 ± 1.47
BEGUILING-DISEASE-FANG-SPIRIT 50 64.00% 5.62 ± 0.53 6.00 ± 0.00 4.94 ± 0.24
FANG-LIGHTNESS-RAGE-SPIRIT 50 52.00% 5.20 ± 1.16 6.00 ± 0.00 4.33 ± 1.17
BEGUILING-DISEASE-QUIET-RAGE 50 46.00% 5.48 ± 0.65 6.00 ± 0.00 5.04 ± 0.59
CLAW-GIFT-QUIET-SPIRIT 50 44.00% 5.04 ± 1.09 6.00 ± 0.00 4.29 ± 0.90
FANG-LIGHTNESS-SHIFTING-SPIRIT 50 40.00% 5.00 ± 1.03 6.00 ± 0.00 4.33 ± 0.80
BEGUILING-BITE-RAGE-SPIRIT 50 38.00% 5.12 ± 0.94 6.00 ± 0.00 4.58 ± 0.81
GIFT-QUIET-RAGE-SHIFTING 50 28.00% 5.08 ± 0.72 6.00 ± 0.00 4.72 ± 0.51

5 Sheep

ShepherdTiles Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
BITE-CLAW-LIGHTNESS-RAGE 50 92.00% 5.86 ± 0.50 6.00 ± 0.00 4.25 ± 0.50
BITE-CLAW-KINDNESS-SPIRIT 50 90.00% 5.78 ± 0.68 6.00 ± 0.00 3.80 ± 0.45
BEGUILING-BITE-GIFT-SPIRIT 50 86.00% 5.90 ± 0.36 6.00 ± 0.00 5.29 ± 0.76
BEGUILING-KINDNESS-LIGHTNESS-QUIET 50 86.00% 5.82 ± 0.48 6.00 ± 0.00 4.71 ± 0.49
BITE-FANG-GIFT-RAGE 50 86.00% 5.76 ± 0.74 6.00 ± 0.00 4.29 ± 1.25
DISEASE-FANG-LIGHTNESS-RAGE 50 84.00% 5.78 ± 0.55 6.00 ± 0.00 4.62 ± 0.52
BITE-FANG-GIFT-SPIRIT 50 82.00% 5.82 ± 0.44 6.00 ± 0.00 5.00 ± 0.50
DISEASE-QUIET-RAGE-SPIRIT 50 80.00% 5.76 ± 0.59 6.00 ± 0.00 4.80 ± 0.79
BITE-DISEASE-RAGE-SHIFTING 50 66.00% 5.44 ± 0.86 6.00 ± 0.00 4.35 ± 0.61
BEGUILING-CLAW-QUIET-SHIFTING 50 66.00% 5.36 ± 1.05 6.00 ± 0.00 4.12 ± 0.93

6 Sheep

ShepherdTiles Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
DISEASE-FANG-KINDNESS-SPIRIT 50 98.00% 6.00 ± 0.00 6.00 ± 0.00 6.00 ± 0.00
BEGUILING-BITE-DISEASE-KINDNESS 50 94.00% 5.94 ± 0.24 6.00 ± 0.00 5.00 ± 0.00
BITE-DISEASE-FANG-SPIRIT 50 92.00% 5.86 ± 0.53 6.00 ± 0.00 4.25 ± 0.96
CLAW-GIFT-KINDNESS-SHIFTING 50 92.00% 5.80 ± 0.81 6.00 ± 0.00 3.50 ± 1.73
BITE-CLAW-FANG-GIFT 50 92.00% 5.74 ± 0.96 6.00 ± 0.00 2.75 ± 1.50
DISEASE-FANG-KINDNESS-RAGE 50 90.00% 5.80 ± 0.81 6.00 ± 0.00 4.00 ± 1.87
BITE-FANG-LIGHTNESS-SPIRIT 50 90.00% 5.76 ± 0.82 6.00 ± 0.00 3.60 ± 1.34
BITE-GIFT-KINDNESS-SPIRIT 50 88.00% 5.80 ± 0.67 6.00 ± 0.00 4.33 ± 1.21
DISEASE-GIFT-QUIET-SPIRIT 50 88.00% 5.80 ± 0.61 6.00 ± 0.00 4.33 ± 0.82
BEGUILING-BITE-KINDNESS-SPIRIT 50 82.00% 5.72 ± 0.73 6.00 ± 0.00 4.44 ± 1.01

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Per Shepherd Tile (Individual)

More interestingly, we separate the data based on games in which each effect was present and summarise the game outcomes associated with that effect being active in a game. Tiles make more of a different for shorter sheep count games, with Quiet and Shifting being constantly the hardest ones for the players, followed by Beguiling.

3 Sheep

TileValue Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
GIFT 150 32.67% 4.75 ± 1.31 6.00 ± 0.00 4.15 ± 1.19
LIGHTNESS 300 28.33% 4.29 ± 1.60 6.00 ± 0.00 3.62 ± 1.40
CLAW 150 24.67% 4.35 ± 1.48 6.00 ± 0.00 3.81 ± 1.31
SPIRIT 150 24.67% 4.19 ± 1.50 6.00 ± 0.00 3.60 ± 1.24
BITE 200 24.00% 4.50 ± 1.26 6.00 ± 0.00 4.03 ± 1.07
DISEASE 250 20.80% 3.96 ± 1.60 6.00 ± 0.00 3.42 ± 1.35
RAGE 200 20.50% 3.83 ± 1.69 6.00 ± 0.00 3.26 ± 1.43
KINDNESS 50 12.00% 3.06 ± 1.72 6.00 ± 0.00 2.66 ± 1.41
BEGUILING 250 9.20% 3.82 ± 1.33 6.00 ± 0.00 3.59 ± 1.19
SHIFTING 100 6.00% 3.88 ± 1.17 6.00 ± 0.00 3.74 ± 1.08
QUIET 200 6.00% 3.44 ± 1.29 6.00 ± 0.00 3.28 ± 1.16

4 Sheep

TileValue Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
DISEASE 200 66.00% 5.55 ± 0.86 6.00 ± 0.00 4.68 ± 1.01
FANG 250 62.00% 5.38 ± 1.02 6.00 ± 0.00 4.38 ± 1.05
LIGHTNESS 200 61.50% 5.33 ± 1.10 6.00 ± 0.00 4.25 ± 1.13
CLAW 100 59.00% 5.31 ± 0.99 6.00 ± 0.00 4.32 ± 0.85
BITE 100 56.00% 5.35 ± 0.90 6.00 ± 0.00 4.52 ± 0.79
RAGE 300 53.00% 5.35 ± 0.91 6.00 ± 0.00 4.61 ± 0.87
BEGUILING 150 49.33% 5.41 ± 0.75 6.00 ± 0.00 4.83 ± 0.66
GIFT 150 48.67% 5.23 ± 0.92 6.00 ± 0.00 4.51 ± 0.74
SPIRIT 250 47.60% 5.20 ± 0.99 6.00 ± 0.00 4.47 ± 0.87
SHIFTING 150 47.33% 5.19 ± 1.00 6.00 ± 0.00 4.46 ± 0.87
QUIET 150 39.33% 5.20 ± 0.86 6.00 ± 0.00 4.68 ± 0.73

5 Sheep

TileValue Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
KINDNESS 100 88.00% 5.80 ± 0.59 6.00 ± 0.00 4.33 ± 0.65
LIGHTNESS 150 87.33% 5.82 ± 0.51 6.00 ± 0.00 4.58 ± 0.51
GIFT 150 84.67% 5.83 ± 0.54 6.00 ± 0.00 4.87 ± 0.92
SPIRIT 200 84.50% 5.82 ± 0.53 6.00 ± 0.00 4.81 ± 0.79
FANG 150 84.00% 5.79 ± 0.59 6.00 ± 0.00 4.67 ± 0.82
BITE 300 83.67% 5.76 ± 0.64 6.00 ± 0.00 4.53 ± 0.82
CLAW 150 82.67% 5.67 ± 0.80 6.00 ± 0.00 4.08 ± 0.80
RAGE 250 81.60% 5.72 ± 0.67 6.00 ± 0.00 4.48 ± 0.75
BEGUILING 150 79.33% 5.69 ± 0.73 6.00 ± 0.00 4.52 ± 0.93
QUIET 150 77.33% 5.65 ± 0.77 6.00 ± 0.00 4.44 ± 0.86
DISEASE 150 76.67% 5.66 ± 0.69 6.00 ± 0.00 4.54 ± 0.66
SHIFTING 100 66.00% 5.40 ± 0.95 6.00 ± 0.00 4.24 ± 0.78

6 Sheep

TileValue Plays Win % Avg. Score Avg. Score on win Avg. Score on loss
DISEASE 250 92.40% 5.88 ± 0.52 6.00 ± 0.00 4.42 ± 1.17
FANG 250 92.40% 5.83 ± 0.71 6.00 ± 0.00 3.79 ± 1.51
SHIFTING 50 92.00% 5.80 ± 0.81 6.00 ± 0.00 3.50 ± 1.73
CLAW 100 92.00% 5.77 ± 0.89 6.00 ± 0.00 3.12 ± 1.55
KINDNESS 300 90.67% 5.84 ± 0.63 6.00 ± 0.00 4.32 ± 1.31
RAGE 50 90.00% 5.80 ± 0.81 6.00 ± 0.00 4.00 ± 1.87
GIFT 200 90.00% 5.79 ± 0.77 6.00 ± 0.00 3.85 ± 1.35
LIGHTNESS 50 90.00% 5.76 ± 0.82 6.00 ± 0.00 3.60 ± 1.34
SPIRIT 300 89.67% 5.82 ± 0.62 6.00 ± 0.00 4.29 ± 1.07
BITE 300 89.67% 5.80 ± 0.70 6.00 ± 0.00 4.10 ± 1.22
BEGUILING 100 88.00% 5.83 ± 0.55 6.00 ± 0.00 4.58 ± 0.90
QUIET 50 88.00% 5.80 ± 0.61 6.00 ± 0.00 4.33 ± 0.82

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Per Gate Set

We can also filter the data based on the ordering of the gates, to analysie if the order of the gates and the requirements they have lead to more or less favourable outcomes. The data shows that this is not a decisive factor - hence is the distribution of the tiles in the board what has a bigger impact on the difficulty of the game than their order in the rounds.

3 Sheep

4 Sheep

5 Sheep

6 Sheep

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Game Progression

This section analyses statistics relative to the progression of the game. Concretely, we look into actions played and the use of power-ups.

Game Scores

This section focuses exclusively on game scores observed during the game. As a reminder, this is the equivalent of the sheep’s abilities to lock gates before the game end. The figures aggregate the absolute value of average scores per game round. The horizontal axis shows the round of the game, while the vertical axis shows the average and standard deviation of the absolute score.

All

The plots below summarise the progression of scores throughout the game, across all games played, for all sheep counts.

We see that most often the players already lock a gate by the first round. There is a higher variabilty fot the second gate: in most 5 and 6-sheep games, sheep are able to lock the second gate in the second round of the game, but this likelihood decreases in 3 and 4-sheep games, where the second gate is more decisively closed in round 3. This difference can have a strong impact on the outcome of the game, given that by round 3 cultist can already reach the center of the board.

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On Wins

The data used for these figures includes only games where the players win; while we see less variance for the final gate being locked, the general shape of the curves remains the same as for all games. It’s noticeable that a second gate is locked much more often in round 3 than in loss games (next tab), especially for 3 and 4-sheep games.

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On Loss

The data used for these figures includes only games where the players lose. We further separate the data based on loss condition (Cultist reaching the center; number of sheep being too low; or Shepherd reaching an unlocked gate).

Any loss

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By Cultist

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By Wolves

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By Shepherd

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Actions Overall

This section offers statistics on the different actions executed in the game. We present the percentage of each of the main actions being used in a game. Rotate and move actions are always executed with a high frequency, being always available, whereas it is interesting to observe the spread of the other actions that compete for the main action slot.

In general, the main difference between winning on losing games is on the use of the action Sacrifice, which is higher in the latter than in the former. This suggests that while using the Sacrifice option when the shepherd is about to reach an unlocked gate delays losing the game, its effect may not be strong enough to lead to a victory in the end.

With respect to games with different sheep counts, the distribution of actions is very similar, with one exception: in 3-sheep games, the third most used action is Attack, with Power-Up being the fourth. While in 3-sheep games the difference between these 2 types of actions is of about 1% (8.69% for Attack, 8.19% for Power-up), the other sheep count games not only show a swapped order, but a higher difference: (10% for Power-up versus 5.5% for Attack). This lower access to power-ups may be a factor for 3-sheep games being harder than the rest.

3 Sheep

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4 Sheep

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5 Sheep

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6 Sheep

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Actions Progression

Here, we show the average preference for each action at each round in the game, across all games, as well as divided into winning and losing games. While there is no significant difference to the previous tab, these plots allows us to see the distribution of actions across turns - in particular for the difference between 3-sheep games and the rest with respect to the use of the Power-up and Attack actions.

As can be seen for any sheep count game, the first attacks predominantly take place around round 3. For 4, 5 and 6-sheep games, the number of attacks during the rest of the game tend to reduce, while the number of Power-up actions increases. However, in 3-sheep games, the preferences for these two actions are at a similar level. This suggests that the difficulties for the sheep to get power-ups will fencing off enemies are prolonged during the whole game, rather than at specific turns.

3 Sheep

All actions

Core actions only

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4 Sheep

All actions

Core actions only

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5 Sheep

All actions

Core actions only

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6 Sheep

All actions

Core actions only

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End Game

This section presents average statistics observed at the end of the game, looking at conditions trigger the end of the game and other game specific features tracked, as well as game duration.

Game End conditions

The following table shows the percentage of times each game end condition triggered in all games played. The most common way to lose is by wolves (via sacrifice, leading to sheep not being able to lock all gates), with a loss by the cultists reaching the center of the board before they can be stopped as a second most common occurrence, though much lower. Players rarely lose from the Shepherd reaching unlocked gates, or after they lock all gates, suggesting survival is a bigger issue than locking gates. These results are consistent through different sheep counts.

Game End Type 3 Sheep 4 Sheep 5 Sheep 6 Sheep
Lose (all gates locked) 1.40% 3.40% 1.00% 0.40%
Lose by Cultists 26.20% 9.00% 5.20% 3.40%
Lose by Wolves 43.40% 35.60% 12.20% 5.40%
Lose by Shepherd 10.60% 1.40% 0.80% 0.60%
Victory 19.80% 54.00% 81.80% 90.60%

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Duration of the Game

Here we study the duration of the games, as measured in rounds. The table below shows statistics on the number of rounds a game lasts, calculated over all games played.

The plots below the table show the frequency of game duration in rounds over all games played, as well as separated into winning and losing games. The vertical dashed line shows the median of the data.

We see losing games ending much quicker (median round 8 or 9), with many games ending even at round 3. Losing by wolves tends to happen towards the end of the game for all sheep counts. The highest spread on lose condition is by cultists, with 3 ad 6-sheep games experiencing a high amount of games lost at soon as in round 3. Although less pronounced, 4 and 5-sheep games also lose by cultists so early in the game. This suggests that the pressure from cultists is very high since the very beginning of every game. The fact that all sheep attacks are successful in this game mode is an even stronger evidence that this is a strong factor for high game difficulty.

3 Sheep

Data min median mean sd max
Game Duration (Rounds) 3.00 9.00 8.52 2.74 12.00
Game Duration on Wins (Rounds) 12.00 12.00 12.00 0.00 12.00
Game Duration on Losses (Rounds) 3.00 9.00 7.66 2.37 11.00
Game Duration on Lose by Cultists (Rounds) 3.00 5.00 5.59 2.49 10.00
Game Duration on Lose by Wolves (Rounds) 5.00 9.00 8.65 1.45 10.00
Game Duration on Lose by Shepherd (Rounds) 6.00 9.00 8.74 1.72 11.00

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4 Sheep

Data min median mean sd max
Game Duration (Rounds) 3.00 12.00 10.55 1.96 12.00
Game Duration on Wins (Rounds) 12.00 12.00 12.00 0.00 12.00
Game Duration on Losses (Rounds) 3.00 9.00 8.85 1.73 11.00
Game Duration on Lose by Cultists (Rounds) 3.00 8.00 7.24 2.90 11.00
Game Duration on Lose by Wolves (Rounds) 5.00 9.00 9.20 0.94 10.00
Game Duration on Lose by Shepherd (Rounds) 8.00 10.00 10.14 1.07 11.00

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5 Sheep

Data min median mean sd max
Game Duration (Rounds) 3.00 12.00 11.31 1.70 12.00
Game Duration on Wins (Rounds) 12.00 12.00 12.00 0.00 12.00
Game Duration on Losses (Rounds) 3.00 9.00 8.19 2.01 11.00
Game Duration on Lose by Cultists (Rounds) 3.00 7.00 7.50 2.58 11.00
Game Duration on Lose by Wolves (Rounds) 5.00 9.00 8.56 1.67 10.00
Game Duration on Lose by Shepherd (Rounds) 6.00 7.00 7.00 0.82 8.00

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6 Sheep

Data min median mean sd max
Game Duration (Rounds) 3.00 12.00 11.59 1.51 12.00
Game Duration on Wins (Rounds) 12.00 12.00 12.00 0.00 12.00
Game Duration on Losses (Rounds) 3.00 8.00 7.62 2.64 11.00
Game Duration on Lose by Cultists (Rounds) 3.00 4.00 5.53 2.94 11.00
Game Duration on Lose by Wolves (Rounds) 5.00 10.00 9.11 1.25 10.00
Game Duration on Lose by Shepherd (Rounds) 6.00 6.00 6.00 0.00 6.00

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Bonus Collection

We summarise the use of bonuses for the sheep, filtering by the different type of bonus. The data indicates the average number of times a bonus is collected and used during a game, with the standard deviation between brackets. This table excludes bonuses Red and Blue, as they are intrinsically related to combat.

We see no preference towards one particular type, with no significant difference. Higher sheep counts are correlated with higher presence of bonus collected and used, which corresponds to longer games and a higher number of sheep count. As seen before, the number of bonus collected in 3-sheep games is significantly lower than those collected in higher sheep count games, which beyond turns played and sheep count can also be explained by a lower amount of power-up actions.

Sheep Bonus BLACK GREEN YELLOW
3 Collected 1.83 (1.02) 1.80 (1.05) 1.69 (0.91)
3 Used 1.72 (0.93) 1.44 (0.72) 1.46 (0.71)
4 Collected 3.29 (1.63) 2.78 (1.48) 2.86 (1.55)
4 Used 2.77 (1.50) 1.89 (1.04) 2.14 (1.17)
5 Collected 3.76 (1.87) 3.81 (1.83) 3.79 (1.76)
5 Used 2.81 (1.57) 2.47 (1.31) 2.54 (1.26)
6 Collected 5.12 (2.11) 4.89 (2.10) 4.19 (2.01)
6 Used 3.83 (1.92) 3.20 (1.57) 2.50 (1.37)

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Sheep Damage

The table and figures below show statistics on how many sheep get corrupted (1 damage) or die (2 damage) during a game. The vertical dashed line shows the median of the data.

We observe that it is very common that at least one sheep gets corrupted for 3 and 4-sheep games, while it is less likely for 5 or 6-sheep. Dead sheep are rare across all games, which can be explained due to the biased combat mode of these games.

3 Sheep

Data min median mean sd max
Corrupt Sheep (All games) 0.00 1.00 1.16 1.04 3.00
Corrupt Sheep (Wins) 0.00 1.00 0.78 0.89 3.00
Corrupt Sheep (Losses) 0.00 1.00 1.26 1.06 3.00
Corrupt Sheep (Lose by Cultists) 0.00 0.00 0.34 0.70 3.00
Corrupt Sheep (Lose by Wolves) 1.00 2.00 1.93 0.75 3.00
Corrupt Sheep (Lose by Shepherd) 0.00 1.00 0.77 0.89 3.00
Data min median mean sd max
Dead Sheep (All games) 0.00 0.00 0.48 0.54 2.00
Dead Sheep (Wins) 0.00 0.00 0.08 0.27 1.00
Dead Sheep (Losses) 0.00 1.00 0.58 0.54 2.00
Dead Sheep (Lose by Cultists) 0.00 0.00 0.02 0.12 1.00
Dead Sheep (Lose by Wolves) 1.00 1.00 1.05 0.21 2.00
Dead Sheep (Lose by Shepherd) 0.00 0.00 0.08 0.27 1.00

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4 Sheep

Data min median mean sd max
Corrupt Sheep (All games) 0.00 1.00 1.29 1.17 4.00
Corrupt Sheep (Wins) 0.00 0.00 0.75 0.90 3.00
Corrupt Sheep (Losses) 0.00 2.00 1.92 1.14 4.00
Corrupt Sheep (Lose by Cultists) 0.00 0.00 0.47 0.84 3.00
Corrupt Sheep (Lose by Wolves) 1.00 2.00 2.29 0.88 4.00
Corrupt Sheep (Lose by Shepherd) 0.00 2.00 1.86 1.21 3.00
Data min median mean sd max
Dead Sheep (All games) 0.00 0.00 0.51 0.67 2.00
Dead Sheep (Wins) 0.00 0.00 0.08 0.29 2.00
Dead Sheep (Losses) 0.00 1.00 1.01 0.65 2.00
Dead Sheep (Lose by Cultists) 0.00 0.00 0.02 0.15 1.00
Dead Sheep (Lose by Wolves) 1.00 1.00 1.28 0.45 2.00
Dead Sheep (Lose by Shepherd) 0.00 0.00 0.43 0.53 1.00

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5 Sheep

Data min median mean sd max
Corrupt Sheep (All games) 0.00 0.00 0.94 1.25 5.00
Corrupt Sheep (Wins) 0.00 0.00 0.65 0.94 4.00
Corrupt Sheep (Losses) 0.00 2.00 2.22 1.62 5.00
Corrupt Sheep (Lose by Cultists) 0.00 0.00 0.62 0.98 3.00
Corrupt Sheep (Lose by Wolves) 1.00 3.00 3.03 1.21 5.00
Corrupt Sheep (Lose by Shepherd) 0.00 0.00 0.25 0.50 1.00
Data min median mean sd max
Dead Sheep (All games) 0.00 0.00 0.30 0.69 3.00
Dead Sheep (Wins) 0.00 0.00 0.09 0.31 2.00
Dead Sheep (Losses) 0.00 1.00 1.25 1.03 3.00
Dead Sheep (Lose by Cultists) 0.00 0.00 0.08 0.27 1.00
Dead Sheep (Lose by Wolves) 1.00 2.00 1.84 0.71 3.00
Dead Sheep (Lose by Shepherd) 0.00 0.00 0.00 0.00 0.00

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6 Sheep

Data min median mean sd max
Corrupt Sheep (All games) 0.00 0.00 0.75 1.09 6.00
Corrupt Sheep (Wins) 0.00 0.00 0.60 0.86 5.00
Corrupt Sheep (Losses) 0.00 3.00 2.19 1.83 6.00
Corrupt Sheep (Lose by Cultists) 0.00 0.00 0.47 0.87 3.00
Corrupt Sheep (Lose by Wolves) 2.00 3.00 3.52 1.05 6.00
Corrupt Sheep (Lose by Shepherd) 0.00 0.00 0.00 0.00 0.00
Data min median mean sd max
Dead Sheep (All games) 0.00 0.00 0.19 0.55 3.00
Dead Sheep (Wins) 0.00 0.00 0.08 0.29 2.00
Dead Sheep (Losses) 0.00 2.00 1.26 1.11 3.00
Dead Sheep (Lose by Cultists) 0.00 0.00 0.06 0.24 1.00
Dead Sheep (Lose by Wolves) 1.00 2.00 2.15 0.46 3.00
Dead Sheep (Lose by Shepherd) 0.00 0.00 0.00 0.00 0.00

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