
Outlaw Flock
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Some play the best sheep. Some play the dogs at the wrong time. Some swear they understood everything. And in the end, nobody remembers who won, only when the flock exploded.
WHAT IT'S ABOUT
When the sheep do what they want and the dogs aren't enough
Wool Gang comes from the mind of Jérôme Bodin and the pastel illustrations of Pauline Berdal. Gigamic published it in 2023, bringing the bucolic chaos of shearing to the table. Giorgio the shepherd is exhausted, the sheep go wherever they want, and you only have five turns to gather enough to win. Spoiler: it won't be enough.
Each turn you play a sheep or action card on the table, forming groups of numbers and colors. Then everyone secretly reveals the dogs they've chosen: each dog has specific requirements for collecting certain groups. Whoever guesses the right flock at the right time wins. Those who misstime it are left watching other people's sheep. Simple mechanics, all about timing.
What they say abroad
Twenty minutes where you realize you understood nothing. And you immediately want to play again.
— FroGames
The perfect game for those who love to shout 'How did you get THOSE?!'
— FroGames
Wool Gang
Cards and dogs
What's in the deck
Sheep Cards
Numbers from 1 to 6, four colors. Play them alone or add them to existing groups. Each turn you play one, trying to create the groups you want to collect. Or to ruin others' plans.
Wild Cards
Counts as any number and color when dogs are revealed. Perfect for completing a set or pretending to have a plan. Everyone wants it, no one knows when to play it.
Action Cards
Move, swap, flip the sheep on the table. Immediate effect. If you can't apply it, you discard it and no one understands if it was a bluff or a mistake. Perfect chaos.
Shepherd Dogs
Each has different requirements: matching colors, consecutive numbers, large groups. Secretly choose which to send, then everyone reveals together. Whoever has the right dog for the right flock wins the sheep.
Recommended sleeves 64 cards in 1 size ▼
If you play often, we recommend protecting your cards with transparent sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 63 × 88 mm | 64 |
| Total cards | 64 |
In twenty minutes you'll be laughing about how you lost by ONE sheep. And you'll already be shuffling for the rematch.
A game in five moments
What happens at the table
Not the rules. The experience.
The calm before the chaos
Everyone looks at the six cards in their hand. Someone makes strange faces. Someone else says 'ah, perfect' but is bluffing. You play the first card on the table: a red sheep 3, a blue sheep 5, a joker. No one has any idea what the others are doing yet. This is the moment you think you're in control.
The table starts to take shape
Third turn: there are strange groups on the table, some action cards have flown, someone has moved your sheep into the wrong group. You start to understand which dogs might work. But the others are thinking the same thing. And you only have two turns left to play.
The last turn before the reveal
You play the fifth card, knowing it's your last chance to fix the table. Someone plays an action and turns everything upside down. Someone else adds a sheep to the group you wanted. Now you have to choose the dogs, in secret, hoping you've understood something.
The dog reveal
Everyone turns over their dog cards simultaneously. Some sent two dogs to the same group, some sent none, some chose the perfect dog for a flock that no longer exists. Laughter, curses, 'how did you get THOSE?!'. Points are scored. This is the legendary moment.
End of game and scoring
After three or four rounds, someone reaches 20 points. The round ends and scores are counted. The winner often won by a stroke of luck in the last turn. The loser wants an immediate rematch. The cards are already being reshuffled while someone is still protesting.
How to play
The flow of each round
A round lasts five turns. Then the dogs are revealed, points are scored, and it starts again.
In turn, everyone plays a card from the deck: sheep, joker, or action. Sheep are added to groups on the table or start alone. Actions are resolved immediately and discarded. Five turns like this.
After the fifth turn, everyone secretly chooses zero, one, or two dogs to send. If you only have one, use the Empty Kennel cards to hide how many you're playing. Everyone reveals simultaneously.
Dogs resolve in initiative order (number on the dog). Each dog collects the sheep that meet its requirements. If two dogs want the same group, the one with the lower initiative wins.
You score points for the collected sheep. Everyone shuffles their cards, draws six new cards and a new dog (up to two dogs total). The player with the most points starts the next round.
Why it's different from others
Six mechanics that make a difference
Simultaneous play creates chaos
You don't wait for your turn to figure out what to do: every card others play changes the table for you. Groups form, break apart, re-form. You plan one thing and another happens. It's frustrating and perfect.
Dogs with asymmetric abilities
Each dog has different requirements: the Border Collie wants three of a kind of the same color, the Maremma Sheepdog wants straights, the Cane Corso wants the largest group. You change strategy every round based on the dogs you draw. There's no dominant build.
Secret dog selection
Everyone chooses which dogs to send simultaneously, face down. You don't know who is targeting which flock. You can bluff, play defensively, send zero dogs and wait for the next round. The mind game is all here.
Action cards that flip the table
A card can swap two sheep, move one, or reverse the order of a group. The action resolves immediately, in front of everyone. That perfect group you were building? It's gone. Someone laughs, someone doesn't.
Jokers that are worth everything and nothing
The Joker takes on the value you want when the dogs are revealed. You play it early hoping to use it later, but you don't yet know for what. It can complete a set or remain useless. Pure tension.
Games exactly 20 minutes long
Setup in 30 seconds, rules in five minutes, game finished before anyone asks 'how long does it last?'. Perfect as a filler between long games or for a light evening. The problem is stopping after just one game.
How it ends
How to win and how to lose
The first player to reach 20 points at the end of a round wins. Simple. Getting there is not.
Victory
- Collect more sheep than others by sending the right dogs at the right time
- Read the table better than anyone and understand which groups to form
- Bluff well, others send dogs to the wrong groups, you take everything
Ways to lose badly
- You send two dogs to the same group and another player steals it with better initiative
- You build the perfect group and someone plays an action card that destroys it
- You save the best dog for the next round and someone else wins first
Outlaw Flock is the party game that seems innocent and then someone starts yelling. Instant rules, controlled chaos, guaranteed laughs. Perfect for those who want to have fun without too much commitment. Or for those who think they're in control. Spoiler: no one is.
Frequently asked questions
FAQ about Outlaw Flock (Wool Gang)
So is it a game of bluffing or deduction?
Both, a little bit. You try to figure out which dogs others are playing by looking at the cards they put on the table. And in the meantime, you bluff, creating strange groups to confuse them. The beauty is that often you don't even really know what you're doing until the last turn.
Does it work well with two players?
It works, but it's a different game. With two, it's more tactical, less chaotic. You can see better what your opponent is doing and you can plan. With four or five, it's pure madness, impossible to control everything. It depends on what you're looking for.
Can 8-year-olds really play it?
Yes, the rules are immediate. The problem is not understanding HOW to play, it's understanding WHEN to send the dogs. Children tend to play more instinctively, adults get paralyzed trying to find the perfect move. Often children win precisely because of this.
How long does a real game last?
Twenty minutes flat with four experienced players. The first game might reach thirty because someone asks 'can I do this?' every turn. From the second game on, it's super fast. Setup is instant, there are no boards or complex components.
Is the edition in Italian?
Yes, this is the Italian edition from Cranio Creations. Cards, rulebook, and all components are in Italian. There's no text on the sheep cards (only numbers and colors), so it's 95% language independent. Dogs have their name and ability written, but after two turns you'll remember them by heart.
Outlaw Flock (Wool Gang in the original Gigamic edition) is a party game for 2-5 players by Jérôme Bodin, illustrated by Pauline Berdal and published in Italy by Cranio Creations. Duration 20 minutes, recommended age 8+. Simultaneous programming mechanic: each player builds groups of sheep on the table by playing cards in turn, then secretly chooses which sheepdogs to send to collect the flocks. Each dog has asymmetric abilities and specific requirements. Perfect as a filler or gateway game for families and casual groups. Immediate rules, high interaction, excellent replayability. Available on FroGames.it with fast shipping.

Outlaw Flock
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