The Official Rulebook

The Game of Woolly Warfare

A fast, easy-to-learn, family-friendly card game where players battle to see whose herd of alpacas ends up on top!

2–3Players
6+Ages
Boxing Alpaca
LAST HERD STANDING WINS!
CHAMPION Crowned Alpaca champion
01 · Winning the Game

Last Player standing Wins.

Players each start with a pile of Alpaca cards (your "herd"). Each round ("battle"), all players play a card. The highest card played wins the battle and that player adds all other cards played into his or her herd. When a player has no cards left, they're out.

Play continues until only one player has cards remaining. That player is the winner — and becomes the rightful Champion of the Alpaca Herd.

03 · The Card Types

Meet the herd.

Battle ×60 Yellow 5 — a numbered Knight Alpaca battle card

Numbered

1–12 · 5 of each

The herd's heavy hitters. Use them to win battles — highest number takes the pile.

  • A 10 beats a 6.
  • Two equal numbers? That's a war.
Action ×4 Steal action card

Steal

Take 1 · Discard after use

Pick an opponent. Snatch one card from their hand or their face-down pile, then add it to your hand.

  • Stealing from a hand: opponent fans cards face-away.
  • From a pile: opponent fans face-down, you pick blind.
Action ×4 Reveal action card

Reveal

Spy · Draw 1 · Discard after use

Every other player shows you their hand. Use the intel to pick a smarter battle card.

  • Look — don't take.
  • Draw a new card from your pile before choosing your battle card.
  • Then discard the Reveal from the game.
Battle ×3 War card

War

Triggers a war · No number value

Drop one of these and the whole herd goes to war. It can't win the battle — its job is to detonate.

  • Cannot be used to determine a winner.
  • Goes into the war pile when resolved.
05 · When War Starts

THIS MEANSWAR!

Every alpaca at the table is dragged into the fray. War isn't a punishment — it's the biggest pile of the game.

KAPOW!
Two alpacas in a wool-on-wool brawl
BOOM!

A war begins when…

!

A War card is played

Anyone plays a War card in a battle — straight to war, no questions asked.

=

Two players tie

If any two cards of the same number are played in a battle, a war is triggered for all players (regardless of if the matching cards were the highest numbers played).

How to play a war

1
Refill to 3

Every active player refills their hand to 3 cards if possible.

2
Lay 2 face down

Each player places the top 2 cards from their herd pile face down into the middle.

3
Play actions

Before the deciding card, players may use Steal or Reveal cards from their hands.

4
Pick the decider

Each player secretly chooses one numbered card or War card and places it face down.

5
Reveal & sweep

Highest numbered alpaca wins the entire war pile — every card on the table.

Another tie? Another War card? Another war. Refill, lay two more, and keep going until one player takes the spoils.

06 · Special Situations

Edge cases & rule clarifications.

Stealing & Revealing mid-war

Steal and Reveal cards can be played before the card that decides a war — same as a normal round. Use them to peek at hands or grab a high-value alpaca before everyone commits.

If your last card is Steal or Reveal

These cards can't be used as battle cards. If one is your only card, you must play it before the next battle — you can't skip. After that, if you have no cards left, you're out.

Timed Game

Want a shorter game? Agree on a length (e.g. 10 minutes) and set a timer before you start. When the timer goes off, finish the current battle — whoever has the most cards in their herd pile wins.