Numbered
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.
A fast, easy-to-learn, family-friendly card game where players battle to see whose herd of alpacas ends up on top!
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.
Mix all cards together thoroughly.
Pass cards face down to all players until the entire deck is dealt. One player may end up with an extra card — that's fine.
Each player keeps their cards in a face-down personal pile in front of them (their "herd"). - Don't look at your herd -
Take the top three cards from your herd to form your starting hand. - You can look at the cards in your hand -
The herd's heavy hitters. Use them to win battles — highest number takes the pile.
Pick an opponent. Snatch one card from their hand or their face-down pile, then add it to your hand.
Every other player shows you their hand. Use the intel to pick a smarter battle card.
Drop one of these and the whole herd goes to war. It can't win the battle — its job is to detonate.
Before anyone commits a battle card, players may play Steal or Reveal cards from their hands.
After playing a Reveal, draw a new card from your pile before choosing your battle card.
You can play more than one action card before a battle. All Steal and Reveal cards are discarded from the game after use.
Each player secretly picks one numbered alpaca card or a War card from their hand and places it face down in front of them.
Steal and Reveal cards cannot be played as battle cards.
All players flip their cards at the same time. If only numbered cards were played and there's no tie, the highest number wins.
The winner takes all played cards and places them face down on the bottom of their herd pile.
Anyone plays a War card in a battle — straight to war, no questions asked.
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).
Every active player refills their hand to 3 cards if possible.
Each player places the top 2 cards from their herd pile face down into the middle.
Before the deciding card, players may use Steal or Reveal cards from their hands.
Each player secretly chooses one numbered card or War card and places it face down.
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.
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.
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.
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.
Each player has a face-down pile and three cards in hand. The play zones in the middle are empty.
Alex plays a Reveal from her hand. Olivia has to show her cards. Alex now draws a fresh card from her pile before choosing a battle card. The Reveal is discarded from the game.
Each player secretly picks a numbered card and places it face-down in the play zone. Alex knows Olivia has no high cards, so she plays a middling one and saves her 10 for later.
Alex flipped an 8; Olivia flipped a 5. Alex takes both cards and puts them on the bottom of her pile, then both players refill their hands back up to three.
Same two players. Same setup. This time Alex is sitting on a War card — and uses it to take down Olivia's highest card.
Both players have a fresh hand of three. Alex is holding a War card — Olivia has no idea.
Alex secretly drops her War card in the play zone. Olivia commits her highest — Green 10. Neither knows what the other played.
The instant a War card hits the table, the battle escalates. Olivia's 10 is locked in the war pile — it can't win on its own anymore. The war procedure begins.
Both players refill their hands from their piles back to three. Then each one takes the top two cards from their pile and lays them face-down into the central war pile.
Each player picks one final card and flips together. Alex plays Red 9. Olivia plays Yellow 4 — her best left. Alex wins all 8 cards in the pile and adds them to the bottom of her stack.