Press Start on the title card. Field 1 is a one-sheep tutorial, each field you pen opens the next, and Today’s field is open from the start.
Tap or click open grass to walk Pip there. Walking is free. Pip goes around fences, ponds, hedges and sheep, and striped grass shows where he cannot get to right now.
Press Whistle, or tap Pip. Every sheep within two tiles of Pip, counting diagonals, steps one tile straight away from him. The dashed frame shows that reach, and arrows show each step before you whistle.
A sheep that walks into another pushes it along. If the line would run into a fence, hedge, pond or the edge of the field, none of it moves. A diagonal step cannot squeeze between two blocked tiles.
A sheep that steps onto the hay is penned and stays there. Pen every sheep to finish the field: three bells at par, two within two whistles of par, and one otherwise.
From field 9 the curly-horned ram joins in. He only steps when Pip stands right beside him, not on a corner, and other sheep cannot shove him, though he can push them.
Controls
Keyboard: arrow keys or WASD walk Pip one tile, Space or Enter whistles, U, Z or Backspace undoes, H asks for the hint, R restarts the field and M opens the meadow map (Escape closes it).
Touch: tap grass to walk, tap Pip or the Whistle button to whistle, and use Undo, Restart and Hint under the field. Tap the field name to open the meadow map.
Mouse: click grass to walk and click Pip to whistle. Hover over any tile Pip can reach to see what a whistle from there would do.
Toolbar: pause, help, restart (starts the field on screen over; bells, records and open fields stay, and a spent hint stays spent), optional sound and fullscreen.
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How to play Pasture Whistle
Walk Pip the sheepdog anywhere for free, then whistle to nudge every nearby sheep one tile away. Pen the whole flock in as few whistles as you can.
Press Start on the title card. Field 1 is a one-sheep tutorial, each field you pen opens the next, and Today’s field is open from the start.
Tap or click open grass to walk Pip there. Walking is free. Pip goes around fences, ponds, hedges and sheep, and striped grass shows where he cannot get to right now.
Press Whistle, or tap Pip. Every sheep within two tiles of Pip, counting diagonals, steps one tile straight away from him. The dashed frame shows that reach, and arrows show each step before you whistle.
A sheep that walks into another pushes it along. If the line would run into a fence, hedge, pond or the edge of the field, none of it moves. A diagonal step cannot squeeze between two blocked tiles.
A sheep that steps onto the hay is penned and stays there. Pen every sheep to finish the field: three bells at par, two within two whistles of par, and one otherwise.
From field 9 the curly-horned ram joins in. He only steps when Pip stands right beside him, not on a corner, and other sheep cannot shove him, though he can push them.
Controls
Keyboard: arrow keys or WASD walk Pip one tile, Space or Enter whistles, U, Z or Backspace undoes, H asks for the hint, R restarts the field and M opens the meadow map (Escape closes it).
Touch: tap grass to walk, tap Pip or the Whistle button to whistle, and use Undo, Restart and Hint under the field. Tap the field name to open the meadow map.
Mouse: click grass to walk and click Pip to whistle. Hover over any tile Pip can reach to see what a whistle from there would do.
Toolbar: pause, help, restart (starts the field on screen over; bells, records and open fields stay, and a spent hint stays spent), optional sound and fullscreen.