The Animal Strategies Chapter Four: The Sheep Strategy
The Preamble
As a game engine, pigs generate not only bones, meat, spice, herbs, and silver (and possibly wool given at least one sheep) from Livestock Market and weekly market action spaces, they generate more pig tiles free during animal breeding which can upgrade via Mountains and Trade to elk horns and tools. As mentioned in the Sheep Strategy, Sheep Strategists will want to familiarize themselves with this chapter, as Sheep Strategy can easily produce pigs by upgrading herbs obtained on the 4V Weekly Market.
While pigs are generally the weakest of the animal strategies, not having the big scoring opportunities of sheep, the tremendous upgrade potential of cattle, or the sheer point value of horses, pigs are a decent B strategy.
The Caveats
The nicest thing about pigs in A Feast for Odin is their breeding rate, which occurs twice as fast as the other round, so that new pigs come once a round, so long as you have two in your stall.
Before you get too excited about this rapid reproduction, pigs also have the least potential to be exploited as a dominant strategy, as they don’t have the scoring opportunities of sheep, the big coverage of upgraded cattle, or the point value of horses. What they do have, aside from their fast breeding, is 1) a tremendously useful polyomino shape that easily activates strategic bonus squares, and 2) this convenient polyomino is also the perfect shape for longhouses, either quickly activating a bean bonus or halfway circling the oil barrel bonus, and, in any case, being a great help in endgame, when you discover that they’re worth much more points in your longhouses than they are in your stables. While you may be scrambling for points in endgame if you make pigs your A strategy,
pigs are an extremely versatile B strategy.
When you have both pigs and houses, always remember that animal breeding occurs before bonus phase. While you might be able to activate a house bonus during action phase, you can possibly do so during breeding phase, as laying a tile on a board is an anytime action. E.g., having bought two pigs in round one of the Harvest short game, you’re a little short on food due to starting with the 1-1 Harvest, and don’t have quite enough food to activate the flax bonus in the Spinnery after action phase. (Remember, in the Harvest short game, the artisan sheds start built, but not filled.) However, the third pig you receive in animal breeding phase, combined with a single peas tile, activates both its flax bonus and 1 income.
Due to their usefulness in conjunction with a house strategy, it’s good to pursue early stone bonuses, so that you only spend Vikings on building houses, not on taking stone from mountain strips.
Just as for other Animal Strategies, the Mason’s Shed has strong synergy with Pig Strategy, as you will want the stone for houses. Other sheds that are strong include the Spinnery (a super easy activation of income and bonus with your first bred pig and one pea), the Hermit’s hut (the pig half-solves the herb bonus), and the Pig Sty. When solving the Pig Sty, remember that you can place tiles as an anytime action in A Feast for Odin. That is, a pig made during breeding phase can be placed before bonus phase, so that your brand new pig can definitely trigger the meat bonus the same round, assuming that you have the goods for the floor of the Pig Sty (either a grain or a peas and two silver, or any other suitable combination).
The Action Spaces
3V Build Longhouse or 4V Build Knarr/Longhouse
2V Build Stonehouse or 4V Build Longship/Stonehouse
While longhouses are a good investment with any animal strategy, they are particularly suited to pigs, which can be placed directly inside longhouses, either working toward an oil barrel bonus, or activating the bean bonus with no other tiles required.
Stonehouses also pair well with a pig strategy. Usually, stonehouses are a niche strategy in A Feast for Odin, for while an early stonehouse pays off five or six pelts over a game–a substantial advantage–they are of diminishing value as rounds go by, and are, moreover, difficult to fill, having not only a weird shape, but requiring useful lumber and stone to score their full VP value. Often all three stonehouses sit untouched for the whole game, as the longhouses are pursued aggressively, being seen as more worthwhile and easier to fill. With pigs, however, not only is the stonehouse pelt bonus activated super easily and quickly, but filling the stonehouse is a three-tile breeze: flax, pig, pea, done. This makes a midgame acquisition of a stonehouse a more interesting venture, as what is already half-done (by virtue of having a pig tile ready for the stonehouse) is a more profitable investment.
Pigs placed in houses lose their 1 VP point value, but as they cover three points in a house, it’s a good deal. In endgame—specifically, after the final round’s action phase—place as many pigs in your houses as possible, abutting them to orange tiles to cover as many negatives as you can. Obviously, use mead, fish, and meat first, but any time you must use a pig’s one point to cover three negatives, it’s worth it. If you trade one point for three points four times, you just added eight points to your score!
5th column Livestock Market (trade a pig for bones and meat; as it’s an Exchange Space, you lose the pig.)
Compared with whaling, the 5th column Livestock Market is a fantastic deal for 1 Viking. Examine the yields of both spots: 8 green squares and 9 red for 3 Vikings, or 6 green and 4 red for only 1 Viking. While you give up a pig for the latter, the former require whaling ships, which represent either lumber and actions or hacksilver, an investment increased by ore and/or weapon cards, with some overly cautious players spending as much as 3 lumber, 3 Vikings, and 3 ore on whaling fleets. Buying a breeding pair of pigs to exploit the 5th column Livestock Market round to round requires only 3 Vikings and 2 silver, or even better, upgraded herbs.
This is pig strategy’s “pillaging” action, comparable in strength not only to pillaging but Sheep Strategy’s 3V Weekly Market, as the bones covers six squares on the home board or exploration boards and the meat covers 4 squares in a house. Translated into a point value, when you assume that the bones could be used to cover six negatives and the meat could be used to cover two negatives in a house, this is a consistent 8 point action. The best part of pig strategy is that you can hit this action space once a round the round after you acquire your breeding pair. E.g., if you buy a breeding pair round one, you make a third pig in breeding phase which you can then turn in for a bones and a meat on the 5th column Livestock Market. As you still have two pigs at the end of the round, you make a third pig again, which you can turn in round 3 on the 5th column Livestock Market.
Not only is this action space the best scoring opportunity for pigs, but by paying an additional Viking, you can play an occupation card. The right card in hand can make this action space even sweeter. Alternatively, you can use the card play to amass VP chips.
While the 5th column Livestock Market is often a niche action you can keep all to yourself, there can also be competition for it, as pigs can be acquired via upgraded herbs, unlike the other animal tiles. Players to watch: anyone with sheep and the player who has the Hermit’s Hut. Sheep Strategists may think of upgrading herbs acquired on the 4V Weekly Market to pigs, and the Hermit’s Hut builder should do this as soon as they have a pair of herbs.
Other than the potential for competition, the other downside to this action space is that by using it, you don’t have a pig to place in a house.
4V Weekly Market.(spice, silver, herb, plus an occupation card play; with pigs, take a meat tile; with sheep, take a wool tile. As it’s a Production Space and not an Exchange Space, keep the pig and sheep source tiles.)
While this space is much better with sheep, even without one, the 4V Weekly Market’s a decent play with pigs and a good occupation card to play, yielding a spice, a meat, an herb, and a silver.
That said, if you want to make pigs your dominant strategy, buy a sheep so that you get a wool, a spice, a meat, an herb, a silver, and a card play whenever you land here. (And if you’re going to buy a single sheep, you may as well spend a silver less and a Viking more and get a pair of them and an occupation card, which means you’ve just committed to Sheep Strategy as well…) If you have not only pigs but sheep, and houses to hold the meat and herb for scoring purposes, this is potentially a 16 point play plus the point value of the occupation card. And as this is one of the more undervalued action spaces on the board, you often have it all to yourself. While it’s expensive in terms of Vikings, it’s a great value, worth 4+ points a Viking when you have all the prerequisites and a house, and it’s worth this much at any point in the game, whether in the early rounds or in the endgame.
1V-4V Mountains and Trade
It’s generally better to upgrade the largest tiles possible, but pigs do upgrade to elk horns and tools, which are useful in solving exploration boards and activating bonuses.
For instance, let’s suppose you want to activate your homeboard stone bonus round 2, so it pays out 4-5 free stone during the game to put toward longhouse purchases. Having already bought a breeding pair of pigs round one, and a third pig from round one animal breeding, you must only craft flax to linen for 1V, then upgrade the pig and linen to elk horn and silk with 1+ Vikings on Mountains and Trade, and voila, free stone.
Upgrading pigs to elk horns helps a lot in solving Shetland’s bonuses, as well as Isle of Man’s, Newfoundland’s, Cork’s, Labrador’s, Iceland’s, Baffin’s (the whaling meat and the lake), Greenland’s (the whaling meat and mountains), Islay’s, Bear Island’s, and Faroe’s.
However, upgrading too many small tiles will make your score lag compared to other players. As a rule of thumb, it’s best to upgrade sheep-sized tiles and larger. Upgrading a pig to an elk horn covers five squares, while upgrading a cattle to a jacket covers twelve squares. If you pit two players in an upgrade war, one with cows and one with pigs, my money is on the cows, even given the pigs’ faster breeding. Not only is the coverage of 4-5 upgraded cows better than the coverage of 7-8 upgraded pigs, but the placement of jacket tiles triggers a lot more income than the placement of elk horns. Sometimes covering the right five squares is better than covering any twelve squares, but not as often as you’d think. That said, pigs upgraded earlier and used for the purpose of activating a strategic bonus can pay off big during a game, as in the aforementioned early stone bonus activation.
While upgrading too many pigs in a game can set back your score, upgrading herbs to pigs is an excellent move, especially to produce your first breeding pair of pigs.
Appendix 1: Getting Your Pigs
In pre-Harvest Norwegians, you can buy a pair of pigs round one by the following action chain: 2V Weekly Market, 3V Livestock Market.
In the Harvest long game of Norwegians, you can either use the above action chain, or with the silver token, you could take the 1V Weekly Market and the 3V Livestock Market.
In the Harvest short game of Norwegians, you can take two pigs as your opening move with the 3V Livestock Market, or you can use the 4V Livestock Market if you start with the 1-2, 1-3, or 1-4 Harvests.
Unlike sheep, cattle, and horses, which have no underlying orange tile that can upgrade to them, pigs can be produced not only in the Livestock Market, but on an “installment plan,” from upgraded herbs obtained in the Weekly Market, the Hermit’s Hut, or the Outer Hebrides.
As Sheep Strategy already uses the herb-producing 4V Weekly Market, sheep players will often have pigs breeding by mid-game. Similarly whoever has the Hermit’s Hut can easily make a breeding pair of pigs by round 3 by taking his round 1 and round 2 bonus herbs to an upgrade space in round 3. Someone may also choose to hit the 5th column Weekly Market in back to back rounds, then upgrade the two herbs acquired in the following round. While this still costs at least 3 Vikings, you’re also acquiring silver and mead by this route, and can play occupation cardspaying extra vikings on the 5th column Weekly Market. Moreover, you don’t feel the loss of 3-4 Vikings all at once in this method, unlike buying them on the 3V or 4V weekly market, which can make a big dent in your actions in a given round.
Unlike Sheep Strategy, in which it is best to buy a breeding pair round one to maximize future 3V Weekly Market yields, with Pig Strategy, it can make sense to buy not a breeding pair of pigs, but a pig and a sheep, the better to exploit the 4V Weekly Market, then acquire your second pig via upgrading an herb. This is especially good with the Hermit’s Hut, as you could upgrade your first bonus herb to complete your breeding pair. You could also potentially use the following action chain in basic Norwegians–2V Weekly Market, 3V Livestock Market (pig + sheep), 5th column Weekly Market, using the herb from the 5th column to upgrade to your second pig in round two and complete the pair. In the Harvest short game, try the following: 3V Livestock Market (pig + sheep) and 4V Weekly Market (wool, meat, spice, herb, silver), which gives you not only the herb you want to make your second pig, but two income from placing the wool on your home board, extra food for your artisan shed, a starter tile for an exploration board next round (the spice), and an occupation card play. One disadvantage in not acquiring your breeding pair round one is it delays your use of the 5th column Livestock Market. So if your strategy will center on the 4V Weekly Market, choose the pig+sheep method described in this paragraph, while if your strategy will depend on the 5th column Livestock Market, buy the breeding pair.
You can also make pigs from Isle of Man, and whoever does so will soon be making two pigs a round, one from breeding and one from the island bonus. On top of its fast income—very strong for a 1V island—this bonus pig, which soon becomes two pigs a round, is what makes Isle of Man so strong. If you’re a strong puzzler, and can fill A Feast for Odin islands in a round or so, Isle of Man is probably the best way of getting pigs to source for Pig Strategy, as with two pigs a round, you’re able to use one on the 5th column Livestock Market and the other to activate a house bonus.
Appendix 2: Occupation Cards That Enhance the Pig Strategy
The Starter Cards
Messenger, Middleman, and Milkman aren’t as useful for Pig Strategy as the other animal strategies, as your go-to action space, the 5th column Livestock Market, is not on the Weekly Market. If you’re using the 4V Weekly Market, however, perhaps in the method described at the end of Appendix One, these cards have a lot of value. If that’s the case, read the section on these cards in my earlier post, The Sheep Strategy.
Tanner (47A; as an anytime action, turn a meat tile into a pelt) can be strong when using the 5th column Livestock Market, as instead of bones and meat, you can take bones and a pelt, two green tiles with only one Viking.
Meat Inspector (26c) can pay off well if you play it at the right time.
Farm Shop Owner (53b; as an anytime action, upgrade an orange tile to red for one silver) can upgrade herbs to pigs as an anytime action for one silver. This means you simply have to acquire two herbs from action spaces, then pay 2 silver, and NO Vikings on upgrading at all, and you have a breeding pair of pigs. Additionally, Farm Shop Owner can help in endgame if you have a preponderance of orange tiles, and not enough red, for your longhouses. Paying three hacksilver to flip three grain or flax to meat or fish can net you another three points, as each upgraded tile covers two negatives in a longhouse. You’re essentially paying 1 point for 2 points as often as it makes sense.
The Dark Brown Occupation Cards.
The upgrade cards are typically pretty useful for animal strategies, and these include Traveling Merchant (78B), Wholesaler (83A), Foreign Trader (37A), Dorestad Traveler (185B), Field Farmer and Orient Shipper (66A and 17A, great for a fruit basket), Merchant (152A), Clerk (88C), Shipowner (117A). However, the upgrade cards aren’t as useful to Pig Strategy as they are to Sheep Strategy or Cattle Strategy, as sheep and cattle upgrade to hides and jackets, while pigs only become elk horns. That said, the ability to make tools from a pig when you stop on Overseas Trading (Foreign Trader) can be pretty useful for unlocking exploration board bonuses. But if you have the luck to draw Wholesaler, you’ll wish you bought cows round one rather than pigs. Ship’s Cook (36A), a niche upgrade card that allows you to upgrade only meat, game meat, and whaling meat on Overseas Trading, has some use for Pig Strategy, as you can upgrade the meat tiles you’re making on the 5th column Livestock Market, the 4V Weekly Market, or the Pig Sty, to silk tiles every time you hit Overseas Trading.
Milker (10A), like the Meat Inspector starter card, can pay off if played at the right time. You could potentially get four milks and four silver with this card in Norwegians.
Cattle Breeder (35A) applies to pigs, as stated in the Norwegians errata. This means you could make an extra pig in the round that you play it, as well as trigger breeding for any other animals.
Chief (5A) will be much easier to play due to the meat tiles coming in from the 5th column Livestock Market or the 4V Weekly Market. Additionally, you could use a pig itself in a pinch, as losing a one point pig is no big deal when you’re playing a 7VP card.








