Mow

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Mow

Overview

Mow is a fast card game where players are farmers rounding up cows into herds. Each cow card has a number and may carry flies. Players must add cows to a growing line in ascending or descending order. If you cannot (or choose not to) add a cow, you take the entire herd and its flies. The player with the fewest flies after multiple rounds wins.

Components

Card Distribution (per packet)

Cards Flies
15 cows (numbered 1-15) 0 flies each
13 cows (numbered 2-14) 1 fly each
11 cows (numbered 3-13) 2 flies each
3 cows (numbered 7, 8, 9) 3 flies each
6 special cows 5 flies each

Setup

  1. Use the green packet for 3-5 players; both packets for 6-10 players.
  2. Shuffle cards and deal 5 to each player.
  3. Place remaining cards face down as a draw pile.
  4. Starting player places the Arrow card pointing to their left neighbor.
  5. Starting player plays the first card to begin a herd and draws a replacement card.

Turn Structure

On your turn, you must either:

  1. Add a cow to the herd (the line of cards), OR
  2. Take the herd (all cards in the line go to your cowshed face down; start a new herd).

After playing a card, draw 1 replacement from the draw pile.

Actions

Adding a Cow

Play a cow with a number higher than the highest or lower than the lowest in the current herd line.

Special Cows (5 flies each)

Green packet specials:

Cow Effect
Blocking cow Blocks one end of the line
Acrobatic cow Played on a cow with the same number (7 or 9 only)
Slowpoke cow Inserted in place of a missing number in the sequence

Playing a green special cow lets you optionally change the direction of play (flip the Arrow card).

Yellow packet specials:

Cow Effect
Blocking cow Blocks one end of the line
Calf Placed next to a cow without flies; its value is 1 more or 1 less than that cow. Next to the 1, its value is 0 (nothing may be placed next to a 0)
Thin cow Player does NOT draw a replacement card
Dairy cow Player draws 2 replacement cards instead of 1
Mad cow Replaces the 8 cow in the herd; add the 8 to your hand. While a mad cow is in the herd, only cows WITH flies may be added

Playing a yellow special cow lets you choose who plays next.

Scoring / Victory Conditions

When the draw pile is empty, play continues until a player takes the last herd. Players then add remaining hand cards to their cowshed. Count all flies in each cowshed and add to a running total. A new round begins.

The game ends when any player reaches 100 flies. The player with the fewest flies wins.

Special Rules & Edge Cases

Player Reference

Phase Action
Turn Play a cow (higher or lower than current range) or take the herd
Draw Draw 1 card after playing (unless special effect)
Herd Taken All herd cards go to your cowshed; start new herd
Round End Deck empty + last herd taken; add hand cards to cowshed; count flies
Game End Any player reaches 100 flies; fewest flies wins