1.0 THE PLAYERS
2.2 TOWNS
Three towns are located on the mapboard. The Sheriff player controls these towns unless occupied by Robin Hood blocks.
The game is intended for two players. One player represents ROBIN HOOD and his band of merry outlaws, the other the SHERIFF of Nottingham and his local officials.
2.3 CAMPS
There are two types of camps, both of which are friendly to the Robin Hood player. This is so because of the presence of the Camp Guards blocks, which are never removed from the board for any reason. There are two Main camps and two Secondary camps.
2.0 MAPBOARD The mapboard depicts Sherwood Forest and the surrounding countryside. It is broken up into areas/locations. Within those locations are: Castles, Towns, Camps, and Roads. Water depicted on the map has no function and does not affect gameplay.
2.4 ROADS
2.1 CASTLES
2.5 HOLDING BOXES
A series of roads crosses the mapboard. Roads may increase movement and Carriages may only move along roads.
There are five castles on the mapboard. These castles are always friendly to the Sheriff player. This is so because of the presence of the Garrison blocks, which are never removed from the board for any reason.
The game board has boxes for placing the Robin Hood Character cards when they are captured. It also has Sheriff Treasury and Robin Hood Keep boxes for holding gold.
CASTLE
ROAD
CAMP
TOWN
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3.0 BLOCKS Strength Rating
3.1 BLOCK DATA 3.1.1 STRENGTH
The current strength of a block is the number of pips on the top edge when the block stands upright. Blocks can have a maximum strength of 2-4. Strength determines how many six-sided dice (d6) are rolled for a block in combat. A block at strength 4 rolls 4d6 (four six-sided dice); a block at strength 1 rolls 1d6. For each hit taken in combat, the block’s strength is reduced by rotating the block 90 degrees counter-clockwise. Character blocks do not have strength on the block. Their strength is shown and tracked on their character card. Combat Rating
Movement Rating
3.1.2 COMBAT RATING
The Combat Rating is indicated by a letter and number, such as A2 or B3. The letter (initiative) determines when a block has a battle turn. All A blocks go first, then all B blocks, then all C blocks, and then all D blocks. If tied, the Defender has the first battle turn. The number (firepower) indicates the maximum roll that will score a hit. 3.1.3 MOVEMENT RATING
Each block has a movement rating on its label. The movement rating is how many areas that block can move when it is active.
3.2 BLOCK TYPES 3.2.1 CHARACTERS
Character Blocks
Robin Hood returning home from N obleman heroic service with King Richard in the Crusades. Expert archer and swordsman. Forced into exile by the Sheriff, he supports the poor at the expense of the Sheriff, while keeping hope alive until King Richard returns.
4 3 2 1 0 Character Card
Camp Guard and Garrison Blocks
Both sides have Characters that are indicated by their name and their icon and they have a character card. Events or Plot Twists may refer to specific characters. Gold is awarded or lost for the capture and rescue of Characters, and all Robin Hood Characters are permanently removed from the game if killed. Note that Robin Hood characters are always captured when reduced to 0 strength, unless a card dictates otherwise. Robin Hood characters are killed (removed from the game permanently) by being executed. Sheriff characters are permanently removed from the game if killed, except for the Black Knight, as this represents the generic nature of the Black Knight. Character cards are used to track the strength of the Character blocks on the game board. A cube is used to track its strength on the card to show reductions and additions to a character’s strength. Robin Hood Character cards are moved to the captured holding boxes when the Character block is captured. 3.2.2 GARRISONS AND CAMP GUARDS
Garrisons (SH) and Camp Guards (RH) represent the inherent staff and guards of a castle or the workers, guards, and other hangers-on present in Robin Hood’s secret camps. These blocks have a 0 strength side, and when reduced to this strength remain in place on the board. They are never removed from play. At 0 strength, Garrisons and Camp Guards no longer participate in battles or raids, and cannot be selected to take hits. They do not impede enemy blocks in any way. They do, however, serve to keep the area friendly to the owning player. If an enemy block(s) enter an area with only a 0 strength Garrison or Camp Guard, the block must be revealed and the enemy block(s) may continue their movement unimpeded if they have movement remaining. Garrisons and Camp Guards can never retreat or regroup.
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3.2.3 CARRIAGES
Carriages represent a nobleman and his small entourage and transport. Gold is lost when the Sheriff player escorts Carriages off the board or gained when the Robin Hood player captures them. Carriages that exit the board or are eliminated become available the next turn. Carriages may only ever move, retreat, or regroup to a ROAD space. If forced into a non-road space, the Carriage is eliminated, and RH player scores the gold for it as normal.
Carriage Block
Carriages enter the game at full strength on the marked road area of any board edge that does not already contain a carriage marker, and may fight in battles at D1. They may retreat, but only to a road, town, or castle space. If a carriage successfully exits the board (from a different board side than it entered the game), it is revealed immediately. If its current strength is 4 or 3, the Sheriff player causes a loss of 3 Gold to Robin Hood, as Robin must now spend his accumulated wealth to show he is still active in the area. Otherwise, the Sheriff player causes a loss of 2 Gold. If a carriage is reduced to 0 strength, it is immediately removed from the board and the Robin Hood player receives 2 Gold for robbing the carriage immediately. After entering a carriage, the Sheriff player should place the matching carriage marker face up on the area that the carriage entered on. 3.2.4 SOLDIERS
All other blocks are designated as Soldiers. Soldiers represent a collection of individuals consisting of about 10-20 men. They can never be captured or eliminated from the game. If they are reduced to 0 strength, they are returned to their player’s Muster Pool (Exception: Garrison and Camp Guards).
Soldier Block Examples
4.0 CARDS 4.1 EVENT CARDS
There are five event cards. Event cards do not allow movement. These have a special action defined on the card. The player of an Event card is always Player 1. However, if both plays are Event cards, both events are canceled and the game turn ends.
4.2 PLOT TWISTS
Most cards have a small block of text; unique to each player along the top and bottom. The top text is for the Robin Hood player as the bottom is for the Sheriff player. Follow the text; some are optional (can/may) and some are not (must). When a card with a Plot Twist is played, the player reads aloud the text pertaining to his side, and applies the benefits as appropriate. Executioner icons are considered plot twists and must be played with Sheriff’s plot twist. All captured Robin Hood characters lose a step any time the Sheriff player plays a card with an Executioner icon. NOTE: Plot Twists are not events. 9 middle of the card is the number of moves that player can The large number in the use in addition to the Plot Twist. Players must play a card, but can elect to take fewer moves if desired.
Townfolk Hero If you control any town, muster one unit in one of them. If not, gain +1 step.
Event Archery Contest Called Robin Hood may decline and lose 2 gold. If accepted, he is revealed and roll 1 die: 1-4 Robin wins and gains 2 gold 5-6 Robin loses and is captured 20
Event Card Example
Inspired Leadership Any Merry Men in battle with a character get +1 firepower on round one.
1 Castle Forged Steel All Robin Hood raid rolls this turn are made at -1 Strength. 1
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Plot Twist Card Example
4.3 MOVE CARDS
6.1 CARD PHASE (PHASE 1)
Some cards are just Move Cards having a large number in the middle (no events).
Each player plays one (1) card face-down. The cards are then revealed. Card Movement Values are Group Moves. The player with the higher move value card is Player 1 that game turn. Revealed cards are placed in the discard pile.
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IMPORTANT: If the cards played are equal (Move number) Robin Hood player may choose to go first or second. Also, if both plays are Event cards, both events are canceled and the game turn ends.
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5.0 GAME SETUP
6.2 MOVE PHASE (PHASE 2)
Player 1 moves or executes an Event, then Player 2 moves.
5.1 INITIAL DEPLOYMENT
The initial deployment of blocks is listed below. The Sheriff player sets up his blocks first, followed by the Robin Hood player. All blocks are deployed at full strength.
MOVE: Each card move value allows one Group (any/all blocks in one location) to move. Blocks may move up to their movement rate during a Move Phase. If all of a block’s movement is done on roads, that block may move one (1) additional area. Note that roads do go into castles and through towns. Only Carriages may exit the map edge for any reason. Blocks entering an area containing enemy blocks must stop.
SHERIFF: Sheriff, Baron Simon, 1 B2 Horsemen, 1 C2 Pikemen, 1 B2 Pikemen: all placed in any Castle(s). 1 Garrison block is placed in each castle. 1 C3 Normans is placed in any Town. 1 Carriage with a random mustered block – on the first road area of any board edge.
6.3 BATTLE PHASE (PHASE 3)
ROBIN HOOD: Robin Hood, Maid Marian, 2 C3 Merry Men, 1 A2 Merry Men – all placed on any primary or secondary camps. 1 Camp Guard block is placed on each of the camps.
Battles are fought between opposing blocks in the same area. They are fought one at a time in any sequence determined by Player 1.
Then, Will Stutely is placed by the Sheriff player in a Castle of his choosing as a prisoner. Place the Will Stutely character card in the prisoner holding box at 3 strength.
6.4 RAID PHASE (PHASE 4)
During this phase any Robin Hood blocks in castles, or Sheriff blocks in camps, must attempt to Raid.
Place 10 gold in the Robin Hood Keep. The remaining Gold is placed in the Sheriff’s Treasury.
7.0 MOVE PHASE
Place Much, Little John, and Scarlett aside as reinforcements to be brought in later in the game.
Player 1 Moves based on the value of his active card, then Player 2 moves based on the value of his active card.
The two unused Carriages are placed aside face-up. All other blocks are placed next to their owning player in a face down group and mixed up. This forms the Muster Pool for each player.
7.1 GROUP MOVES
Card Movement Values (MP) range from 0 to 3. Each MP allows any/all blocks in one area to move up to their movement allowance in areas. Blocks can move in different directions.
Shuffle the card deck. Deal each player 6 cards. Each player looks at their cards and selects one as a discard. Place the discards and undealt cards aside as the discard deck face down. Each player now has 5 cards as their play hand for the month.
If not attacking (or reinforcing) blocks may continue moving until they reach their movement allowance. Blocks move once per game turn, except to Retreat or Regroup.
6.0 SEQUENCE OF PLAY
Blocks must stop and fight a battle when they enter an Enemy or Contested area.
The game is divided into seven (7) Months, each with five (5) game turns. A game turn is the play of one card by each player. After each Month ends, a Prince’s Holiday Turn is played when players check to see if either has won.
Exception: Garrison or Camp Guard blocks at 0 strength do not impede the movement of enemy blocks if they are the only friendly blocks present in an area. Blocks using their entire movement along a road(s) gain a +1 to their movement allowance.
There are seven Months in the game, each divided into five Game Turns. Each game turn has four (4) Phases, played in the sequence below.
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7.1.1 AREA BORDER LIMITS
7.1.4 STACKING
The terrain of the area border used to enter determines the maximum number of blocks that can enter an Enemy or Contested area. Border limits apply during movement, retreats, and regroups. If the area to be entered is uncontested or not enemy occupied then border limits do not apply.
Stacking is four (4) blocks per area. Stacking is enforced only after the conclusion of all battles. Blocks found in excess of stacking limits at this time (as chosen by their owner) suffer one hit and must be relocated to an adjacent friendly or neutral area. If no such area is available, the block is placed out of play and will return to its owner’s muster pile after the next turn’s mustering phase is complete.
For the Robin Hood player the area border limits are: »» 2 for Clear »» 3 for Road »» 2 for Forest »» 1 for Castle
8.0 BATTLES 8.1 BATTLE SEQUENCE
For the Sheriff player the area border limits are:
Battles are fought one by one after all moves are completed. Player 1 determines which battle to fight first. Blocks are not revealed until a battle is fought. Reveal blocks (not Reserves) by tipping them forward at current strength. After the battle is completed, stand all blocks upright, then Player 1 selects the next battle.
»» 2 for Clear »» 3 for Road »» 1 for Forest »» 2 for Castle
Area border limits apply to each player. Hence, both players can move 2 blocks through the same clear area border in the same game turn.
8.2 BATTLE TURNS
Each block has one battle turn per Battle Round. In its turn, a block may either Fire, retreat, or pass, except Retreat is not allowed in Round 1. The sequence of turns depends on combat ratings. “A” blocks go before “B” blocks, then “C” blocks, then “D” blocks. Defending “A” blocks go before Attacking “A” blocks, and so on.
7.1.2 ATTACKING
Blocks entering an Enemy area are Attacking; the enemy blocks are Defending. 7.1.3 PINNING
Attacking blocks (excluding Reserves) prevent an equal number of defending blocks from moving. The Defender chooses which blocks are pinned. The “unpinned” blocks may move normally and even attack, but cannot use any area border used by the enemy that battle.
After all blocks have taken one Battle Turn, one Round has been fought. Battles are fought for a maximum of four (4) Rounds. Attacking blocks must retreat during Round 4 in their normal battle turn.
8.3 BATTLE RESERVES
When attacking via multiple area borders, one area border (Attacker choice) must be declared the Main Attack. Blocks using other area borders are placed in Reserve.
Blocks moved by Player 2 to reinforce a battle started by Player 1 are also Reserves. Reserve blocks may not fire, retreat, or take hits in Round 1. They are revealed and arrive at the start of Round 2 to take normal turns.
If the main force of a side is eliminated in Round 1, all reserve blocks for that side immediately lose one (1) step and then fight normally, except if the routed player is the Defender, the Attacker now becomes the Defender for the rest of the battle.
e Raid Surpris a Castle lls against Any raidturorn are done at +1 this . gth en str
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March Forced ter; that l a charac May reveater and all blocks ac +1 char th it havern. wi ed ck sta this tu movement
8.4 BATTLE HITS
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Each block in its Battle Turn rolls as many dice as its current strength. A hit is scored for each die roll equal to or lower than the block’s firepower.
Robin and Friar Tuck move their bands of Merry Men and attack the Black Knight. 5
Enemy blocks cannot be targeted, except by dueling. Each hit reduces the strongest enemy block at that instant. When two or more blocks share the highest strength, the owner chooses which to reduce. Soldiers blocks reduced below 1 strength are eliminated (immediately set aside face up to return to their muster pool at the end of the current turn). Carriages are scored for VPs and set aside for return in a later turn. Robin Hood characters are captured when reduced below a 1 strength.
8.7.3 DEFENDER RETREATS
Defending blocks can retreat on their battle turn starting on Round 2. Retreat is made to any adjacent areas, Friendly or Vacant, but not along area borders used by the Attacker to enter the battle.
8.8 REGROUPS
When a battle ends the victor may Regroup. All victorious blocks (including any in Reserve) can move to any adjacent area that is currently Friendly or Vacant. Area border Limits apply.
Sheriff characters, except the Black Knight, are eliminated and removed from the game permanently when reduced below 1 strength. The Black Knight is immediately set aside face up to return to the muster pool at the end of the current turn.
8.9 RAIDS
Raids are performed on camps (SH) and castles (RH) after battles are completed. You must have a character present to raid, otherwise you must regroup. If any RH blocks begin the raid phase on a castle with only a Sheriff Garrison block of 0 strength present or any SH blocks begin the raid phase on a camp with only a RH Camp Guards block with 0 strength, they must Raid.
NOTE: Combat is not simultaneous. All hits are applied immediately.
8.5 CHARACTER DUELING
Any character present in a battle at the instant of fire has the option to Duel instead of taking his normal fire. The dueling character picks and fires at a revealed enemy character block at normal firepower. Surplus hits are forfeit. If the target survives the duel, it gets one bonus fire (normal firepower) at the dueling block immediately, in addition to his normal combat fire.
Raids are conducted by the raiding player choosing 1 character present. This is designated as the “raiding block”, and it gains +1 strength for each additional friendly block present. The appropriate number of dice are rolled, with each “hit” scored by the raiding block resulting in either a gain (RH) or loss (SH) of 1 Gold. The raiding blocks must then regroup, as per the regroup rules, and are disrupted.
8.6 ELIMINATED BLOCKS
Eliminated soldier blocks and the Black Knight are returned to their owner’s Muster Pool, but are placed face-up and cannot be mustered again this month. 8.6.1 CAPTURING
Any RH characters that are reduced to 0 strength during battle have their block immediately relocated to the nearest friendly castle (Sheriff player’s choice if two are equidistant). Place the captured Character card in the Captured Holding Box on the game board, back at full strength. The Robin Hood player loses 2 Gold for each such block captured.
8.7 RETREATS
Each block may retreat on its Battle Turn (instead of firing), except NO blocks may retreat on Battle Round 1. Blocks that cannot retreat when required are eliminated.
Marian confident, B eautiful, independent and the
love interest of Robin Hood. She is also an object of desire for the Sheriff. Marian is equal to most men in a fight.
8.7.1 RETREAT LIMITS
3 2 1 0
Area border Limits apply to all retreating blocks each Battle Round. Blocks can never retreat to Enemy or Contested areas.
Robin Hood leads a raid to rescue Marian just in time and Sheriff’s Pikemen flee and the Garrison has been brought to zero
8.7.2 ATTACKER RETREATS
Attacking blocks can retreat on their battle turn starting in Round 2 and must retreat during Round 4. Blocks may Retreat to an adjacent vacant area via area border(s) used to start or reinforce the battle, or to any Friendly adjacent areas.
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Robin Hood Gold Total is 0, Sheriff wins the game.
8.9.1 RESCUING PRISONERS
Rescues are performed in place of Raids on castles where prisoners are held. You must have a character present to rescue prisoners, otherwise you must regroup. The Robin Hood player may rescue prisoners instead of raiding if his blocks occupy a Castle holding a prisoner at the beginning of the Raid phase. The 0 strength Garrison block present does not impede the rescue in any way. The Robin Hood player gains two Gold for each prisoner rescued, as the locals reward Robin for being loyal to his men. Place the rescued prisoner in the muster pool. The rescuing blocks do a regroup move and are disrupted.
If neither player wins by the end of Month 7 (or earlier, if the game ends before then), the ROBIN HOOD player wins the game.
Additionally, the SHERIFF player wins a Sudden Death Victory if the Robin Hood Character is successfully executed.
9.3 PRINCE’S HOLIDAY ATTRITION
All Areas have an attrition limit based on the terrain in that area. This limit is the number of blocks that can remain in that area until the next month begins.
8.9.2 DISRUPTION
Castles and Camps may support up to 4 blocks, Towns have a capacity of 3, Forests have a capacity of 2 for the RH player/1 for Sheriff player, and all other areas have a capacity of 1.
Disruption only occurs following Raids and Prisoner Rescues. Place disrupted blocks face down on the map. They may not be activated in the next turn. They defend normally, but suffer one “hit” prior to combat if attacked. After any battle, they remain face down for the remainder of the turn. At the end of that turn, they are returned to normal status.
Each block in excess of the area capacity (owning player’s choice) must lose one step. Any blocks eliminated in this manner are placed out of play until after this turn’s muster is complete. Robin Hood characters eliminated this way are placed on the next turn of the turn track and reenter the game as a reinforcement. Robin Hood may never be selected to lose one step if that step loss would reduce his strength to zero.
9.0 PRINCE’S HOLIDAY TURN A Month ends when all five (5) cards have been played. A Prince’s Holiday Turn now occurs during which players determine if either has won. Play the Prince’s Holiday events in the exact order given.
9.4 PRINCE’S HOLIDAY RESUPPLY
Beginning with the Robin Hood player, each player may add steps to blocks on the table. The Robin Hood player has two total steps available to distribute in each major camp. He may add one step to two blocks in the major camp or two steps to one block in the major camp. In the minor camps he may add one step to one block.
9.1 PRISONER ADVANCE
At this time all prisoners present in castles lose one step. If they are reduced to 0 strength, they are executed and placed out of the game. Robin Hood immediately loses 3 Gold. If Robin Hood is executed, the Sheriff player immediately wins the game!
The Sheriff player may then add one step to one block in each of the five castles. Carriages may be given a step if they are in a castle.
9.2 VICTORY CHECK
Check the Robin Hood gold total. If this Total is 25 or higher, Robin Hood has amassed enough support and resources to indefinitely carry on the fight and the Robin Hood Player wins.
The steps may be added to camp guards in camps. Garrisons and carriages in castles.
If the Robin Hood Gold Total is 0, Sheriff has depleted all of Robin’s resources and Robin capitulates – the Sheriff player wins.
9.5 MUSTERING
Beginning with the Robin Hood player, both players now conduct their mustering. The basic muster values are 3 blocks for Robin Hood, and 4 blocks for Sheriff. If Robin Hood occupies any towns, he gets +1 block for each such town occupied (these bonus blocks are placed directly into the town the RH player occupies). These blocks are taken from the face down Muster pools of the appropriate player. RH blocks are placed in camps, with a limit of 2 blocks per camp maximum. SH blocks are placed in castles with a limit of 2 blocks per castle maximum. After all units are mustered, all blocks which were set aside face-up for any reason earlier in the turn are now placed face-down in their muster pools along with any reinforcements found on the turn track.
If the Robin Hood gold total is 1 to 24, the game continues into the next month. On turn 5 and 6 check for King Richards Return. Roll one die and compare the results to below: • Turn 5 a result of 2 or less and King Richard Returns • Turn 6 a result of 4 or less and King Richard Returns
If King Richard returns the game immediately ends. If the Robin Hood Gold Total is 1 or higher the Robin Hood player retains enough resources to demonstrate to King Richard the justness of his cause, and Robin Hood wins the game. If the 7
Mustered blocks are placed at full strength on the gameboard. Reinforcements Blocks come in as follows during mustering: Turn 1
Much
Turn 2
Little John
Turn 3
Scarlett
Reinforcements go into the mustering pool when they enter the game. 9.5.1 CARRIAGE ENTRY
If all three carriages are not on the board at this time, the Sheriff player must enter a carriage on one of the four board edges that do not already have a carriage marker on it. If a carriage needs to be placed, the Sheriff player may choose to place one of his musters with the carriage, but he does not have to. This decision is made during the Mustering phase.
10.0 A NEW TURN BEGINS. Deal Cards for Turn
Shuffle all the cards into a new deal deck. Deal each player 6 cards. Each player looks at their cards and selects one as a discard. Place the discards and undealt cards aside as the discard deck. Each player now has 5 cards as their play hand for the month. Dedication: To my great friend, Larry Carpico, with whom I enjoyed so many hours of gaming. You are greatly missed. ©2018 Worthington Publishing | www.worthingtonpublishing.com
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