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Rescuing Robin Hood

Rescuing Robin Hood Rulebook

Table of Contents

Table of Contents

  • Components
  • The World of Rescuing Robin Hood
    • Characters
    • Merry Band Leaders
    • Villagers
    • Guards
  • Initial Setup
  • Locations
  • Game Play: Overview
  • Stage 1: Scenario Setup
  • Stage 2: Draw Today's Merry Band
  • Stage 3: Attack Guards
    • Attack Planning Phase: Use Skill Tokens and Jolliness
      • Jolliness
      • Skill Tokens
    • Example of Planning Phase
    • Attack & Rescue Phase
      • Attack with Wit (Push Your Luck)
      • Attack with Brawn (All or Nothing)
      • Attack with Stealth (Pick and Choose)
    • Defeated Guards
    • Ending Your Turn
  • Stage 4: Recruit Villagers
  • Stage 5: End of Day Cleanup
  • Stage 6: On Day 2 and Day 4, Refine Decks
  • The Final Round on Day 5: Storming the Castle
    • Day 5, Stage 1: Scenario Setup
    • Day 5, Stage 2: Draw Your Elite Band
    • Day 5, Stage 3: Storming the Castle
  • Game Variants
    • Accelerated Mode
    • 1-Player Mode
    • Expert Mode
  • Frequently Asked Questions (FAQs)
  • Acknowledgments
  • Quick Reference

Components

  • 1 Robin Hood card
  • 1 Sheriff of Nottingham card
  • 8 Band Leader cards
  • 80 Villager cards
  • 88 Sheriff's Guard cards (44 blue-backed & 44 red-backed)
  • 1 Setup Instructions card
  • 5 Reference cards
  • 15 Challenge cards
  • Nottingham Castle card
  • 24 Scenario Setup cards
  • 30 Skill tokens (10 Scouting, 10 Prayer & 10 Cookery)
  • 1 First Player token
  • 48 Attribute tracker cubes
  • The Major Oak board
  • 5 Attribute Tracker cards

The World of Rescuing Robin Hood

This game is set in Sherwood Forest and the town of Nottingham, populated by eclectic villagers, the dastardly Guards of the Sheriff of Nottingham, and Robin Hood and his Merry Band Leaders. Each Villager and Merry Band Leader has their own backstory, which you can find on CastilloGames.com.

The character and location descriptions below will help you become familiar with the terms of the rulebook and are a fun way to get to know the village. Before you know it, Nottingham will feel like home!

NOTE: "Player" refers to the human players in this game.

Characters

CharacterDescription
Robin HoodOur brave hero with a penchant for bold, purposeful mischief. His love for the villagers of Nottingham has inspired him to lead a group of merry men and women to thwart the dastardly plans of the Sheriff of Nottingham. Sadly, he is currently in chains, captured at the archery contest!
Sheriff of NottinghamThe Sheriff loves money and hates anyone who does not give him homage. No one makes him angrier than Robin Hood, who steals his tax money and defies his cruel rule over Nottingham.
Sheriff's Guards (Red & Blue Decks)Swordsmen and Marksmen who are loyal to the Sheriff are his first line of defense against attack.
Merry Band LeadersThese large cards represent your player identity and give you special powers. You will play as Friar Tuck, Maid Marian, or another classic character!
Starting VillagersVillager cards with no medallion. During the Setup Phase, you will deal 8 of these out to each player to form their Band of Villagers.
Band of VillagersYour personal deck, which will change and be refined during the game. It represents the brave Villagers excited to join Today's Merry Band!
Today's Merry BandThis is your hand made up of 4 Villagers and your Merry Band Leader who will help with today's rescue efforts. Today's Merry Band will be different each turn since players will draw a new set of 4 Villagers from their Band of Villagers every turn.
Captured VillagersThese Villagers have been kidnapped for not paying taxes. They carry a Medallion indicating their strength. Players will use their Merry Bands to attempt to rescue them.
Imprisoned VillagersCaptured Villagers that were not rescued during the day will become Imprisoned Villagers.
Rescued VillagersCaptured Villagers that the players have rescued. Players can choose to add them to their Band of Villagers.
Retired VillagersVillagers not chosen to be a part of a Band of Villagers deck become Retired Villagers. They will assist in the final battle.

Merry Band Leaders

Each of the eight Merry Band Leaders is unique. Your Merry Band Leader always remains a part of your Merry Band and gives you bonuses each turn.

Some Band Leaders have Attributes or Skills that are added to your Merry Band each turn. For example, Little John has a Brawn Attribute and a Jolliness Attribute printed on his card. Other Band Leaders have special powers you can use — for example, Lady Christabel's power: "Whenever Lady Christabel gains Cookery or Mead, add +1 to the increasing attribute."

Villagers

Each Villager card is marked with their Attributes and Skills. Attributes (Wit, Stealth, Brawn and Jolliness) can be used to attack the Guards and the Castle. Skills (Scouting, Cookery and Prayer) give advantages you can use yourself or grant to your fellow players.

Villager cards are printed with a Bronze, Silver, or Gold Medallion depending on their strength, or with no Medallion at all if they are a Starting Villager.

Guards

The Sheriff's Guards also have Attributes. Guards with blue backs have Attribute values that range from 1-6, the average Attribute value being 3.3. Guards with red backs have Attribute values that range from 2-9, the average value being 5.

Initial Setup

Note: The numbers below correspond to the setup steps.

  1. Skill Tokens: Stack each type into piles.
  2. Sheriff's Guards: Divide the Guard cards into 2 piles, one with blue backs and one with red backs. Shuffle each pile separately and place them near the Battlefield.
  3. Villagers: a. Separate the Villager cards into 4 piles based on the medallion or lack of medallion in the upper-right corner. Shuffle the Bronze, Silver, and Gold Villager piles separately. Place each pile face-up within reach. The top card in each pile should always be visible. b. Shuffle the starting Villagers without a medallion. Deal 8 to each player to create their starting Band of Villagers (their personal deck). Each player shuffles their Band of Villagers and places it face-down in front of them. Return all leftover starting Villagers to the box.
  4. The Major Oak: Place the Major Oak board above the Battlefield. This is where you will place the Villagers you rescue.
  5. Attribute Trackers: Give each player an Attribute tracker and 8 cubes (2 cubes of each Attribute color).
  6. Merry Band Leaders: Shuffle the Merry Band Leader cards and deal 2 to each player. Players then choose their preferred 1 Merry Band Leader to keep. For a 5-player game, deal to only 2 players at first. Once they have selected their Merry Band Leader, return the other cards to the Merry Band Leader deck, shuffle, and then deal to the other players. Return the remaining Merry Band Leaders to the box.
  7. Scenario Setup Cards: a. Separate out Scenario Setup cards for the number of players. For example, if you are playing with 3 players you will take all the cards with the title "3 Player Set-Up." Place the other setup cards in the box. b. Divide the selected cards into 3 piles as marked on the cards:
    • "Days 1 & 2"
    • "Days 3 & 4"
    • "Day 5" c. Take 1 random card from each pile, then stack the 3 selected cards with "Day 5" on the bottom, "Days 3 & 4" in the middle, and "Days 1 & 2" on top. The Days 1 & 2 card will be visible at the top of the Scenario Setup stack. Return all other Scenario Setup cards to the box.
  8. Place Nottingham Castle face-up at the top of the table, place the stack of scenario setup cards underneath it, and place the Sheriff of Nottingham and Robin Hood on either side of it. The Sheriff should have the "free" side face-up (with his sword) and Robin Hood should have the "imprisoned" side face-up (with shackles).

Locations

LocationDescription
BattlefieldWhere the Captured Villagers are kept by the Sheriff's Guards, and where each Merry Band launches its attacks.
Nottingham CastleWhere Robin Hood is imprisoned, and where any imprisoned Villagers go at the end of each day.
The Major OakWhere Rescued Villagers go before being recruited to your Band of Villagers.
Sherwood ForestWhere Retired Villagers are gathered if they are no longer in your Band of Villagers.

Game Play: Overview

Rescuing Robin Hood is made up of 5 game rounds, representing the 5 days you and your fellow players have to rescue Robin Hood before he is executed. Each turn you will draw 4 cards from your deck, total up the Skills and Attributes from those cards and attempt to rescue Villagers in the first 4 rounds and Robin Hood in the final round. Rescuing Robin Hood is a collaborative game so you will either win or lose together with your fellow players depending on whether you successfully rescue Robin Hood.

Starting Player: The player who most recently walked in a park or forest starts the first round. Give them the First Player token.

The following goes in-depth into the stages and attack options. During game play you can also reference the Day Stages Reference Sheet at the end of these instructions.

Stage 1: Scenario Setup

Deal out rows of Villagers and blue or red Guard cards on the Battlefield as shown on the right side of the top card of the Scenario Setup stack ("Days 1 & 2" for the first round).

A row is a group of Villagers and Guards. For example, a setup card might have 4 rows, each row listing:

  • Number of Players
  • Name of Scenario
  • Rounds
  • Additional Instructions
  • Row Setup for Scenario
  1. Each medallion (bronze, silver, and gold) displayed on the Setup card represents a Captured Villager. For each symbol in each row, deal 1 Captured Villager from the matching pile face-up. If there are multiple Captured Villagers in a row, place them side-by-side.
  2. The stacks of cards shown to the right of the Villagers are the Guards that are taking them to Nottingham Castle. To the right of the Captured Villagers in each row, deal the number and color of Guards shown face-down. Arrange them in an overlapping row (so that you can easily count how many Guards there are in each row). Flip the Guard at the end of each row face-up.

Some Scenario Setup cards will have additional instructions in the lower left-hand corner that apply to all players.

Note: On Day 5, instead of placing new Villagers, prepare Nottingham Castle for your final attack as described in "The Final Round on Day 5: Storming the Castle" below.

Stage 2: Draw Today's Merry Band

At the start of each day (or round), each player draws the top 4 cards from their personal Band of Villagers deck.

Lay these 4 cards out in front of you so everyone can see them. Together your Merry Band Leader and the 4 Villagers from your Band of Villagers make up your Merry Band for the day. Add together each of your Villagers' Attributes (in the top left of each card) to determine your total scores in each of the 4 Attributes. If your Merry Band Leader has any Attributes, add these to your scores as well.

Mark each of your Attribute scores on your tracker card by placing cubes of the matching color on the appropriate spaces in the 10's and 1's columns.

If you have a total of 14 Wit, place one blue cube on the blue 10 square and one blue cube on the blue 4 square.

Next, if any members of your Merry Band have a Skill symbol, pick up the corresponding Skill token(s). A Villager's Skills are shown at the bottom of their card. Whenever you draw a Villager with one or more Skills, immediately collect the matching Skill tokens from the bank.

Stage 3: Attack Guards

Once everyone has marked their Attributes and gathered their Skills, it's time to rescue Captured Villagers!

Beginning with the First Player and going in clockwise order, each player takes 1 turn to make 2 attacks against the Guards, going through the Attack Planning and Attack and Rescue phases twice.

The Reference cards summarize how Skills and Attributes are used. These can be helpful to reference as you are reading the rules.

Attack Planning Phase: Use Skill Tokens and Jolliness

Before making each attack against the Guards you may use Jolliness and Skill tokens to gain advantages during the Attack Planning Phase. You may not use Jolliness and Skill tokens during the Attack and Rescue Phase. However, there will be a second Attack Planning Phase after you complete your first attack.

The Attack Planning Phase is optional. However, Skills and Attributes will reset to zero at the end of the round so you will want to use these advantages to avoid losing them.

Jolliness

Jolliness can be used to increase your Wit, Brawn, and/or Stealth before making an attack.

For each point of Jolliness, you choose to spend, add +1 to one other Attribute. You can only spend Jolliness if it is your turn.

Any Jolliness you choose not to spend will be passed on to the next player at the end of your turn, unless you are the last player in the round.

Skill Tokens

Skill tokens may be spent to gain special advantages. You may spend Skill tokens on any player's turn. If you spend them on another player's turn your Skill will be used to give them advantages.

Any player may spend any number of Skill tokens during the planning phase before an attack begins. All spent tokens are returned to the bank.

Any Scouting or Prayer you do not use is returned to the bank at the end of the round; however, unused Cookery tokens are flipped to become Mead tokens and can be used later in the game.

TypeDescription
ScoutingSpend 1 Scouting token to immediately choose up to any 2 Guards in one row and reveal them (flip them face-up). The Villager has scouted to provide valuable information on the Sheriff's men.
CookerySpend 1 Cookery token to give +2 Wit, +2 Brawn, or +2 Stealth to any band. Tasty food strengthens the body and mind. Note: Unlike other Skills tokens, unspent Cookery is not discarded at the end of the round, but is flipped over and becomes a Mead token. Mead is not discarded from round to round. It may be spent to give +1 Jolliness to any player during a planning phase.
PrayerChoose one of the following: Option 1: Spend 1 Prayer token to move any 1 Guard (face-up or face-down) to any position in any row. The Guard was confused about his orders at a time that just so happened to be very fortunate for the Villagers. Option 2: Spend 2 Prayer tokens to remove any 1 Guard (face-up or face-down). The Guard fell ill and is placed in the discard pile. You may spend 2 of your own Prayer tokens or combine your Prayer with another player's Prayer.

Example of Planning Phase

Maid Marian plans to free the Villagers using her Wit and Brawn! Her Merry Band has a total of 2 Jolliness and 1 Cookery Skill token.

To prepare — before she attacks — she decides to spend all of her Jolliness to increase her Brawn from 6 to 8. She also spends her Cookery token to increase it further to 10.

Maid Marian's ally Little John offers to use his Prayer token to assist. She asks him to move a Guard card from the bottom row to the top row, since it is weak in Brawn and she plans to attack the top row with Brawn. He agrees and uses his Prayer to move the card. The first card in a row is always flipped face-up, so he reveals the next Guard in Row 2.

Maid Marian is now ready to move into the Attack and Rescue Phase!

Attack & Rescue Phase

The Attribute you choose determines the steps you take to make the attack. On your turn, you may make up to 2 attacks, to defeat Guards using Wit, Brawn, or Stealth. You must use a different Attribute for each of your 2 attacks. If at any time the first Guard card in a row is face-down after an attack or playing a Prayer token, flip it face-up.

Attack with Wit (Push Your Luck)

  1. Choose a row of Guards and attack the first Guard on the right. If you have more Wit than the Guard or you are equally matched, you successfully outwit them! Set the Guard aside but keep them in the same order. Do not discard them yet.

    Note: Guards with blue backs range from 1-6 in each Attribute, and the average Attribute value is 3.3, while Guards with red backs range from 2-9, and the average is 5. The distribution is the same for Wit, Brawn, and Stealth.

  2. Each time you outwit a Guard, choose one of the following: a. Continue to try to outwit the next Guard in the row. b. Or, end your attack and discard all the Guards you've outwitted so far. Afterwards, if the first Guard in the row is face-down, reveal it.

  3. If you choose to continue, reveal the next Guard in the row (if they are face-down) and add their Wit to the total Wit of all the Guards you've outwitted so far. a. If you have more Wit than the Guards' current total or you are equally matched, you succeed! Add the defeated Guard to the Guards you've outwitted, and decide whether you wish to continue or end your attack. b. If you have less Wit than the Guards' current total, the Guards see through your charade, and your attack fails! Return all Guards you outwitted to the row (leaving them face-up and in their original order) and reduce your Wit to zero.

Example of Attacking with Wit: Maid Marian decides to attack using Wit. With her 14 Wit she faces the first card in the row. The Guard total is only 4.

She chooses to continue to the second card with 10 Wit remaining. Since the maximum Wit of a blue Guard is 6, she is certain to outwit the next Guard, so she decides to flip it over. It's a 6. Ouch!

This is where the choice gets interesting! Maid Marian must decide if she wants to outwit these 2 Guards and end her attack (playing it safe), or try to outwit a third with her remaining 4 Wit (pushing her luck).

Excited to defeat even more Guards, she decides to push her luck and flips over the third Guard!

Sadly, the next Guard has 5 Wit. Maid Marian was unable to defeat these Guards with her remaining Wit. Since she was unsuccessful, the Guards remain in the row face-up for the next Merry Band to attack.

Attack with Brawn (All or Nothing)

  1. Choose a row of Guards and reveal all face-down Guards in that row. Add together their total Brawn. a. If you have more Brawn than the total of all the Guards or you are equally matched, your attack is successful! All the Guards are defeated and placed in the discard pile. b. If you have less Brawn than the total of all the Guards, the Guards overpower you, and your attack fails! All Guards remain in play face-up.
  2. If your attack succeeds, the next player in turn order adds any Brawn you did not use to their own Brawn score. For example, if your total Brawn is 6, and the Guards' total is 4, the next player gains +2 Brawn.
  3. If your attack fails, the next player does not gain any Brawn.

Example of Attacking with Brawn: Although her first attack failed, Maid Marian's Merry Band still has 11 Brawn and 4 Stealth. For her second and final attack, she decides to use her Brawn and attack a row which has 4 Guards. She reveals all face-down Guards. The Guards have only 8 Brawn in total, so her attack succeeds! All the Guards are defeated and the Villager, Cecily, is rescued!

Since Maid Marian used only 8 Brawn to defeat them, she passes on her remaining 3 Brawn to Little John, who adds +3 to his Brawn score.

Attack with Stealth (Pick and Choose)

  1. Choose a row of Guards and select any number of Guards (face-up or face-down) in any position in the row to attack. You do not have to select the Guard at the end of the row.
  2. Reveal any Guards you selected that were face-down. Add together the total Stealth on all Guards you selected. a. If you have more Stealth than the total of the selected Guards or you are equally matched, your attack is successful! The selected Guards are defeated. b. If you have less Stealth than the total of the selected Guards, the Guards discover you, and your attack fails! The selected Guards remain in play face-up.

Example of Attacking with Stealth: Now that Maid Marian's turn is over, Little John decides to attack the bottom row of Guards with 8 Stealth. The 3 cards on the right are already flipped face-up because of Maid Marian's failed Wit attack. Little John chooses to use a Scouting token to flip the last 2 cards on the left. Then he attacks the indicated cards. Since their total is 8 and the Merry Band wins ties, all 3 Guards are removed.

Defeated Guards

Whenever you defeat a Guard, remove them from their row and place them in a discard pile near the Guard decks. If the Guard at the end of the row is face-down after an attack, flip them face-up.

If at any time there are no Guards remaining in a row either by an attack or by using Prayer, the Villagers in that row are immediately rescued! Move these Rescued Villagers to The Major Oak, where you'll be able to recruit them at the end of the round.

Ending Your Turn

At the end of your turn, you pass on any unused Jolliness and Brawn to the next player in clockwise order as described below, unless you are the last person in the round. Wit and Stealth are not passed on.

  • The next player gains the Jolliness you did not use on your turn. For example, if you had 5 Jolliness and spent 2 to increase your other Attributes, the next player gains +3 Jolliness.
  • If you did not attack with Brawn (you used Wit and Stealth only), the next player gains all your Brawn. For example, if you have 4 Brawn, and you attack with Stealth and Wit on your turn, the next player gains +4 Brawn to their total. If you did attack with Brawn, the next player gains any Brawn leftover from a successful attack.

Note: Once your turn is over, you will not use your Attributes again for the rest of the round, so you do not need to update your tracker card when you pass on leftover Attributes.

Stage 4: Recruit Villagers

After everyone has had a turn to make 2 attacks on the Guards, players may recruit any Rescued Villagers.

Beginning with the First Player and going in clockwise order, each player may choose to either take 1 card from The Major Oak and add it to their personal discard pile, or pass on the Rescued Villagers. Players may collaborate to decide who will recruit which Rescued Villager(s).

Continue taking cards in clockwise order until all cards have been taken, or all players pass.

Stage 5: End of Day Cleanup

Follow these steps to end the round:

  1. Imprisoned Villagers and Guards:
    • Any Captured Villagers who were not rescued are taken to Nottingham Castle and imprisoned! Place the Imprisoned Villagers next to Robin Hood. They will be freed if you succeed in rescuing Robin Hood.
    • Any remaining Guards on the Battlefield (who were escorting Captured Villagers) are discarded to the Guard discard pile. Return the discarded Guards to their red or blue stack and shuffle the stacks again.
  2. Sherwood Forest: Any Captured Villagers who were rescued, but not recruited, deserve some relief and are discarded into the communal pile, Sherwood Forest. The total number of cards in Sherwood Forest will be relevant in the Day 5 Final Battle.
  3. Discard Villagers: All players take the 4 Villagers they drew at the beginning of the turn (Today's Merry Band) and place them in their personal discard pile. Do not combine your draw pile and discard pile.
  4. Discard Skill Tokens: All players return any unspent Scouting and Prayer tokens to the bank. Unspent Cookery tokens convert to Mead. Mead tokens are not returned to the bank and can be used in subsequent battles.
  5. Set All Attributes on the Tracker Card to Zero: Your Attribute scores do not carry over from one round to the next. When you add up your Attributes at the start of a new round, you will always start counting from zero.
  6. Pass First Player Token: The First Player token is passed clockwise to the next player. They will begin the next round, and then play continues in clockwise order.

Stage 6: On Day 2 and Day 4, Refine Decks

At the end of Day 2 and Day 4 only, all players must refine their Band of Villagers by permanently removing excess Villager cards. All removed cards are "retired" to Sherwood Forest.

  • End of Day 2: At the end of Day 2, players remove cards of their choice until they have 8 Villager cards left in their Band of Villagers (or personal decks). They then shuffle their entire deck for Today's Merry Band, draw 4 cards for Today's Merry Band, and begin Day 3. Retire non-selected Villagers to Sherwood Forest.
  • End of Day 4: At the end of Day 4, players choose 4 cards out of their Band of Villagers to have as their Elite Band in the final battle. This is their Elite Band, which they will use to attack Nottingham Castle on Day 5. Retire non-selected Villagers to Sherwood Forest.

After all players have refined their decks, remove the current Scenario Setup card from the game and reveal the next card.

The Final Round on Day 5: Storming the Castle

Day 5, Stage 1: Scenario Setup

In the Scenario Setup stage of Day 5, follow these steps:

  1. Place Robin Hood, imprisoned side up, and any Imprisoned Villagers with him side-by-side in the Battlefield.
  2. To the right of Robin Hood, deal separate rows of Guards as shown on the Day 5 Setup card. Place the Nottingham Castle card face-up at the right end of the top row ("the Wall") and only reveal the Guard at the end of the rows below Nottingham Castle ("the Courtyard").
  3. Place the Sheriff of Nottingham face-up below Robin Hood. To his right, deal a row of Guards protecting him as shown on the card. If there are both blue and red Guards next to him, they should all be in one large row with the red Guards closest to the Sheriff and the blue Guards at the end of the pile. Reveal the Guard at the end of the Sheriff's row.
  4. Players choose who will get the Starting Player token, and then play continues in clockwise order.

Day 5, Stage 2: Draw Your Elite Band

Draw the 4 cards from your Band of Villagers. Note that since you have only 4 cards in your deck, you will draw all of them for this round. Gather your Skills, and total your Attributes as normal.

Day 5, Stage 3: Storming the Castle

Day 5 is the final round. If you rescue Robin Hood at the end of this round, you win! Otherwise, you have lost the game. Attacking during the final round follows the same rules for attacking Guards in the previous rounds, with the following exceptions:

  • Players must defeat the rows of Guards in order from top to bottom (first the Wall, then the Courtyard, then the Sheriff). Each row must be completely defeated before the next row can be attacked.
  • The player who defeats Nottingham Castle receives an instant bonus of Jolliness from the Retired Villagers in Sherwood Forest. The bonus equals 1 Jolliness rounded down for every 3 Villagers in Sherwood Forest (for example, if there are 23 Retired Villagers, the player receives +7 Jolliness).
  • If all Guards in the Courtyard have been defeated, Robin Hood is rescued, and you have won the game! If you fail to defeat them, you lose the game and will have to play again to try to rescue Robin Hood.
  • After you have rescued Robin Hood, you can continue playing and attempt to defeat the Sheriff (optional). To do so, you must defeat all the Guards protecting the Sheriff as well as the Sheriff himself!
  • As a bonus, the player who frees Robin Hood flips him to his active side, adds him to their Merry Band, and immediately adds his Attributes to their totals. That player may now make an extra attack but must use an Attribute they have not yet used this turn. Imprisoned Villagers are now happily rescued, but do not give any bonuses because they are busy securing an escape route.

If you manage to defeat the Sheriff, CONGRATULATIONS! You have liberated Nottingham and Sherwood Forest!

Game Variants

Accelerated Mode

For a quicker game skip, Days 1 and 3. You will play the game in 3 rounds rather than 5.

When setting up each round, deal 2 Villagers for each symbol on the Scenario Setup card (instead of 1). For example, if a card shows 1 Bronze Captured Villager in a row, place 2 Bronze Captured Villager cards there.

1-Player Mode

You have two options for playing in solo mode:

  1. Multi-Band Solo Mode: Simply set up a 2-5 player game and play as all players.
  2. Single-Band Solo Mode: You play only 1 player with 1 Merry Band Leader and 1 Band of Villagers deck. Set up the game as if it were a 2-player game. Rather than resetting the scenario at the end of Day 1 and Day 3, you will have a second day to attempt to rescue the same Villagers. Add all Rescued Villagers to your deck only at the end of Days 2 and 4.

Leftover Brawn and Jolliness will carry over from round to round, but will reset to zero at the end of round 4. During Day 5 double your total Skills and Attributes to account for not having fellow players to help during the final battle.

Expert Mode

In Expert Mode you may draw up to 2 challenge cards at the beginning of each round. These cards allow you to gain points at the end of the round and add variety to the game.

Draw each challenge card one at a time. When drawing you may decide to accept the card without looking at it for 2 points in addition to what is listed. Or, you may decide to look at the card before accepting the challenge, gaining only the points listed on the card. If you decide to accept the first challenge card, then you may draw a second challenge card.

At the end of the game, total up your points and compare your score to your previous games or other teams in a tournament.

You start with 50 points and then add:

  • Challenge cards — points listed on the challenge card + Accepting a challenge card blind — 2 additional points
  • Bonus for each challenge card accepted on Day 5 — 2 points
  • Bonus for Rescuing Robin Hood — 30 points
  • Bonus for Defeating the Sheriff of Nottingham — 40 points
  • Each Villager Unrescued During Days 1-4 — minus 5 Points

What is your ranking in the Merry Band?

PointsRating
0 - 49Babe in the Woods
50-89First Archery Lesson
90-119Apprentice Cook
120-139Outlaw
140-154Expert Marksman
155-163Golden Arrow Award
164-171Robin Hood
172-181Savior of Sherwood

Frequently Asked Questions (FAQs)

Can I use Prayer to remove Nottingham Castle or the Sheriff of Nottingham? No. You must use Wit, Brawn, or Stealth. Also, the Sheriff of Nottingham must be the last card you defeat, so you cannot remove him with Stealth without also removing all the Guards in front of him.

When I exchange cards using the Band Leader card Much the Miller's Son do I gain the tokens for the new card? When players exchange cards with Much the Miller's Son, both players immediately collect the new Skill tokens while also keeping the old Skill tokens. Attributes are recalculated as normal.

What happens when I have a negative score for any Attribute? To signify having a negative attribute stack a second cube of matching color on top of the appropriate cube, so 2 cubes stacked on the 1 Wit square would equate to -1 Wit. Negative Jolliness and Brawn scores are not passed on to the next player. To signify a score above 59 add a second matching attribute cube in the 10's columns.

Does this scenario card have 3 rows or 2 rows? In this scenario, there are 3 rows. The 2 Bronze Villagers (one with 2 Guards, the other with 3 Guards) are in separate rows and must be rescued in separate attacks.

Acknowledgments

We wanted to express our deep gratitude to everyone who made this game possible.

Project Management and Game Design: Bryce Brown

Lead Artist: Paul Vermeesch

Website Design: Taylor Johnson

Box Insert Designer: Matt Healey

Composer: Ian Spacek

Marketing Associates: Abigail León, Heidi Considine, and Katie Scott

Rulebook Editing: Jeff Fraser, Sara & Jonathan Jerdan, Steve Brown, Will Meadows, and many others!

Rules Translation: David & Lanhua Brown, and Morgan Laigre

Playtesters: More than 150 people contributed to our game through playtesting. We are deeply grateful to each of you. While it is impossible to thank all of you individually, we wanted to thank some in particular who made important contributions to the game: Timothy Belcher, Marcel Köhler, Gloria Yoo, Elise Duskin, Jeremy Erickson, Jack Kirk, Max Pointner, and Elizabeth Brown.

Indiegogo Art Sponsors: Special thanks to Naomi Brown, Steve & Nancy Brown, Jim & Nicole Herriott, Josh & Ginette Nuzzi, Nicholas Hammond, Dan Easley, Elizabeth Brown, Ian Carrick, Mitchell Schmidt, Joel Brown, and Jeremy Erickson

Kickstarter Backers: Thank you for making Rescuing Robin Hood possible through your support financially and on social media!

Quick Reference

Follow the stages in the chart below to make sure you aren't missing anything as you play the game.

StageActions
Stage 1: Scenario SetupFollow the instructions on the current Scenario Setup card to prepare rows of Captured Villagers and Guard cards on the Battlefield. On Day 5, prepare Nottingham Castle.
Stage 2: Draw Today's Merry BandDraw 4 cards from your Band of Villagers to make up Today's Merry Band. Total up Attributes scores and collect Skill tokens.
Stage 3: Attack GuardsEach player may go through these 2 attack phases twice during a turn: Attack Planning Phase — Use your Skills and Jolliness to prepare for the upcoming attack. Attack and Rescue Phase — Attack the Guards using Wit, Brawn, or Stealth. You must use a different Attribute for each attack. At the end of your 2 attacks, pass on remaining Brawn and Jolliness to the next player or reset to zero if it is the end of the round.
Stage 4: Recruit Rescued VillagersRecruit Rescued Villagers to add to your Band of Villagers, starting with the player who has the First Player token.
Stage 5: Each of Day CleanupAt the end of the round, players must: 1. Reset all Attributes to zero. 2. Return any unspent Scouting and Prayer tokens to the bank. 3. Convert any unspent Cookery tokens to Mead. 4. Move the 4 Villagers of Today's Merry Band to the discard pile. 5. Move remaining Captured Villagers to the Nottingham Prison and move Guards to their discard piles. 6. Pass the First Player token to the left.
Stage 6 (Day 2 & 4): Refine DecksAt the end of Day 2 and Day 4, all players must: 1. Refine their Band of Villagers until they have the appropriate number of Villagers in their decks (8 for Day 2 and 4 for Day 4). 2. Retire the remaining cards to Sherwood Forest. 3. Reveal the next Scenario Setup card.

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