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Robin Hood and the Merry Men

Robin Hood and the Merry Men Rulebook

Table of Contents

Table of Contents

  • Setup
    • Board Setup
    • Player Setup
  • Object of the Game
    • Earning Points
  • Gameplay
  • Merry Men Phase
    • Taking Turns
    • Using Gathering Sites
    • Gathering Resources
    • Gathering Weapons
    • Gathering Distraction Tokens
    • Playing Merry Men Cards
    • Robbing the Rich
    • Constructing Traps and Barricades
    • Send an Envoy
    • King Richard's Tasks
    • End of Phase
  • Hero Phase
    • Resolving a Sheriff Card
    • Playing Your Hero
    • Robbing Carriages on the Roads
    • Fighting Guards in the Gathering Sites
    • Breaking Out Prisoners
    • Competing in Archery Competitions
    • Purchasing Weapons
  • End of the Round
  • Game End
    • Tally End Game VP
  • Icon and Card Reference
  • Credits

Setup

Board Setup

  1. Place the Sheriff in the Sheriff's Tower.
  2. Place 2 Guards in the 3rd and 4th Hideout of all Gathering Sites
    • Two players: 2nd & 3rd Hideouts (4th Hideout not used during the game)
  3. Place the Carriages in the black Carriage bag. Draw and place 1 Carriage at the start of each road, behind the barricade illustrated on the board. Place the Carriage bag near the board.
  4. Place a stack of Silver Pennies on the designated space next to each road.
    • Two players: 6 Pennies on each
    • Three players: 7 Pennies on each
    • Four players: 8 Pennies on each
  5. Place the Weapon dice in the Weapons storage.
  6. Place a Ransom tile face up in the Sheriff's Tower. Place the rest face down near the board.
  7. Shuffle the Sheriff cards and place the deck near the board.
  8. Shuffle the Merry Men cards and deal 4 to each player. Place the deck near the board.
  9. Shuffle the King Richard's Tasks cards and deal 3 to each player. Return any remaining cards to the game box. They will not be used during the game.
  10. Place the skills dice near the board.
  11. Place the Resources (wood, iron, tools), Silver Pennies, and Distraction tokens near the board as a General Supply.
  12. Place the Loot tokens in the green Loot bag and place the bag near the board.

Player Setup

Each Player

  1. Takes a Player Board.
  2. Places 1 Wood, 1 Iron, 1 Tool, 1 Distraction token, and 1 Silver Penny in the Storage. These items are Possessions.
  3. Chooses a Hero, places the token on the Hero's Lair, and takes the matching Hero card.
  4. Takes the following in the Hero's color a. 6 Merry Men Meeples. Place 3 in the Merry Men's Hideouts and 3 in the Training Grounds. b. 5 Traps. Place 1 on each Trap slot. c. 5 Barricades. Place 1 on each Barricade slot. d. 1 Reputation marker. Place on the 0 spot on the Reputation track. e. 1 Score marker. Place on the laurel icon on the Score track.

Object of the Game

In Robin Hood and the Merry Men, players take on the role of a famous outlaw/hero such as Robin Hood, Little John, Will Scarlet and Jane Fortune. Their mission is to protect the town of Nottingham from the tyranny of evil Prince John and the notorious Sheriff of Nottingham. In this semi-cooperative game, players will have to lay traps and fight the Royal Guards, build Barricades and ambush the Royal Carriages, rob the rich and give back to the poor and more.

To protect Nottingham, players will sometimes need to work together and help each other out in times of trouble, but in the end there can be only one true winner. The primary goal is to defend Nottingham for 5 rounds without losing.

The game ends automatically and all players lose if either of these conditions is met:

  • There are no Silver Pennies left on one of the roads
  • One of the six Gathering sites is unavailable (full of guards) at the start of the Merry Men Phase

If the players finish all 5 rounds without losing, a winner is declared—the player with the most VP becomes Nottingham's greatest defender!

Earning Points

Throughout the game players can earn points by rescuing Merry Men from Prison; Ransoming Guards, and owning Barricades on Roads where Carriages are robbed.

Players will score the majority of their points at the end of the game. The number of points players earn for each sent Envoy, built Trap, and built Barricade is determined by their level on the Reputation track.

Gameplay

The game is played for a maximum of 5 Rounds.

Each Round consists of 2 Phases.

  1. Merry Men Phase a. Players take turns taking actions with their Merry Men meeples. b. This phase continues until all available Merry Men have been placed.
  2. Hero Phase a. Players equip by drafting Weapon dice. b. Each player takes 1 turn with their Hero. i. Draw and resolve a Sheriff card. ii. Make 2 moves with the Hero.

Merry Men Phase

Taking Turns

Players take their turns in clockwise order, starting with the player with the First Player marker.

On a Turn in the Merry Men phase you can place one Merry Man on a location and take the associated action.

When you place a Merry Man on a location, it stays there until the end of the Round.

There are 8 available locations for the Merry Men, designated with the Merry Men's Place symbol.

6 Gathering sites:

  1. Armory

  2. Iron Forge

  3. Woodcutters Hut

  4. Church

  5. Workshop

  6. Town Square

  7. Construction Yard

  8. King Richard's Crusade

Each Gathering Site has 4 Hideouts and 1 Main area. Each Hideout can hold only 1 Merry Man. You can't place your Merry Man in a Hideout that already has a Guard in it.

The Main Area of each Gathering Site, the Construction Yard and King Richard's Crusade are available for an unlimited number of Merry Men.

Using Gathering Sites

When you wish to place a Merry Man on a Gathering site, you can choose to place him in an unoccupied Hideout or in the Main area.

To place a Merry Man in a Hideout, you must play an Active Merry Men card that includes an action for that specific Gathering Site. To place a Merry Man in any Main Area, you must play a Passive Merry Men card.

Gathering Resources

Three of the Gathering Sites allow you to gain resources. You'll need resources to build Traps in the Hideouts and to build Barricades on the Roads.

You gather Wood from the Woodcutter's Hut, Iron from the Iron Forge, and Tools from the Workshop.

  • When you place a Merry Man in the Main Area, you collect the amount of resources shown on the board.
  • When you place a Merry Man in a Hideout, you collect the amount of resources shown on the action on your Merry Men card.

Gathering Weapons

You will need Weapons to send Envoys to King Richard's Crusades in the Merry Men phase and to fight Guards and ambush Carriages in the Hero phase.

You can gain Weapons in the Armory.

There are 4 kinds of Weapons: Longbow, Sword, Axe and Staff.

  • When you place a Merry Man in the Main Area, you collect the number of weapons shown on the board.
  • When you place a Merry Man in a Hideout, you collect the number of weapons shown on the action on your Merry Men card.

A player can hold a maximum of 4 Weapons.

Gathering Distraction Tokens

Friar Tuck is known for being a good and loyal friend to Robin and his band of Merry Men. If you visit him in the Church, he will offer you some of his strong and famous wine that you can use to distract your enemies.

  • When you place a Merry Man in the Main Area, you collect the number of Distraction tokens shown on the board.
  • When you place a Merry Man in a Hideout, you collect the number of Distraction tokens shown on the action on your Merry Men card.

You can use the Distraction tokens only in the Hero Phase.

The Distraction tokens will allow you to reroll dice, sneak into the Prison and rescue Merry Men, or slip by the Sheriff unnoticed.

Playing Merry Men Cards

The Merry Men are your loyal friends and followers, and they're crucial in the battle against tyranny.

When you place a Merry Man on a location, you must play one of your Merry Men cards.

You can play a Merry Men card either from your Hand or from your Passive cards pile.

When you play a Merry Men card from your Hand, choose ONE of the following options:

  • Play the card as Active and use one of the actions on the left side of the card
    • Place the card face up on the designated section on the right side of the Player Board.
  • Play the card as Passive and ignore/forfeit the actions on the card
    • Place the card face up on the designated section on the left side of the Player Board.

Active cards are discarded at the end of the Round. Passive cards are not discarded. They remain in your Passive cards pile. You can choose to activate a Passive card later on your turn or keep it to score the VP on the right side of the card at the end of the game. You also score VP if you make a set of 2 or 3 cards of the same Merry Man.

Robbing the Rich

Robin, the Prince of thieves, and his Merry Men steal from the rich and give back to the poor.

In order to rob the rich you'll have to visit the Town Square. The action is performed by rolling Skills dice.

  • When you place a Merry Man in the Main Area, you perform the action normally.
  • When you place a Merry Man in a Hideout, you can choose to use the action on your Merry Men card for one roll.

You can rob the rich up to 3 consecutive times. Each try is more rewarding, but also more risky. You must start with the 1st robbery.

1st robbery

  • Roll 3 dice
  • Requirement: 1 success
  • If you succeed you can quit and draw a Loot token from the bag or you can rob again.

2nd robbery

  • Roll 2 dice
  • Requirement: 1 success.
  • If you succeed you can quit and draw 2 Loot tokens or you can rob a third time.

3rd robbery

  • Roll 1 die
  • Requirement: 1 success.
  • If you succeed draw 3 Loot Tokens from the bag.

When you draw Loot tokens, gain the rewards shown on them and then return the tokens to the bag.

If you fail on any of the 3 rolls, you do not collect any Loot. You immediately go to the first level in the Prison and you must pay a fine.

To pay the fine, move one of your Possessions (Resources, Distraction tokens, or Silver Pennies) from your Storage to the Sheriff's Stash. You can choose which of your Possessions to give up. If you don't have any Possessions in your Storage to pay the fine, you immediately go to the second level in the Prison.

Constructing Traps and Barricades

While King Richard is away on the Crusades, Prince John has given the Sheriff of Nottingham power to tax the villages in and around Nottingham. Building Barricades on the Roads will slow down the royal Carriages carrying the tax money to the Castle.

Building Traps and Barricades are 2 of the key ways to score endgame VP.

To build a Trap or Barricade:

  • Place a Merry Man in the Construction Yard
  • Play an Active Merry Men card with the action you want to take, either build a Trap or a Barricade.
  • Spend the required Resources and Silver Penny corresponding to the chosen Gathering Site or Road. Return the Resources to the supply and place the Silver Penny on any Road of your choice (it does not have to be the Road you build the barricade on).

When you build a Barricade

  • Take the topmost Barricade from your Player Board and place it on the chosen Road
  • Place the Barricade on the farthest empty Barricade slot from the castle.

Each time you remove a Barricade from your Player board, you unlock the reward shown on the Barricade slot.

Rewards:

  1. No Reward
  2. Gain 1 Resource of your choice at the beginning of each Round
  3. Draw 1 Loot token at the beginning of each Round
  4. Immediately unlock the fourth Hideout on your Player Board (remove the token) and transfer one Merry Man from the Training Ground. It becomes an additional Merry Man to use throughout the game.
  5. Gain 2 Reputation (one time reward)

When you build a Trap

  • Take the topmost Trap from your Player Board and place it in the chosen Gathering Site.
  • Place the Trap in the first Hideout (counting from the top) without a Guard or another Trap.

Each time you remove a Trap from your Player Board, you unlock the reward shown on the Trap slot.

Rewards: a. No reward b. Gain 1 Silver Penny at the beginning of each Round c. Gain 1 Distraction token at the beginning of each Round d. Immediately draw 1 Merry Men card; refill up to 5 cards at the end of each Round e. Gain 1 Weapon at the end of each Round

Send an Envoy

Before he went on his crusade, King Richard gave you certain tasks. In the midst of his struggles, he would welcome the news that his brave heroes have completed them.

Sending Envoys to King Richard's Crusades is one of the most efficient ways to score VP.

To send an Envoy:

  • Place a Merry Man in the King Richard's Crusades
  • Play an Active Merry Men card that has an Envoy action
  • Spend the required Weapons, Resource, and Silver Pennies shown on the location. Return the Weapons and the Resource to the supply and place the Silver Pennies on one or more Roads of your choice.

Merry Men placed in the King Richard's Crusades are NOT returned to players at the end of the Round. They remain in the Crusades for the rest of the game.

At the beginning of each Merry Men Phase, you can transfer Merry Men from the Training Grounds to a Hideout on your Player Board, allowing you to still place 3 (or 4 if the extra Hideout has been unlocked) Merry Men.

At the end of the game, each of your Envoys will earn you VP according to your Reputation level. Envoys also allow you to earn points from King Richard's Tasks cards.

King Richard's Tasks

Each player starts the game with 3 King Richard's Tasks that are used to gain VP at the end of the game. In order to score the VP from a Task, you must meet the conditions listed on the card and have an Envoy in King Richard's Crusade. Each Envoy can be used for scoring VP from only one Task card. At the end of the game, you can choose which Task(s) you want to score.

End of Phase

The Merry Men Phase ends when every player has placed their 3 (or 4 if the extra Hideout has been unlocked) Merry Men. The Merry Men stay on the board throughout the Hero Phase.

Hero Phase

In the Hero phase the Heroes will have their chance to prove themselves worthy of their title. In this phase players can only play with their Heroes.

At the beginning of the Hero Phase, each player drafts 2 Weapons from the Weapon Storage.

The first player starts by choosing 1 Weapon and the draft continues in turn order (clockwise). The last player in the turn order takes 2 Weapons, and the rest of the players proceed to choose their second Weapon in reverse order (counter clockwise).

Now each player takes one turn, starting with the player with the First Player maker.

A player's turn in the Hero Phase has 2 steps.

  1. Draw a Sheriff card and follow the instructions
  2. Make 2 moves with your Hero

Resolving a Sheriff Card

Prince John is determined to wipe out everyone who stands in his way. He'll enforce his tyranny by sending the Sheriff of Nottingham and his Royal Guards against you.

When you draw a Sheriff card you immediately do all of the following in this order:

  1. Place a Royal Guard at the Gathering site shown on the card
  2. Place the Sheriff on the location shown on the card
  3. Activate the Road shown on the card (if any)

Place a Royal Guard

Prince John's Royal Guard is known for ruthlessly executing their majesty's orders.

Place the Guard in the first available Hideout (from the top) that doesn't have a Guard in it.

If there are no available Hideouts, place the Guard in the Main Area.

There can be only one Guard per Hideout and Main Area.

Do not place a Guard if:

  • A Hero is in the Main Area
  • The Sheriff is in the Main Area
  • All the Hideouts and Main Area in the Gathering Site are filled with Guards.

If a Guard is placed in a Hideout that has a Trap, the Guard is captured.

The owner of the Trap removes both the Trap and the Guard and places them in their Hero's Lair. Captured Guards are Captives that can be returned at the end of a Hero Phase to collect the rewards shown on the current Ransom tile. This does not take an action.

  1. Release the exact number of Captives shown on the tile to receive immediate VP.
  2. Trade as many Captives as you like in exchange for the shown resources or your own imprisoned Merry Men.

If a Guard is placed in a Hideout that has a Merry Man in it, the Merry Man is arrested. A Merry Man cannot be arrested in the Main Area.

When arrested the player must

  • Pay a fine by placing a Possession from their Storage next to their arrested Merry Man.
  • If the player is unable to pay the fine, the Merry Man is immediately sent to the first level in the Prison.

If a Hero does not save the arrested Merry Man before the Round ends, the Merry Man will go to the first level of the Prison. The Possession he paid as a fine is moved from the Hideout to the Sheriff's Stash in the Major Oak.

If a Gathering Site is completely filled with Guards (the Hideouts and Main Area) at the end of the Hero Phase, it becomes unavailable in the Merry Men phase and the players lose the game.

Place the Sheriff

The Sheriff of Nottingham is Prince John's right hand man. He will arrest anyone who helps the Heroes, so be prepared to protect your Merry Men.

There are locations where the Sheriff can be placed on the board indicated by the Sheriff's star symbol.

When you place the Sheriff on a Gathering Site

  • Place him in the Main Area
  • Place 2 Guards in the first 2 available Hideouts in the Site
    • Do not place Guard(s) if the Hideout(s) are unavailable
    • Do not place a Guard in the Main Area

When you place the Sheriff on one of the Roads

  • Place him on the designated space
  • Resolve his action based on the card instruction
    • Remove Silver Pennies from that Road equal to the number of Barricades built on it including the Barricade illustrated on the board. Place the Silver Pennies in the Sheriff's Stash.
      • Remove the Barricade closest to the Castle. The owner of the Barricade keeps it in their Hero's Lair for end game scoring. If there's a Carriage behind the removed Barricade, it enters the Castle.

When you place the Sheriff in the Archery Grounds, place him on the designated space.

If the Sheriff is placed in a location occupied by a Hero, the player who owns the Hero must spend one Distraction token to avoid being punished by the Sheriff. If the player doesn't have a Distraction token, they immediately flip over their Hero card and can't use its abilities in the next Hero Phase.

In order to place your Hero in the same location as the Sheriff you must spend a Distraction token from your Storage.

Activate a Road

The Royal Carriages carry the tax money collected from the Villages to the Castle.

When one of the four Road is Activated:

  • Every Carriage on the Road passes one Barricade and stops at the next one. If there isn't a Barricade to stop the Carriage, it enters the Castle.
  • A new Carriage is placed on the Starting Position

When a Carriage enters the Castle:

  • Place it in the first available Carriage slot in the Carriage Lot (from top to bottom starting with column I)
  • Remove the amount of Silver Pennies designated on the Carriage slot from the Road the Carriage traveled.

The number of available Carriage Slots changes based on the number of players.

  • 2 Players: Columns I, II (6 slots)
  • 3 Players: Columns I, II, III (9 slots)
  • 4 Players: Columns I, II, III, IV (12 slots)

When all the Carriage slots are filled, a Tax Upsurge happens immediately.

When there are no Silver Pennies left on one of the roads, the players immediately lose the game.

Playing Your Hero

The four Heroes are the world famous outlaws Robin Hood, Little John, Will Scarlet and Jane Fortune. Each Hero has their own Character Card that gives special abilities during the Hero Phase. Hero abilities can be used throughout the game.

On your turn after resolving the Sheriff card, you can make 2 consecutive moves with your Hero. A move consists of placing the Hero on a certain location and taking the associated action. When you finish your moves, leave the Hero on the last location until the end of the Round. You can choose to pass taking move(s).

There are 13 locations available for the Heroes indicated by Robin's hat symbol.

Any number of Heroes can occupy each location.

Robbing Carriages on the Roads

To rob the royal Carriages of their treasures, the Heroes must Ambush them and catch them by surprise.

To Ambush a Carriage

  • Place your Hero on the designated space on the Road
  • Roll a minimum of 2 Weapon dice matching the color of the Carriage
  • You must have at least 1 Hit
  • You may spend 2 Distraction tokens to reroll 1 of your dice. You can reroll only 1 die per Road.

If you fail

  • Keep the Weapons dice used in the Ambush.
  • If you have another move, you must move to another location.
  • If you do not have another move, your Hero stays on the Road and your turn ends.

If you succeed the Carriage is considered Robbed

  • Go up 1 space on the Reputation Track
  • Return all Weapons dice used in the Ambush to the Weapons Storage
  • Place the Carriage upside down on an available Carriage slot of your choice in the Carriage Lot and receive the reward shown on the slot.
  • The owners of Barricades on the Road gain 2 VP for each Barricade they own.

After you Rob a Carriage you can proceed to ambush another Carriage on the same Road if you have the necessary Weapons dice. Ambushing multiple Carriages on one Road is considered as 1 move.

Tax Upsurge

When all available Carriage slots based on player count are filled with Carriages, a Tax Upsurge is triggered

  • Count the Robbed Carriages
  • Remove all Carriages from the Carriage Lot and place them back in the Carriage bag
  • Execute Road Activations equal to the number of the Robbed Carriages

Start the Activations from the Road with the most remaining Silver Pennies. Then proceed to the Road with the second-most remaining Silver Pennies and so on. If there is a tie, Activate the Road with the most Barricades. If there's still a tie, Activate the Road with the least number of Carriages. In the rare case there is still a tie, the players decide together which road to activate.

If all 4 Roads have been Activated and there are still Activations left, continue the Activation following the same rules. The same Road cannot be Activated twice until all the other Roads have been Activated.

Fighting Guards in the Gathering Sites

The Royal Guards will constantly invade the Hideouts looking to arrest the Merry Men that are helping the Heroes.

To fight a Guard

  • Place your Hero in the Main Area of the Gathering Site.
  • If there is a Guard in the Main Area, you must fight him.
  • Otherwise, choose one Guard to fight before resolving the combat.
  • Resolve combat by rolling up to 4 Weapons dice
    • Each Weapons die must match 1 of the Weapon icons shown at the Gathering Site.
    • To win the combat, you must roll at least 1 Hit.
    • Spend 2 Distraction tokens to reroll 1 die (this can be done once per location)

If you fail

  • Keep the Weapons dice used in the combat.
  • If you have another move, you must move to another location.
  • If you do not have another move, your Hero stays in the Main Area and your turn ends.

If you succeed, the Guard is defeated

  • Remove the Guard from the board and return it to the supply.
  • Return all Weapons dice used in the combat to the Weapons Storage.
  • Gain 1 Reputation on the Reputation Track.

You may proceed to attack another Guard if you have the necessary Weapons dice. Fighting multiple Guards at one Gathering Site is considered 1 Move.

If you defeat the last Guard at a Gathering Site, collect one good matching that site.

If you defeat a Guard that had arrested a Merry Man you save the Merry Man from going to Prison.

  • Remove the Guard from the board and return it to the supply.
  • Return all Weapons dice used in the combat to the Weapons Storage.
  • Take the Possession paid as a fine by the Merry Man.
  • Do NOT go up on the Reputation track.
  • If you rescued another player's Merry Man, immediately gain 1VP.
  • If you rescued your own Merry Man, do NOT gain a VP.
  • Return the Merry Man to its owner's Training Grounds.

Breaking Out Prisoners

Merry Men end up in Prison if they are caught robbing the rich or if they aren't saved from being arrested by Guards during the Hero Phase. But do not despair. You will have the chance to sneak in and break them out of the dungeons.

To attempt a Prison Break

  • Place your Hero in the Prison
  • Trick the Prison Guards
    • Spend Distraction tokens to gain Skills dice. Each token gives you 2 dice. You can spend a maximum of 3 tokens (6 dice) for each roll.
    • To trick 1 Prison Guard, you need 1 Success.
    • Roll the Skills dice and according to the outcome choose which Prisoners to rescue.
    • The Prisoners you rescue during 1 roll must be on the same level.

In the first level each Prisoner is guarded by 1 Prison Guard.

In the second level each Prisoner is guarded by 2 Prison Guards.

In the third level each Prisoner is guarded by 3 Prison Guards.

EXAMPLE: Little John rolls 3 success. He can choose to rescue up to 3 Prisoners from Level 1; 1 Prisoner from Level 2; or 1 Prisoner from Level 3. He cannot rescue 1 Prisoner from Level 1 and 1 Prisoner from Level 2 on the same roll.

If you fail to rescue a Prisoner

  • If you have another move, you must move to another location.
  • If you do not have another move, your Hero stays on the Prison space and your turn ends. You will still collect your Hero at the end of the Round.

If you succeed you may spend additional Distraction tokens to attempt to rescue more Prisoners. Rolling multiple times to rescue Prisoners is considered 1 Move.

For each Prisoner you rescue

  • Collect Possessions from the Sheriff's Stash
  • Gain VP if the Prisoner belongs to another player
  • Do NOT gain VP for a Prisoner that belongs to you
  • Return the Merry Man to its owners Training Grounds

Rescuing Prisoners does not increase your Reputation.

LevelReward
1st Level2 VP, 1 Possession
2nd Level3 VP, 2 Possessions
3rd Level4 VP, 3 Possessions

At the end of every Round (except the final Round) all remaining Prisoners advance to the next Level. Prisoners in Level 3 advance to the Gallows Pole and are hanged. Lay down hanged Prisoners and leave them at the Gallows for the remainder of the game.

At the end of the game, players who have Prisoners or Hanged Merry Men receive negative points.

Competing in Archery Competitions

Prince John is famous for organizing Archery competitions to entertain the crowd. He also knows that Robin and his friends can't say no to a good challenge.

One of the best ways to gain Silver Pennies is to enter Archery competitions at the Archery Grounds.

To compete

  • Place your Hero in the Archery Grounds
  • Roll Skills dice

You can enter up to 3 consecutive competitions. You must start with the 1st competition.

  • 1st Competition
    • Roll 3 dice
    • Requirement: 1 success
    • If you succeed you can quit and collect the reward shown on the board or proceed to the second competition without collecting the reward.
  • 2nd Competition
    • Roll 3 dice
    • Requirement: 2 successes.
    • If you succeed you can quit and collect the reward shown on the board or proceed to the third competition without collecting the reward.
  • 3rd Competition
    • Roll 3 dice
    • Requirement: 3 successes.
    • If you succeed, you have won the entire tournament and you receive the reward shown on the board (3 Silver Pennies and 5 VP)

You can spend 2 Distraction tokens to reroll 1 die. You can reroll in only 1 of the competitions.

If you fail in any Competition

  • If you have another Move, you must move to another location.
  • If you do not have another Move, your Hero stays in the Archery Grounds and your turn ends.

Purchasing Weapons

The choice of weapon is crucial to win the battles.

To purchase Weapons dice in the Hero Phase

  • Place your Hero in the Weapons Storage.
  • Spend the resource listed on the board for each Weapon you wish to purchase.
  • You can hold a maximum of 4 Weapons.

The Round ends after each player has taken a Hero Turn.

End of the Round

If at the end of the Round all 4 Hideouts (3 in a 2-player game) and the Main Area of a Gathering Site is full of Guards (Sherrif does not count), the game immediately ends and the players lose.

Otherwise, at the end of the round

  • Advance all Prisoners to the next level in the Prison.
  • Place arrested Merry Men in the 1st Level of the Prison. And place their confiscated Possessions (fines) into the Sheriff's Stash.
  • Return your Hero and Merry Men to your Player Board (except those in Prison and on King Richard's Crusade).
  • After retrieval if you have 1 or fewer Merry Men on your Player Board (including Hideouts and Training Grounds), you must retrieve one of your Merry Men from the Prison and subtract 5 VP from your score.
  • Place your Active Merry Men cards into the group discard pile.
  • Discard as many Merry Men cards as you like from your hand and refill up to 4 (5 if you have unlocked this ability on your Player board).
  • Return the Sheriff to the Sheriff's Tower
  • Discard the Ransom tile in the Sheriff's tower and replace it with a new one
  • Pass the First Player Marker clockwise

Game End

If the players complete Round 5 without losing, a Winner is declared!

At the end of Round 5

  • Players do NOT lose if a Gathering Site is full of Guards.
  • Do NOT advance Prisoners to the next level in the Prison.

Tally End Game VP

Based on your Reputation Level gain VP for

  • Each built Trap (including ones in your Hero Lair)
  • Each built Barricade (including ones in your Hero Lair)
  • Each sent Envoy

Example: If Robin Hood is on Level 3 of the Reputation Track, he will earn 5 VP for each Trap, 6 VP for each Barricade, and 7 VP for each Envoy

Other end game points

  • Activated King Richard's Tasks (1 Task card per Envoy sent)
  • Passive Merry Men Cards
    • Each printed VP on a card
    • 3 VP per set of 2 matching Merry Men cards (illustration, not actions)
    • 5 VP per set of 3 matching Merry Men cards (illustration, not actions)
  • 1 VP for every 3 remaining Resources and Silver Pennies (can combine types)

Negative VP for each Prisoner

LevelVP
Level 1-1
Level 2-2
Level 3-3
Hanged-4

Icon and Card Reference

Hero Cards

  • Robin Hood: Reroll one Skills die
  • Will Scarlet: Roll 1 die instead of 2 when robbing the Red and Blue carriages
  • Jane Fortune: Spend 1 Distraction token to reroll 1 die
  • Little John: Buy weapons from the Weapons storage as a free move

King Richard's Task Cards

  • Receive 1 VP for every Hideout without a Guard in Woodcutters' Hut
  • Receive 1 VP for every Hideout without a Guard in Armoury
  • Receive 1 VP for every Hideout without a Guard in Workshop
  • Receive 1 VP for every Hideout without a Guard in Church
  • Receive 1 VP for every Hideout without a Guard in Iron Forge
  • Receive 1 VP for every Hideout without a Guard in Town Square
  • Receive 1 VP for every 2 Silver Pennies on South Road (x2)
  • Receive 1 VP for every 2 Silver Pennies on East Road
  • Receive 1 VP for every 2 Silver Pennies on North Road
  • Receive 1 VP for every level reached on the reputation
  • Receive 1 VP for every pair of Trap and Barricade you have built

Places and Locations

Merry Men's Place, Hero's place, Sheriff's place, Heroes' and Sheriff's place, Town Square, Church, Iron Forge, Woodcutters Hut, Workshop, Armory, East Road, West Road, North Road, South Road, Weapons Storage, Construction Site, King Richard's Crusade, Prison, Archery Ground

Actions

Send an Envoy; Send an Envoy by spending one resource or weapon less; Build a Trap; Build a Trap by spending one resource less; Build a Barricade; Build a Barricade by spending one resource less; Build a Trap or Barricade; Take 2 Weapons; Take 2 Iron; Take 2 Wood; Take 2 Tools; Take 2 Distraction tokens; Roll +1 Skills dice in the Town Square; Reroll 1 Skills dice in the Town Square; Don't go to Prison if you fail Robbing the Rich; Gain plus one Loot token

Other

Reputation; Victory Points; Royal Guard; Any Resource (wood, iron or tools)

Credits

©2018 Final Frontier Games