Robin Hood
Robin Hood Rulebook
Table of Contents
Table of Contents
- Components
- Goal of the Game
- Set Up
- Goods Cards
- Player-aid Cards
- Game Overview
- The Declaration
- Inspection, Indemnity, Deal, Money Penalty and Reward
- "Deputy Sherriff" (only in 4 or 5 players)
- Apprehension in the King's Name
- Robin Hood
- End of the Week (End of the Round)
- End of the Game
- Advanced Game
- End of the Week (End of the Round) — Advanced
- Stock Sell-out
Components
- 1 deck with 106 cards of goods - each card represents a good. There are lawful goods: 30 potatoes, 22 fruits and 18 chickens, and illegal goods: 14 silks, 12 meads and 10 jewelries.
- 4 player-aid cards
- 5 "Peasant" tokens and 1 "Sheriff of Nottingham" token
- 5 "Robin Hood" tokens
- 10 "Deputy Sheriff" tokens
- 5 "Apprehension" tokens (with symbol of the crown)
- 5 "Chariot" (values 2, 2, 3, 4 and 5) tokens
- Money coins: 22 coins x $50, 15 coins x $10, 15 coins x $5, 15 coins x $2 and 15 coins x $1.
- 5 fabric bags (envelopes) to carry goods
The following rules contemplate both the Family Game mode (a simplified version, recommended for a first match or groups interested in a very light and fast game) and Advanced Game mode (full version, for more experienced players). If you choose to play a simplified version, there is no need to read the texts in blue. Reading of these texts is only required to play the full game. Have a great time!
Goal of the Game
Earn more money by selling goods and/or with good negotiations.
Set Up
- Each players receives a "Peasant" token and places it in front of him
- Shuffle the cards of goods. Deal 5 cards to each player, who will keep it in their hands. Remaining cards are placed face-down in a draw pile at the center of the table.
- The player-aid cards are placed faced-up at the center of the table, so that all players can see it.
- The "Chariot" tokens are also place at the center of the table. With 3 or 4 players, use just one "Chariot" token with value 2.
- Each player receives $30 (2 x $10, 1x $5 and 5x $1). Remaining money is placed at the center of the table.
- Each player receives one "Robin Hood" token, one "Apprehension" token and one fabric bag.
- When playing in 3, the "Deputy Sheriff" tokens are not used. Deal 1 token to each player - when playing 4, and 2 tokens to each player when playing in 5.
- The player who can tell the most honest fact his been through receives the "Sherriff" token and places it over his "Peasant" token.
Goods Cards
The goods deck has 6 different merchandises. The value of each merchandise is indicated on the top left corner.
3 of the goods are lawful (potatoes, fruits and chickens) and 3 goods are illegal (silk, mead and jewelry).
At the bottom of the goods cards, the value indicated inside the metal chain corresponds to the penalty in money that the player has to pay if caught smuggling illegal merchandise into the city walls.
Regarding the lawful merchandise, this value may correspond to the indemnity the player will receive in case of improper accusation, or to the penalty in money the player will have to pay if merchandise were not declared.
Player-aid Cards
The player-aid cards show the six kinds of goods associated with its selling value, possible penalties or indemnity and their quantity in the deck.
Regarding the illegal merchandise, the "eye column" indicates the reward the Sherriff may receive from Prince John for each merchandise of a specific kind apprehended.
On the other face of the player-aid cards, one can find a table that indicates the quantity limits to the final sale negotiation of the game (only advanced version of the game)
Game Overview
- The game has three rounds, and each round represents a festivity week.
- One week is composed by as much turns as necessary in order to assure that each player plays the role of the Sheriff once (exception: when playing in 3 players, each player will play sheriff twice).
- Each round will have a different sheriff.
- At the end of each week, players sell the goods approved through inspections, for the value indicated in their respective cards.
- Each player can store up to three cards of merchandise each week, to try to sell for twice the value at the end of the game. (only for the advanced game).
To start, the player that holds the Sherriff token lays his merchandise cards on the table (they won't be useful during his Sherriff turn). Starting from the player on the left of the Sherriff and following clockwise, each player has to:
- place 1 to 5 goods cards in his own fabric bag,
- state a formal and loud goods declaration, looking at the eyes of the Sheriff,
- take the corresponding Chariot token at the center of the table.
The Declaration
The declaration must indicate the type (just one per declaration is allowed) and quantity of merchandise (cards) you are willing to take inside the city walls. It doesn't matter if the cards placed inside the envelope are in fact different from the ones you just declared.
Ex: In his turn, Luish places 2 cards inside his bag and states: "two fruits", while taking the Chariot token number 2.
The declared quantity of cards must correspond to one of the Chariot tokens available at the center of the table. That means that, every turn, only one player will be able to declare 3, 4 or 5 goods cards. Exceptions: when playing in 5 players, there will be two Chariot tokens with number 2 available; also, all the players have always the option to declare one single merchandise, with no restrictions.
Declaration must state only lawful goods (potatoes, fruits or chickens).
Inspection, Indemnity, Deal, Money Penalty and Reward
After all players have stated their declarations, the Sherriff may choose one to inspect. Important: the Sherriff is not obligated to conduct inspections if he believes that all players are telling the true, and may let all players carry on free.
The player select for inspection may:
A) Reveal his declared goods cards from the envelope, or
B) Try to arrange a deal with the Sherriff in order to avoid the inspection.
A. Reveal declared goods: if the revealed goods match exactly the players declaration, the player was wrongly charged therefore will receive an indemnity of $1, $2 or $3 for each card, depending on its kind. After inspection, the player places all authorized cards over his Peasant token, facing down. Obs.: To pay the indemnity, use the money at the center of the table.
B. Deal with the Sherriff: If the player's declaration does not correspond to the goods in the bag, he has no need to reveal it immediately. Alternatively, he may propose a deal with the Sherriff in order to avoid inspection and free the goods. The deal must only implicate financial compensation. No other kind of compensation should be purposed. If a deal is consummate, the player and the Sherriff must honor their parts. The player's goods are now free and he should place it over his Peasant token, facing down.
However, if no deal is consummated, the player will have to reveal his goods cards. All the goods that match declaration are put aside and placed over his Peasant token, facing down. For every merchandise that does not match the player's declaration, he must pay the corresponding penalty in money (indicated inside the metal chain at the bottom of the cards). Besides, those cards are placed at the center of the table, facing up, in a discard pile.
Obs.: The penalty must be paid to the city's government, and put at the center of the table. If, while doing an inspection, a Sherriff apprehends one or more illegal merchandises, he receives a reward from Prince John. The values of rewards are indicated in the player-aid cards.
Ex: Carlos declares "four potatoes". The Sherriff suspects on him and decides to inspect his merchandise. Carlos offers $10 to the Sherriff to avoid inspection. The Sherriff then asks for more and they can't arrange a deal. Thus, Carlos has to reveal his goods cards: 1 x potato, 1 x chicken and 2 x silks. The potato matches his declaration, is now free and may be placed over Carlos "Peasant" token. The chicken and silks cards have to be discarded. Carlos also has to pay a $13 penalty to the government ($3 for the chicken and 2 x $5 for the silks). Also, the Sherriff receives from Prince John a reward of $6 for the apprehension of the silks (2 x $3).
All players that were not selected are allowed to carry on with their goods and may place their declared goods cards facing-down over theirs "Peasant" tokens, making sure the other players don't see it.
This turn is over and the next player, following clockwise, will be the new Sherriff. He now must place the "Sherriff" token over his "Peasant" token. Next, all players receive goods cards in order to have 5 cards on hand.
A new turn is played exactly the same way the previous one.
"Deputy Sherriff" (only in 4 or 5 players)
The Sherriff may use his "Deputy Sherriff" tokens after his regular inspection.
He must discard one of his "Deputy Sherriff" tokens and is now able to choose a second peasant to go through inspection, and with some luck get some extra money.
Apprehension in the King's Name
The Sherriff discards the "Apprehension" token and chooses a player that hasn't yet gone through inspection this turn. This player must give away his envelope to the Sherriff immediately. The Sherriff, secretly, looks at the goods cards inside the envelope. All cards that match the player's declaration must be returned to the player, who is free to place those merchandises over his Peasant token. The Sherriff confiscates all goods that do not match declaration, and places those cards over his own Peasant token, or would you expect the corrupt Sherriff to really give the goods to the king? There is no deal, no indemnity, no reward when using the Apprehension token.
Ex: Luish declares "three chickens". Amy is the Sherriff and decides to use her Apprehension token. Luish gives away his goods envelope to Amy and she looks over it and finds: 1 chicken, 1 jewelry and 1 fruit. The chicken is given back to Luish, who is allowed to places it over his Peasant token. The other two cards are now placed over Amy's Peasant token, once they do not match Luish's declaration. Amy's Apprehension token is discarded.
Robin Hood
The king's tyranny is again spoiling the peasants. Robin Hood and his men then decided to help every peasant he can to make better deals. You, as a peasant, can ask for his help e he will steal and delivery you whatever you desire to ease things for you. But take care! This may turn you into an easy target of the Sherriff!
The Robin Hood token should be used by any peasant before the beginning of a new turn, before declarations start. This token allows the player to swap all cards he has in hands. Player must discard the Robin Hood token and announce how many goods cards he is willing to swap (from 1 to 5). He then discards the same number of cards facing-down and search for the desired cards directly in the draw pile. After that, he must shuffle the remaining draw pile and game continues.
Obs.: Only one player can use the Robin Hood token per round of declaration.
End of the Week (End of the Round)
Let the festivities begin! It is time to make some money!
The round ends when all players have played the Sherriff's role once (except when playing in 3, when all players play the Sheriff twice)
All players must put aside all goods cards they have in hand.
All cards collected during the turn, placed facing-down over the player's Peasant token will be sold by their respective values. The player receives the money from the money stock at the center of the table.
All players must count their moneys. The poorest decides who will be the first Sherriff form the next turn and the game continues normally. If there is a tie, the player sitting left from the last Sherriff will be the next new Sherriff.
End of the Game
The game ends when the goods from the third week are sold.
The player with more money wins the game. If there is a tie, players share victory.
Advanced Game
Game preparation is exactly the same, but now both faces of the player-aid card will be used.
At the end of the game, players may sell their merchadises by twice their values.
However, only a limited quantity of goods may be sold, depending on the number of players.
For example, in a game with 4 players (column with 4 arrows), a maximum of 8 potatoes, 6 fruits, 5 chickens, 4 silks, 3 meads and 2 jewelries may be sold.
End of the Week (End of the Round) — Advanced
At the end of every week (round) before selling goods, players may select and put aside (storage) up to 3 goods cards to try to sell them at the end of the game for twice their respective values.
Goods in stock are placed UNDER the Peasant's tokens, facing down.
All players, following clockwise, must announce how many goods are being stored.
Stock Sell-out
After the 3rd week (round) it is time for the biggest party, and all cards stored under the peasant's tokens may be sold for twice their prices.
Goods will be sold following their value order: first potatoes, then fruits, etc.
All players reveal their stocked goods cards, assorting it by type.
The quantity of good of each type that will be sold must respect the player-aid card table limits and are different for each good.
So, it is possible that not all players will be able to sell their stored good.
For each good type, one must verify if the total of stock cards by all players is higher or lower than the pre-determined limit of the table.
- If the total is lower, all players will be able to sell their stocked good by twice the price;
- If the total is higher, the player that holds more cards of that type will be the first to sell it, followed by the others in decreasing order, until the pre-determined limit of the table is reached.
Ex: In a 3 players game, the limit of potatoes to be sold at the final sell-out is 6. Carlos has stocked 4 potatoes during the game, while Amy has stored 4 and Luish stored just 1. The total of potatoes stored is 8, which is higher than the limit in the table. Carlos will be able to sell his 4 potatoes and will receive $8 (($1 x 2)x4) and Amy will be able to sell only 2 potatoes, receiving $4 (($1x2)x2). Luish won't be able to sell his potato.
- If players tie on the quantity of a stocked good, both have same priority during the sell-out.
Ex: In a 3 players game, it is possible to sell up to 3 chickens. Amy stored 3 chickens and so did Carlos. In this case, both will be able to sell 2 chickens and receive $16 (($4x2)x2) each. The third chicken of both players will be lost.
- If the maximum limit is not divisible by the number of players, they should sell as much goods as it possible and share the money.
Ex: In a 3 players game, it is possible to sell up to 3 silks. Michel and Lucy have stocked 2 silks each and Carol has stocked Just 1. In this case, Michel and Lucy sell the 3 possible silks and share the money. Each receives $21 (($7x2)x3 = $42/2 = $21). If division is not exact, round down.
All goods cards not sold during the final sell-out, as well as the remaining cards in player's hands, are discarded and have no value at the end of the game.
The player with more money after the 3 weeks and the final sell-out wins the game.