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Robin Wood

Robin Wood Rulebook

Table of Contents

Table of Contents

  • Components
  • Object of the Game
  • Setup
  • Turn Sequence
  • Character Cards
    • Robin
    • Sheriff
    • Deputy
    • Trickster
    • Companion
    • Peasant
    • Monk
    • Witch
    • Traitor
    • Innkeeper
  • End of a Round
  • End of the Game
  • Team Game for 4 Players

Components

  • 13 Character cards
  • 4 Player aid sheets

Object of the Game

With 2, 3 or 4 players, each player plays individually and belongs to no camp. The first player to reveal, no matter in what order, the 3 cards of one camp wins the round. A player also wins the round if they are the only one left in play. The first player to win 2 rounds wins the game.

You can therefore win one round by unmasking Robin and his companions, and win the next by unmasking the Sheriff and his deputies.

With 4 players, you can also play in teams (see the team mode at the end of the rules).

Setup

Take the following cards and form a rectangle of 4 cards by 3:

Robin / Companion (x2) / Sheriff / Deputy (x2) / Peasant (x2) / Trickster / Monk / Witch / Traitor

These cards are placed face down, with the exception of the Traitor, which always starts a round face up.

Each player takes a player aid sheet and places it in front of them, white side up.

The player who most recently went into the forest is the first player; otherwise, determine it randomly. Play proceeds clockwise.

Turn Sequence

On your turn, you must carry out one of these three actions:

  • Use the power of a face-up card.
  • Look at one of the face-down cards and put it back without saying anything (unless it is the Trickster or Traitor card, whose powers are mandatory).
  • Look at one of the face-down cards, announce a Character name to use its power, and put the card back.

Use the power of a face-up card: During the round, certain cards will be revealed, and on your turn you may use their power. Simply point to the card (which cannot be the Traitor) and carry out that card's power. Your opponents cannot counter you.

Example: Alex points to the Monk card, which is face up, and announces that it is the Monk. He then triggers that character's power.

Look at a card and say nothing: You take one of the face-down cards, look at it, and put it back without saying anything (unless it is the Trickster or Traitor card, whose power is mandatory).

Look at a card and announce a Character name: You take one of the face-down cards, look at it, and announce a Character name — this can be the name of the card you just looked at, in which case you are telling the truth, or any other character, in which case you are a bald-faced liar.

If nobody contradicts your announcement, the card is put back face down in its spot and you carry out the power of the Character you announced (see the Character cards further on).

If a player contradicts your announcement, you turn the card you looked at face up (it then stays face up). If you told the truth, your challenger flips their player aid sheet to the dark side (if their player aid sheet was already on that side, they are eliminated from the round) and you carry out the power of that Character. If you lied, you flip your own player aid sheet to the dark side (if your player aid sheet was already on that side, you are eliminated from the round) and you do not trigger any power.

If several players want to contradict you, whichever player is fastest gets that opportunity.

Example: Emilie takes one of the face-down cards and announces that it is a Companion. Léo and Lucas think it is a lie. Lucas is the fastest to accuse her, so he is the one who contradicts Emilie. She reveals the card she looked at — it is indeed a Companion. Lucas flips his player aid sheet to the dark side, and Emilie replays a turn (the Companion's power).

Character Cards

Robin

Robin tries to unmask the entire opposing camp (the 2 Deputy cards and the Sheriff card). To do this, he must reveal them one by one without making a mistake. At the first mistake, the player flips their player aid sheet to the dark side (if their player aid sheet was already on that side, that player is eliminated from the round). The cards revealed this way stay face up. If the player unmasks all 3 cards in question, they win the round.

Note: it is not necessary to look at the Sheriff's card to trigger his power. You can do it with any card (but not the Traitor) if the other players believe you.

Example: Emilie triggers the Sheriff's power after having looked at the Monk's card. It is a successful bluff, because nobody contradicts her. She must therefore turn over the three cards of Robin's camp. She reveals a card — it is Robin. She still needs to identify the two Companions. She reveals a second card, a Companion. And the third card revealed is indeed the last Companion. Emilie wins the round!

Sheriff

The Sheriff tries to unmask the entire opposing camp (the 2 Companion cards and the Robin card). To do this, he must reveal them one by one without making a mistake. At the first mistake, the player flips their player aid sheet to the dark side (if their player aid sheet was already on that side, that player is eliminated from the round). The cards revealed this way stay face up. If the player unmasks the 3 cards in question, they win the round.

Example: Alexis triggers Robin's power. He must therefore turn over the three cards of the Sheriff's camp. Since one of the Deputies is already revealed, he only needs to find the two remaining cards. He reveals a card — it is the Sheriff. If he finds the second Deputy, he will have won the round. Unfortunately for him, he reveals the Monk. He flips his player aid sheet to the dark side, and the two cards revealed by Robin's action stay face up.

Deputy

Take two cards from the play area, any two (including the Deputy itself), whether face down or face up, without looking at the ones that are face down. Shuffle them face down under the table, and give them to the player on your left, who — without looking at them — places them back face down, as they choose, on the two spots you took them from.

Trickster

When you look at this card, you must put it back and announce a Character other than the Trickster. You are forced to lie!

Example: Léo takes the Trickster card. Being forced to lie, he announces that it is a Companion. Nobody dares contradict him, so he carries out the Companion's power.

Companion

With this action, you replay a turn.

Peasant

This character has no power. You may still announce this character, but it triggers no power.

Monk

This character's power is to flip a card in play (this can be itself) from face down to face up, or the other way around. The Monk never triggers the power of a card that it has just flipped.

Example: Lucas triggers the Monk's power. He reveals one of the face-down cards. It is the Traitor, but since the Monk does not trigger the power of the card it reveals, nothing happens.

Witch

Take the card you announced as being the Witch, then take and look at another card of your choice (face up or face down). You put both of these cards back face down, as you wish, on the 2 spots that were freed up.

The Witch's power lets you take the Traitor card (face up or face down) without suffering its consequences.

Example: Alexis triggers the Witch's effect after having looked at a Peasant card. He then takes one of the face-down cards, which turns out to be the Traitor. He puts both cards back face down and is now the only one who knows where the Traitor is.

Traitor

When you look at this card, you must put it back face up. You flip your player aid sheet to the dark side (if your player aid sheet was already on that side, you are eliminated from the round).

This card always starts a round face up.

Innkeeper

Only for team games.

When you trigger this card's power, the players on the other team must close their eyes. Point at a card in play whose identity you think you know. Then indicate to your partner, on their player aid sheet, which Character that card is.

End of a Round

When a round is over, the cards are laid out again in a rectangle of 4 by 3 cards, randomly (the Traitor card face up).

With two players, the player who lost the previous round starts the new one. With 3 or 4 players, the player to the left of the player who ended the previous round starts.

A round is won when the opponents have been eliminated, or when a player successfully uses the power of Robin or the Sheriff.

End of the Game

When a player has won two rounds, they have won the game.

Team Game for 4 Players

Set up the game as before, but replace one Peasant card with the Innkeeper card (which starts a round face down). Around the table, alternate the seating of the two teams' players. Players on the same team sit facing each other, with an opponent on each side.

When a player on a team is eliminated, their partner continues alone, and the eliminated player's turn is simply skipped. The eliminated player cannot give any indication about the cards, but may still give their opinion to their partner to advise them, or tell them whether they think an opponent is lying or not.

When both members of a team are eliminated, the other team wins. When a player successfully uses the power of Robin or the Sheriff, their team wins.

The first team to win 2 rounds wins the game, and it is the team that lost a round that starts the next one (with either of its partners).