<<

Legend Of Rules by Liumas 2007-08

Theme, Theme, Theme!

Combat tested complete rules.

GAME: (1980) BGG ID: 1695 Designer: Joe Bisio

This PDF file includes 6 pages.

Chris Conboy [email protected] Liumas at BoardGameGeek.com August 2007

The Legend Of ROBIN HOOD

1.0 INTRODUCTION chris conboy 8/2007

One of the most well known tales is Robin Hood, the story of Robin of Locksley was a country land owner of some the of . The setting is late 12th Century substance. The stories differ as to the manner in which he England before the Magna Carta signing. In the absence of became an outlaw, but all agree it had to do with the crime of King Richard, who was on Crusade, the oppression of the killing the King’s Deer, an offense punishable by death. Our nobles and clergy became so intolerable that many landless game opens at this point with the King’s Foresters in hot men were forced to become outlaws to secure their daily bread. pursuit of the outlaw, Robin Hood.

2.0 GENERAL COURSE OF PLAY

One player assumes the role of Robin Hood, the other that of Over a series of Game-Turns, Players alternate moving units the Sheriff Of . Each can recruit other personalities and Leaders and having combat. Combat may result in units (Leaders) and units of fighting men. The Sheriff attempts to permanently or temporarily removed and Leaders killed or maintain law and order by ensuring the collection of taxes and captured. Captured outlaws may be hung by the Sheriff. Play safe travel of the rich through Sherwood Forest. Robin Hood continues until Robin Hood is killed or King Richard comes builds a band of merry outlaws to exact a toll from the rich. home from the Wars (16.3 Robin Hood Victory Conditions).

3.0 EQUIPMENT

3.1 THE MAP 17 x 22” 3.3 PLAYING PIECES Represents the Northern Midlands of England, divided into The pieces represent either a group of men or an individual boxes that regulate movement and positioning of the pieces. Leader. A Leader is referred to by name. Counters representing fighting men are units. Other counters are Travelers 3.2 CHARTS AND TABLES printed on the map representing rich nobles and bishops passing through the Archery Table, Mêlée Table, Terrain Effects Chart, district and Markers used to denote Looting and Passages. Recruitment Table, Tax Table, and Turn Record Track.

3.4 TERMS

Archery Strength: Strength to fire the longbow at other units. Mêlée Strength: Strength to engage other units hand-to-hand.

Box: A map space regulating positioning of pieces. A piece can Movement Allowance: Movement Points of a unit or Leader. occupy 1 box at a time. Movement is from 1 box to another Each box entered normally costs 1 MP (Forest costs 2 MP). adjoining box, assuming the terrain is passable. Personal Combat Strength: A Leader’s strength for engaging Command Ability: Number of units an Outlaw in combat with opposing Leaders. Leader can cause to be moved during the Robin Hood Movement Phase. Sheriff Leaders have no command number Phasing Player: The player whose Player-Turn it currently is. because they can move without a Leader present.

5.0 SETUP Sheriff Player starts with 12 gold Outlaw Player starts with no gold

Units and Leaders that start the game on the map have their ends his Player-Turn in the same box setup positions printed there. Some boxes have 2 designations or the Outlaws attack Sir Guy. and hold 2 pieces. Units and Leaders with no setup on the map 5.2 UNRECRUITED ROBIN HOOD UNITS & LEADERS appear later due to a Random Event roll or automatically on a All Outlaw units and Leaders except Robin Hood are particular Game-Turn – place these on the Turn Record Track. unrecruited at the start and are face down until recruited (10.0). Place the 6 travelers (4 Nobles and 2 Bishops) in the Traveler Unrecruited Outlaw units and Leaders may not be attacked or Box – these will enter the game due to a Random Event roll. otherwise molested by the Sheriff until they are recruited. 5.1 UNRECRUITED SHERIFF UNITS & LEADERS Outlaw units and Leaders that have not been recruited cannot Sir Guy of Gisbourne and his Men At Arms unit are face down move, engage in combat, or influence the game in any manner. at the start and cannot move nor engage in combat until the They are out of play until recruited.

2 The Legend Of ROBIN HOOD 2

4.0 PLAY SEQUENCE one Game-Turn is composed of 2 Player-Turns

A. ROBIN HOOD PLAYER-TURN personal combat (see 10.2 and the Recruitment Table).

1. Movement Phase may murder Sheriff Leaders (8.2) 5. Hanging Phase Robin Hood may move any or all of his Outlaw units and The Sheriff may hang any Outlaw Leader he holds captive in a Leaders as per the Movement rules (6.0). No Outlaw unit in the town box if the requirements for hanging have been met (8.3). same box may move to another adjacent box without a Leader. 6. End Phase Marriage and Ransom 2. Combat Phase Ransom Sheriff Leaders (8.2) and Marriages (15.0) take place. Conduct a), b) and c) in order for each combat situation on the B. SHERIFF PLAYER-TURN board. Completely resolve each before proceeding to the next. The Phasing Player chooses the order to resolve combats. 1. Random Event Phase Sheriff rolls 1d6 a) Archery Sub-Phase: Outlaw units in the same box with Consult the Traveler Box – a Noble or Bishop may arrive and enemy units must exchange archery fire (7.0). attempt to move across the map without being robbed by the Outlaws. On a ‘6’ a new Leader enters the game. New Leaders b) Mêlée Sub-Phase: Outlaw units in the same box with an and new Sheriff units may also enter automatically. enemy unit must attack using Mêlée Combat (7.0). c) Personal Combat/Capture Sub-Phase: Opposing Leaders in 2. Movement Phase the same box with no other units of either side engage in The Sheriff moves his units and Leaders (6.0 Movement). His units do not require a Leader present to be able to move. personal combat. Leaders with enemy units and no friendly units roll to see if they are captured, killed, or escape (7.4). 3. Combat Phase The Sheriff conducts combat in the same manner as Robin. 3. Robbery & Looting Phase Outlaw units in a box containing a bishop or noble may rob the 4. Taxation Phase traveler if no Sheriff units are present in the box. Robin Hood The Sheriff may tax any villages with no Merry Men that 1 or receives the traveler’s money, deducting the same value from more of his units occupy with a Leader. Roll 1d6 on the the Sheriff (9.3). Looting (9.4) can also occur in this phase. Taxation Table and add any taxes collected to his Treasury.

4. Recruitment Phase C. GAME-TURN ADVANCE Robin Hood may recruit any Outlaw Leader or Merry Man that A Game-Turn ends once both Players complete their turns. occupies the box with him. This may involve a special form of Advance the Game-Turn marker by 1 on the Turn Record.

6.0 MOVEMENT PHASE see the Terrain Effects Chart on the map

Note: Section 5.0 Setup is on the previous page. 6.4 BRIDGES AND FORDS

6.1 HOW TO MOVE UNITS AND LEADERS A unit or Leader may enter or leave a bridge or ford only from The Phasing Player may move any or all of their units and a box which the ford or bridge symbol leads to. Units or Leaders may never end their movement in a bridge or ford box. Leaders, each as many boxes as desired up to their Movement Allowance. Unused points may not be saved nor transferred. 6.5 KEEPS AND CASTLES

Only the Phasing Player’s pieces may move, and no combat Pieces on their way into or out of a Keep move through the castle box (exception: 6.6), which counts as a movement space. may take place. Movement is in terms of Points: each piece expends 1 MP for each box entered (Forest costs 2 MPs). 6.6 SECRET PASSAGES INTO KEEPS

Move each unit or Leader by tracing a path from box to All Keeps can be entered or left via secret passage, but only by adjacent box. Once a piece has moved and the Player’s hand Outlaw units and Leaders. Movement is between the Keep box withdrawn, the piece may not move again, nor its path be and the adjoining box the secret passage enters. retraced or changed, during that Movement Phase. 6.61) ENTERING A KEEP: Only Robin Hood may enter a

6.2 MOVEMENT INHIBITIONS & PROHIBITIONS Keep via a secret passage, accompanied by at most 2 Merry A unit or Leader must stop on entering a box containing enemy Men and 1 Leader. Each Keep may have passage entry unit(s) or Leader(s) (but not a traveler). Unlimited friendly and attempted once per game (place a Discovered Passage chit). enemy pieces can be in the same box. A unit or Leader may use Roll 1d6: 1-4 Success, 5-6 Mishap. some, none, or all of its MPs during a Game-Turn. MISHAP: Eliminate any Merry Men, each Leader rolls 1d6: 1-2 Killed, 3-6 Escape. Place escaped Leader outside in the 6.3 ROBIN HOOD UNIT MOVEMENT box they attempted entry from – they may continue moving. Outlaw units may only move with an Outlaw Leader that began 6.62) LEAVING A KEEP: Outlaw units and Leaders not the Movement Phase in their box and may not enter any box captive (8.1) may always leave a Keep via secret passage, not entered by the Leader. At any point in a Leader’s move he even a Discovered one. No die roll is necessary. may drop off units in boxes moved through. Outlaw Leader’s have a Command Ability – the limit of Merry Men the Leader 6.7 THE RIVER TRENT may never be entered may move during a Movement Phase. Units or Leaders may only cross at the bridge and ford boxes.

3 The Legend Of ROBIN HOOD 3

7.0 COMBAT use the Archery Table and Mêlée Table on the map

Combat occurs between opposing units and Leaders in the 7.2 EFFECTS OF LEADERS ON UNIT COMBAT same box, and is always mandatory. The Phasing Player is the 7.21 Merry Men get +1 to the Archery roll if Robin is present. attacker, the other Player is the defender. Treat net die rolls less 7.22 Units defending against mêlée attack with any friendly than 1 as 1; greater than 6 as 6. Leader(s) in the same box have –1 to their Mêlée roll.

7.23 Attacking units involved in Mêlée have +1 to their roll if COMBAT SUB-PHASES: Follow the 3 Sub-Phases in order. at least 1 friendly Leader is in the same box. a) Archery Sub-Phase: Each Player simultaneously totals their 7.24 All mods are cumulative, even those of terrain. Example: Archery Strengths and rolls on the Archery Table. Remove 2 Leaders on opposing sides in mêlée result in no mod. the resulting number of units, chosen by the owning Player. 7.25 Leaders never add their Personal Combat Strength to b) Mêlée Sub-Phase: Compare the total Mêlée Strengths of the Archery or Mêlée between units. Leaders are never remaining attacking units to the total of the remaining affected by the results of Mêlée or Archery combat. defending units in the box. The comparison is a probability 7.26 Maid Marion and Alan a Dale never modify a die roll.

ratio: Attacker Strength to Defender Strength using the 7.3 MULTIPLE BATTLES simplified odds of the Mêlée Table, rounded down in favor If more than one combat situation exists (more than 1 box has of the defender. Roll 1d6 – the attacker reads the result on opposing units or Leaders at the start of a Combat Phase), each the appropriate line under the specified odds column. must be resolved completely before proceeding to the next. The Example: 11 Mêlée Points of Sheriff units attack 4 Points of Phasing Player (Attacker) determines the order. Units and Merry Men. 11-4 odds round to 2-1. 12-4 would be 3-1. Leaders that have participated in a combat and then retreated c) Personal Combat/Capture Sub-Phase may not be used in combat in the box they retreated into, nor Capture: Leaders in a box with enemy units and no friendly may they be used to capture or kill an opposing Leader there or units roll to see if they are captured, killed, or escape (7.4). free a friendly Leader that has been captured (7.42, 7.43, 8.4). Personal Combat between Leaders must occur if opposing 7.4 PERSONAL COMBAT AND CAPTURE Leaders occupy the same box and no other units are now present. Each Player rolls 1d6 and adds the Personal Combat 7.41 The victor in Personal Combat rolls 1d6 for each losing Strength(s) of their Leader(s). The side with the higher total Leader to determine their fate: 1-2 Captured; 3-5 Killed; wins (see 7.4). If the results are equal then the combat is a 6 Escape. Place an escaped Leader in any adjacent box draw and all Leaders remain in the box. unoccupied by enemy units or Leaders. If no such box exists then the Leader is captured. 7.1 EFFECTS OF TERRAIN ON UNIT COMBAT 7.11 Terrain can affect the result of archery and mêlée combat, 7.42 If at the start of the Personal Combat Sub-Phase a Leader but has no affect on Personal Combat. is in a box with an opposing enemy unit and there are no 7.12 Units in a forest, town, mill or village box get –1 to their friendly units there, the Leader(s) must roll 1d6 Archery roll. individually: 5-6 Escape; 1-4 Caught. Outlaws in forest, 7.13 Archery combat cannot occur in a Keep, castle, or ruined village, or town escape on a 4-6. Decide the fate of a castle box. Skip Archery and proceed directly to Mêlée. caught leader as: 1-3 Killed, 4-6 Captured.

7.14 Units who passed through a ford in the preceding 7.43 Alan a Dale and Maid Marion never engage in personal Movement cannot participate in Archery fire as their bow combat and are automatically captured if 7.41 and 7.42 strings are wet. pertain, with no die roll necessary. 7.15 –1 to the Mêlée roll if the Mêlée takes place in a Keep, castle, or ruined castle box. 7.5 RETURN OF OUTLAW UNITS TO PLAY 7.16 If attacking units fail to eliminate at least 1 defending unit Each Outlaw unit eliminated in combat rolls 1d6 to determine in a castle, the attackers must retreat to any adjacent box where they reappear. The Merry Men boxes on the map contain except the Keep. If all adjacent boxes are occupied by numbers 1–6; place the returned unit in the box corresponding enemy units then the attacking units are eliminated. to their die roll. Merry Men units reenter the game unrecruited.

7.17 If attacking units fail to eliminate at least 1 defending unit 7.6 RETURN OF SHERIFF UNITS TO PLAY in a Keep, they must immediately retreat to the adjacent Eliminated Sheriff Men At Arms units automatically reappear castle or use the secret passage. If the box moved to on the 4th Game-Turn after elimination, but no more than 1 contains enemy units then attacking units are eliminated. previously eliminated may reappear per Game-Turn. Thus if 2 7.18 Leaders present with attacking units in 7.16 and 7.17 Sheriff units were eliminated in Game-Turn 10, one would retreat with their units; but if all their units are eliminated return on Game-Turn 14 and one on Game-Turn 15. These in the Mêlée Phase their fate is resolved as per 7.42. If all units appear exactly as if they are reinforcements (11.0): Place their units are eliminated due to lack of a box to retreat them on the Turn Record at the appropriate Turn number. into then the Leaders are automatically captured (7.41). Eliminated Kings Foresters and Knights never reappear.

4 The Legend Of ROBIN HOOD 4

8.0 CAPTIVES, RANSOM, MURDER, HANGING

8.1 CAPTIVES captive must first be conveyed to a Keep and held there 2 Leaders captured during the Personal Combat Capture Phase complete Sheriff Player-Turns – they need not be guarded must be guarded by at least 1 unit or Leader. The captive(s) and while in the Keep. Any turn after, the Sheriff may take the guard move normally, but at the rate of the slowest piece. A Leader to any town for hanging, which will take place single unit or Leader may guard or convey any number of during the Hanging Phase of Robin Hood’s Player-Turn. captives in the same box. A Sheriff Leader must be present in the box for a hanging. 8.32 The Sheriff gets 2 Gold Marks for each Outlaw Leader 8.2 MURDER AND RANSOM of Sheriff Leaders hung, 3 if the victim is or . The Captive Sheriff Leaders can be murdered at the start of any Sheriff immediately wins if Robin Hood is hung (16.2). Robin Hood Movement Phase. They may also be ransomed 8.33 Maid Marion and may never be hung. (cannot be refused) by Robin Hood at the following values: 8.4 RESCUE at end of any Combat Phase Sheriffs of Nottingham and Lincoln 2 Marks each A captive is rescued if a Friendly Leader or unit occupies the Sir Guy of Gisbourne 3 Marks same box at the end of any Combat Phase, regardless of the Prince John 10 Marks presence of enemy units or Leaders. A Leader may not escape The Sheriff pays the Leader’s ransom to Robin Hood, then (7.4) with the captive(s) he is guarding. places the Leader in any town, Keep, or castle. Ransoms occur at the end of Robin Hood’s Player-Turn. 8.5 PRISONER EXCHANGE any time Players may agree to a prisoner exchange. Any exchange 8.3 HANGING of Outlaw Leaders agreed to is legal, at any point in the game. The Sheriff places 8.31 Captive Outlaw Leaders may be hung by the Sheriff; they returned Sheriff Leaders in any town, Keep, or castle. Place cannot be murdered (except King Richard, 13.8). A Outlaw Leaders in a forest box of Robin Hood’s choice.

9.0 GOLD, TAXES, ROBBERY, LOOTING treasuries may not have a negative balance

9.1 GOLD MARKS money is public 9.32 Nobles yield 1 Mark, Bishops yield 2. Add this to Robin Both Players have a Treasury with gold Marks to measure Hood’s gold and subtract this from the Sheriff. Robin Hood’s ability to take from the rich and give to the poor. 9.4 LOOTING takes place during the Robbery Phase If Robin is due Marks but the Sheriff does not have enough, A Merry Men unit in a Keep Box may loot 4 Marks if the Keep take all from the Sheriff and the balance from the general pool. box is unoccupied by opposing units. Subtract the amount from 9.2 INITIAL TREASURY LEVELS see Setup the Sheriff and give it to Robin Hood. Each Keep can only be

9.3 ROBBERY looted once per game – place a Looted marker there.

Rich travelers traverse Sherwood to pass between northern 9.5 SAFE CONDUCT England and the Midlands. Robin Hood’s band lie in wait The Sheriff receives 1 gold Mark for each Noble or Bishop that beside the road through the forest. safely exits the map without being robbed (13.2).

Nobles and Bishops appear by Random Event (13.0). If during 9.6 TAXATION see the Tax Table on the map the Robbery Phase a Merry Men unit (with a Leader or not) During the Taxation Phase the Sheriff may attempt to extort occupies a box containing a Noble or Bishop and no Sheriff money from villages. He must have at least 1 unit and a Leader units are present then a Robbery takes place. in each village to tax, which must contain no Merry Men. Roll 9.31 On being robbed the Noble or Bishop is removed from on the Tax Table for each such village. The Sheriff may not play, but may reenter on a future Random Event. attempt to tax the same village on 2 consecutive Game-Turns.

10.0 OUTLAW RECRUITMENT see the Recruitment Table on the map

Tales of Robin Hood discuss his combats with Little John, Will 10.2 RECRUITMENT COMBAT Scarlet and Friar Tuck. After prolonged duels all of these men Roll on the Recruitment Table for the target Leader. If Robin is were won over and recruited into his band. Gradually the wounded here he must spend the next friendly Player-Turn in outlaws grew to number between 200 and 300 men. his current box to heal. Wound Effects: Robin is automatically captured if attacked in Personal Combat or caught by enemy 10.1 LEADER RECRUITMENT units with no friendly units (7.4), he cannot modify Merry Men Only Robin Hood can recruit Outlaw Leaders (including Alan combat rolls, nor disguise himself, nor recruit. Lift these wound a Dale). Recruitment is automatic if Robin occupies the same effects at start of the 2nd Robin Hood Player-Turn after. box as the Leader during the Recruitment Phase, except for Little John, Will Scarlet and Friar Tuck, who must be fought. 10.3 MERRY MEN RECRUITMENT Flip a recruited Leader to indicate he has joined the Outlaws. Only Robin Hood, Will Scarlet, Will Stutley and Little John Outlaw Leaders cannot be attacked or captured until recruited. can recruit Merry Men. This is automatic – no personal combat.

5 The Legend Of ROBIN HOOD 5

11.0 REINFORCEMENTS these are preset on the Turn Record track

The Sheriff receives 1 Men At Arms unit on Turns 4 and 9, 1 occupied by Outlaw units, at the start of the next Sheriff King’s Forester unit on Turn 6, and 1 Knights unit on Turn 11. Player-Turn. They may move and engage in combat normally Place these in any town box of the Sheriff’s choice, even if as soon as they appear.

12.0 DISGUISE King Richard and Robin Hood only

King Richard and Robin Hood may assume disguise at the start Recognition: At the start of the Personal Combat Phase the of any Robin Hood Player-Turn; flip the Leader face down. Sheriff rolls to see if the Leader is recognized. If only Sheriff units are present then recognition takes place on 5-6, else 4-6 if 12.1 EFFECTS OF DISGUISE a Sheriff Leader is present. Upon recognition the disguised O May not use their Command Ability to move Merry Men. Leader is flipped face up and resumes normal status. O Move normally and must stop on entering a box with Sheriff Prince John always recognizes his brother King Richard. units and/or Leaders. 12.2 LEAVING DISGUISE O May not be captured, killed, or engage in Personal Combat A Leader may shed their disguise at the start of any Robin unless recognized. Hood Player-Turn. Simply flip the counter face up.

13.0 RANDOM EVENT Sheriff rolls 1d6 to see if a new traveler or personality enters

1d6 Event: 1-5 - New Traveler Arrives 6 - New Leader Arrives Leader ‘6’ EventTurn Side LocationRecruited st New Leaders may not arrive on consecutive turns, even if Will Scarlet 1 5 Outlaw A/B/C no Alan a Dale 2nd 10 Outlaw A/B/C no either or both arrived automatically. Ignore a ‘New Leader’ rd result on a turn after a new Leader arrives – treat this as though Maid Marion 3 15 Outlaw A/B/C yes Prince John 4th 20 Sheriff Road 3 yes a ‘6’ was not rolled, and no Event occurs that Game-Turn. th King Richard 5 25 Outlaw Road 1d6 yes

13.1 TRAVELER ARRIVAL on a result of 1-5 st Place a traveler at the edge of the map in the road box whose 3 boxes on the map are labeled A, B, and C. The 1 3 Leaders arrive in a random one of these, as below. number corresponds to the die result. Roll another 1d6 for type: Random Box A/B/C: 1-2 Box A 3-4 Box B 5-6 Box C Traveler Type: 1-4 Noble 5-6 Bishop

A total of 6 travelers (4 Nobles, 2 Bishops) are stored in the AUTOMATIC ARRIVAL: A Leader who does not appear Traveler Box until brought into play. Ignore the event if the before their Turn is placed at their Location at the start of that type called for is not available because all are already in play. turn, with no Random Event roll later that Game-Turn. Shift the number of 6s needed for all following Leaders down by 1. 13.2 TRAVELER MOVEMENT Sheriff Movement Phase 13.4 WILL SCARLET 1st ‘6’ or Turn 5 O Travelers arriving at road box 1 must move 3 boxes toward The 1st Random Event roll of a 6 in the game brings out Will road box 3 during every Sheriff Movement Phase. Scarlet into box A, B, or C, face down to indicate he is O Travelers arriving at boxes 2, 3, 4, 5 must move 3 boxes unrecruited. toward road box 1 during every Sheriff Movement Phase. nd 13.5 ALAN A DALE 2 ‘6’ or Turn 10 Travelers move 3 boxes Arrival Box Destination Box Appears on the 2nd non-consecutive roll of a 6 in the same each turn toward their 1 3 manner as Will Scarlet.

final destination. 2, 3, 4, 5 1 rd 13.6 MAID MARION 3 ‘6’ or Turn 15 Travelers may only enter road, town, bridge and village boxes, Appears on the 3rd roll of a 6 in the manner of Will Scarlet. She ignoring the presence of all units and Leaders while moving. is considered recruited, may move normally, and be captured. Point the Traveler top in the direction they must move. Every 13.7 PRINCE JOHN 4th ‘6’ or Turn 20 box moved to must bring them closer to their destination. Only Appears in road box 3, with his retinue of 1 King’s Foresters, travelers may end the Movement Phase in a numbered road 1 Knight, and 1 Men At Arms. They may all be moved box. Travelers never participate in combat. normally in the subsequent Sheriff Movement Phase.

Return the Traveler to the Traveler Box after being robbed. On th reaching the destination road box, return the Traveler to the 13.8 KING RICHARD 5 ‘6’ or Turn 25 Traveler Box and give the Sheriff 1 gold. Roll 1d6 again to determine the entry road box number (re-roll 6s). Richard may move and have combat in the subsequent 13.3 PERSONALITY ARRIVAL on a result of ‘6’ Robin Hood Player-Turn. He can never be hung, but may be A new Leader arrives on the map. These arrive strictly in the killed or murdered. The Sheriff may murder him at the start of order listed below, and never on consecutive Game-Turns. his Player-Turn in the same manner as allowed Robin (8.2).

6 The Legend Of ROBIN HOOD 6

14.0 ARCHERY CONTEST any time after Prince John arrives

One of the traps the Sheriff devised for Robin was the Archery 14.1 COMBAT DURING THE CONTEST TURN Contest. Accounts disagree as to the trap’s success, but all If forces from both sides are present for the contest then a battle state that Robin Hood managed to win the Golden Arrow. will take place during the subsequent Robin Hood Combat Phase. All Melee losses in any combat in Nottingham Green The Sheriff may declare an Archery Contest any time after nd immediately after the contest are +1, including EX results. Prince John arrives. The contest occurs at the end of the 2 complete Robin Hood Movement Phase after the declaration, in Example: After exchanging archery fire, Robin Hood must the Nottingham Green box outside Nottingham Town. Any melee with the remaining Sheriff units at 1-2 odds and rolls a 2, number of units and Leaders from both sides may attend. for an AL2 result. Robin loses 3 (2+1), the Sheriff loses 0.

Prince John and one other Sheriff Leader must attend the 14.2 MOVEMENT DURING THE CONTEST TURN contest (be in Nottingham Green at the end of the Robin Hood Outlaw units and Leaders may pass through Sheriff units and Movement Phase). If they do not attend then the Sheriff loses Leaders on the turn of the contest as long as they end 10 Marks to the pool. If Robin Hood attends (even in disguise) movement in Nottingham Green. At the end of the Robin then he wins and receives 2 Marks from the Sheriff (the Golden Hood Player-Turn of the contest, Robin moves all Outlaw units Arrow). If he does not attend then the Sheriff gains 5 Marks and uncaptured Outlaw Leaders remaining in Nottingham and Robin Hood loses 5 Marks. Green to any forest box within 4 boxes of the Green.

15.0 MARRIAGE TO MARION at the end of Robin Hood’s Player-Turn

Robin Hood and Sir Guy of Gisbourne can each attempt to 3) She may then be conveyed (8.1) to a town box for the marry Maid Marion. All marriages take place at the end of the wedding. Maid Marion, Sir Guy, and the Sheriff Of Robin Hood Player-Turn. Nottingham must be present in the box for the ceremony to occur. Prince John may substitute for the Sheriff. 15.1 ROBIN HOOD’S WEDDING CONDITIONS Robin Hood, Maid Marion, Alan a Dale, and Friar Tuck must After the marriage Maid Marion must still be held captive and be present in the same box for the wedding to occur. guarded (8.1) since she has been married against her will.

15.2 SIR GUY’S WEDDING CONDITIONS 15.3 BIGAMY PROHIBITION The following conditions must be met: Maid Marion cannot be married to 2 men at once. If Sir Guy

1) Maid Marion must be held captive. Of Gisbourne marries her then Robin Hood must kill Sir Guy 2) Take her to a Keep and hold her there for 2 consecutive before he can marry Maid Marion, even if she is no longer complete Sheriff Player-Turns. captive.

16.0 END OF GAME AND VICTOR

16.1 ENDING THE GAME 1) Robin Hood has married Maid Marion and she is not held The game ends as soon as any of the following occur: captive by the Sheriff at the end of the game.

1) Robin Hood is killed or hung 2) King Richard is present in the same box as Robin Hood at 2) King Richard is killed or murdered game end. King Richard then pardons Robin Hood, returns 3) King Richard is present in the same box as Robin Hood to him his illegally annexed lands, and pardons and at the end of any Game-Turn disbands Robin Hood’s Outlaw band. Robin Hood must 4) Game-Turn 30 is completed time the meeting with King Richard such that he has 5) All of the Sheriff Leaders are killed or murdered (16.4) already fulfilled the other required victory conditions. 3) The Sheriff’s treasury is reduced to 5 Marks or less. 16.2 SHERIFF VICTORY CONDITIONS at game end 4) Robin Hood has at least 20 Marks in his treasury. The Sheriff wins if any of the following are true. 1) Robin Hood is killed or hung 16.4 AUTOMATIC VICTORY 2) Robin Hood is held captive at the end of the game Robin Hood wins if he kills or murders all 4 Sheriff Leaders. 3) Robin Hood does not achieve his victory conditions 16.5 OPTIONAL VICTORY CONDITIONS 16.3 ROBIN HOOD VICTORY CONDITIONS any 3 of 4 If the players find that Robin Hood is winning too easily, they To win at game end, Robin Hood must be alive and not held may agree to change the victory conditions so that he must captive, and also achieve 3 of the 4 victory conditions below. fulfill conditions 1) and 2), and either 3) or 4).

Designer: Joe Bisio AH Development: Bruce C. Shelley © 1979 Operational Studies Group

Components: 17x22” Map, Rules, 100 Counters, 1d6 © 1982 The Avalon Hill Game Company, 4517 Harford Road, Baltimore, MD 21214