Legend of Robin Hood Rules by Liumas 2007-08
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Legend Of Robin Hood Rules by Liumas 2007-08 Theme, Theme, Theme! Combat tested complete rules. GAME: The Legend Of Robin Hood (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 outlaw of Sherwood Forest. 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 Nottingham. 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 Merry Men 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 Sheriff Of Nottingham 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.