PLAYING MERRY MEN CARDS Hand As a Passive Card

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PLAYING MERRY MEN CARDS Hand As a Passive Card Nottingham 1100 A.D.: away in the Holy Land, and the evil tyrant Prince John wants to rule overThe true England. King is But news of outlaws in Nottingham have been heard far and wide. In a bid to get rid of these outlaws, he taxes the villages heavily, stationing guards in towns and punishing anyone who dares help them. The fabled outlaw Robin Hood hears of COMPONENTS the terrible things happening and vows to put a stop to it, with help from his Merry Men—faithful souls who would follow him to hell and back! But Robin sees doubt in their eyes. Little John, Will Scarlet, even Maid Marian 1 Game board deem the mission too perilous—it could plunge Nottingham into war. Torn 30 between the safety of his band and Loot tokens the wellbeing of Nottingham, Robin 5 Hero meeples & realizes that they must do something. He 34 proposes a challenge, betting the other 5 Green tokens Merry Men meeples heroes that none can protect Nottingham as well as he. If one of them bests him Rob at this task, he will bestow his mantle of Little John in Hood 20 Distraction tokens leadership to the victor! Will one of the Jane Fortune 3 Villain meeples & Merry Men become Nottingham’s newest 30 hero, or will Robin live up to his own 2 60 Guards meeples 2 Silver Pennies legend? / 20 Iron Resources (gray) / 1 1 20 Wood Resources (brown) TABLE OF CONTENTS 50 Merry Men cards 5 Player boards 20 Tools Resources (white) Setup pp. 4–5 25 Barricades (5 per player) Object of game 1 1 = =2 2 2 =3 -1 Merry Men phase -2 -1 p. 6 1 Metal first player marker Hero phase 2 pp. 7–13 Jane Fortune = End of the round pp. 14–22 1 0 5 Character cards 25 Traps (5 per player) Wooden round marker Friar Tuck module p. 23 5 50/100 VP markers 15 King Richard's Task cards 20 24 Villain cards Weapon dice Sheriff's Men in Robin's p. 24 Den module Golden Arrow module 24 FRIAR TUCK MODULE Icons and cards 1 Royal Carriages p. 25 p. 24 2 15 Friar Tuck cards pp. 26–27 1 01 3 1 Friar Tuck meeple 2 08 15 6 Skills dice 5 Player Aid sheets SHERIFF’S MEN IN 12 Ransom tiles ROBIN’S DEN MODULE Merry Men Phase Traps and Barricades Map Hero Phase - Players take turns placing 2 Printed cloth bags - Draft Weapons dice Merry Men meeples - Each Player takes a turn: - Must play a Merry Men card with each placement: - Draw Villain card and 18 resolve effect - Passive card for Gathering Merry Men Phase Sp Sites Main Areas or - Players take turns placing - Make 2 Moves with your ies cards Merry Men meeples Hero 3 - Active card for Gathering Traps and Barricades Map Sites Hideouts; Construction - Must play a Merry Men card - Spend 1 Distraction token to Yard; King Richard's Crusade with each placement: move to the same location as the Sheriff - No direct ways to earn 5 - Passive card for Gathering Reputation markers in-game VP or Reputation Sites Main Areas or - Spend 1 Distraction token to during Merry Men Phase re-roll a weapon die Hero Phase - Active card for Gathering - Built Traps and Barricades Sites Hideouts; Construction To Gain Reputation - Draft Weapons dice and sent Envoys will be worth Yard; King Richard's Crusade - Each Player takes a turn: end-game VP based on your - 1 Reputation for each Guard Reputation level at the end of - No direct ways to earn you defeat the game. in-game VP or Reputation - Draw Villain card and resolve effect during Merry Men Phase - 1 Reputation for each - Silver Pennies paid for Carriage you rob building Traps and Barricades - Built Traps and Barricades - Make 2 Moves with your and for sending Envoys are and sent Envoys will be worth Hero placed on Road/s of your choice. end-game VP based on your Reputation level at the end of - Spend 1 Distraction token to the game. move to the same location as the Sheriff - Silver Pennies paid for building Traps and Barricades - Spend 1 Distraction token to and for sending Envoys are re-roll a weapon die placed on Road/s of your choice. To Gain Reputation - 1 Reputation for each Guard you defeat - 1 Reputation for each Carriage you rob GOLDEN ARROW MODULE 5 Sheriff cards 5 VP markers 3 Prince John 3. The Sheriff PLAYER SETUP 4. Guy of Gisborne 3. Each Player... b. SETUP 5. 2. 1. Takes a player board. 1. rlet BOARD SETUP 4. 2. Takes a Player Aid sheet. c. Will Sca 3. Places 1 Wood, 1 Iron, 1Tool, 2 4. 1. Place the Sheriff, Prince John, and Guy of Gisborne in the d. Black Tower. Distraction tokens, and 1 Silver 1. Penny in the Storage. These items are 2. Place a Guard in the 3rd and 4th Hideout of each Possessions. Gathering Site. Place the rest of the Guards near the board. 6. 4. Chooses a Hero, places the matching 3. a. 3. Place the Carriages in the black Carriage bag. Draw Hero meeple in the Hero’s Lair, and and place 1 Carriage at the start of each road, behind the takes the matching Hero card. f. barricade illustrated on the board. Place the Carriage bag near the board. 5. Takes the following in the Hero’s color 4. Place a stack of Silver Pennies on the designated space 7. a. 6 Merry Men Meeples. Place 3 in next to each road. the Merry Men’s Hideouts and 3 in Merry Men Phase Traps and Barricades Map Hero Phase - Players take turns placing - Draft Weapons dice Merry Men meeples - Each Player takes a turn: - Must play a Merry Men card the Training Grounds. with each placement: - Draw Villain card and resolve effect - Passive card for Gathering Sites Main Areas or - Make 2 Moves with your Hero - Active card for Gathering Score track Sites Hideouts; Construction - Spend 1 Distraction token to Yard; King Richard's Crusade move to the same location as the Sheriff - No direct ways to earn in-game VP or Reputation - Spend 1 Distraction token to during Merry Men Phase re-roll a weapon die b. 1 Green token. Cover one of the - Built Traps and Barricades To Gain Reputation and sent Envoys will be worth end-game VP based on your - 1 Reputation for each Guard Reputation level at the end of you defeat the game. - 1 Reputation for each • Two players: 6 Pennies on each - Silver Pennies paid for Carriage you rob building Traps and Barricades and for sending Envoys are 4. 4. 4 Hideout spots to show it is 2.placed on Road/s of your choice. • Three players: 8 Pennies on each 3. unavailable. • Four players: 10 Pennies on each 3. • Five players: 12 Pennies on each c. 5 Barricades. Place 1 on each e. Barricade slot. 11. Reputation icon 10. 9. d. 5 Traps. Place 1 on each Trap slot. 5. Place the Weapon dice in the Weapons Storage (return 1 8. 1 extra dice to the box). e. 1 Reputation marker. Place on 1 12. the Reputation icon below the • The amount of each type of Weapon should equal Reputation track. the number of players. 2 players: 2 of each Weapon; 3 players: 3 of each Weapon; etc. f. 1 Score marker. Place on the laurel icon on the Score track. 6. Place a random Ransom tile face up in the Black Tower. 10. Shuffle the King Richard’s Task cards and deal 3 to Place the rest face down near the board. each player. Return any remaining cards to the game 13. box. They will not be used during the game. 3. 7. Place 1 Wood, 1 Tool, 1 Iron, 2 Distraction tokens and 1 Silver Penny in the Sheriff’s Stash. 11. Place the Skills dice near the board. The player to have 8. Shuffle the Villains cards and place the deck near the board. 12. Place the Resources (Wood, Iron, Tools), most recently Distraction tokens and Silver Pennies near the board donated something • Five players: add the 5 Sheriff cards from the Golden as a general supply. to the poor takes Arrow Module to the deck. the first player 13. Place the Loot tokens in the the green Loot bag marker and begins 9. Shuffle the Merry Men cards and deal 4 to each player. and place the bag near the board. Place the deck near the board. the game. 4 5 R d o o H n i b o OBJECT OF THE GAME GAMEPLAY In Robin Hood and the Merry Men, players take on the role of In this semi-cooperative game, players will The game is played for a maximum of 5 Rounds (4 a famous outlaw-hero such as Robin Hood, Little John, or Maid sometimes need to work together and help each rounds in a 5 player game). Marian. Your mission is to protect the town of Nottingham from other out in times of trouble, but in the end there MERRY MEN PHASE the tyranny of evil Prince John and his henchmen. To protect can be only one true winner. The primary goal Each Round consists of 2 phases. TAKING TURNS Nottingham, you will have to lay traps and fight the Royal is to defend Nottingham for 5 rounds without 1. Merry Men phase Guards, build barricades and ambush the Royal Carriages, rob losing (4 rounds in a 5 player game).
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