R”Gle Sherwood US
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Will Stutely This good ol’ Will is incredibly appreciated by townsfolk. If he is part of a successful mission party and the “Justice” reward is used on a town that was already occupied, the player does 4. Discard of unsuccessful missions not need to pay gold in order to replace the opponent’s pawn Missions are considered unsuccessful in two cases: with one of their own. - Because more than one player has the highest skill total for the mission. - Because one player wins more than one mission (only one mission can be won per player per turn). In this case the player must choose Arthur a Bland, Gamble Gold, Gilbert Whitehand, one and discard the other or others. Samir the saracen An unsuccessful mission is placed face up on the following set’s mission These characters are brave allies! But one cannot seem to get emplacement space. During the second set, the allies that were not the best out of them without offering a little share of the gold. chosen are discarded definitively from the game. During the preparation of an ambush, one need only play a “Gold” card with the character to improve significantly their abi- 5. Resolution of Successful Missions lities. For 1 gold each, Arthur a Bland improves his discretion The players choose one of the two rewards proposed by the mission. by -2, Gamble Gold increases his ruse by 3, Gilbert Whitehand - “Justice”: the player places one of their pawns on a town indicated his marksmanship by 3 and Samir the Saracen his force by 3. by the card. If an opponent’s hero is already controlling the town, it is The gold played is discarded after use. Of course the characters possible to replace that pawn by paying 1 gold. The player immediately can also be sent on an ambush without having to play a “Gold” scores Popularity Points: card. - 1 point for the new town - + 1 point per town that the player controls that is connected to the new town by a road. - +1 point if this same network is connected to Nottingham. Sherwood © TILSIT 2007 - “Reinforcements”: the player places one of their pawns on an empty town situated in a forest and scores 1 Popularity Point. - “Robbery”: the player draws 3 “Loot” cards. - “Ally”: the player adds the character to his hand and scores Summary of the Rules 1 Popularity Point. 6. Meager Booty A game of Sherwood is played in three sets, ended when the “Mission” Any player that sent at least one character out on ambush who didn’t card draw pile has been used up for the first two, and whenever King win a mission and who does not have a pawn on the discretion symbol, Richard appears for the last. draws one “Loot” card. 1. Mission assignments 7. Capture of over tenacious outlaws Three “Mission” cards are drawn that are placed face up, in the same Any player who has a pawn on the discretion symbol and who won a order they are drawn, on the swords (force), bow (marksmanship) mission loses the characters that were sent out to ambush. These are and fox (ruse) symbols. placed in a column under the prison cell attributed to that player. 2. Ambush preparations 8. Sheriff’s rounds and liberation of prisoners The players secretly and simultaneously decide which of their characters The Sheriff moves one cell and frees the prisoner found the farthest will be sent out to ambush. The “Woods” card is used as a separator: away from the door. It is possible to spend gold to bribe him and free characters placed to the left of the “Woods” card take part in the more prisoners: ambush, those to the right stay in the camp. Once the choice made, the - 1 gold: 1 extra prisoner is freed (two total). players place their cards face down in front of them. The characters - 3 gold: 2 extra prisoners are freed (three total). taking part in the ambush are on the top of the pile. The players can also send out on an ambush characters won during a precedent turn. They End of the Game and Final Tally might also equip their characters with Personal Loot (one per character - The player who won King Richard scores a number of points equal sent maximum) or one Group Loot card. to their longest network of towns x 1.5. - All players then score a number of points equal to their longest 3. Springing the ambushes network of towns (without counting the connection to Nottingham, The players reveal their cards simultaneously, up until the “Woods” except for the player who won “King Richard”). card. They then sum up the values in force, marksmanship, ruse and - The player or players who have a pawn on the discretion symbol lose discretion of all of their characters and place a pawn on the cor- a number of points equal to their longest network of towns. responding symbol if they obtained the highest value. The winner is the player with the most Popularity Points. In the event Escape: if a player choses not to send any character out on ambush, of a tie, the player amongst those tied with the longest network of they free and recover a character from prison. towns is declared the winner. 8 hile on his Holy journey to fight for the Crusades, King Richard the Lion Hearted has been taken prisoner by Object of the Game Leopold of Austria who demands a modest ransom. Rather W At the head of their band of merry men, the players hassle than paying, Prince John, has decided to make the best of the misfortunes of his brother and take the throne of England for himself. His thirst for and rob the nobles under the Sheriff’s protection! As a power and wealth knows no bounds and the villagers of Nottingham are result, the inhabitants of Nottingham start to believe in bearing the worst of his horrendous ambition. You cannot stand aside for their capacity to rid them of their misery, and the this unjust campaign of terror. Now is the time to act! players vie to become their most popular hero. Contents of the Game - The character or characters placed to the left of the “Woods” card are - the game board representing Nottingham County, its prison, the Popularity sent out to ambush. Point Counter and several emplacement rectangles where the various cards - The character or characters placed to the right of the “Woods” card stay in the camp. and draw piles are placed. The players then place their cards in their Merry Men pile in the same order - 56 “hero” pawns of four different colors (14 per player) representing Robin face down in front of them, the leftmost card on top. The characters that Hood, Little John, Friar Tuck, Maid Marian and Will Scarlet. are going on “Mission” therefore would be found on the top of the pile. - 1 black pawn representing the Sheriff of Nottingham. Note that a player may decide to send no characters out to ambush. In that - 110 cards broken down in the following manner: event, the “Woods” card is placed on top of their pile, so that it will be the 24 “Merry Men” cards of four different colors (6 per player) first card turned over. This action allows a character to escape from prison 28 “Mission” cards (see “Evasion!” Further in the rules). 9 “Ally” cards 49 “Loot” cards - 1 rule booklet Game Setup - The game board is placed in the center of the table. - Each player takes their 14 “hero” pawns as well as their 6 Merry Men cards of the color of their choice. When playing with fewer than 4 players, the unused pawns and cards are put back into the box. Yvon sent Marian and Tuck to oversee the ambush, his three other characters will stay - Each player places one of his pawns on the 0 square of the Popularity in camp this turn. Points Counter. - Each player takes a “gold” card, the other “Loot” cards are then shuffled 3) Springing the ambushes and placed face down on the corresponding game board emplacement space. Each player simultaneously turns over, one by one, their Merry Men cards - The “King Richard”, “Prince John”, “Guy of Gisbourne” and “Bishop of until their “Woods” card is found. All the characters that have been Hereford” cards are separated from the other “Mission” cards. The “King revealed before the revelation of the “Woods” card participate in the Richard” card is placed face up on the emplacement marked with a “III”. ambush. The “Prince John”, “Guy of Gisbourne” and “Bishop of Hereford” cards are For each of the four skills: force (swords), marksmanship (bow), ruse (fox) placed face up as well on the emplacement marked with a “II”. and discretion (mask), the players sum the characters’ values for those - The remaining “Mission” cards are shuffled with the “Ally” cards and placed who were sent on mission. The player who obtains the highest total in an in a draw pile, face down, on the emplacement designated by a “I”. individual skill places one of their pawns on the corresponding symbol. If - The Sheriff pawn is placed on the stairwell leading to the prison cells. two or more players tie, each one places a pawn on the symbol. The Game Turn Each game turn is divided up into eight phases: 1. Mission assignments 2. Ambush preparations 3. Springing the ambushes 4. Discard of unsuccessful missions 5. Resolution of successful missions Yvon 6. Meager Booty 7. Capture of over tenacious outlaws 8.