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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 , Gamble Gold, , 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 . 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 , 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, , , and . are going on “Mission” therefore would be found on the top of the pile. - 1 black pawn representing the . 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. Sheriff’s rounds and liberation of prisoners 1) Mission assignments Each person draws Three “Mission” cards are drawn from the “I” pile and are placed “face up” in the order they were drawn, one on each of the three mission emplacements on the edge of the board. The first card is placed in Melissa front of the swords symbol (force), then the bow (marksmanship) and finally followed by the fox (ruse). A card is never placed on the mask symbol (dis- cretion). These cards represent the “Missions” that are to be carried out on the upcoming turn. 2) Ambush preparations Each phase is played simultaneously by all of the players. They must each decide secretly to send zero, one or several characters from their band Steve of Merry Men in order to accomplish the missions for the turn. In order to do this, each player organizes their cards in the following manner, the Yvon (yellow) has let Little John and Will Scarlett’s muscles do the talking and “woods” card is used as a separator: hence wins the force (total value of 8) and marksmanship (total value of 6), this 2 last skill tied with Melissa (blue) who sent Robin on this turn alone (6 in marks- Each town recognizes only one hero. Nevertheless, if the town desired manship). Thanks to the combined teamwork of Marian and Friar Tuck, Steve already possesses an opponent’s hero, it is possible with the help of some (green) is high in ruse (total value of 10) but unfortunately also in discretion (total generosity, to convince the local population to change heroes. If one “gold” value of 9). card is discarded, the player may replace the standing hero pawn (that is returned to their reserve) with one of their own. If the player doesn’t have 4) Discard of unsuccessful missions any gold, this action is obviously impossible. A mission is unsuccessful in two situations Each time a player places a pawn on a town thanks to the “Justice” reward, - Whenever two or more players are tied in an individual skill (there Popularity Points are immediately scored: would be more than one pawn on the same symbol). The “Mission” card or - 1 point for this new town. “Ally” is then placed face up on the following mission sequence emplace- - +1 extra point for each town that the player controls that is connected to ment. In the beginning of the game the card would be placed on the space this new town by an uninterrupted path. marked with a “II”. - +1 extra point if this same network of towns is connected to Nottingham.

- Whenever a player has the highest score for more than one mission Note : on the game board, the towns are organized in alphabetical order, (there are identical pawns on two or more missions). As a rule, a player from top to bottom and from left to right, which makes it easy to find them may only succeed with bravado on one mission per turn. Players that win when consulting a card. more than one must choose the one they prefer and place the other “Mission” cards face up on the following mission sequence emplacement. In the beginning of the game that would be the space marked “II”.

Melissa and Yvon are tied for Marksmanship. The corresponding mission card, an Ally, is placed on the next mission emplacement, the “II”. Both players then recover their pawns. 5) Resolution of successful missions It is now time to resolve the successful missions. The players that suc- ceeded the mission (that still have a pawn on one of the corresponding Yvon chooses the “Justice” reward. He has a choice between two towns one of which is already controlled by Melissa’s heroes. If he decides to sway the people symbols) choose their reward (see below). The successful missions are of Gleadthorpe, he scores 4 points (1 for the town, 2 for Huntingdon and Johnswood resolved one after the other following the order: force, marksmanship, that are connected to it and a last point because Nottingham is linked to this network). then ruse. If he chooses Kirklees it would cost him a gold and he would score 4 points as The “Mission” cards propose in compensation two different types of well, except he would earn the added satisfaction of seeing one of his opponent’s reward for a success. The winner of a mission chooses one or the other strategic positions weakened. A difficult choice… (never both). As soon as a mission is resolved, the card is definitively taken out of the “Reinforcement” Reward game. The players take their pawns back to their pile immediately after The player places a pawn on any free town found in a forest each mission is resolved. (names of the towns written in black). Towns situated in plains (names written in red) are not permitted in a “Reinforcement”. “Justice” Reward A player cannot replace an opponent’s pawn in this manner, A successful player decides to fight the oppressor! He or she even if they were willing and could spend a “gold” card. chooses one of the two towns indicated on the card and places This action awards 1 Popularity Point, that is immediately tallied on the one of their pawns. The player becomes the hero of this town! game board counter. 3 - If this band succeeded one of their missions during the turn, all of the cha- racters that participated in the ambush are immediately thrown into prison. - If this band wasn’t successful, none of the characters that participated in the ambush attempt are captured. Still, the player loses the right to draw a “Loot” card entitled by Meager Booty. If several players have a pawn on the discretion symbol, they all must under- go the chase as described in the rules above and suffer the corresponding consequences.

Attributing Cells The cells are attributed to the players, during their first capture, and are the same for the rest of the game. The attribution of cells starts by the cell the farthest away from the stairwell and moves back progressively along the hallway. To mark which cell has been attributed to each player, the player puts one of their pawns on the door. It stays there until the end of the game. If several players are captured during the same game turn, the attribution of cells takes place in the same order as that of the mission resolution (force, marksmanship, then ruse).

Placement of captured characters The characters of each band are placed in a column, face up, under their cell door. The character placed the farthest away from the door (the character on top of the column when there are more than one prisoner) will be released first, then the next in the column and so on. The player chooses the order that they are placed in the column when they are captured at the same time. This order cannot be changed later under any circumstances. New arrivals are placed behind those that are already Steve chooses the “Reinforcement” reward. He wishes to link the towns of locked away in their cell. and Edwinstowe that he already controls in order to put together the beginnings of a network. He cannot take up shop in Farnsfield because it is a town lying in a plain, neither can he occupy Doncaster that is controlled by Melissa. He settles for Assigning cells when there are 2 or 3 players Annesley, which is empty and nestled in the forest. He immediately scores a point. There are always as many cells available as players in the game. During a game with 2 or 3 players, a pawn of the unused color or colors is placed lying “Robbery” Award down on the cell doors the farthest away from the stairwell. These cells are The player draws 3 “Loot” cards and puts them in their hand not used in the game. without showing them to the opponents. You will find more details on the “Loot” cards further on in the rules. 8) Sheriff’s rounds and liberation of prisoners On the final phase of the game turn, the Sheriff makes a round. At the end of Ally (New Character) the first turn, the Sheriff pawn is moved in front of the first cell door (the clo- Allies are supplementary characters (on grey backgrounds) that are suscep- sest to the stairwell). The Sheriff then advances, on each new turn, to the next tible to join a player’s band of outlaws. The “Ally” cards are shuffled in at the cell. After visiting the last cell (the cell the farthest away from the stairwell), he beginning of the game with the “Mission” cards and are won in the same way returns directly to the first and starts his round again (he doesn’t ever return as normal “Missions”. The only difference being that when a player wins an to the stairwell space where he started at the beginning of the game). Ally, the Ally is added to their band of Merry Men. From that point on the Ally For 2 or 3 player games, the Sheriff ends his round on the last cell in service can be sent on ambushes just like any of their other characters. (and doesn’t continue through the unused cells). When a player wins the services of an “Ally” 1 Popularity Point is immedia- tely scored. Freeing Prisoners Each ally has a particular trait. They are detailed further on in the rules. The Sheriff automatically frees the prisoner that is the farthest away from the cell door in front of which he stands. The character is returned 6) Meager Booty to the hand of the controlling player. It is still possible to free the next queuing prisoners through a little corruption! A player that sent at least one character out to ambush but was unsuccess- - 1 “gold” card is paid (and discarded) to free an extra prisoner (making ful on all of the missions, draws one “Loot” card and adds it to their hand. for two total). Note, a player isn’t awarded a Meager Booty if they were spotted by the Sheriff - 3 “gold” cards are paid (and discarded) to free two extra prisoners because of a lack of discretion. This is remarked when they have a pawn on the (making for three total characters returned to their owner’s hand). “mask” symbol (see below). The character that is the farthest away from the cell door is always freed 7) Capture of over tenacious outlaws first, and so on to the next. The Sheriff only frees characters present Now, the Sheriff rounds up his guards in pursuit of the band with the highest behind the cell door in front of which he stands. The other players must discretion total, meaning those who have a pawn on the “mask” symbol. wait their turn on his rounds in order to free their characters. 4 will include three special cards, the ‘Bishop of Hereford”, “Guy of Gisbourne” and “Prince John” as well as the missions and allies that were unsuccessful or were not chosen when a player won more than one mission during the first set. The cards are shuffled and placed face down in a draw pile on the “II” emplacement. The game continues again as normal. Thereafter, the missions that are unsuccessful or not chosen are placed face up on the “III” emplacement in preparation for the third set (where the “King Richard” card is already waiting), except for the Ally cards that are definitively lost if not claimed by a player in set two.

The third set As soon as the draw pile for set “II” is finished, the missions present on the “III” emplacement are shuffled and placed face down to form the final draw pile. This often happens at the end of set II when the mission cards are being dealt to provide three missions. In this event, the new “III” pile is immediately used to fill in the final missions for the current turn (last turn of set II). During the third set, the unsuccessful and ‘unchosen’ missions are removed from the game.

Returns to Melissa’s hand.

On this turn, Yvon and Melissa have both thrown caution to the wind, the one as much as the other. Fortunately for Melissa, she didn’t succeed on any of the missions: she therefore takes her Little John back up in her hand. This isn’t the case for Yann who will have to serve prison time. His cell is the closest to the stairwell and Friar Tuck is already rotting away there. Yvon places his newly captured characters under the monk, in the order of his choice. The Sheriff is currently in front of Melissa’s cell door. The last cell door isn’t attributed because this is a 3 player game, so the Sheriff restarts his round at the beginning, hence he moves in front of Yvon’s cell door. The Sheriff automatically frees the prisoner the farthest away from the door: Friar Tuck hobbles out of prison com- plaining that the food was terrible. Under the table, Yvon pays 1 “gold” in order to liberate the next prisoner as well. Marian springs joyously out of her cell. Yvon takes both cards back up into his hand. Will Scarlet will have to wait for the next time the Sheriff comes around to his player’s cell door…

Escape! It is possible to break your characters out of prison without waiting for the It’s the end of the second set because the pile on the “II” emplacement is empty. Sheriff to come knocking at your door: you must escape. In order to orga- One more mission is necessary to complete the turn. The cards were discarded to nize a breakout, the player need only send no characters on an ambush the “III” emplacement, along with King Richard, are shuffled and placed face down during a turn (the “Woods” card would be placed on top of the Ambush in a new draw pile on the same space. The card on top is drawn and placed face preparation pile so that it is turned over first). As soon as the cards are up on the ruse symbol. If this card would happen to be “King John”, it’s the last revealed, the players that opted for an escape take back up into their turn of the game as explained hereafter. A very short third set indeed. hands their character that is the farthest away from the cell door. An escape does not allow a player to free more than one character, even End of the game if they are willing and able to pay gold. Choosing to organize a breakout Whenever “King Richard” is drawn the end of the game is proclaimed. does not qualify the player for a Meager Booty “Loot” card either. “King Richard” is considered to be a mission and is placed normally in front of one of the three symbols (force, marksmanship or ruse as the draw would have it). If “King Richard” is placed in front of force or marks- Succession of sets and end of the game manship, one or two more cards are drawn in order to make for a com- A game of Sherwood is played in three sets, that correspond to the three plete offer of missions for the turn. If there are no longer any missions “Mission” card emplacements indicated on the game board. available, the players affront one another for this final turn for just “King Richard” or for the king and the final mission remaining. The Second Set This last turn takes place just like any turn with three exceptions: When all of the cards placed on the “I” emplacement have been played, - the player who wins the “King Richard” card places it in front of them. Its the game continues with those now found on the “II” emplacement. These reward will be counted at the end of the game count (see below). 5 - the player or players who showed the most indiscretion do not send their and Steve won the ruse while ending up also being the least discrete. The missions players to the prison, but leave their pawn on the mask symbol: they will be are resolved in order as per normal. penalized during the final tally. Yvon decides to take Mansfield. He spends a gold and replaces Melissa’s pawn with - No Meager Booty card is awarded during this turn. one of his own. He scores 3 Popularity Points which brings him up to 18 total. Melissa is happy to put her “King Richard” card down in front of her, patiently awaiting the final tally. Steve makes off with Johnswood by spending a gold and immediately sco- The Final Tally res 7 Popularity Points which brings his total score up to 26. A final tally of Popularity Points takes place after the final turn in the following order. - the good King Richard rewards the player that won his card with the city of Nottingham as a fief. This awards the player a number of points equal to their longest network of towns (1 point per town, plus 1 extra point if the network is connected to Nottingham) the total multiplied by 1.5 (rounded up to the next highest integer). - all the players (including the player that won “King Richard”) score a number of points equal to their longest network; 1 point for each town but without the extra point for Nottingham because this city now belongs to a player. The owner of Nottingham, though, does gain an extra point if his or her longest network is connected to the city. - the player that made the most noise and ended up with the highest discre- tion score (and hence has a pawn on the “mask” symbol) loses a number of points equal to their longest network, meaning 1 point per town (again the connection to Nottingham is not counted unless it is the player that had won the “King Richard” mission card). If several players were tied for indiscretion they all suffer this penalty.

The Winner The winner is the player that has the most Popularity Points at the end of the final tally. In the event of a tie, the player amongst the tied who possesses the longest network is declared the winner (Nottingham would count for a player who won the king). If there is still a tie, the players who tie win.

Now its time for the final tally. Melissa scores 6 points for her “King Richard” card (4x1.5 rounded up to the next highest integer) bringing her total to 25 points. Then each player scores one time their longest network; Yvon and Steve don’t take into account their connections to Nottingham (Melissa would have been able to count it if her longest network included Nottingham, but alas, it doesn’t). Yvon scores 4 points for a total of 22; Steve scores 6 points for a total of 32. Melissa, for her part scores 4 supplementary points for a total of 27. Finally, Steve pays heavily for his lack of discretion on the final turn: he loses the equivalent of his longest network (still not including the connection to Nottingham), for a total penalty of 6 points and drops back down to 26 points. Melissa is ecstatic: in spite of the loss of Mansfield on the final turn, she wins by a hair. Special Missions The three special missions that are added to the second set (“Prince John”, “Guy of Gisbourne” and “Bishop of Hereford”) allow players to win substantial rewards. They still follow the same rules as ordinary missions in all other respects.

- « Prince John » : the “Justice” reward allows the player to take two towns rather than only one. As per normal, paying one or two golds in this case allows the player to replace an opponent occupying pawn (this makes it possi- ble to do it twice). The “Reinforcement” reward allows two empty forest towns or one empty plain town to be taken. As per normal, “reinforcements” The “King Richard” card has been revealed, it’s the last turn. After the resolution cannot be used to win over a village that is already occupied. of ambushes, Melissa won the “King Richard” card, Yvon won the force mission, 6 - « Guy of Gisbourne » : the “Justice” reward allows the player to take two towns rather than only one. As per normal, paying one or two golds in this case allows the player to replace an opponent occupied pawn (this makes it possible to do it twice). The “Booty” reward allows one to draw 5 “Loot” cards rather the normal 3.

- « Bishop of Hereford » : The “Booty” reward allows Yvon sends several powerful characters out for an ambush. Aware of their notorious lack of discretion, he attempts to counter this handicap by providing them with a one to draw 5 “Loot” cards rather than the normal 3. The cart full of straw. Their discretion is decreased from 11 to 8 thanks in part as well “Reinforcement” reward allows two empty forest towns or by Friar Tuck’s particularity (see below). one empty plain town to be taken. As per normal, “reinfor- cements” cannot be used to win over a village that is already occupied. Merry Men Cards

“Loot” cards Friar Tuck The “Loot” cards are broken down into three categories and are discarded Friar Tuck is the only character of the starting band to possess after use. If they run short during a game, the discard pile is reshuffled to a particularity. This gentle and round monk eats a double portion. form a new draw pile. Because of that, he counts for two when using a Group Loot card in an ambush when he is present. The bonus gained by Gold the Group Loot card is counted twice for Friar Tuck (see example As explained above in the rules, gold allows one to bribe the above). Sheriff in order to free a greater number of characters from prison. It also permits one to sway townspeople to change heroes and replace an opponent’s pawn with the new heroes won through the “Justice” reward. It also allows one to provide certain Merry Men Alan-a-Dale Allies with the motivation necessary to call upon their particular As reigning bard, Alan-a-Dale has a knack for motivating the talents (see Merry Men cards below). troops. If Alan participates in a successful mission and the player chooses the “Justice” reward, the player scores 1 extra Personal Loot (the hand symbol) Popularity Point. Players may attribute, during the preparation of an ambush, one (and only one) Personal Loot card per character participating in an ambush. The card is placed immediately after the concerned character. Clorinda queen of sheperdesses One can therefore use as many Personal Loot cards as there are characters Beautiful but a loner, Clorinda avoids all collective group participating in the ambush. actions. It is not possible to send her into an ambush using a The Personal Loot cards increase a skill: force, marksmanship or ruse for a Group Loot card. character by +4, or decrease their discretion by -2.

David of Doncaster This young man is particularly crafty with the odd object! If given a Personal Loot card during an ambush, the effect of the item is doubled.

Steve decides to pull out all of the stops on a marksmanship mission: his total value is 12.

Group Loot (the triple Robins symbol) The players may attribute during the preparation of an ambush, one (and only one) Group Loot card to the band participating With an axe, David’s force increases immediatly to 9. A very respectful particulariy… on the ambush. The use of a Group Loot card disallows the use of Personal Loot cards. One must make a choice: either improving the entire group Much the miller’s son or individually improving the separate characters. The little Much is a gifted thief. If he is present on a successful A Group Loot card increases all characters force, marksmanship or mission and the “Robbery” reward is chosen, the player draws ruse by 2 points, or decreases each character’s discretion by -1. two extra “Loot” cards.

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