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Meeple University Guide to Robin Hood and the Merry Men

Meeple University Guide to Robin Hood and the Merry Men

Meeple University Guide to and the Merry Men

MERRY MEN PHASE 3. Guy of Gisborne (breastplate icon) 11. Free prisoners (tower icon) Take income, then place meeples one at a time - Remove closest barricade to the castle (return to player's lair) - Spend distraction tokens, roll two skill dice per token Two types of actions: active (stronger) and passive (weaker). - Advance carriage to castle if it is now unimpeded (see below) - Free prisoners based on number of successes (see below) Active meeples in hideouts, passive meeples in main area. - Gain rewards from Sheriff's stash (see below) No passive action for construction yard or crusade. 4. Prince John (crown icon) - Return Merry Men to owner; gain VP if belongs to opponent - Remove pennies equal to barricades (including the printed one) • From Prison I, needs 1 success, earn 2VP and 1 reward

To take active action, play matching card from hand /passive pile • From Prison II, needs 2 successes, earn 3VP and 2 rewards To take passive action, play any card from hand to passive pile 5. Activate a road (carriage icon) - Advance all carriages one barricade • From Prison III, needs 3 successes, earn 4VP and 3 rewards Passive pile max 6 cards (can discard), worth VP at end game - Add carriage to the head of the road 12. Archery competition (target icon) 1-5. Gathering sites (circular shield icons) - If carriage enters castle: - Roll skill dice per the level, gain pennies for each success - Take resource matching the site • Place carriage upright on the lot (top to bottom, left to right) - Can attempt each level in sequence until suffering one failure - Cannot hold more than four weapon dice at any time • Pay pennies from the road per the space covered - No additional penalty for failure

- If carriage lot fills: 6. Town square (circular shield with fountain icon) • Return carriages back in bag 13. Purchase weapons (sword icon) - Roll black dice equal to arrows, aim for one success • Activate roads equal to number of robbed carriages (laid flat) - Any number of purchases at the exchange rate shown - If successful take loot tokens (return to bag) or push your luck • Start with richest road (tie: most barricades, fewest carriages) - Can freely swap weapon dice for others from the supply - If unsuccessful: Prison I + fine; or Prison II • All roads activate once before the richest activates again - Fine = any one resource, distraction token or penny 14. Village (houses icon) HERO ACTIONS - Pay pennies back to the supply (not to the roads) 7. Construction yard (hammer icon) Move to a space and perform its action. - Remove one guard from the village track per two pennies - Pay to construct trap (first unguarded hideout in an area) OR Take two moves. Cannot stay in the same place between moves. - Gain 2VP per guard removed - Pay to construct barricade (closest unbarricaded location) Can occupy spaces with other heroes. - May only build the structure shown on the active card played END OF ROUND - Pay resources to the supply, pennies to a road of your choice 1-4. Roads (flag with N/S/E/W letter) 1. Use ransom tile - Unlocks income - Ambush carriage using at least two matching dice - May use each half of the ransom tile once - Roll dice and score at least one hit to succeed - May not use a single half of a ransom tile twice 8. Sending an envoy (letter seal icon) - Can spend distraction tokens to reroll 2. Advance prisoners (not at end of game) - Pay to send an envoy to the - If successful: 3. New arrests go to Prison I - Resources/dice to the supply, pennies to a road of your choice • +1 reputation 4. Return heroes and merry men (except prisoners and envoys) - Scores endgame VP and unlocks one endgame bonus card • Return all dice used in ambush 5. Fill hideout with merry men from training grounds - Envoy meeples do not return • Place carriage (laid flat) on the lot and claim reward on the 6. If fewer than 2 merry men left, free one prisoner and lose 5VP right 7. Discard active merry men cards HERO PHASE • +2VP to the owner of each barricade on the road 8. Discard merry men cards from hand as desired, then draw to 4 Draft two weapons (first to last, then last to first). • Ambush another carriage if able 9. Return villains to the castle Players with four weapon dice do not draft. - If unsuccessful, keep the dice 10. Draw new ransom tile Each player takes a full turn: 1×villain card, then 2×hero moves 11. First player marker moves clockwise 5-10. Gathering sites 12. Advance round marker VILLAIN CARD EFFECTS - Choose guard to fight using at least one die matching the site Villain moves to hero: pay distraction token or flip card for a turn - Roll dice and score at least one hit to succeed END OF GAME Hero moves to villain: pay distraction token or cannot take the - Can spend distraction tokens to reroll + VP for envoys, traps and barricades, based on reputation action - If successful: + 5VP for reaching end of reputation track • +1 reputation + VP for King Richard cards 1. Placing a guard.(guard helmet icon) • Return dice used in fight + 1VP per three leftover possessions - Place in top hide-out space w/o a guard, or on the village track • Remove guard from the board + 1VP per unransomed guard - If trapped, return trap and guard to the player's lair • If you free a Merry Man from arrest: + VP printed on passive merry men cards - If it arrests Merry Man, owner pays a fine to the site; or Prison I - Take the fine into your supply + VP for sets of passive merry men cards (2/3/4/5=3/6/10/15VP)

2. Sheriff of (gold star icon) - +1VP if it belongs to another player – Lose 1/2/3/4VP for Prison I/II/III/hanged prisoners - Place in main area (no effect on merry men in the site) • Fight another guard if able - Place two guards as above • If you killed the last guard, gain the passive bonus of the site - If unsuccessful, keep dice

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