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SHERWOOD





INTRODUCTION
Card game. Three Decks.
One player is Robin Hood, stealing from the rich to give to the poor.
The other player is the most evil Sheriff of Nottingham.

OBJECT
Accumulate the most victory points by acquiring cards from the Prize Deck.

PRIZE DECK LIST
#	Card Name		Victory Points
1	Peasants		0
6	Fat Merchant		1
5	Tax Collector		2
4	Nobleman		3
1	Tournament		4
1	The Kings Messenger	5
1	Prisoners		6
1	Maid Marion		7
# = Number of such cards in the deck

ROBIN HOOD DECK LIST
#	Card Name		Force Value      Notes
30	Arrows			0
5       Woodsmen                5
10	Merry Men		10
5       Yeomen                  15               Can shoot 2 arrow cards in Arrow Phase
1	Friar Tuck		20
1	The Moor		30
1	Little John		30
1	Sir Ivanhoe		40
1	Robin Hood		50               Can shoot 3 arrow cards in Arrow Phase
5	Heal Wounds		0


SHERWOOD SHERIFF DECK LIST
#	Card Name		Force Value      Notes
10	Crossbow Bolts		0
10      Shieldmen               5                Negates one arrow card in Arrow Phase
10	Guards			10
15      Halberdiers             15       
5	Knights			20
5       Chavaliers              25
1	Sheriff of Nottingham	30
4	Trap			0

SETUP
One player has the Sheriff deck, the other has the Robin Hood deck.
The Prize Deck is placed between them off to one side.
All decks have their own discard piles.
The Sheriff starts with 6 cards.
The Robin Hood player starts with 3 cards.

TURN SEQUENCE
Draw Phase
Prize Phase
Ambush Phase
Arrows Phase
Melee Phase
Victory Phase
Recovery Phase

DRAW PHASE
Each player draws 3 cards from their deck.

PRIZE PHASE
Draw 1 card from the Prize deck.
Place it in the center of the table between the players.

AMBUSH PHASE
Character cards are any cards that have a Force value greater than zero.
Each player selects from his hand which Character cards he wants to participate in the ambush.
A player may choose zero cards, or up to all of the Character cards in his hand.
These cards are placed face down behind a barrier so the other player cannot see them. 
The selected Character cards are called the Combatant cards.
When both players are done with this, the Combatant cards are then simultaneously 
revealed face up on the table.

ARROWS PHASE
Skip this phase if there are no combatants.
The Robin Hood player may play (discard) Arrow cards.
The Sheriff player may play (discard) Crossbow Bolt cards.
A player may play one arrow or bolt card per combatant played in Ambush phase
Each arrow or bolt card played kills one enemy combatant.
Killed Combatants are discarded.
A player decides which of his combatants are killed by enemy arrows or bolts.

MELEE PHASE
Each side adds up the Force values of all of their remaining combatants.
These are known as the Melee totals.
The higher total wins.
All combatants of the loser are discarded.
The winner keeps cards with a total force value equal to the difference between the
winning and losing sides melee totals.
The winner always keeps at least one combatant.
For example: Winner = 70, loser = 50, difference = 20. The winner may keep combatants with a total
melee value of 20 or less, or any one unit, even if it has a force value greater than 20.

VICTORY PHASE
If there are no combatants discard the Prize card and start a new turn. 
If only one player has combatants left, than that player keeps the Prize card.
Each player keeps a Victory pile with the Prize cards they have won.

RECOVERY PHASE
The player who won the Prize card may place his surviving combatants back in his hand.

GAME END & VICTORY DETERMINATION
The game ends when the last Prize card has been won or discarded.
Each Prize card has a Victory point value.
The player with the most Victory points in his pile wins the game.

THE TRAP CARD
The Sheriff player may include this card with his combatants in Ambush Phase.
If used, skip the Arrows Phase and go directly to Melee Phase.

THE HEAL WOUNDS CARD
The Robin Hood player may use these cards in Recovery Phase to put one of his combatants discarded this
turn back into his hand. 

THE TOURNAMENT CARD
If this Prize card is played, skip the Ambush and Melee phases.
The player who plays the most arrows or bolts wins the card.
Such cards are revealed simultaneously. Discard the Tournament if there is a tie.





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