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.
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
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.
Each player draws 3 cards from their deck.
Draw 1 card from the Prize deck.
Place it in the center of the table between the players.
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.
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.
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.
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.
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.