Gamehelpagestofrobinhood
Dice Values
In a Rob attempt:
- White die in Submissive (and Passive) Parishes and Nottingham (die faces are -2, -1, -1, 0, 1, 2).
- Green die in Revolting Parishes and Forests (die faces are -1, -1, 0, 1, 2, 3).
Royal Inspection Procedure
Unrest Phase
One Carriage is moved if possible.
Shift Royal Favour as follows:
- 5 - 7 Submissive Parishes: 1 step towards Order.
- 3 - 4 Submissive Parishes: 1 step towards Justice.
- 1 - 2 Submissive Parishes: 2 steps towards Justice.
- 0 Submissive Parishes: 3 steps towards Justice.
Check for Game End
- First two Royal Inspections: 5 + Justice or Order immediately ends game.
- Last Royal Inspection: Final position determines winner.
Mischief
Robin Hood:
- Gains 1 Shilling for each Camp in a Forest (including Ollerton Hill)
- May conduct a single Rob Plot followed by a Donate Deed in up to two spaces.
- Returns half (rounded down) of the Merry Men in Prison to Available Forces (can include Robin Hood if imprisoned).
Governance
Sheriff:
- Gains 1 Shilling for each Submissive space (including Nottingham).
- Removes half (rounded down) of the Henchmen in each Revolting space to Available Forces.
- Sets any Revolting Parish where Henchmen still outnumber Merry Men to Submissive.
Redeployment
Sheriff:
- Must move any Henchmen in Revolting Parishes and Forests to Submissive spaces.
- May move any other Henchmen to Nottingham.
- Returns all Used Carriages to Available Forces.
Robin Hood:
- Merry Men on the map are flipped to Hidden.
- Merry Men in Submissive Parishes must be moved to any Forest, or to a Parish with a Camp (even if Submissive).
- Any other Merry Men may either stay where they are or may be moved to a Forest or a Parish with a Camp.
- If Robin Hood piece is in Available Forces, place it in any Forest.
- Unless Robin Hood is in Prison, player may secretly swap the Robin Hood piece with any other Merry Man on the map.
Robin Hood always starts new Ballad as First Eligible Player.