Friday, October 29, 2010

Sherwood rules

The following are the rules for the game I submitted for the September BGDF design showdown.  The restrictions were that it had to have a Robin Hood theme and that it had to have two mini-games.  I didn't place 1st or 2nd, but I have no idea how I did other than that.  Only one guy has posted a critique of the games other than me, and the vote tallies weren't shared, so I have nearly no feedback to go on.  I was pretty excited about the game, and I thought it captured the challenge goals pretty well. Let me know what you think.


(c) 2010 by Dave Dobson
For 2-4 players

Object: You are competing to join Robin Hood’s band of rogues. Robin prepares a contest: be the first to steal 8 shillings worth of loot and return it to the Outlaw Camp, and he’ll accept you into his band.

  • Game Board - contains normal spaces (white circles), Sherriff’s Guard spaces (red circles), and special spaces (Outlaw Camp, Chapel, Castle, Village, Archery Range)
  • 8 Merry Man Tokens per player
  • 16 Movement Tiles in 4 denominations
  • 1 Movement Base circle
  • 4 Movement Tile Markers per player
  • 5 Gambling Tokens per player
  • 2 Cart Markers per player
  • 15 Loot Tokens in 3 denominations
  • 15 Arrow Tokens
Setup: Place the Loot tokens as follows:
  • Chapel: 2 x 1 shilling, 3 x 2 shilling
  • Castle: 5 x 3 shilling
  • Village: 3 x 1 shilling, 2 x 2 shilling
Each player starts with 3 Merry Men and 1 Cart in the Outlaw Camp. Place the other resources in reserve off the board. Each player also gets 3 arrow tokens.
Set up the Movement Minigame to one side. Build a pyramid of four movement tiles numbered 1-4, with the 1-space tile touching the Movement Base Circle as shown in the Movement Minigame image below. Make one pyramid for each player playing.

Turn Order: The game plays as follows:
1) Gambling Minigame – each player has five gambling tokens with five different characters on them as shown:[Gambling Minigame image goes here] Each player chooses one character in secret. All players reveal their choices. If your character is not beaten by any other, you get the prize indicated. New carts and men are placed on the Outlaw Camp. Movement Tiles are chosen from the Movement Minigame.
The Gambling Minigame also determines move order, with the lowest numbered token going first. If there are ties, the player with the least treasure goes first. If there are still ties, the player who moved later in the previous turn goes first. On the very first turn, the player with the longest criminal record goes first.

2) Movement Minigame – on his or her turn, a player claims one movement tile by playing a movement tile marker on an unclaimed movement tiles. The player may only claim a tile if it is touching the Movement Base Circle OR if it is touching a tile he or she has already claimed. For example, on his first turn, a player can claim a #1 movement tile that touches the Base Circle. On his second turn, he can claim the #2 tile touching the #1 tile, or he could claim a second #1 tile.

3) Movement – Once all players have made their moves in the Movement Minigame, they may collect movement tiles and make moves. If a player elects to collect his claimed movement tiles, he takes all the movement tiles he has marked. If this leaves any unclaimed movement tiles unconnected to any other tiles, the player to the left of the current player MUST shift these movement tiles so that they either (1) touch the Movement Base Circle or (2) touch two other movement tiles in the Movement Minigame. The tiles can have any orientation provided they obey the placement rules.

Players spend movement tiles to move pieces. A player may play one movement tile per turn. When a player plays a movement tile, he may move each of his men up to the number of spaces shown on the movement tile. Multiple men may be stacked on the same space.

Sherriff’s Guard – a player must play an arrow token or discard a man token to enter a red guard space. Similarly, if a player wishes to move a man onto a space with another player’s man, he must play an arrow token or sacrifice a man token.

Cart Movement – Carts can only move with a man. They move one space less than the move tile played (so they cannot move at all on a 1-space tile).

When a player plays a movement tile, the player to his left returns the tile to the Movement Minigame in any legal position as above (i.e. touching the Base Circle or touching two other movement tiles).

When all players have moved, start over with the gambling minigame.
Treasures: A man entering a space containing loot may collect one loot counter. A man can carry loot worth 1 shilling. He needs a cart to carry loot worth 2 or 3 shillings. Players score loot by bringing it back to the Outlaw Camp. Men and carts cannot carry multiple treasures at once.

Archery Range: When a man enters the Archery Range, the player collects two arrow tokens. A given man cannot collect more arrows until he visits the Outlaw Camp again.

Winning: The first player to return a total value of 8 shillings of loot to the outlaw camp wins.

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