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Nekonyancer

Let's learn how to play A Gest of Robin Hood!

Tips:

• You can press the SPACE key to make the tutorial progress instead of using buttons.

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This tutorial exists thanks to: Nekonyancer
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Nekonyancer[img]https://x.boardgamearena.net/data/tutorials/img67a1ca182cb8f6.53964356.jpg[/img] The Sheriff of Nottingham and his brutal henchmen are levying unfair taxes on the common folk! Robin Hood and his Merry Men will do everything they can to rally the people against him and the greedy Prince John! [green][tip] This tutorial is best viewed on a computer![/green]1maintitlebar_content000gest_shillings_counter_92143487 aHR0cHM6Ly94LmJvYXJkZ2FtZWFyZW5hLm5ldC9kYXRhL3R1dG9yaWFscy9pbWc2N2ExY2ExOGUzNTExMi4wNjM0NjcxNi5qcGc=/-898/-140
NekonyancerIn *A Gest of Robin Hood,* two players will take the roles of [green]Robin Hood[/green] and the [blue]Sheriff of Nottingham[/blue] as they fight for control of Nottinghamshire. Robin Hood and his Merry Men will continuously incite revolt in various parishes while the Sheriff forces them into submission. At the same time, they will champion the opposing ideals of *Justice* and *Order.*2maintitlebar_content000
NekonyancerThese ideals are featured on the Royal Favour track, which covers the left side of the main board. [img]https://x.boardgamearena.net/data/tutorials/img67a1ca19a9bf69.28969984.jpg[/img] At the end of the game, if the [red]*Royal Favour tracker*[/red] is on the [green]Justice side, Robin Hood wins![/green] [blue]If not, the Sheriff wins![/blue]3pagemaintitletext000
NekonyancerBefore we continue with the tutorial, click on the [blue]*gears*[/blue] in the top-right corner of your screen. I recommend setting *"Two column layout"* to *"Enabled."* You can also change the *column sizes* and *card sizes* to suit your preferences. Once you exit the menu, your screen should look something like this... [img]https://x.boardgamearena.net/data/tutorials/img691d4b959f43e8.41797388.jpg[/img]4show_settings000info_panel_buttons 2
Nekonyancer[green]In this tutorial, we'll be playing as Robin Hood.[/green] At the beginning of the game, the Robin Hood player must place Robin Hood and three Merry Men on three spaces on the board: *Shire Wood, Southwell Forest,* and *Remston.* We can split them however we like.5pagemaintitletext000
Nekonyancer*Shire Wood, Southwell Forest,* and *Remston* are currently highlighted in *yellow,* so it should be easy to find them. As their names imply, Shire Wood and Southwell Forest are *forests.* The Sheriff player will spend a lot of time trying to capture our Merry Men. It is much more difficult for him to do so in Forest spaces! Remston is a *Parish* - one of the spaces we're fighting over. 6pagemaintitletext000
Nekonyancer[green]Let's place our men![/green] *1.* Click *once* on *Shire Wood* to place Robin Hood. *2.* Click *three* times on *Southwell Forest* to place our other three Merry men. Ignore the error. Click on *continue.*7pagemaintitletext000
NekonyancerOkay, check it out. Each of our men has two sides: a *hidden* side and a *revealed* side. [img]https://x.boardgamearena.net/data/tutorials/img67a1ca1b497205.43035746.jpg[/img] Right now, each of our men has their feather-side down, indicating that they are *hidden.*1merryMen_4-back67997f25daa7400
NekonyancerOur Robin Hood piece is very similar, but it has the initials [green]*"R.H."*[/green] on its revealed side instead of a feather. [img]https://x.boardgamearena.net/data/tutorials/img67a1ca1c09dc38.72242923.jpg[/img]2RobinHood-back67997f25daa7400
NekonyancerHe appears [red]red[/red] on the board, but only to us. To the Sheriff, he is as green as any Merry Man. He can see that we have one man in Shire Wood and three in Southwell Forest, but he can't tell which one is Robin Hood!3RobinHood-back67997f25daa7400
NekonyancerBy the way, the three Merry Men we placed came from a limited supply. As you can see, we have [red]*7 men*[/red] left!4gest_merryMen_counter_11941354_icon67997f25daa7400gest_merryMen_counter_11941354 1
NekonyancerNow that we've placed Robin Hood and our first three Merry Men, we can start the game. If you *scroll down,* you'll find a [green]*green token*[/green] and a [blue]*blue token*[/blue] in the bottom-right corner of the main board, representing Robin Hood and the Sheriff. [img]https://x.boardgamearena.net/data/tutorials/img67a1ca1cb8b492.29118393.jpg[/img]1maintitlebar_content67997f3f87eff00initiativeTrack_firstEligible 3 initiativeTrack_secondEligible 2
NekonyancerIn each round, the two players must move their token to one of the [red]*three spaces above*[/red] to trigger actions. The token on the *left* always goes first, and in the first round of the game, it will always be Robin Hood.2initiativeTrack_secondEligible67997f3f87eff00initiativeTrack_singlePlot_select 1 initiativeTrack_event_select 1 initiativeTrack_plotsAndDeeds_select 1
NekonyancerAs you can see, the three spaces are labeled... [red]*• Single Plot*[/red] [blue]*• Event*[/blue] [green]*• Plots & Deeds*[/green] We'll start with Single Plot. *Click on [red]Single Plot![/red] Click on [blue]"Confirm"[/blue] at the top!*3initiativeTrack_plotsAndDeeds_select67997f3f87eff10initiativeTrack_singlePlot_select 1 initiativeTrack_event_select 2 initiativeTrack_plotsAndDeeds_select 3
NekonyancerOkay, now we can execute a *plot!* We have three options. If you enabled the two-column layout like I told you to, they should be on the right side of your screen right now, *highlighted in yellow.* If not, you might need to scroll down to find them. If the text is too small to read, feel free to adjust the *column sizes* in the [blue]*menu.*[/blue]1maintitlebar_content67997f519d0ed00gest_events_deck 10 gest_travellers_deck 10 gest_plot_deed_info_turncoat 15 gest_plot_deed_info_donate 15 gest_plot_deed_info_swashbuckle 15 info_panel_buttons 2
NekonyancerOur three available plots are... [red]*• Recruit*[/red] (get more Merry Men). [blue]*• Sneak*[/blue] (move and hide our Men). [green]*• Rob*[/green] (get money). We'll start with the [red]*Recruit*[/red] action. *Click on [red]Recruit![/red] [blue]Confirm![/blue]* Don't worry about the error. Just *continue* instead.2maintitlebar_content67997f519d0ed00RECRUIT_btn 1 SNEAK_btn 2 ROB_btn 3 gest_plot_deed_info_recruit 1 gest_plot_deed_info_sneak 2 gest_plot_deed_info_rob 3
NekonyancerOkay! The first step in recruiting is selecting a *non-submissive space.* You've probably already noticed that most parishes are marked as [blue]*submissive.*[/blue] [img]https://x.boardgamearena.net/data/tutorials/img67a1ca1d785f36.13185487.jpg[/img] The only exception is *Remston,* which starts the game in [red]*revolt.*[/red] [img]https://x.boardgamearena.net/data/tutorials/img67a1ca1e31bde5.01496860.jpg[/img]1maintitlebar_content67997f565185e00
NekonyancerLooks like our only non-submissive options are *Remston* or one of the *Forests,* which are not populated enough to have a submissive/revolting status. [green]After we pick a space, we can perform one of the following actions:[/green] • Place 1 Merry Man. • Place 2 Merry Men IF the space has a *camp.* • Replace 1 Merry Man with a *camp.* A camp: [img]https://x.boardgamearena.net/data/tutorials/img67a1ca1ee7a4d0.67997375.jpg[/img]2maintitlebar_content67997f565185e00
NekonyancerWe started the game with a camp in Shire Wood, so let's recruit there! *1.* Click on *Shire Wood.* *2.* Click on *"Place 🟩 🟩"* at the top. *3. [blue]Confirm![/blue]* .... continue instead.3maintitlebar_content67997f565185e00
Nekonyancer*Great!* That action cost us 1 Shilling. Since we used the [red]*Single Plot*[/red] space, that's all we can do for now. If we had used the [green]*Plots & Deeds*[/green] space instead, we could have performed the Recruit action in up to two additional locations, paying another 1 Shilling for each.1maintitlebar_content67997f5a7c33a00initiativeTrack_singlePlot 1 initiativeTrack_plotsAndDeeds 3
Nekonyancer[blue]A couple more notes about Camps before we move on.[/blue] Whenever we place a Camp, we will pull the Royal Favour tracker one space toward *Justice.* Whenever the Sheriff disperses a camp, he pulls the tracker one space toward *Order.*2camp_5-front67997f5a7c33a00
NekonyancerFortunately, dispersing a camp is no simple task. The Sheriff can only do so after *capturing* all the Merry Men in an area. As long as we're careful with our men, he can't touch our camps! [blue]We'll learn more about capturing later. For now, let's watch the Sheriff take his first turn![/blue]3maintitlebar_content67997f5a7c33a00
NekonyancerThe Sheriff selected [green]*Plots and Deeds!*[/green] The Sheriff's [red]*plots*[/red] and [blue]*deeds*[/blue] are different from our own. You might need to *scroll down* a little to see them.1maintitlebar_content67997f6cdc59e00initiativeTrack_plotsAndDeeds 3 gest_plot_deed_info_hire 1 gest_plot_deed_info_patrol 1 gest_plot_deed_info_capture 1 gest_plot_deed_info_ride 2 gest_plot_deed_info_confiscate 2 gest_plot_deed_info_disperse 2
NekonyancerThey decided to use the *Hire* plot, which is similar to our own *Recruit* plot. [green]They can pay 2 Shillings to do one of the following:[/green] • Place 2 Henchmen in a [blue]*submissive*[/blue] parish. • Place 4 Henchmen in *Nottingham.* • If there are more Henchmen than Merry men in a [red]*revolting*[/red] parish, change the parish to [blue]*submissive.*[/blue]1maintitlebar_content67997f7c42f8500
NekonyancerOkay, they paid 2 Shillings to place 2 more Henchmen in Bingham. But their Hire action isn't over! Since they're using the [green]*Plots and Deeds*[/green] space instead of the [red]*Single Plot*[/red] space, they can replicate this action up to 2 more times in other spaces!1henchmen_16-front67997f8e5578400initiativeTrack_singlePlot 1 initiativeTrack_plotsAndDeeds 3
NekonyancerThey paid an additional 2 Shillings to place 4 Henchmen in *Nottingham!* Nottingham is the capital of Nottinghamshire and the seat of our opponent's power, so it is always [blue]*submissive.*[/blue] However, it counts as neither a *Parish* nor a *Forest.*1henchmen_8-front67997f98a671800
NekonyancerOur opponent decided to forego their remaining Hire action and move on to a *Deed.* They selected *Confiscate,* which allows them to place one of their available carriage tokens in a [blue]*submissive*[/blue] Parish and change it to [red]*revolting.*[/red] This action represents the seizure of local wealth, which is then prepared for transport to Nottingham. [red]It makes the locals angry![/red]1maintitlebar_content67997fa374d8300
NekonyancerOkay, he placed one carriage in Mansfield and set Mansfield to [red]*Revolting.*[/red] He can repeat this action if he likes, but it would have to be in a different *Parish.*1force_1-back67997fad160be00
Nekonyancer[red]They placed another Carriage in Bingham![/red] These Carriages will slowly make their way to *Nottingham.* If they reach their destination, the Sheriff will gain shillings and 1 movement toward *Order* on the Royal Favour track. But don't worry. We'll get an opportunity to *rob* them before they get there!1force_2-back67997fb2dde4d00force_2 1
Nekonyancer[green]Okay, that's the end of the first round![/green] At the end of each round, two things occur: *1.* The two player tokens are *reset.* Whichever token was further to the left will move to the [red]*First Eligible*[/red] space. The other will move to the [blue]*Second Eligible*[/blue] space. *2.* A new *Event* will be revealed from the Event Deck. I'll explain Events later.2maintitlebar_content67997fb2dde4d00initiativeTrack_firstEligible 1 initiativeTrack_secondEligible 2
NekonyancerIn this case, our player token is further to the left than the Sheriff's, so it will move to the [red]*First Eligible*[/red] space, allowing us to act first next round! [img]https://x.boardgamearena.net/data/tutorials/img67a1ca1fa1a7f6.46011371.jpg[/img]3maintitlebar_content67997fb2dde4d00
NekonyancerIf you look closely at the top-left corner of each *Event card,* you'll find a *carriage icon* with a number (0/1/2). Before players move their tokens to take actions, the Sheriff must move *0/1/2* carriages one space toward Nottingham.1Event21-front67997fbd54ab000
NekonyancerIn this case, the Event card has a *2* on it, so our opponent must move both of their carriages. [img]https://x.boardgamearena.net/data/tutorials/img691d4b95df4534.85735289.jpg[/img]2Event21-front67997fbd54ab000
NekonyancerOffroad suspension was not a standard feature in the 1100s, so the Sheriff's carriages will have to stick to well-travelled *roads* as they move toward Nottingham.3force_1-back67997fbd54ab000
NekonyancerThat means the carriage in Mansfield can't move into Nottingham this turn, even though the two spaces are next to each other. Instead, it will have to move through *Shire Wood.* [img]https://x.boardgamearena.net/data/tutorials/img67a1ca21178333.99596180.jpg[/img] I'm sure nothing bad will happen to it there.4merryMen_10-back67997fbd54ab000
NekonyancerWhen carriages move, the Sheriff may move one Henchman along with it as an *escort.* [green]Let's see what he decides to do...[/green]5force_1-back67997fbd54ab000
NekonyancerThe Sheriff sent an escort with both carriages. With carriage movement taken care of, we'll move onto our actions! Just like last round, we are the [red]*First Eligible*[/red] player. Let's try something more substantial this time. *1.* Click on [green]*Plots & Deeds.*[/green] *2. [blue]Confirm![/blue]*1maintitlebar_content67997fd364c7c10plotsAndDeeds_select 3 initiativeTrack_plotsAndDeeds_select 3 initiativeTrack_firstEligible 1
NekonyancerOkay, now we have to choose a *Plot.* Again, our options are *Recruit, Sneak,* and *Rob.* You already know what we're going to do, don't you? ;) *Click on [green]Rob![/green] Then [blue]Confirm![/blue]* Sorry about the error. Just *continue* instead.1maintitlebar_content67997fdb97f0d00ROB_btn 3 gest_plot_deed_info_rob 3
Nekonyancer[red]To commit a robbery, there are three things we must specify:[/red] *1. Location.* Robin Hood or at least 1 *hidden* Merry man must be in the area. *2. Target.* This can be... • a Traveller. • a Carriage (if there is one). • the Sheriff's Treasury (if in Nottingham). *3. How many men we reveal.* The more men, the higher our chance of success. Robin Hood is special and can join in any robbery, even if he was already revealed.1pagemaintitletext67997ff3451ed00
Nekonyancer[green]Got it? Location, target, number of men.[/green] We'll start with that juicy carriage in Shire Wood. *1.* Click on *Shire Wood.* *2.* Select the *Carriage icon.* *3.* Select all *three* Merry men (including [red]Robin Hood[/red]) in Shire Wood. *4. [blue]Done.[/blue]* *5. [blue]Confirm![/blue]* 6. Continue...2pagemaintitletext67997ff3451ed00
Nekonyancer*Okay, we revealed our three men!* Our opponent can now see that one of them is [red]Robin Hood[/red] himself! Next, the Sheriff will reveal [blue]what kind of carriage[/blue] we decided to attack...1force_1-back679980025e02500
Nekonyancer[red]Uh-oh! It turned out to be a Trap carriage![/red] [img]https://x.boardgamearena.net/data/tutorials/img67a1ca21d088e9.70107818.jpg[/img] Trap carriages have a defense value of *2.* The chains on the token indicate that if our robbery is a failure, the Sheriff will *capture* all the men we revealed!2force_1-front679980025f9bb00
NekonyancerCaptured men are sent to *Prison,* which is in the top-right corner of the main board. If [red]Robin Hood[/red] is captured, the Sheriff will pull the Royal Favour tracker 1 space toward Order. There are ways to get our men out of Prison, but it's still something we definitely want to avoid!3parishStatusMarker_Retford-front679980025f9bb00parishStatusBox_Retford 9
Nekonyancer[green]Next, we must roll a die. There are two: a green and a white.[/green] The *green* die is used in [red]*revolting*[/red] parishes and forests. It favors Robin Hood (-2/-1/0/+1/+2/+3). The *white* die is used in [blue]*submissive*[/blue] parishes and Nottingham. It favors the Sheriff (-2/-1/-1/0/+1/+2).4force_1-front679980025f9bb00
NekonyancerIf our die roll plus the number of Merry men we revealed is *greater* than the number of Henchmen in the area plus the defense value of the target, the robbery succeeds! In short, *Die + Merry men > Defense + Henchmen.* [green]Let's see what we roll...[/green]5force_1-front679980025f9bb00
Nekonyancer[green]Awesome! We rolled a 1![/green] *1 + 3 Merry men > 2 Defense + 1 Henchmen,* so the robbery was successful! We plundered the contents of the carriage (2 Shillings) and sent it to the *Used Carriages* box. [img]https://x.boardgamearena.net/data/tutorials/img67a1ca228c54d3.10016563.jpg[/img]6gest_map_space_ShireWood6799800262e8300
NekonyancerThere are two other kinds of carriages you can encounter: [img]https://x.boardgamearena.net/data/tutorials/img67a1ca23453a90.89175459.jpg[/img] *Tallage carriages* are worth 5 shillings instead of 2. The defense value is 0.7maintitlebar_content6799800262e8300
Nekonyancer[img]https://x.boardgamearena.net/data/tutorials/img67a1ca23f08271.17301197.jpg[/img] *Tribute carriages* are worth 2 Shillings and is worth an extra point of Royal Favour. If we captured one, the [red]*tracker*[/red] would move one space toward Justice. If one safely arrived at Nottingham, it would move *two* spaces toward Order. The defense value is 0.8maintitlebar_content6799800262e8300
NekonyancerOkay, our first robbery was successful, but our turn isn't over! We're using the [green]*Plots & Deeds*[/green] action instead of a [red]*Single Plot,*[/red] so we can replicate our action up to two more times in other spaces. Our Merry men in Southwell Forest are getting bored. Let's use them to rob a *traveller!*9gest_map_space_SouthwellForest6799800262e8300
Nekonyancer*1.* Select *Southwell Forest.* *2.* Select all *3* Merry men. *3.* Click on [blue]*"Done"*[/blue] at the top. Since there are no other options in the Southwell Forest, BGA automatically selected a *Traveller* as our target. *4. [blue]Confirm[/blue]* your action! Then continue...10gest_map_space_SouthwellForest6799800262e8300
Nekonyancer[green]Our Merry men have been revealed![/green] Next, to reveal our target, BGA will flip the top card of the [red]*Travellers deck.*[/red]1gest_travellers_deck67998013a5dd700gest_travellers_deck 1
NekonyancerEach Traveller card has two options on it. In many cases, the top one will be a [green]safe option,[/green] and the bottom will be [red]high-risk, high-reward.[/red] After we decide, we will again roll a die (the green one, since we're in a Forest). Like when we robbed the carriage, BGA will then check if *revealed men + die roll > defense value + henchmen.*2Traveller09-front67998013aab1b00
NekonyancerIn this case, we revealed 3 men. There are no Henchmen in the area. And if you check the *top-left corner* of the Traveller we stumbled upon (the Potter), you'll see that he has a defense value of *1.* The odds are heavily in our favor, so let's go for the high-risk, high-reward option! *Click on [red]"A clever trick"[/red] at the top! [blue]Confirm![/blue]*3merryMen_4-front67998013aab1b10darkt_option_btn 1
NekonyancerWe rolled a *0.* *0 + 3 > 0 + 1,* so the robbery was a [green]success![/green] The card says we have to move Robin Hood to a space that is *adjacent* to Nottingham, reveal him, and steal 2 shillings from the Sheriff player.1Traveller09-front679980636b24a00
NekonyancerIn this case, Robin Hood is *already* revealed, but that's not a problem. In this game, whenever we are unable to apply all of a card's effects, [red]we simply apply as many as we can.[/red] We won't miss out on stealing the Sheriff's shillings!2gest_map_space_ShireWood679980636b24a00
NekonyancerNext, since we have to move Robin and a Merry Man to an *adjacent* space, I'd better explain adjacency! Any spaces that share a border are considered adjacent. For example, the parishes of *Remston* and *Bingham* share a border, so they are considered adjacent parishes. [img]https://x.boardgamearena.net/data/tutorials/img67a1ca24ac8e33.31871722.jpg[/img]3gest_map_space_Bingham679980636b24a00
NekonyancerHowever, if two parishes are separated by a *river,* they are *not* considered adjacent unless there's a *bridge* across the river. For example, Remston and Nottingham are *not* adjacent because they are separated by a river. However, Remston and Mansfield *are* adjacent because there's a [red]*bridge*[/red] across the river. [img]https://x.boardgamearena.net/data/tutorials/img67a1ca25676052.44978891.jpg[/img]4pagemaintitletext679980636b24a00
Nekonyancer[green]So, getting back to our newly penniless Potter...[/green] We have to place Robin Hood in a space that is adjacent to Nottingham, so our choices are *Shire Wood, Southwell Forest,* and *Mansfield* (they all share a border with Nottingham and are not separated by rivers). Eh, let's just keep Robin Hood where he was. *Click on Shire Wood. [blue]Confirm.[/blue]* Then continue.5pagemaintitletext679980636b24a00
NekonyancerOkay, you've seen how robberies for carriages and travellers work. There's one more thing you can rob in this game: *the Sheriff's treasury in Nottingham.* Nottingham is always [blue]*submissive,*[/blue] and the Sheriff often has a lot of Henchmen there, so this can be very difficult to pull off. But if you're successful, you can steal 2 shillings from the Sheriff and move the Tracker 1 point toward Justice!1henchmen_8-front6799809e4205200gest_plot_deed_info_swashbuckle 1
NekonyancerNext, we can perform a *Deed.* We have four options listed under our Plots. Unfortunately, we can't meet the Location requirements for *Turncoat, Donate,* or *Inspire,* so the only Deed we can use right now is *Swashbuckle.* This action will hide and move Robin Hood and one Merry Man. *Click on [red]Swashbuckle![/red] [blue]Confirm![/blue]* and continue...2maintitlebar_content6799809e4205200SWASHBUCKLE_btn 1
NekonyancerAlright, we have to select a space that is adjacent to Shire Wood and move Robin Hood there. Well, Mansfield is already in [red]*revolt.*[/red] Let's see if we can get *Blyth* to join them. *Click on Blyth* (to the north). Then continue...1pagemaintitletext679980a7715bf00
NekonyancerNext, we have to hide and move one of the Merry Men in Robin's area. *Select one of the Merry men in Shire Wood. Send him to Blyth* (to the north). [blue]*Confirm!*[/blue] ... and continue.2pagemaintitletext679980a7715bf00
Nekonyancer*Great!* Robin Hood and his friend went into hiding and hiked across the border to Blyth. Whenever Robin Hood hides, he immediately *blends in* with any other hidden Merry Men in his space. Remember, he only appears red to *us.* [red]Thus, the Sheriff knows that Robin Hood and 1 Merry Man moved to Blyth, but he doesn't know which is which![/red]1RobinHood-back679980b9c50be00
NekonyancerThat's it for our turn! Next, the Sheriff will have to use one of the remaining spaces: [red]*Single Plot*[/red] or [blue]*Event.*[/blue] [img]https://x.boardgamearena.net/data/tutorials/img67a1ca2623ee77.32954040.jpg[/img] *Click on "Confirm" to end our turn!*2confirm_btn679980b9c50be10initiativeTrack_singlePlot 1 initiativeTrack_event 2
Nekonyancer[red]Our opponent used the Event space![/red] Each Event card has *two* effects on it. Only Robin Hood can trigger the top effect. Only the Sheriff can trigger the bottom. In this case, the Event lets the Sheriff place a Henchman in a Parish and use a *Capture* action there.1Event21-front679981284f98300
Nekonyancer[blue]Okay, he put a Henchman in Blyth![/blue] Unfortunately for him, he wasn't able to Capture. Capture is actually one of the Sheriff's [red]*plots,*[/red] and if you check the specifics of that action, you'll see that it only works on *revealed* Merry men. Since our men are hidden, the capture action was wasted!1henchmen_10-front6799812ea5ba100gest_plot_deed_info_capture 1
Nekonyancer[green]Round 3![/green] Just like before, BGA revealed a new event. This one allows only 1 carriage to move, but there's only 1 carriage on the board anyway.1Event27-front67998139a453900
NekonyancerOur opponent is the [red]*First Eligible*[/red] this time, so they'll choose an action first!1maintitlebar_content6799815a02c9300
NekonyancerThey chose [red]*Single Plot.*[/red] They selected *Hire* as their plot, which let them pay 2 shillings to place 2 Henchmen in Retford.1henchmen_17-front679981d0e0e6500initiativeTrack_singlePlot 1
NekonyancerNow it's our turn! We're pretty rich, so let's put those shillings to work! *1.* Click on [green]*Plots & Deeds!*[/green] *2. [blue]Confirm![/blue]*2maintitlebar_content679981d0e0e6510plotsAndDeeds_select 3 initiativeTrack_plotsAndDeeds_select 3
NekonyancerWe've already seen how *Recruit* and *Rob* work. Let's try *Sneak!* It will let us hide and move our men. *Click on [blue]Sneak![/blue] Then [blue]Confirm![/blue]* Then continue...1maintitlebar_content679981d5f35ce00SNEAK_btn 2 gest_plot_deed_info_sneak 2
NekonyancerThe first thing we have to do is a pay a shilling and select a space in which we have Merry Men. We can then *hide* and *move* any of those men to any adjacent spaces. But we need to move carefully! Whenever we move men into a [blue]*submissive*[/blue] parish, if the total of moving men plus the number of henchmen in the parish is greater than 3, those men will be *revealed!*1maintitlebar_content679981dd41e0200
NekonyancerI want to move one Merry Man from Southwell Forest to Tuxford (north). Tuxford is currently [blue]*submissive,*[/blue] but there aren't any Henchmen there at the moment. *1 moving men + 0 Henchmen = 1.* [green]1 is not greater than 3, so our Merry Man will not be revealed![/green]2gest_ballad_info_ballad_number679981dd41e0200
Nekonyancer[green]Let's do it![/green] *1.* Select *Southwell Forest.* *2.* Select a Merry Man. *3.* Select *Tuxford.* Continue...3gest_ballad_info_ballad_number679981dd41e0200
NekonyancerLet's move the other two men to Shire Wood. We need to prepare a warm welcome for the next carriage! *1.* Select another Merry Man. *2.* Select *Shire Wood.* *3.* Select the last Man in Southwell Forest. *4.* Select *Shire Wood.* *5. [blue]Confirm![/blue]* Continue...4gest_ballad_info_ballad_number679981dd41e0200
NekonyancerGreat! Next, we can *sneak* again from another area, but it will cost another shilling, and I think our men are fine where they are. *Click on [blue]"Pass"[/blue] at the top.*1pass_btn67998229c945f10pass_btn 2
Nekonyancer[green]Okay, time for a Deed![/green] I showed you how *Swashbuckling* works earlier. This time, let's *Donate.* *Click on [blue]Donate[/blue] at the top! [blue]Confirm![/blue]*1maintitlebar_content6799823ce031110gest_plot_deed_info_donate 2
NekonyancerThe *Donate* action lets us pay 2 shillings to make a [blue]*submissive*[/blue] parish [red]*revolting,*[/red] but we can only do so if there are at least as many Merry Men in the area as Henchmen. Let's start with Tuxford. *1.* Select *Tuxford.* *2. [blue]Confirm!*[/blue]1gest_ballad_info_ballad_number6799824e30c2710
NekonyancerOkay, now let's take care of Blyth. *1.* Select *Blyth.* *2. [blue]Confirm![/blue]*1gest_ballad_info_ballad_number679982527016510
Nekonyancer[green]Okay, I've shown you most of the possible Plots and Deeds for both players![/green] I haven't shown you *Turncoat, Inspire, Patrol, Capture,* or *Disperse,* but with what you've learned so far, you should be able to read and understand the details on your own.1gest_ballad_info_ballad_number67998256b83fb00
NekonyancerIf you play as Robin Hood, you should try to get most of your shillings by robbing travellers and carriages, but there's one other option. When you place your player token on one of the three spaces, you can *pass* instead of activating the effect. If you do, you'll gain 1 shilling. [img]https://x.boardgamearena.net/data/tutorials/img691d4b9603dc06.53978362.jpg[/img] Try not to resort to this too often!2maintitlebar_content67998256b83fb00
NekonyancerThe *Sheriff* can pass as well, but when he does it, he gets the number of shillings shown on the space. For example, if he places his token on [green]*Plots & Deeds*[/green] and then passes, he'll gain 3 shillings.3maintitlebar_content67998256b83fb00initiativeTrack_plotsAndDeeds 3
Nekonyancer[green]The last thing I have to teach you is the overall arc of the game.[/green] In the top-right corner, it says we're in the [blue]*1st Ballad.*[/blue] Each game of A Gest of Robin Hood is split into 3 Ballads, with 7 Events in each Ballad. One event in each Ballad (but never the first or second event) is a *Fortune Event.*4gest_ballad_info_event_number67998256b83fb00gest_events_deck 1 gest_ballad_info_ballad_number 2
NekonyancerWhen a *Fortune Event* is drawn, the players must resolve all the effects listed on it. Afterward, BGA will reveal the next Event card. Thus, though there are [red]*7 Event cards*[/red] in each Ballad, there are actually just 6 rounds.5gest_ballad_info_event_number67998256b83fb00gest_ballad_info_event_number 1
NekonyancerAt the end of each Ballad, there's a *Royal Inspection Round.* It's split into [red]*five steps,*[/red] which are listed along the right side of the main board.6royalInspectionTrack_unrest67998256b83fb00royalInspectionTrack_unrest 1 royalInspectionTrack_mischief 1 royalInspectionTrack_governance 1 royalInspectionTrack_redeployment 1 royalInspectionTrack_reset 1
NekonyancerThere are a lot of details that you can read by hovering over the five steps, but in general: - The Royal Favour tracker will move based on revolting/submissive parishes. - Robin Hood gets some free actions. - Both players get money and have to reposition men. - Half of Robin Hood's captured men escape prison.7royalInspectionTrack_unrest67998256b83fb00
NekonyancerAfter each Royal Inspection, the next Ballad will begin. At the end of the third Ballad, King Richard will return for the final Royal Inspection. After that, if the Royal Favour Tracker is anywhere on the Justice side, [green]Robin Hood wins![/green] If the Tracker is anywhere on the Order side, [blue]the Sheriff wins![/blue]8maintitlebar_content67998256b83fb00
Nekonyancer[blue]*Thank you for playing through this tutorial for A Gest of Robin Hood!*[/blue] If you have any questions or comments about the tutorial, feel free to send *Nekonyancer* a message! Big thank yous go out to... • *Fred Serval* for designing this game. • *GMT Games* for publishing. • *Thalack* for bringing it to BGA. Have fun! :D9maintitlebar_content67998256b83fb00
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A Gest of Robin Hood rules: interactive tutorial
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A Gest of Robin Hood

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Designer: Fred Serval

Artist: Robert Altbauer, Terry Leeds, Chechu Nieto

Developed by: Thalack

Release 241118-2210

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