A Gest of Robin Hood is a board game about the daring adventures of Robin Hood and his brave band of Merry Men as they struggle against the oppressive Sheriff and his cruel Henchmen. The game is set against the historical backdrop of peasant revolt, feudal taxation, and rural banditry in 12th-century England, but also emphasizes the mythology and folklore that has grown up around the Robin Hood tales.
One player takes the role of Robin Hood and the Merry Men, stealing from the rich and encouraging peasant disobedience, while the other player takes the role of the Sheriff of Nottingham and his Henchmen, tasked with maintaining peace and collecting taxes for Prince John. Both players will make use of Plots, Deeds, and Events to recruit and manoeuvre their forces, influence or control the peasant population, raise funds and collect taxes, and rob innocent travellers and greedy merchants alike, all in pursuit of their opposed ideals of Justice and Order.
Victory is determined by the position of the red Royal Favour cylinder on the Justice/Order Track. If the final Royal Inspection is reached and no winner has yet been determined in this way, then victory goes to the player whose side the cylinder is currently on.
A Gest of Robin Hood is the second game in the Irregular Conflict Series, further adapting the COIN system to depict peasant revolts, feudal tax collection, and outlaw activities in late 12th century medieval England. Transposing one of GMT’s most popular systems into a simpler format and a more approachable setting makes A Gest of Robin Hood perfect for newcomers to wargaming. At the same time, it also offers a tight challenge for more experienced wargamers who can enjoy a tense asymmetric duel in under an hour.
- smooth entry point into GMT games for newcomers
- dynamic, tense two-player duel with strong asymmetry
- clear learning aids and manageable overhead for a heavy game
- tight turn-order and hidden movement create meaningful decisional moments
- learning curve exists due to rules and interactions
- overhead can be intimidating to absolutely new GMT players
- Justice vs order; influence across parishes
- medieval Arthurian/Robin Hood era
- storybook/legend-inspired
- Dominant Species
Mechanics (from transcript analysis)
- area majority — players vie for dominance of territories (parishes) on the board
- area majority control — players vie for dominance of territories (parishes) on the board
- Asymmetric Mechanics — the two factions function with different incentives and paths to victory
- asymmetry — the two factions function with different incentives and paths to victory
- Hidden movement — pieces and actions can be concealed, creating tension and uncertainty
- Player Board | Main Board — tools to reduce learning overhead and aid information management
- privacy screens / player boards — tools to reduce learning overhead and aid information management
- Resource management — managing income/resources to fuel actions and influence
- turn order / initiative — an initiative system where sequencing choices shape risk and payoff
Video topics + discussion points
Quotes (from this video)
- Not only was it a smooth entry point into GMT for me but I'm sure it's going to end up being one of my favorite board games of 2024.
- The simple elegant yet massively impactful turn order system of initiative is a delightfully agonizing choice every turn.
- Napoleon is a strictly Solitaire thematic war game where you're playing through the life of Napoleon Bonaparte through different chapters of his intense career.
- The cards drive the game; you are still steering subtle decisions, will come your way.
References (from this video)
- Elegant integration of COIN mechanics with a Robin Hood theme.
- Leverage-driven action system creates dynamic back-and-forth and meaningful choice.
- Clear asymmetry provides strategic variety and tension between sides.
- Thematic tone adds levity while preserving depth and strategic nuance.
- Steep learning curve; can feel opaque to new players without thorough reading and playthroughs.
- Rulebook and components may obscure some strategic options for beginners.
- Balance hinges on experienced players; new players may experience lopsided starts until familiar with mechanics.
- Justice vs. Order; redistribution of wealth; subterfuge and strategic maneuvering in a two-player COIN-style conflict
- Medieval Nottingham and surrounding regions, referencing Robin Hood lore and the Sheriff of Nottingham
- thematic, legend-informed, with lighthearted tone layered over a serious strategic core
- Colonial Twilight
- A Distant Plain
- Other COIN games
Mechanics (from transcript analysis)
- Card-driven action selection — Each round reveals a card that suggests a set of actions; initiative is determined by player choices, driving tension and planning.
- Events — Events introduce disruptions and opportunities, requiring players to adapt rather than follow a fixed script.
- Face-down units and arrest mechanics — Merry men are represented with concealed pieces; special actions like Swashbuckle can break arrests and affect control.
- Leverage-based initiative — If the leftmost action is chosen by a player, it affects who is the initiative player next round; leverage influences tempo and pressure.
- Royal inspection and taxation — A mechanism to generate income and risk unrest, tying economic pressure to regional stability.
- Semi-random event deck — Events introduce disruptions and opportunities, requiring players to adapt rather than follow a fixed script.
- Two-player asymmetry — Distinct sides (Justice vs. Order) with different resources, goals, and ways to influence the board state.
Video topics + discussion points
Quotes (from this video)
- Leverage is everything in this game.
- The marriage of the classic coin structure and the thematic setting work beautifully in concert.
- Two asymmetric sides vying for power create a back-and-forth that feels inevitable and thrilling.
- It can still feel opaque and it's not a simple game, but failure teaches you what to do next.
References (from this video)
- accessible intro to coin-like systems in a 1v1
- strong, clear asymmetry with thematic fit
- good implementation on Board Game Arena
- alpha status of online version can be a barrier
- players may wish for more variability across plays
- asymmetric pursuit and counter-pursuit with archery, stealing
- medieval England; Robin Hood vs Sheriff
- thematic, lighthearted duel with hidden information
Mechanics (from transcript analysis)
- asymmetric duel — one side plays Robin Hood and his merry men, the other plays Sheriff of Nottingham
- Card-driven actions — cards drive events and actions; strategic play to outmaneuver the opponent
Video topics + discussion points
Quotes (from this video)
- three kittens in a row they'll upgrade to three cats
- this is a great two-player game it is I'm very bad at it though
- to me Dice Throne is a lifestyle game
- Undaunted is amazing
- it's such a fun puzzle when you link cards and resources
- Star Wars rebellion is Star Wars in a box
References (from this video)
- Thematic appeal for Robin Hood fans
- Leaving as part of purge; not deeply analyzed in this segment
- Robin Hood thematic stealth/agenda-style play
Mechanics (from transcript analysis)
- hidden/voting/agenda style — Social/hidden agenda elements within a Robin Hood theme.
Video topics + discussion points
Quotes (from this video)
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- Barcelona is being added. I really enjoyed it and want more plays.
- Leaders is replacing Pillars of Fate. Pillars of Fate is my favorite from the Fate series, but Leaders offers a different two-player experience.
- Recall is subject to more plays. The review still hasn't gone up.
- Galactic Cruise is great, but I feel a little guided by what the game asks you to do.