Nottingham 1100 A.D.: The True King is away in the Holy Lands and the town is under rule by the evil tyrant, Prince John. He has forced matrimony upon Maid Marian and locked her in his castle against her will. The young princess sends word of her captivity to fabled outlaw and her true love, Robin Hood.
He vows to save her with help from his Merry Men — faithful souls who would follow him to hell and back! But this time, Robin sees doubt in their eyes. Little John, Will Scarlet and the other Merry Men deem the mission so perilous—it could plunge Nottingham into turmoil. Torn between love for the princess and his town, Robin devises a plan to save both! He proposes a challenge, betting his men that none can protect Nottingham as well as he. If one of them bests him at this task, he will bestow his mantle of leadership to the victor! They accept his wager, and pledge to rescue Maid Marian, no matter the outcome.
Their quest will require bravery, cunning and all the wits they can muster! Will one of the Merry Men become Nottingham’s newest hero, or will Robin live up to his own legend?
Robin Hood and the Merry Men is a semi cooperative, but a highly competitive board game set in the folklore we all know and love. It’s a thematic euro style game that perfectly blends worker placement, hand management, set collection and dice rolling into a one big exciting crossover.
In Robin Hood and the Merry Men, players take on the role of a famous outlaw such as Robin Hood, Little John, Will Scarlet and Jane Fortune, and their mission is to protect the town of Nottingham from the tyranny of infamous ruler Prince John and the notorious Sheriff of Nottingham throughout 5 rounds of onslaught. If they succeed, a winner is declared-the player with the most VP becomes Nottingham’s greatest champion.
Each round consists of two phases: A Merry Men phase and a Hero phase.
In the Merry Men phase, you will call upon your faithful friends who are famous for their abilities to build and set various traps. In order to stay one step ahead, you will send The Merry Men to acquire resources and weapons, and lay traps to catch the Sheriff’s endless army of Guards. Assigning Merry Men is done through playing Merry Men cards that offer variable actions.
With King Richard being away on the Crusades, Prince John has given the Sheriff of Nottingham power to tax the villages in and around Nottingham, so you must order your Merry Men to build barricades on the roads to prevent the heavily guarded and gold-filled carriages from entering the castle.
Before he went on his crusade, King Richard gave you certain tasks. In the midst of his struggles, he would welcome the news that his brave heroes have completed them.
In the Hero phase you will send your Hero to fight the Sheriff’s guards, ambush and rob the royal carriages of their treasures, enter archery tournaments, rescue prisoners from the castle’s darkest dungeons and much much more.
—description from the publisher
- adorable components
- great play
- artwork
- drop the riches and fight evil Prince John's armies
Mechanics (from transcript analysis)
- Dice Rolling — Dice rolling game.
Video topics + discussion points
Quotes (from this video)
- Maple University, and today I am joined by Tarrant.
- our passion is to bring you a variety of quality working videos and on this channel we do a lot of how to play over to play through and flop just like this one.
- This is a special edition flop that we've been wanting to tell you our biggest competition we are very excited to announce our biggest competition to celebrate reaching a thousand subscribers one year of maple University existing and our revamped website at maple University calm.
- we're giving away 10 or 11 prices will tell you how that works shortly everyone worldwide can enter only two of those prices of some shipping restrictions due to restrictions by shipping by our sponsors.
- one of welcome to buy deep water games which is the quick rollin right game with a flip and fill game as they call it where you compete to build the bestest take big hit last year.
- it's a must-have.
- they will both fit in your pocket in a little mints size.
- great deck building game way who are the Smiths competing to forge the Kings favorite weapons.
- it's a newly released story driven escape room style card game that focuses on the story and exploration instead of time.
- we think it was pretty cool for me for the university first player coins.
- our patreon subscribers will get a special entry which they can use for entry to the competition.
- I'm here reporting from Maple University headquarter and I have breaking news we have added a stretch goal for our campaign.
- well what's a campaign without stretch goal right.
- It's a semi call game where you drop the riches and fight evil Prince jobs armies adorable components great play and artwork.
- you do need to be one of our youtube subscribers so please subscribe there if you haven't already done so.
- all you need is one entry to win one of the prizes but with multiple entries your chance of winning increases.
- we put the deadline to enter in the video descriptions below so make sure you enter it before it ends.
- so how do you enter it's simple you need to go to our new website Maple University comm again link in the descriptions below.
- good luck and see you next time.
References (from this video)
- it's not that hard
- really good
- protecting the castle from taxes
Mechanics (from transcript analysis)
- Engine Building — Euro style engine build towards the capability to defeat the threat and get points.
Video topics + discussion points
Quotes (from this video)
- semi-cooperative it's a word that's thrown around quite a lot and we're going to talk about what it means and the different things it can mean coming up
- for me i think when i think semi-cooperative my first instinct is a game that has a common lose condition for all players where the players need to do some sort of some level of cooperative work or some level of work which doesn't necessarily benefit their game that much to make sure that someone can win
- for it for me for it to work as a semi-co-op it needs to be not that hard to cooperatively win the game like if you were to play the game cooperatively it should be too easy
- it's not strictly a traitor game but it's it kind of plays like that that's the other yeah like that there's also a game where it's it's cooperative but then there's a point or something system that if you reach the most point then you win or you know i can't think of a game i have played it i just can't think of it
- you can have a game with a semi-cooperative element but it doesn't make it semi-cooperative
- they're a tough balance there's definitely i've had a lot of bad experiences playing semi-co-ops that just didn't balance right
- unless you know how competitively to play it where does where to be on the spectrum of co-op and competitive um you could just not have the experience that the game was intended to be at all
References (from this video)
- Really like this theme
- Too long
- Stopped me from getting this one to the table
- Robin Hood and Merry Men
- Final Frontiers
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Secrets. This is a Bruno Faidutti Eric Lang game. It's kind of like a social deduction game where each It has some of these nice poker chips. You're on different things, taking things. It works well. It's not great, but I think it was a solid little game.
- Tapple's one of these games that I'm always I'm It's just It still sold very well. It's mass market, but it works incredibly well.
- I just really didn't like it at all. And I like Isle of Cats. I think it's fun. I didn't I this was a great follow up.
- Wow, I love the look of this game. So many neat things you're going through and as the the the character here and just rolling dice up, it's just very lucky. It's a big choose your own adventure game that's very lucky. I wish I liked it more.
- FunkoVerse Strategy Game. Eight out of 10 for me. I really like the FunkoVerse Strategy Game.
- This is basically just giant sandworms coming and you're jumping cars and shooting them. It has all the silliness of the series of movies and I think it's it's one of those movies that could have been an IP, but but isn't.
- Manhattan Project 2. No, I thought the newest one was okay. But this one I actively disliked.
- Curse Court's a great game. I've played Curse Court I think two or three times this year already, which is a lot considering I have to I play lots of new games.
- Well, it's kind of weird. I I mean, on one hand, my favorite is Curse Court, the one I just mentioned. But, also Kids Chronicles: Quest for the Moonstones is a pretty fantastic kids game. So, I have a lot of respect for that.
References (from this video)
- Good semi-cooperative elements with secret objectives.
- Balanced gameplay where individual actions help the collective goal.
- High quality artwork and components.
- Double-layered player boards are a nice addition.
- Some dislike dice rolling (though mitigation exists).
- The 'bet-to-hall' mechanic is not very helpful.
Mechanics (from transcript analysis)
- Dice Rolling — Incorporates dice rolls, with some mitigation available.
- Push Your Luck — Elements of risk-taking are present.
- Secret objectives — Players have hidden goals that influence their decisions.
- Semi-Cooperative — Players work towards a collective objective while also pursuing secret individual objectives.
Video topics + discussion points
Quotes (from this video)
- it's very pure engine build
- It's striking a careful balance between your money income and your Goods income.
- It's tougher than most to play with people who've never played it before and have a competitive game
- The semi cooperative elements is really good
- There's a little bit of luck with some die rolling on weapons. A bit of push your luck.
- it makes me want to play more
- It has that really rapid feel.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- And that's what do you expect from Robin Hood and the merry men we hope that you enjoyed this video and if you'd like to learn the rules to this game in full you can click on the link in the description to check out our how to play video for the game and if you'd like to hear more from us please click in the middle in the corner to subscribe to us
References (from this video)
- Earning victory points through efforts to foil villains, barricading and robbing royal carriages, capturing and fighting sheriff's guards, sending envoys to King Richard, and compiling the best band of merry men.
- Can be played in fully cooperative mode.
- Offers solo scenarios.
- Includes three additional modules.
- If Prince John ever takes in enough tax money or if the sheriff ever places enough guards, the game will end immediately and all players will lose.
- Risk of arrest for merry men, requiring fines and risking victory points.
- Robin Hood legend
- England
Mechanics (from transcript analysis)
- Dice Rolling — Each of which is resolved with a roll of dice of matching colors. Dice rolling thus form a major part of Robin Hood.
- Hand Management — When placing a merry man players must also play a card and the game involves a hand manipulation element whereby a player can take stronger actions by discarding their played cards or can take a weaker action by playing a card into this personal pile which will be worth and gain victory points.
- Semi-Cooperative — It is a semi cooperative to level worker placement game. Players are fighting against each other to score the most victory points to win the game but at the same time they need to work together to prevent the villains from winning.
- Worker Placement — The game's core mechanic is worker placement and each round is broken into two separate phases of worker placement: the Merrymen phase and the Hero phase. In the Merryman phase players one at a time place a merry man meeple onto an action space on the board to take its action going around the table clockwise until each player has placed three merry men.
Video topics + discussion points
Quotes (from this video)
- And that's what do you expect from Robin Hood and the merry men we hope that you enjoyed this video and if you'd like to learn the rules to this game in full you can click on the link in the description to check out our how to play video for the game and if you'd like to hear more from us please click in the middle in the corner to subscribe to us
References (from this video)
- Balancing personal gain with the greater good is a key challenge.
- Victory points are earned through various actions like building traps, barricades, and sending envoys.
- Jailbreaking opponents' Merry Men earns points directly.
- Managing Merry Men cards for potential endgame bonuses is important.
- A variety of action spaces available for both Merry Men and Heroes.
- Includes cooperative and solo modes with additional modules.
- Players must avoid losing the game due to running out of pennies or filling the guard track.
- Pushing luck too much when robbing can lead to arrest.
- Some actions require careful management of dice and resources.
- If Friar Tuck is still in prison at the end of the game (with the module), players lose.
- Hanging prisoners (with the Friar Tuck module) also causes immediate loss.
- Spy cards are worth negative victory points if left in the passive pile (with the spies module).
- Robin Hood legend
- Regency of Prince John
Mechanics (from transcript analysis)
- Card Drafting — Players draft weapon dice at the start of the hero phase.
- Dice Rolling — Used for skill checks in various actions like robbing, fighting guards, and archery tournaments.
- Push Your Luck — Used when attempting to rob the rich, where players can continue to attempt actions for greater rewards but risk capture.
- Resource Management — Players gather resources (wood, iron, tools, weapons dice, money) to build barricades, traps, and send envoys.
- Semi-Cooperative — Players work together to foil villains' plans while also competing against each other to earn the most victory points.
- Set Collection — Players can score bonus points for collecting sets of matching Merry Men cards.
- Track Advancement — Players advance markers on a reputation track, which influences victory points for certain actions.
- Worker Placement — Players place meeples (Merry Men) on action spaces to perform actions.
Video topics + discussion points
Quotes (from this video)
- Hi I'm Tara you know Stella and this is my university have to play Robin Hood and the Merry Men.
- Players need to balance their action whether they need to add something that benefit the greater good or rich something that benefit them personally because everyone will lose the game if Prince John riches goal before the end of the game.
- The majority of your points will come from three main actions: building traps, building barricades, and sending invoices to the Crusades.
- Players need to work out how to balance these points scoring objectives with keeping the villains at bay.
- There is quite a lot of little points to remember in a lot of the actions so we put together a simple text cheat sheet which we use during the game.
- We found through playing the game that there is quite a lot of little points to remember in a lot of the actions so we put together a simple text cheat sheet which we use during the game.