Sherwood's Legacy
Sherwood's Legacy Rulebook
Table of Contents
Table of Contents
Playing the Game
Setup
- Each player gets a character sheet and a Destiny Token.
- Lay out the 12 Village Tiles and set the Forest Tiles aside.
- Lay out the 6 Spawn Tiles so that there are 2 empty rows between the Spawn Tiles and the Village.
- Shuffle the Doom Plaques and place 3 Doom Plaques face down beside the Village.
- Separate the Resources into separate piles and place them nearby for later use.
- Place all Structure Tokens and Gear Tokens nearby for later use.
- Each player rolls a six sided die to determine who goes first. The player who rolls highest should place their figure on Spawn A. The remaining players, moving clockwise, should place their figures on Spawns C, D, and F in order.
Game Overview
Sherwood's Legacy is a fully cooperative, tactical tower-defense game with worker placement and modular adventure elements. The players control Robyn and his allies as they travel through Sherwood Forest to a small village, while trying to defend themselves and the villagers from an onslaught of the Sheriff's minions. Each turn, more enemies enter the forest and move towards Robyn and his allies, and the Heroes must survive for 10 turns, and defeat the Sheriff to win the game.
Turn Overview
Each of the game's turns, are divided into 3 Phases: The Heroic Phase, The Enemy Phase, and the Collection Phase. On the 10th turn, the Sheriff is Spawned and the game continues until either the Sheriff is defeated or the game is lost.
Heroic Phase Overview
During the Heroic Phase, the players take turns activating their characters. Each Character can move up to 4 squares and perform up to 3 Actions. If a Character is killed, their player can still perform up to 3 Actions each Heroic Phase.
When moving, Characters can move through open spaces and Resource Camps but cannot move through Obstacles, and cannot end their turns on spaces containing a Villager or another Character. Characters can move through spaces containing other characters but cannot move through spaces containing Enemies.
Characters' Actions can be spent attacking Enemies, building Structures, purchasing Equipment, purchasing Arrows, restoring Destiny Tokens, and moving Villagers. Each Character can spend up to 1 Action per turn moving a Villager to a Resource Camp, and can spend up to 1 Action per turn moving a Villager from a Resource Camp to the Village. Each Resource Camp can hold only 1 Villager. A Character can spend any number of their Actions performing the other types of Actions each turn.
A Character can spend a Destiny Token at any point during their turn to gain 4 extra movement or perform a free action of any type, even if they could not normally perform that action again.
Enemy Phase Overview
When the Enemy Phase begins, the Threat Die and the Quantity Die are rolled to determine what type and quantity of Enemies should be spawned on Lanes A, C, and E. The dice are then rolled again to determine what types of Enemies to spawn on Lanes B, D, and F. If all Enemies of the type that would Spawn are in play, Spawn the next Enemy in the following movement order list in their place, ignoring the Sheriff. Once Enemies have been spawned in all Lanes, all enemies move in the following order:
- The Sheriff
- Witches
- Knights
- Footsoldiers
- Bowmen
Each of the different types of Enemy have their own movement commands. The instructions for moving each type of enemy are given in their own sections later in this book.
During the 1st Enemy Phase, instead of rolling the dice, 1 Knight is spawned in every Lane. During the 10th Enemy Phase, the Sheriff is spawned in the Lane containing the most Enemies. On the following turns, no Enemies are Spawned.
Collection Phase Overview
During the Collection Phase, place 1 Resource of the appropriate type on every resource camp containing a villager. Then, on the first 10 turns, place 1 Flame Token to light a Flame of Hope and track the passing of the turn. After the 2nd, 5th, and 8th Collection Phases, reveal 1 of the 3 Doom Plaques. The negative effects of the Doom Plaques become active as soon as they are revealed.
Exploring the Forest
Characters and Enemies can move off of a Forest Tile to explore a new Forest Tile. New Forest Tiles cannot be placed outside of the game's 6 lane play area, and must be placed so that they cut off as few other Forest Tiles as possible.
Combat Overview
To attack an Enemy, a Character must spend an Action, and choose an Enemy within their weapon's range. Range is calculated by counting squares out from the attacker, and cannot be counted diagonally. When an Action is spent to attack an Enemy, the Enemy immediately takes a Wound. If a Character is attacking with a bow, they must have and discard an arrow. When an Enemy takes a number of Wounds equal to its Health, it is immediately removed from the board.
As soon as an Enemy moves into range to attack a Character or Villager, they stop moving and attack. Then, the target takes a Wound and, if the Enemy is attacking them from within a target Character's weapon's range, they may Retaliate and deal 1 Wound to the Enemy. When a Character takes a Wound, and does not have an empty Wound Slot remaining, they are killed and immediately removed from the board. When a Villager takes 1 Wound, they are killed and immediately removed from the board.
Winning and Losing the Game
To win the game, Robyn and his allies must survive 10 turns and defeat the Sheriff. The Sheriff requires 4 wounds to be defeated and is explained in more detail along with the other Enemy Types later in this book.
There are 3 ways to lose the game. If 3 of the 6 Villagers or 2 of the 4 Characters are killed, the game is lost. Most Enemies move towards the Village and attempt to burn down the villagers homes. If an enemy enters one of the Village Tiles, that tile's building is burned down. Once 3 Village Tiles have been burned, the game is lost.
Resources
Most resources are collected by placing Villagers on the various Resource Camps distributed amongst the Forest Tiles. When a Villager is placed on a Resource Camp, they immediately gather 1 Resource, which is placed on that resource Camp. As long as the Villager remains on the resource camp, they gather 1 resource every turn, to a maximum of 3 resources and no other Villagers can be placed on the Resource Camp. When the Villager is moved from the Resource Camp to the Village, the Resources on the camp are collected and moved to the Village. Once resources are collected, they can be spent on new Gear or Structures.
Gold is collected in a similar manner to most other Resources. The differences is that the Resource Camp where Gold is gathered is in one of the buildings in the Village. Gold can also be used in place of any other Resource when purchasing Structures and Gear.
Of the Resources, Arrows are the most unique. Arrows can be collected as a single Action by spending at least 1 Wood. When spending wood to buy Arrows, 3 Arrows are collected for every 1 Wood spent. These Arrows can be distributed between the Character collecting the arrows, and any Towers that have been built however the player controlling the Character chooses.
Structures & Gear
There are 3 types of Structures and 5 types of Gear. The Resource Costs for each type of Structure and each type of Gear are shown on the Character Sheets next to each Character's Gear Slot. Each character can have only 1 type of Gear in the slot. Purchasing new Gear replaces the old Gear. Structures and Gear have the following effects:
- Barricade: Counts as an Obstacle.
- Pit Trap: Halts 1 Enemy's movement and deals 1 Wound.
- Tower: Attacks all enemies that enter range 1-2, or activate within range 1-2. This requires and expends an arrow.
- Bow: Can be used by expending 1 Arrow to attack an Enemy within range 1-3.
- Polearm: Can be used to Attack an adjacent or diagonally adjacent Enemy.
- Shield: Can absorb up to 3 Attacks by Bowmen.
- Sword: Can be used to Attack an adjacent Enemy.
- Throwing Stone: A Stone Resource can be expended to Attack an Enemy at range 1-2.
Peril & Encounters
Every turn, the first Enemy of each type to cross each Peril Symbol triggers Peril. When this occurs, the Peril Die is rolled and causes 1 of the following effects:
- For the remainder of the Phase, Characters cannot Retaliate.
- The Enemy that triggered Peril moves 1 additional square.
- Spawn 1 Enemy of the type that triggered Peril in the Lane where Peril was triggered. It does not move until the following turn.
- Return 1 Villager to the Village without collecting Resources.
When a Character moves onto an Encounter Symbol, the Encounter Die is rolled and causes 1 of the following effects:
- The Character's Gear is lost.
- The Character's Bounty increases by 1.
- The Threat Die is rolled and the resulting Enemy spawns in the Character's Lane.
- 1 Resource is lost.
Bounty
Whenever a Character defeats an Enemy, their Bounty increases by 1. Once a Character's Bounty is high enough, they receive the following penalties:
- 4 Bounty: The Character cannot place Villagers on their Tile.
- 8 Bounty: The Character does not immediately place a Resource when placing a Villager.
- 12 Bounty: Knights in the Character's Lane move 1 extra space.
- 16 Bounty: The Character cannot restore Destiny.
Track Bounty by moving each Character's Bounty Marker along the Bounty Track.
Less Than 4 Players
When playing with 1 or 2 players, evenly divide 4 Characters between all players. No other changes are necessary for 1 or 2 player games.
When playing with 3 players, each player selects 1 Character and gets 2 extra movement per turn and 1 extra Action per turn. Each character can either move 1 extra Villager to a Resource Camp every turn, or remove 1 extra Villager from a Resource Camp every turn.
Enemy Types
Every Type of Enemy has it's own set of steps to follow when determining how to move it each turn. Enemies have different movement speeds, attack ranges, and some even have different Special Abilities.
Witches
Witches require 1 Wound to defeat and deal 1 Wound when Attacking. Witches can attack adjacent targets. Witches have the following effects on other Enemies:
- Knights on a Witch's Tile deal 2 Wounds when Attacking.
- Footsoldiers that move into or through a Witch's Tile move 1 extra square.
- Bowmen on a Witch's Tile have 1 additional range.
When moving a Witch, always move the Witch to an adjacent Tile, prioritizing the Tile containing the most Enemies above the Tile closest to the Village. Witches never move to a Tile that is further from the Village than their current Tile or to a Tile with no empty squares. After determining which Tile a Witch will move to, place it on one of the Tile's open squares according to the following priorities:
- If possible, place the Witch adjacent to a Villager.
- Otherwise, if possible, place the Witch on a Peril Symbol.
- Otherwise, if possible, place the Witch adjacent to a Character.
- Otherwise, if possible, place the Witch on a Resource Camp,
- Otherwise, place the Witch on the closest open square to the Village.
Knights
Knights require 2 Wounds to defeat and deal 1 Wound when Attacking. Knights can attack adjacent targets. Knights destroy Barricades in their path at the cost of 1 movement.
When moving a Knight, count the Tiles to determine the shortest path from the Knight to the Village, and move the Knight 2 squares along the shortest path. If the Knight would end its movement on a square containing a different Enemy, move the Enemy to the last open space occupied by the Knight.
Footsoldiers
Footsoldiers require 1 Wound to defeat and deal 1 Wound when Attacking. Footsoldiers can attack adjacent targets.
When moving a Footsoldier, count the Tiles to determine the shortest path from the Footsoldier to the Village, and move the Footsoldier 3 squares along the shortest path. If the Footsoldier ends its movement on a square containing a different Enemy, move the Footsoldier to a horizontally adjacent square. If both horizontally adjacent squares are blocked or occupied, move the Footsoldier 1 square forward instead. If the new square contains a different Enemy, attempt the new horizontally adjacent squares. If both squares are blocked or occupied, move the Footsoldier 1 square forward again, and repeat this process until an open square is found. If no open square can be found, place the Footsoldier on its last open square.
Bowmen
Bowmen require 1 Wound to defeat and deal 1 Wound when Attacking. Bowmen can attack targets at range 1-2.
When moving a Bowman, count the Tiles to determine the shortest path from the Bowman to a Villager, and move the Bowman 3 squares along the shortest path. If the Bowman ends its movement on a square containing a different Enemy, move the Bowman to a horizontally adjacent square. If both horizontally adjacent squares are blocked or occupied, place the Bowman on its last open square.
The Sheriff
The Sheriff requires 4 Wounds to defeat and deals 1 Wound when Attacking. The Sheriff can attack adjacent targets.
The Sheriff can Retaliate, dealing 1 Wound to the first Character to damage him each Heroic Phase. He cannot be attacked by Towers and takes no damage from Pit Traps. The Sheriff can destroy Barricades by moving over them. Each Character can only attack the Sheriff once per turn.
When moving the Sheriff, count the Tiles to determine the shortest path from the Sheriff to the Village, and move the Sheriff 3 squares along the shortest path. If the Sheriff ends its movement on a square containing a different Enemy, move the Sheriff to a horizontally adjacent square. If both horizontally adjacent squares are blocked or occupied, place the Sheriff on his last open square.
Appendix: Tokens & Plaques
Destiny Tokens
Each Character starts with 1 Destiny Token which can be spent to gain 4 extra movement or a free Action of any type. Destiny Tokens can be refreshed by spending 2 Gold Coins.
Doom Plaques
On turns 2, 5, and 8, Doom Plaques are revealed which grant buffs to various Enemies. When a Doom Plaque is revealed, it remains in play until the end of the game and cannot be negated.
Flame Tokens
For the first 10 turns of the game, a Flame Token is placed to Light a Flame of Hope during the Collection Phase. These Flame Tokens simply track the passing of turns. The 10th Flame of Hope is lit just as the Sheriff enters the battle. Once the final Flame of Hope is lit, Enemies no longer Spawn.
Wound Tokens
Wound Tokens are used to indicate the damage taken by a Character or an Enemy. Most Enemies have only 1 Health so Wound Tokens are not required when Attacking them. In the case of Knights and the Sheriff, a Wound Token should be placed beside their figure each time they are attacked. When a Character takes a Wound, it is placed in one of their Wound Slots. When a Character is forced to take a Wound that they do not have a Slot for, they are killed and immediately removed from the board.