Sherwood EN Final

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HISTORY, RULES

& SCENARIOS
Table of Contents

1 - Historical Background ........................................................................ 4

2 - Initiation rules .................................................................................. 7

3 - Standard rules ........................................................................................ 8

4 - The Scenarios ....................................................................................... 13


Scenario 1: A cheeky Alan a Dale ...................................................................... 13
Scenario 2: The wedding of Alan a Dale ............................................................. 14
Scenario 3: Saving Rebecca ............................................................................... 15
Scenario 4: The ambush .................................................................................... 16
Scenario 5: Meeting in the woods ....................................................................... 17
Scenario 6: The wolf leader ............................................................................... 18
Scenario 7: The tavern ...................................................................................... 19
Scenario 8: The bait .......................................................................................... 21

5 - Purchase Table ......................................................................................... 23


Sherwood
After relaunching the venerable medieval skirmish game CRY HAVOC with all 5 games in the NORMAN SAGA series over
the past 10 years, we felt it was time to give this collection a new twist, expand the gaming community and reach out to the
younger generation who might be unfamiliar with wargames.
We chose the theme of Robin Hood in the natural continuity of the Norman saga, the action taking place just a few years after
Montgisard, the last installment in the series.

The legend of Robin Hood is one of the best known in Western history. The different stories consist of a series of skirmishes
and ambushes perfect to be simulated with individual characters. The theme should appeal to a wide audience, even if younger
generations are unfamiliar with the myth. One of the goals of this simple game is to help young gamers get to grips with the
concepts of wargaming and enjoy a board game that will take them away from their screens for an hour or two…
Sherwood is played according to 3 levels of difficulty.

> The first level is very simple and intended to introduce young players (from 10 years old) to the basics of skirmishing.
> The second level adds more depth and constitutes the basic set of rules presented in this booklet. Five pages of rules are
enough to get you started quickly and have fun, while staying away from more realistic and sometimes difficult to master
concepts like the infamous infiltration rule that has sparked countless discussions within the gaming community. This level
can be played from 12 years old.
> The third level is the set of rules developed for the different games of the NORMAN SAGA, also published by
Historic’One and available for free download on the cryhavocfan.org site. These very detailed rules add more realism while
being easy to understand and will allow you to manage large armies or the siege of a castle. All Sherwood components are
fully compatible with other NORMAN SAGA games (and even games from the original CRY HAVOC series released in
the 80s and 90s) to diversify their use as much as possible.
Enjoy!

A big thank you to:


> Martin Krauel, who redesigned all the rules to arrive at the simplified versions presented in this booklet.
> Christian Delabos, who designed all the scenarios and had them tested by his students, which is much appreciated.
> Peter Dennis, one of the world's most respected historical illustrators, for agreeing to design the beautiful cover illustration
while officially retired, thanks to his love for the Robin Hood legend. Peter was also the illustrator for most of the original
CRY HAVOC series games like SIEGE, OUTREMER, VIKING RAIDERS or SAMURAI.
> Philippe Gaillard who, as publisher, took all the financial risks to bring this game to life. And he is the one who had the
brilliant idea of contacting Peter Dennis for the box cover.
> Dan Buman for his careful proofreading of all the components of the game in English to guarantee optimal quality.
> Hervé Delattre, Martin Krauel, Dani and Thierry for the play tests.

As usual, there are plenty of other people to thank, including our loved ones who always wonder why we spend so much time
creating designs that end up with a few cardboard counters being pushed across paper maps!

Buxeria,
October 29, 2022

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1 - Historical Background
Robin Hood: The facts behind the legend 1. The characters
Robin Hood is a pure fictional character. The first ballad
mentioning him dates from the 1370s, but most of them were 1.1. The Normans
composed in the late 15th/early 16th century. His traditional
traits as a defender of the lower classes, his outstanding skills 1.1.1. Sir Guy of Gisbourne (Nck)
as an archer and his constant fight with the Sheriff of Guy is a brutal, ambitious Norman knight who
Nottingham were already present. But the original ballads set helps Prince John solidify his power in exchange
the story during the reigns of either Edward I, II or III (late 13th for being granted land and influence. He
or early 14th Centuries). wears an early model of great helm with a face
mask.
The modern elements of the legend of Robin Hood:
Sir Walter Scott, in 1819 with his famous novel Ivanhoe, is to 1.1.2. Sir Brian de Bois-Guilbert (Nck)
be credited for setting the story during the period that Prince Brian is a Norman knight who initially joined the
John was the regent of England and King Richard the Lionheart Order of the Templars. He met Ivanhoe during the
was still held captive on his way back from the 3rd Crusade. He 3rd Crusade and came back with him to England.
added the title Locksley to Robin’s name, making him a He became obsessed with Rebecca and fought for
nobleman. The Ivanhoe’s author is also responsible for her.
assuming that the Saxon-Norman conflict was still an issue at
the end of the 12th century, 130 years after the Norman 1.1.3. Sir William, the Sheriff of
Conquest. It is now agreed that the former hostility between the Nottingham (Nck)
Saxons and Normans had faded away during the reign of Henry William de Wendenal became Sheriff of
I at the beginning of the 12th Century. With the exception for Nottingham in 1190. He is responsible for
the aristocracy, intermarriage and cultural assimilation had led enforcing the law in the shire. His biggest task
to a very homogenized society. Modern traits given to Robin is to deal with a group of outlaws who hide in
Hood are similar to those Scott gave to Ivanhoe: Returning Sherwood Forest.
Crusader, at odds with his father, of Saxon origin, supporter of
the rightful king (even though he is of Norman-French ancestry), 1.1.4. Sir Roger (Nck)
skilled with weapons and in love with a fair maiden. Finally, it Roger is a mysterious knight who is coming back
was Scott who invented Robin’s famed ability to split his from Outremer, like many other knights during this
enemy’s arrow. period. His resemblance with King Richard is
striking. He wears a flat helmet, typical of the late
The Merry Men: 12th Century.
Robin’s companions are known as the Merry Men, a generic
term for any follower of an outlaw, knight, or similar leader. 1.1.5. Maid Marian (Ncc)
They work as a group to rob from the rich and give to the poor. Maid Marian is a later addition to the legend of
They also oppose the tyrannical rule of Prince John while King Robin Hood. She’s been depicted in multiple
Richard is held prisoner in Austria. This puts them into ways, but she is always portrayed as a capable
permanent conflict with the prince’s local supporters: Guy of and energetic noblewoman with a strong &
Gisbourne and the Sheriff of Nottingham. rebellious character who falls in love with Robin
Hood.
The Sheriff of Nottingham:
The Sheriff in Old English designated a royal official (a reeve) 1.1.6. Mounted Sergeants (Ncm)
responsible for keeping the peace throughout a shire (hence These mounted soldiers accompany the
shire reeve) on behalf of the king. The sheriff of Nottingham is Sheriff or any other Norman knight when
never known by his name in the legend. The historical sheriff they need assistance. They wear a simple coat
when Richard was crusading Outremer was William de of mail on a gambeson but no gantlet
Wendenal, who held the office from 1190 until March 1194, or chausses of mail like better protected
when Richard replaced him with William de Ferrers, 4th Earl of knights.
Derby.
1.1.7. Sergeants (Nim)
King Richard and Prince John: These infantrymen are well armed and
Modern perceptions of the two Plantagenet rulers of that time protected by a chainmail, a helmet, and a
were also heavily influenced by Scott’s work: There is much shield. They are armed with a spear or
debate regarding the ‘good’ King Richard and his ‘fauchard’, a spear with a large scythe-like
‘mischievous’ brother Prince John. Richard was no doubt a blade.
great soldier, but he was also probably one of the worst kings
England ever had. He never cared about the administration of 1.1.8. Spearmen (Nil)
his kingdom and only viewed England as a source of revenue These infantrymen are equipped with a lance,
to fund his wars against Philip II, King of France on the a helmet, and a shield but they are more
continent. He only spent 6 months of his 10-year reign (1189- lightly protected with simply a gambeson, a
1199) in England, and probably never spoke English. A late padded woolen tunic.
19th century scholar depicted him as "a bad son, a bad
husband, a selfish ruler, and a vicious man”. He shared this trait 1.1.9. Javelin throwers (Nij)
of cruelty with his brother John who, despite being remembered Javelins were not widely used in Western
as one of the worst rulers of England, cared much more about Europe during the Middle Ages. These
the administration of his kingdom. Historian Jim Bradbury javelins are relatively big and mostly used for
describes John as displaying a "hard-pettiness, wickedness, and close combat against mounted opponents.
cruelty”.

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1.1.10. Crossbowmen (Nix) 1.2.9. Much (Xic)
The crossbow has been used as the standard missile Much is the blacksmith. He is the strongest man in the
weapon for over 20 years. Its range, strength and fast village and few people would dare argue with him. He
learning curve made it a great weapon for mercenaries spends his days in his forge and doesn’t like to be
which were widely used by the ruling leaders of the disturbed.
time.
1.2.10. Mildred (Xic)
1.1.11. The Bishop (Nic) She is the tavern maid in the inn. She is so used to
Waleran is a wealthy character who is more interested fighting drunk customers that people avoid messing
in amassing gold than praying for the souls of his with her.
people.
1.2.11. Isaac (Xic)
1.2. The Saxons Isaac is a Jewish moneylender. Like other Jews in
England, he is under the jurisdiction of the king, who
1.2.1. Sir Wilfred of Ivanhoe (Xck) provides them protection in return for their economic
Wilfred of Ivanhoe is a knight who followed King Richard function. Isaac wears the typical Jewish cap, a cone-
to Outremer even though he is the son of a resentful shaped pointed hat colored white or yellow.
Saxon noble. He fought successfully there and meets
Isaac and his daughter Rebecca when returning to 1.2.12. Rebecca (Xic)
England. Rebecca is the daughter of Isaac. Along with
possessing physical beauty and a gracious deportment,
1.2.2. Robin Hood (Xca) she is a skilled and compassionate healer.
There’s been multiple representations of Robin Hood
in recent movies, but we preferred the classic character 1.3. The Animals
in green tights as played by Errol Flynn over eighty
years ago, as his physically dynamic character is well 1.3.1 Wolves
suited for a skirmish game. Wolves roam Sherwood Forest and can attack
any lone traveler, so prudence is always
1.2.3. Little John (Xil) necessary.
Despite his nickname, Little John is a huge 7-foot
tall (2.1m) warrior who is the second in command 1.3.2 Deer
of the Merry Men. He typically fights with a quar- Deer in the Forest belong to the King and can’t be
terstaff. hunted. Any peasant that would be seen killing a deer
would be hanged. Many Merry Men are peasants who
1.2.4. Friar Tuck (Xic) sought shelter in the forest after killing a deer to feed their
Tuck is a friar, hence a member of a mendicant family.
religious order. He is depicted as a fat monk with a
great love for food and ale. He is always jovial and 1.3.3 Pig
loves to crack jokes. Many peasants and villagers raise this animal for its
meat.
1.2.5. Will Scarlett (Xca)
Will is a prominent member of the Merry Men 1.3.4 Ox
despite his young age. His surname illustrates his Oxen are typical draft animals for carts but can also
attraction to fine clothes and red silk. He can be be raised for their meat.
hot-headed and tempestuous at times.
1.3.5 Draft Horses
1.2.6. Alan-a-Dale (Xic) These horses were used to draw wheeled
Alan was a wandering minstrel who joined the Merry vehicles like carts or carriages on short
Men. He likes to play his luth anywhere, which makes journeys only, due to the very poor
him a good companion to Robin’s friends. condition of medieval roads.

1.2.7. Archers (Xia) 1.3.6 Carts


At the end of the 12th Century, archery is still not Carts are used to carry goods or people.
highly developed in England and the dreaded
longbow is still mostly a hunting weapon in Wales. 1.3.7 Carriages
It will be another 60 years until a law will require Carriages are covered wagons used to carry
all men between the ages of 15 and 60 to be noble people. They are typically decorated
trained in archery. The Merry Men in Sherwood with bright colors. The tarp is held in place
Forest use their bows to counter the strength of by wooden arresters.
armored knights.

1.2.8. Peasants (Xip) 1.4. The Buildings


The peasants must pay constant taxes as well The maps of Sherwood display buildings viewed vertically.
as the massive ransom to free King Richard. No The walls are represented by white stones while the floor is illustrated
wonder some of them decide to become by slabs of colored stones. The slabs also indicate the presence of a
outlaws and join the Merry Men in the forest to roof.
escape their fate. The windows are illustrated by their horizontal wooden frame.
The doors are simple passages through the walls.

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1.4.1 – The forester’s cottage 1.4.3 – The forge
This house has two windows and a courtyard in the front which is This long
delineated by a low wall. building with
two windows at
the back is open
at the front. The
forge and its
bellows occupy
most of the
surface and are
impassable.

1.4.4 - The inn


It is a 2-storey
building with
only the top
floor shown on
the map. You
reach it by a
w o o d e n
1.4.2 – The warehouse staircase which
This tiny house has only one opens onto a
window in the back. covered balcony
which gives
access to the
tavern room,
then into a
bedroom lit by
three windows.

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2 - Initiation rules
These highly simplified rules are designed for young gamers (between Step 1: Missile fire
age 8 and 12) All your archers, javelin throwers and crossbowmen can fire. For
each shooter pick a target character. You cannot fire at targets behind
Set up the game other characters (friendly or enemy), or behind walls or trees. You
In Sherwood, you pit your fighters against the fighters of your can fire through windows or doors, or into trees. To hit, you roll one
opponent. Some of those are strong knights, on big horses, in heavy ten-sided die. A ‘0’ on the die means ‘10’ on the various tables.
armour, some are simple soldiers or daring outlaws. Some fight for If the target is armoured (has a circle around their red defence score),
the evil Sheriff of Nottingham, some fight with Robin Hood and his a roll of a number from 1 to 3 is a hit (see below what this means).
Merry Men. If the target is not armoured, it is killed on a 1 or hit on a 2 to 4.

The fighters are called characters. They are printed on cardboard Step 2: Movement
counters. The characters all have individual names. On the counters All your characters can move. They can move through hexes
are three numbers. The black number is the attack value, the red occupied by friendly characters, but not enemy ones. To move into
number the defence value and the blue number the movement or through one empty hex (yellow ground or building floor) costs one
value. Better fighters have higher attack and defence values, as have movement point: they can move as many hexes as the blue
characters mounted on a horse. Those riders are also faster. Some number on their counters shows. Movement through difficult terrain
characters, like knights, wear armour. They have a red circle around (trees, scrubs, windows, slopes) costs two movement points per
their defence value. They are better protected, but also slower. Some hex.
characters use missile weapons, bows, javelins, and crossbows. You
see these in the picture. They can shoot arrows and bolts to Riders on horses cannot move into buildings or into tree hexes.
anywhere on the map but are often weak in combat. Instead of moving, a rider can dismount. Place the dismounted
counter next to the rider and flip the rider around to the
Every character has two counters, or four counters, in the case of unmounted horse. For two movement points, the rider can
riders. The counter with the lower number is used when the character mount again. Remove the dismounted rider counter and flip the
is wounded. With riders, you use the bigger counters when they ride unmounted horse back to the side of the rider. Riders can mount
their horses, or the smaller counters, when dismounted. If you turn any unmounted horse. Be careful to turn the unmounted horse to
around the unwounded counter of a rider, you find a riderless horse. the correct rider and exchange the empty horses beforehand. If a
wounded rider dismounts, be sure to use the dismounted and
The maps show small six-sided fields called hexes (hex is ancient wounded counter. Riderless horses don’t move and don’t attack
Greek for six). The counters of the characters fit on these hexes, or but can be attacked.
on two hexes, in the case of riders. One hex is big enough for one
fighter to swing a sword or shoot a bow. Only one character can Step 3: Attack
occupy one hex. All characters that have not shot a missile this turn can attack one
enemy character next to them. Archers, javelin throwers and
To play, you can select a scenario from the booklet. It states which crossbowmen can attack if they didn’t shoot this turn. To hit, you roll
sides are involved, who begins, which characters and maps are used, one ten-sided die. Compare your black attack score to the enemies
where on the maps the characters start and what your goals are. To red defence score. Several attackers add their attack scores
learn about the game, you can also simply assign some characters together.
of your choice to the players, place them on a map and have them > If the attack score is lower than the defence score, the target
fight. is hit on a 1 or 2.
> If the attack score is at least 10 higher than the defence score,
If you are familiar with the game and these simple rules, you can try the target is killed on a roll of 1, it is hit on a roll of 2 to 5.
to use the standard rules. > Otherwise, the target is hit on a 1 to 4.

Play the game Effect of hits:


One of you begins to play. When it is your turn, all your characters > Any character who is hit gets wounded. Exchange the
can act. In a first step, any character with a missile weapon (bow, unwounded counter with the wounded counter (same name, with
javelins, or crossbow) can shoot. Then all characters may move. lower scores) immediately. A wounded character is killed if hit
Finally, they can attack enemies next to them with hand weapons again.
(swords, spears, daggers and so on). Not every character has to act > Killed characters are removed from the board. A horse or other
at every step, but every activity can only be done in its step. After animal that is hit is also removed from the map.
both players went through this, a game turn is over. If you play a
scenario, it ends after a certain number of game turns, so keep track
of them. When the game ends, the scenario has rules to determine
who has won.

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3 - Standard rules
1 - The characters On each counter are the name and picture of the character, as well
1.1 - Time scale and distance as three numbers:
Sherwood is a game that simulates man-to-man combat on tactical > a black number: It represents the attack
maps. In other words, each game turn represents a very short period strength of the character. Its value is determined
of real time: a few seconds at most. Enough time to shoot an arrow, by the length and heaviness of the weapon, the
to strike a blow with a sword, or to run a few metres. The width of a skill of the person using it, and his physical
hexagon is equivalent to two metres (6 feet), a space sufficient for one condition.
soldier to wield his weapon comfortably but not enough for a rider > a red number: It represents the defence
on a horse. It is for this reason that each mounted character occupies strength of the character. Its value is determined
by the skill of the character in parrying and
two hexes, and that it is forbidden to have two living characters in the
dodging blows, as well as the physical
same hex.
condition. Characters in armour have their red
number surrounded by a circle.
1.2 - Counters and characters
> a blue number: It represents the movement allowance of the
Each foot character is represented by two double-sided counters. The character, in other words the number of movement points that
first shows on one side the character in good health and on the the character can spend each game turn. Its value is determined
reverse the character stunned. The second counter shows on one side by the mode of transport (on foot or on horseback), the weight of
the same character when he is wounded, and on the opposite side... armour worn, and the physical condition of the character.
dead.
Characters possessing a mount have four counters: two represent A code of three letters describes the characteristics of the character.
them on foot and two others mounted. On the back of the healthy The first letter provides the character origin, Norman (N) or SaXon
mounted rider's counter is a picture of the horse without a rider, and (X). The second letter designates the movement type, cavalry (c) or
on the back of the wounded mounted rider is the dead horse. Horse infantry (i). The last of the letters designates the function, knight (k),
riders have a small triangle to indicate where the head of the horse is, medium infantry (m), light infantry (l), archers (a), crossbowmen (x),
hence the direction of the movement. javelin throwers (j), peasants (p) and civilians (c).

Face Reverse

Counter
Healthy mounted character:
A Horse without its rider:
William has just been named Sheriff
William dismounted to fight on
of Nottingham. He is highly
foot unless something happened
confident he can clear Sherwood
to him in the forest.
Forest of its outlaws.

Counter
Wounded mounted character: B
Killed horse:
William overestimated his strength
William must borrow another
and found a stronger opponent than
horse to continue the fight.
anticipated.

Counter
Healthy foot character: C Stunned character:
William found it more convenient to William didn't see Little John
dismount to continue the fight. whose large pole felled him.

Wounded foot character: Counter Killed character:


William's end is in sight, and he D William won’t be missed
should be very careful. by Prince John.

2 - Sequence of play The players phases are:


In Sherwood, each scenario is made up of a succession of game turns.
In a game turn, the starting player gets to make his characters shoot, 1. MISSILE FIRE PHASE: Shooters of the active player can shoot.
move, and fight, all in separate phases. 2. MOVEMENT PHASE: Characters of the active player can move.
3. COMBAT PHASE: Characters of the active player in contact with
After the starting player has finished all his phases, the second player
enemy characters can attack them.
does the same. This is repeated during each following game turn.
Each scenario will state which side gets to start. 4. RECOVERY PHASE: All stunned characters of the active player
recover.

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3 - Missile fire phase 3.1.2 - Other terrain
To resolve missile fire, the active player selects a character with a It is not possible to shoot through tree hexes. It is possible,
bow, a crossbow or a javelin and picks an enemy, the target, to however, to fire into a tree hex so long as the line of fire does not
which the shooter has a line of fire. It takes a roll to hit the selected cross any other tree hex. Other types of terrain do not break the
target and another roll to determine the effect of that hit, if any. line of fire.
Any hex adjacent to the shooter cannot be targeted. A character
adjacent to any enemy 3.1.3 - Other characters
character cannot shoot If the line of fire passes through a hex occupied by a character,
unless that enemy character friend or foe, or a live animal, shooting is impossible, unless that
is stunned. Only archers can character is stunned.
shoot while “Up the Tree”. Archers can shoot over other characters on condition that the
They can shoot with target hex is at long range. Archers “Up the Tree”, any shooter
enemies being adjacent if on the balcony of the Inn or at a window in the Inn can shoot over
these are on the ground. In other characters, but they can also be fired upon by shooters from
this case, they can even the ground in the same way.
shoot at adjacent enemies
on the ground or those in 3.1.4 - Cover
their own hex. Certain types of terrain provide cover to the targeted character,
Example: Reynold the making the roll to hit more difficult. A character in a scrub or tree
archer cannot shoot on hex benefits from cover, as does a character on the slope hex, if
Gebbo who is adjacent to the line of fire passes over the lip of the slope. A character in a
him, but Gilbert who is ‘Up building hex benefits from cover if shot at from the outside. A
the Tree’ can shoot at Bero. character behind a low wall benefits from cover.

3.1 - Line of fire Examples: If being shot at


A character can shoot at an enemy character if there is an unobs- by Falko, the archer in
tructed line of fire between the shooter and the target. The line of the top left corner, Odric
fire is an imaginary straight line that can be traced from the centre & Folmar benefit from
of the shooter’s hex to the centre of the target hex. cover due to the scrub
Count the number of hexes from the shooter to the target and hexes, while Robert
compare this to the range of the weapon used. If this number benefits from the line of
exceeds the Long Range of the weapon used, the shot is fire passing over the lip
impossible. If the range is within the Short Range of the weapon, of the slope. Grégoire
the shooter enjoys several advantages (see below). under the tree can’t be hit
If the line of fire crosses a hex containing either a character or a by Falko as Folmar blocks
type of terrain other than flat terrain, the shot will be subject to the line of fire. Boldewin
the restrictions explained below. can shoot at Roger who
doesn’t have any cover as
3.1.1 - Buildings: walls, windows, and doorways the line of fire doesn’t cross the slope ridge. Odric still benefits
Walls block line of sight, except when firing through a doorway or from the cover of the scrub hex he is in. Fulmar and Grégoire can’t
a window. be shot at as the line of fire is blocked by Roger.
A character inside a building can only fire at outside hexes from a
window or doorway hex. The line of sight is then determined from 3.2 - Mounted archers
the middle of the exterior edge, not from the centre of the hex. Mounted archers cannot shoot while riding their horse. They need
A character outside the building can only shoot at a character to dismount first.
indoors if the target is immediately behind the window or doorway,
and if he is at least 2 hexes away from the building. 3.3 - Roll to hit
Characters indoors can shoot at each other normally. A character To hit the target, a roll of 1 – 6 is needed at short range, a roll
on the balcony of the inn is not inside a building. Any shooter of 1- 4 at long range. This roll is modified by a + 2 for a target
shooting at any target in the inn from the outside must be at least in cover, a + 1 for the shooter being wounded and a + 1 for the
two hexes away from the building to account for the level shooter being “Up the Tree”.
difference.
3.4 - Rolling for damage
Examples: Rudolf the If the first roll is successful, a second roll is made to determine
arbalester can shoot the result of the shot. Check the table corresponding to the type
at either Will Scarlett of target (infantry or rider). This roll has two modifiers: a -2 for
or Robin, but Baldric a crossbow and a +2 for the target being armoured.
can’t as he is too
close to the balcony 4 - Movement phase
which blocks his line Each turn a player can move all of his characters, using all or a
of fire. Geri the part of the movement allowance for each. Unused movement
javelin man cannot cannot be transferred from one character to another, nor can it
shoot at Alan the be kept in reserve for future turns.
minstrel, as the latter
is not adjacent to the Each character has several Movement Points (MPs) printed on
window. Saxbert can the counter which represents him (as a blue number). Each hex
shoot at any entered requires the spending of several MPs corresponding to
character in the the difficulty of the terrain encountered (see the Terrain Types
orange hexes as his Table). Some types of terrain have a different MP cost for
line of fire starts from the middle of the exterior edge of the mounted characters or for characters on foot. If a character has
window hex. not enough MP to enter a certain hex, he cannot do so.

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4.1 - Restrictions on movement Example: Robin is chasing
Characters cannot pass through hexes containing living enemy Maid Mariann who was in
characters unless they are stunned. On the other hand, it is the inn. Robin climbs
possible to cross hexes containing friendly characters. The through the window of the
character may not end his movement in a hex containing any tavern, spending 8 points,
character. but Maid Mariann was fast
Walls are impassable. Houses can only be entered through doors enough to jump down the
and windows. Only characters on foot can pass through a balcony, spending 4 MPs,
window or over a low wall, for a cost of 3 MP in addition to the succeeding her jump roll
cost of entering the hex. The inn is a special case since it is at a (see below) and escaping his
higher elevation. A staircase gives access to the balcony. From affections. Next time
there, the building interior can be entered through the door or maybe?
a window.
Characters on horseback cannot pass through a tree hex, a hex
containing stairs or a building interior hex. But they can access
courtyards or occupy door hexes. Horses without a rider and led
by the bridle can cross tree hexes.
Crossbowmen that have shot during this turn’s missile phase
cannot move. 5 - Combat phase
Any character that did not fire in the Missile Fire Phase can make
4.2 - Infiltration one attack on a character in an adjacent hex. An attack is not
If the character moves from a hex adjacent to an enemy to possible, if the attacker is restricted from entering the hex the
another hex adjacent to the same or another enemy, entering defender is in by regular movement, e.g., riders cannot attack
that hex has a cost of 2 MP in addition to the cost of entering through a window or into a tree hex or a character “Up the Tree”
the hex due to terrain. cannot attack an enemy on the ground and vice versa.
To resolve a combat, calculate the difference between the attack
4.3 - Riders and horses strength (black figure) and the defence strength (red figure).
For riders, the cost in movement points is calculated by moving You get a differential that corresponds to a column of possible
the front section of the counter (the side with the direction outcomes listed in the appropriate Combat Table on the Play sheet.
arrow). The back section follows behind. The attacker then rolls the die to determine the exact result of the
When not spending any movement points for moving, riders can combat in question.
mount or dismount their horses, to or from one of the hexes A ‘0’ on the die means ‘10’ on the various tables. There are two
adjacent to both hexes of the horse’s counter. Combat Tables - one is used to resolve combats against mounted
A character “Up the Tree” can mount the horse from any characters, the other against characters on foot.
adjacent hex (jumping onto the mount) but is subject to a jump
roll (see below). 5.1 - Effects of terrain on combat
Horses without a rider stay immobile until they are mounted or The column of the Combat Table can be shifted by the terrain. The
led by the bridle (see below). Terrain Types table (see the Play sheet) defines terrain to be neutral,
disadvantageous (-) or advantageous to the defender (+). If only the
4.4 - Climbing into trees and up to the inn defender is on disadvantageous terrain, the column of the Combat
An unarmoured character may climb into a large tree (covering Table is shifted one column to the right. If the defender is on advan-
7 hexes on a map). The character needs to be in the central hex tageous terrains or the attacker is on disadvantageous terrain, the
of the tree (representing the trunk) to climb up or down for a column of the Combat Table is shifted one column to the left. If the
cost of 6 MP. Place a marker “Up the Tree” under the character two sides are on equivalent terrain, the column does not change, and
to show his position at the top of the tree. The character can the odds remain the same. A mounted character is considered to
move to other hexes of the same tree for 4 MPs. occupy the least advantageous terrain of the two hexes occupied.
When two large trees are adjacent, this movement is allowed
from one large tree to another, which constitutes a jump roll (see 5.2 - Attacks by more than one character
below). A character “Up the Tree” may enter and stand in hexes When two characters (or more) are able to attack the same enemy
with enemy characters if those are on the ground. character, they can attack individually, or alternatively they can add
Through climbing, an unarmoured character can move from a their attack points to create a single total factor which is used to
ground hex through a window to an adjacent interior hex of the calculate the odds against the defender's strength in a single attack
inn, or to an adjacent hex of the balcony, or vice versa, for roll.
6 MP. Additionally, if they attack together, the column of the Combat Table
is shifted by one column to the right (in addition to any column shift
4.5 - Jumping and jump rolls due to terrain). This rule does not apply when attacking a mounted
A character “Up the Tree" can move to the same or any adjacent character unless he is attacked by several riders.
hex on the ground by jumping which costs 4 MPs. A character on If the attackers decide to attack jointly and they are on different types
the balcony or from within the inn through a window can move to of terrain, the least advantageous terrain will be counted to compare
adjacent ground hexes in the same way. A jumping character ends with that occupied by the defender.
up on the ground on the reception hex.
The character risks being injured by the jump. Example: Brian and Guy
To determine if he lands well, roll a D10: attack Hardouin. Both
> from 1 to 7, the jump is successful. knights are on slope
> 8 or 9, the character falls and is stunned. hexes, which is disadvanta-
> 10, the character falls and is wounded. geous and shifts the
column of the Combat
Armoured characters add +2 to the roll. Table one column to the
A dismounted character can jump on his horse but adds +1 to the left. But as they attack
roll. together, they get the
A character who jumped can’t move anymore during this phase, advantage of shifting the
even if he has movement points left. column of the Combat

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10
Table one column to the right, eliminating the previous penalty. They 6.4 - Dismounting riders
combine their attack strengths, resulting in 30+28=58, against the When a rider is dismounted following combat or missile fire, the
defence value of 5 for Hardouin. The result of the attack is then read owning player places the appropriate counter –rider stunned,
in the “> 41” column of the combat table. wounded or dead– on one of the hexes adjacent to his horse. If all
the adjacent hexes are occupied, a friendly character may be shifted
5.3 - Attack while jumping one hex to make room for the dismounted rider. If he is surrounded
Any character in a position to jump ("Up the Tree", from the by enemies, a dismounted rider is automatically killed. The horse itself
balcony of the inn or one of its exterior windows) can jump on remains in the same place and must be represented by its own
an opposing character located in an adjacent hex below (or the counter, unless it is killed.
same hex if the attacker is perched on a tree). The jumping
character must first make a jump test (see § 4.5). If successful, 6.5 - Recovery Phase
the result of his jump on the opponent is shifted one column to All stunned characters of the active player are turned to the healthy
the right of the combat table. side in the last phase of this active player's turn.

6 - Effects of missile fire and combat 6.6 - Capturing a character


Characters hit by missile fire, or in combat, can be forced to When a character is surrounded by enemies and the combat diffe-
retreat, become stunned or wounded, or even outright killed. rential exceeds 40, the character surrenders. A character who
With mounted characters, they can additionally be dismounted surrenders is disarmed and can no longer fight. His defense value is
or have their horses killed. All effects are applied to the affected reduced to 2. He is guarded and prevented from fleeing as long as
character immediately, before the next attack is resolved. an opposing character is standing by his side without being engaged
in another fight.
6.1 - Retreating
The retreating character moves a designated number of hexes 7 - Horses, other animals, and carts
away from the attacker. A character can retreat across hexes The rules on horses apply to domestic animals, including riderless
occupied by friendly characters. A retreat is not possible into horses, draft animals, and farm animals. They are generally treated
hexes which the character may not enter normally, e.g. a rider as characters but never considered enemy characters for any
may not retreat into a tree hex. The retreating character cannot purpose.
enter any hex adjacent to any enemy character. If the retreat is
not possible, the retreating character is wounded instead. Note 7.1 - Movement of domestic animals
that MP cost is not relevant. Climbing and jumping are not Horses and other domestic animals stay immobile until a character
possible during a retreat. leads them by the bridle.
If several attackers are affected by a retreat, all of them are To lead any animal, a character must enter one of the 3 hexes
affected. adjacent to the animal’s front hex. A character can lead only one
animal. This is not possible while there is an enemy character
6.2 - Stunning, wounding and killing adjacent to the animal’s front hex. For the remainder of this
A character that is stunned or wounded is turned from the movement phase, the leading character will be followed by the
healthy side to the stunned side or exchanged for the wounded animal, which is treated as an extension of the character leading it.
counter. A stunned or wounded character dies immediately if An animal may not move more than once during the same player’s
wounded or stunned again. A stunned character that is forced to turn. An enemy character cannot mount the horse if the character
retreat is also killed. A stunned character may not move or attack controls it. Riderless horses can enter tree hexes. No animal may
and is very weak on the defence, while a wounded character is move “Up the Tree”.
weaker and slower. A stunned character “Up the Tree” will fall, Example: Ludbert must
resulting in death. be in one of the 3 orange
hexes to lead the horse.
6.3 - Advance after combat The character will lose its
If as the result of an attack during the combat phase, the defender control over the animal
has been forced to retreat, been stunned, or been killed, the when shooting during the
attacking character (or one of them, in the case of a joint attack missile phase or initiating
by several characters) can advance by a number of MPs equal to an attack during the
half of its movement allowance. Any extra MP cost from the In- combat phase. The same
filtration rule is waived. The first hex crossed must always be one happens when he is
of the hexes evacuated by the enemy (or the hex of the stunned stunned or forced to
or killed character). If the attacker or attackers are forced to retreat.
retreat or killed, the defender can advance in the same way.
Example: Wilfred and 7.2 - Movement of carts
Guy were faced with a A cart is immobile, but can be attached to a draft animal, like
group of 3 Normans. draft horses or oxen. The cart will move whenever the animal is
One of them got moved, following behind the animal counter. The cart can move
stunned, which gave the no more than 6 MP with a draft horse, or 4 MP in the case of
opportunity to Wilfred to an ox. The cart can enter no terrain other than flat terrain.
advance. After spending
half of his MP (or 3), he Characters on foot can enter a cart hex for 3 MPs. They will
positions himself behind remain on the cart counter as passengers when it is moved.
Bartholomé so that in
the next round, a A draft animal can be led by a character like any domestic animal
combined attack with Guy should result in victory as his escape as in 7.1, with the animal following the movement of the
route is now cut. character and the cart following the animal. This is not possible,
Advance after combat is not obligatory but it must be carried out if the cart is controlled by a coachman. A coachman is a
immediately, without waiting for the resolution of the other character in the hex of the cart adjacent to the draft animal.
combats in that phase. The MPs used during the advance after Instead of moving, the coachman can move the draft animal with
combat do not prevent the concerned character from moving the cart following behind. Unless giving up control of the cart,
normally during the next game turn. the coachman may not attack or shoot.

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11
To harness or unharness a draft animal to or from a cart, a character The ambusher can reveal any number of hidden characters from
must spend one complete turn without any other action or any number of hiding places. The counters of the hidden characters
movement adjacent to the animal and the cart. are placed at any hex in the hiding area (a building or “Up the
Tree”). After all are revealed, each can make one attack, either by
7.3 - Animals and carts during combat shooting a missile, engaging in combat or by making a jump attack.
Animals and carts block the line of fire like characters. Multiple ambushes within one movement phase are possible.
If attacked or shot upon, animals are treated like characters on foot.
Animals cannot be stunned or wounded; they are killed instead. 8.3 - Attacks from ambush
Characters in a cart hex benefit from cover. They are not restricted Each of the characters uncovered in ambush can either shoot one
in attacking or shooting. A character in a cart can be attacked in missile or make one attack.
combat. If attacked from outside the cart, the character defends The missile attack follows the normal rules. The shooter gets an
with an advantage (+). additional -1 modifier on the roll to affect the character in the
impact hex, due to his longer aim.
7.4 - Wild animals Combat is only possible between adjacent hexes, as per the
Wild animals, like wolves or deer, move like characters and attack combat rules. The ambusher may shift the column of the Combat
like them, if they have attack scores. According to the Table once to the right, due to surprise, in addition to all other
specific scenario they appear in, they are controlled by one of the modifiers.
players. Alternatively, characters “Up the Tree” may make a special jump
attack when emerging from hiding. They are placed in their hex
8 - Ambushes on the ground and may make an attack on one adjacent enemy.
Great advantage can be gained in combat if one party succeeds in The jumping character will first have to undertake a jump roll (see
surprising the other: Merry Men hide in the woods, ready to assault § 4.5). If the roll is successful, the ambusher may shift the column
unsuspecting travellers or the Sheriff's henchmen lure Robin into of the combat table twice to the right, due to surprise and the force
a trap. of the jump, on top of all other modifiers.
If one side is in such a position, the scenario will allow the player If an enemy character was affected by the result of an ambush in
to set up an ambush. the middle of its move, movement of this character is ended. If
unaffected by the ambush, movement may be continued.
8.1 - Set up an ambush After all attacks from ambush are resolved, the active player
Characters can be hidden within buildings or up large trees continues his movement phase.
(hideouts). The player must record which character is hiding in
which hideout, but not the specific hex. All buildings are named, 8.4 - Ending the ambush
while all large trees have letter codes on the map for this purpose. The ambusher may reveal any number of hidden characters at the
No more than two characters can be hidden in a tree. A building beginning of his own turn and place them anywhere within the
can hide one character per two hexes. The hidden characters must hiding area.
be able to enter the hideouts, e.g. no riders in houses. If a character of the other player enters a hex of a hideout building
The scenario can set limitations on the characters or locations used (not just a hex in front of a door or a window) or climbs a tree with
for the ambush. hidden characters without the ambusher springing the ambush, all
hidden characters there are immediately placed on the map and
8.2 - Springing the ambush treated normally. Note that this applies to any kind of movement,
The ambusher can interrupt the active player’s phase at any time, including retreats or advances after combat. In such a case the
in between moving characters or even during the movement of ambusher cannot spring the ambush, as an ambush is only possible
one character. This is not allowed while the active player is moving during the movement phase.
a character through hexes with friendly characters.

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12
4 - Scenarios
There are 8 scenarios of increasing difficulty for Sherwood. The purchase table at the end of this booklet lets you create your
Additional scenarios using other maps and counters from other own scenarios using balanced forces. An Excel utility on
games in the NORMAN SAGA series will be available in the near www.cryhavocfan.org is available to help you set up your
future. scenarios more easily.

Scenario 1: A cheeky Alan a Dale


Background
In his songs, the minstrel Alan a Dale never failed to mock the Sheriff's men. This time he went too far, and they intend to send him to the
dungeon. However, they didn’t factor the villagers who have no intention of abandoning the musician.

Map layout and starting positions


Use The Inn map.
Villagers are positioned on the map first. They can't be adjacent to any building.
Much is placed on one of the forge hexes; Alan, a peasant and Mildred are placed in the inn.
The rest of the villagers are placed freely on the map, except in the inn and the forge.
The Sheriff’s men begin the game by entering the map from one side only, excluding Side 1.
The game is played in 12 turns.

The sides
The villagers

The Sheriff's men

Special rules
1. No one wants to die for Alan! As soon as a character is wounded, his counter is removed from the game.
2. As soon as a Sheriff's men character who is not adjacent to a villager manages to stand next to Alan, the minstrel is considered captured.

Victory conditions
If the Sheriff's men manage to capture Alan before the end of the game, they win.
Otherwise, the villagers win.

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13
Scenario 2: The wedding of Alan a Dale
Background
Alan the minstrel is desperate. His beloved fiancée, the one he is to marry, Mildred, is to be forcibly married to the old, pot-bellied sergeant
Martin. Bishop Waleran is scheduled to officiate the union in the small chapel deep in the woods. Fortunately, Friar Tuck and some Merry
Men come to the rescue of the musician.

Map layout and starting positions


The cottage of the forester simulates the chapel.
Waleran is placed in the chapel (but not in the front yard).
Martin, Mildred and the rest of the bishop’s retinue enter from Side 1.
Alan and his friends then enter the map from Side 2.
From turn two, the side that controls Mildred goes first.
The game is played in 12 turns.

The sides

Alan & his friends

The bishop and his retinue

Special rules
1. As long as Mildred is adjacent to a character in the bishop's retinue (including Waleran), she is controlled by Martin's side. Otherwise, she
regains her freedom, and it is Alan's camp that moves her. She can again be controlled by Waleran's retinue if she is still adjacent to the bishop
or one of his men. Mildred is a peaceful young girl; she does not participate in any attacks, regardless of which side controls her.
2. Marriage: To marry Mildred, each suitor must stay with her and a priest for one turn in the chapel without moving or fighting (attack or
defense). Only Friar Tuck can marry Alan and Mildred; only Waleran can marry Martin and Mildred.
3. No one can attack or shoot Waleran and Friar Tuck until they participate in an attack. As clergymen, they are protected.

Victory conditions
If Alan manages to marry Mildred, he wins the game. If Martin manages to marry Mildred, he wins. If one of the players injures or kills Mildred,
he immediately loses the game.
If neither suitor manages to marry Mildred, it is considered a minor victory for Alan: He will wed Mildred on another occasion!

Inspiration
Howard Pyle, The Merry Adventures of Robin Hood (1883).
Robin of Sherwood, TV serial by Richard Carpenter (1984), episode 5.

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14
Scenario 3: Saving Rebecca
Background
The Norman Brian de Bois-Guilbert fell in love with the beautiful Rebecca. As she does not want to give in to his advances, he holds her
prisoner, with her father Isaac.
The noble Wilfred of Ivanhoe, also in love with Rebbeca, comes to her aid. Robin and his Merry Men accompany him to lend assistance.

Map layout and starting positions


Rebbeca and Isaac are placed in the warehouse. The
door is not closed.
Four Normans are placed in the buildings of your
choice (with the exception of the warehouse). The
rest are placed freely on the Forester’s Cottage and
Inn maps.
The Saxons begin the game by entering the Wood's
Edge map from the side of their choice. They always
play first.
The game is played in 12 turns.

The sides
The Normans
Rudolf Odric Arnold
Baldric Folmar Martin
Wilbrand Wolmer
Walker

Crossbowmen Sergeants - Spearmen -


- Nix Nim Nil

Ivanhoe and his friends (the Saxons)


Reynold
Alwin
Falko
Gilbert

Archers - Xia

Hardouin
Garulf
Simon

Peasants - Xip

Special rule
Neither Rebbeca nor Isaac can attack the Normans.

Victory conditions
Ivanhoe and his friends win if Rebecca and Isaac manage to leave the map by one or more sides of their choice.
The Normans have to prevent Rebbeca and her father from leaving the map.
> If only Rebbeca manages to leave the map, the Saxons win a minor victory.
> If Isaac is killed by the Normans, there is a draw.
> If Rebecca is killed by the Normans, the latter lose the game.

Inspiration
Sir Walter Scott, Ivanhoe, 1819.

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15
Scenario 4: The ambush
Background
Robin and his companions heard rumors that Bishop Waleran was going to come in person to collect the tithe in the village of Bernysdale.
They decide to await him in the forest. However, this is a trap. William, the Sheriff of Nottingham, is in ambush with his men. He will try to
capture or kill Robin.

Map layout and starting positions


The villagers are placed first on the Inn and Forester’s
Cottage maps.
Robin and his men are placed in the trees of the maps of their
choice. They are in ambush (see Rule 8).
Waleran and his escort enter the Gulch map from Side 4 and
begin their movement through the gulch itself. Waleran and the
treasure are placed in the carriage. The carriage must move
towards the village during the first turn using maximum
movement points.
William and his men enter one of the maps from the side of their
choice and at the turn of their choice.
The turn is as follows: Waleran, Robin, William, the villagers.
The game is played in 12 turns.

The sides

Waleran and his retinue


Martin Geri
Finn Bern
Walker Albert
Wolmer

Spearmen - Javelin
Nil throwers- Nij

William and his men


Bero
Odric
Folmar
Wilbrand

Sergeants -
Nim

Robin and his Merry Men


Alwin
Reynold
Falko
Boldewin
Saxbert
Archers - Xia
The villagers
Hardouin
Garulf
Sibold
Simon
Fulmar
Ubbo
Peasants - Xip
Huge
Lidbert
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16
Special rule:
Seize the treasure: Whomever owns the carriage owns the treasure. If there is no character inside the carriage, the side controlling the draft
horse owns the treasure.

Option (to adjust difficulty):


> To benefit William: add the knight Roger,
> To benefit Waleran: add the crossbowman Emeric,
> To benefit the villagers: add a wolf. This wolf is controlled by Hardouin. If Hardouin dies, the wolf runs away.
> To benefit Robin: Robin is on horseback.

Victory conditions
This scenario can be played with two or four players.
In the two-player game, one side controls the Normans (Waleran, William, and their men) and another the Saxons (Robin, the Merry Men,
and the Peasants).
In the four-player game there are four camps: Waleran, William, Robin and the villagers.
In any case, a Saxon can never attack a Saxon and a Norman can never attack a Norman.
For the two-player game:
> If Robin is killed or captured, Waleran is alive and free, and the treasure is still in Norman hands: Total Norman victory;
> If Robin is killed or captured, Minor victory for the Normans;
> If Waleran is killed or captured, Robin is alive and free, and the treasure is in Saxon hands: Total Saxon victory;
> If the treasure is in Saxon hands, Minor Saxon victory;
> If Waleran AND Robin are killed or captured: draw.

For the four-player game:


> Victory of the peasants if they manage to kill or capture Waleran;
> Victory for Robin and his Merry Men if they manage to seize the treasure and keep it until the end of the game;
> Victory for William and his men if they manage to kill or capture Robin;
> Victory for Waleran and his escort if they manage to protect Waleran and the treasure.
There may be multiple winners or none.

Scenario 5 : Meeting in the woods


Background
Robin and Maid Marian meet at a cottage deep in the woods. Alas, the Normans have been informed of this encounter and want to
take advantage of Robin being alone and vulnerable to capture him. What they don't know is that, in the woods, the Merry Men watch over
Robin.

Map layout and starting positions


Robin and Maid Marian are placed in the cottage.
Will Scarlett is placed on the entrance hex of the courtyard of
the cottage.
The 3 horses are placed outside the courtyard. They must be
adjacent to at least one wall of the house or yard.
The Merry Men are hidden in the trees of one or more of the
3 maps. They are in ambush (see Rule 8).
The Normans start the game by entering from Side 4 of the
Wood’s Edge map.
The game is played in 15 turns.

The sides
The Normans
Guy Bartholomé Martin Emeric
Brian Grégoire Walker Baldric
Roger Gebbo
William Finn

Spearmen - Nil Crossbowmen


- Nix

Knights Mounted
- Nck sergeants - Ncm

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17
Robin and his Merry Men
Alwin
Reynold
Falko
Boldewin
Saxbert
Archers - Xia

3 horses

Special rule
In this scenario, Robin can't climb “Up the Tree”.

Victory conditions
The Normans win the game if they manage to kill or capture Robin.
If Maid Marian is captured by the Normans, there is a draw.
Robin wins in all the other cases.

Scenario 6: The wolf leader


Background
For some time now a sorcerer has been roaming Sherwood Forest. He is a wolf leader who has enslaved two beasts in his service. He has
befriended a group of bandits, led by Much a former blacksmith. Tired of their abuses, some brave villagers called on Little John to help them
track down these crooks to the heart of the forest.

Map layout and starting positions


The wolf leader, his beasts and the bandits are placed first on
the Wood’s Edge map.
The villagers are then placed on the Forester’s Cottage
map.
Initiative is rolled at the start of each turn.
The game is played in 12 turns.

The sides
The wolves The bandits
Martin
Walker
Finn

Spearmen - Nil

The villagers
Reynold Simon
Saxbert Hige
Ludbert
Fulmar
Sibold
Ubbo
Archers - Xia Peasants - Xip
Garulf

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18
Special rules
Hardouin the wolf leader has ten movement points (and 5 if he is injured).
To benefit the villagers, you can add Hige (Xip) to them.
To benefit the sorcerer and his wolves, Hardouin can be given the ability to blind a villager who is four spaces or less away.
This action replaces a possible combat attack on the part of the sorcerer. A result lower than 5 is needed to succeed. If the
blinding is successful, the target cannot act (move, attack, shoot) for two turns.

Victory conditions
The bandits win if they manage to kill or wound all the villagers.
The villagers win if they manage to kill Much, both wolves or the wolf leader.

Inspiration
Bernard Daniel. Charmeurs et meneurs de loups, d'hier à aujourd'hui. In : Le Monde alpin et rhodanien. Revue régionale
d'ethnologie, n°1-3/2002. Le fait du loup. De la peur à la passion : le renversement d'une image. pp. 163-1.

Scenario 7: The tavern


Background
King Richard returns from his crusade under a false identity, but he has been discovered by the Sheriff who fetches his henchmen to intercept
him while he is eating in a tavern. In the back of the room, Robin and his Merry Men are eating quietly until the Sheriff's men come through
the door of the tavern.

Map layout and starting positions


Richard and his retinue are placed in the tavern, while Robin and his Merry Men are in the
adjoining room.
The Sheriff and his henchmen are on the balcony of the inn or within a radius of 3 hexes
around the inn.
Villagers are placed at will on the map, except in the inn.
The Sheriff's henchmen start the game.
The game is played in 12 turns.

The sides

The King and his retinue


Roger Bartholomé
(King Grégoire
Richard)

Knight – Nck Mounted


sergeants –
Ncm
Robin and his Merry Men
Alwin
Saxbert

Archers - Xia
The villagers
Hardouin
Garulf
Hige
Sibold

Peasants - Xip

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19
The Sheriff’s henchmen
Finn Folmar
Martin Wilbrand
Walker
Gebbo
Wolmer
Spearmen – Arnold Sergeants -
Nil Nim

Victory conditions
The Sheriff's henchmen win if they manage to capture or kill Richard before the end of the game. Otherwise, Richard's supporters
win.

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20
Scenario 8: The bait
Background
Rebecca has arranged a meeting between Maid Marian and Robin at an inn on the edge of the forest. They head with a small escort to the
meeting place where Wilfred of Ivanhoe must also go. They are chased by Guy de Guisbourne who wants to capture Rebecca. But the Sheriff's
spies also caught wind of the encounter. This one wants to use them as bait to capture Robin.

Map layout and starting positions


Maid Marian's convoy is placed in
the middle of the Gulch map.
The 4 archers of Robin's party hide
in the trees. They are in ambush
(see Rule 8).
Robin, his other companions, and
the villagers are placed on the Inn
and Forester's Cottage maps.
Guy de Gisbourne and his escort
enter on the first turn via Side 1 of
the Wood’s Edge map.
The sheriff and his men enter on
the first turn through Side 3 of the
Forester's Cottage map.
The Normans play first.
The game is played in 12 turns.

The sides
Maid Marian’s convoy
Hardouin Alwin
Garulf Saxbert
Hige
Sibold

Peasants – Xip Archers - Xia

Robin and his Merry Men


Reynold
Falko
Boldewin
Gilbert

Archers - Xia

The villagers
Fulmar
Simon
Ludbert
Ubbo

Peasants – Xip

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21
The Sheriff’s henchmen
William Arnold Folmar Albert
Roger Finn Wilbrand Bern
Wolmer
Walker
Gebbo
Spearmen – Sergeants - Javelin
Nil Nim throwers- Nij

Knights
– Nck
Guy de Guisbourne's escort
Guy Grégoire
Bartholomé

Knights – Mounted
Nck sergeants –
Ncm

Special rules
In this scenario, Robin can't climb “Up the Tree”.

Victory conditions
The 2 targets of the Normans are Rebecca and Robin. The sheriff gave strict instructions that Robin should not be killed but
captured for trial.
> If they are both captured, the game ends and the Normans win a resounding victory.
> If only Robin is captured, the Normans win a marginal victory.
> If only Rebecca is captured, Robin and his men win a marginal victory.
> If neither of the 2 are captured at the end of the 12 turns, Robin and his men win a resounding victory.

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22
5 - Purchase table
This table will allow you to create your own balanced scenarios. An Excel utility is available on www.cryhavocfan.org to help you quickly
calculate the total cost of your armies.

Basic cost of a character


Heavy cavalry (with coat of mail) ATT + DEF
Light cavalry ATT + DEF
Infantry with coat of mail ATT + DEF
Infantry without coat of mail ATT + ½ DEF (1)
Javelin thrower 2 ATT
Archer 2 ATT + DEF
Crossbow with coat of mail 3 ATT + 2 DEF
Clergymen, Peasants, Civilians ATT
(1) Round down if necessary

Animals
Cavalry Horse 12
Draft horse 8
Ox 6
Pig, Deer 2
Wolf ATT + DEF
Equipment
Cart 12
Carriage 15

N .B.: ATT and DEF are abbreviations for Attack strength points and Defence strength points.

Printed in France
for HISTORIC'ONE Editions
www.historicone.com
The Norman Saga
Sherwood is an initiation game to explore the mechanics of skirmish wargaming. If you like the concept and
you want to vary the eras and themes in Western Europe and the medieval Levant of the 11th and 12th
centuries, then the NORMAN SAGA series is made for you. The Normans, descendants of the Vikings, exerted
a decisive influence on the history of Europe.
Each game explores a period of this unique adventure, whether in France, England, Southern Italy, Sicily or
the Middle East. In total, nearly 1,000 different characters and 50 maps to simulate the Middle Ages that will
only be limited by your own imagination.

Already published:

Guiscard 2: This game is set during the epic conquest of Southern Italy and Sicily by the
Normans, led by Robert Guiscard ("the cunning" or "the weasel"), in the 11th century. The
game features the various factions of the time including the Byzantines and their Varangian
Guard, the Arabs of Sicily, the Lombards, the Holy Roman Empire and of course the Normans,
who came as mere mercenaries into the middle of this mass of conflicting interests, and then
decided to seize power through force of arms.

Diex Aïe 2 ("God Our Help!", the war cry of the Dukes of Normandy): This game explores
the Saxon resistance to the imposition of the « Norman Yoke » in the decades following the
Battle of Hastings. The game lets you play Normans, Saxons, Scots and Danes. Diex Aie 2
includes a campaign game to generate tactical scenarios that can be played on the various
maps of the series.

The Anarchy is the name given to the civil war over the succession to the throne of Henry I
Beauclerc, King of England and Duke of Normandy, from 1135 to 1154. Numerous castle
sieges took place during this period, so this will be the perfect opportunity to update all the
siege rules of the various games of the series. A campaign game is also added to the tactical
game.

Ager Sanguinis (‘The Field of Blood’, based on the name of the last battle of Roger of
Salerno, Regent of Antioch in 1119): This complete game is set during the conflict between
the Normans of the Principality of Antioch, one of the Crusader States, their Armenian allies
and the first contingents of knights Hospitaller against the Turks in the 12th Century.

Montgisard is an extension for Ager Sanguinis to simulate the relentless fights in the Holy
Land between Saladin and Baldwin IV, the Leper King, from the battle of Montgisard to the
battle of Hattin. The game introduces new knight Templar counters as well as famous
characters like Reynald de Chatillon, Balian of Ibelin. Sieges can be fought on a double map
of the mighty 'Crac des Chevaliers' castle.

And dozens of additional maps to vary the terrain ad infinitum and


allow you to design any scenario you can imagine.

Cover Artwork:
Peter DENNIS

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